Getting rid of setlinestyle: armature drawing code.

Firts usage of 3D version of new dashed line shader... Though not sure
whether that code will be kept for long?
This commit is contained in:
Bastien Montagne
2017-04-26 20:56:10 +02:00
parent bb43dff935
commit cf959dc03a

View File

@@ -1634,11 +1634,22 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(fcolor);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform4fv("color1", fcolor);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_width_on", 3.0f);
setlinestyle(3);
for (con = pchan->constraints.first; con; con = con->next) {
if (con->enforce == 0.0f)
continue;
@@ -1672,6 +1683,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
if (parchan) {
immBegin(PRIM_LINES, 2);
immAttrib3fv(line_origin, ik_tip);
immVertex3fv(pos, ik_tip);
immVertex3fv(pos, parchan->pose_head);
immEnd();
@@ -1698,6 +1710,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
/* Only draw line in case our chain is more than one bone long! */
if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */
immBegin(PRIM_LINES, 2);
immAttrib3fv(line_origin, ik_tip);
immVertex3fv(pos, ik_tip);
immVertex3fv(pos, parchan->pose_head);
immEnd();
@@ -1706,8 +1719,10 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
}
}
}
setlinestyle(0);
immUnbindProgram();
glDisable(GL_BLEND);
}
static void imm_sphere_project(unsigned int pos, float ax, float az)
@@ -2203,23 +2218,37 @@ static void draw_pose_bones(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *
if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) {
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform4fv("color1", fcolor);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_width_on", 3.0f);
if (arm->flag & ARM_POSEMODE) {
GPU_select_load_id(index & 0xFFFF); /* object tag, for bordersel optim */
UI_GetThemeColor4fv(TH_WIRE, fcolor);
immUniformColor4fv(fcolor);
immUniform4fv("color1", fcolor);
}
setlinestyle(3);
immBegin(PRIM_LINES, 2);
immVertex3fv(pos, pchan->pose_head);
immAttrib3fv(line_origin, pchan->parent->pose_tail);
immVertex3fv(pos, pchan->parent->pose_tail);
immVertex3fv(pos, pchan->pose_head);
immEnd();
setlinestyle(0);
immUnbindProgram();
glDisable(GL_BLEND);
}
/* Draw a line to IK root bone
@@ -2503,21 +2532,34 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
if (eBone->parent) {
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 3, KEEP_FLOAT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
GPU_select_load_id(-1); /* -1 here is OK! */
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
immUniformColor4fv(fcolor);
setlinestyle(3);
immUniform4fv("color1", fcolor);
immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_width_on", 3.0f);
immBegin(PRIM_LINES, 2);
immVertex3fv(pos, eBone->head);
immAttrib3fv(line_origin, eBone->parent->tail);
immVertex3fv(pos, eBone->parent->tail);
immVertex3fv(pos, eBone->head);
immEnd();
setlinestyle(0);
immUnbindProgram();
glDisable(GL_BLEND);
}
}
}