Files
test2/source/blender/gpu/intern/gpu_immediate_util.c
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

727 lines
23 KiB
C

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPU immediate mode drawing utilities
*/
#include <stdio.h>
#include <string.h>
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "GPU_immediate.h"
#include "UI_resources.h"
static const float cube_coords[8][3] = {
{-1, -1, -1},
{-1, -1, +1},
{-1, +1, -1},
{-1, +1, +1},
{+1, -1, -1},
{+1, -1, +1},
{+1, +1, -1},
{+1, +1, +1},
};
static const int cube_quad_index[6][4] = {
{0, 1, 3, 2},
{0, 2, 6, 4},
{0, 4, 5, 1},
{1, 5, 7, 3},
{2, 3, 7, 6},
{4, 6, 7, 5},
};
static const int cube_line_index[12][2] = {
{0, 1},
{0, 2},
{0, 4},
{1, 3},
{1, 5},
{2, 3},
{2, 6},
{3, 7},
{4, 5},
{4, 6},
{5, 7},
{6, 7},
};
void immRectf(uint pos, float x1, float y1, float x2, float y2)
{
immBegin(GPU_PRIM_TRI_FAN, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x1, y2);
immEnd();
}
void immRecti(uint pos, int x1, int y1, int x2, int y2)
{
immBegin(GPU_PRIM_TRI_FAN, 4);
immVertex2i(pos, x1, y1);
immVertex2i(pos, x2, y1);
immVertex2i(pos, x2, y2);
immVertex2i(pos, x1, y2);
immEnd();
}
void immRectf_fast(uint pos, float x1, float y1, float x2, float y2)
{
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x1, y2);
}
void immRectf_fast_with_color(
uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4])
{
immAttr4fv(col, color);
immVertex2f(pos, x1, y1);
immAttr4fv(col, color);
immVertex2f(pos, x2, y1);
immAttr4fv(col, color);
immVertex2f(pos, x2, y2);
immAttr4fv(col, color);
immVertex2f(pos, x1, y1);
immAttr4fv(col, color);
immVertex2f(pos, x2, y2);
immAttr4fv(col, color);
immVertex2f(pos, x1, y2);
}
void immRecti_fast_with_color(
uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4])
{
immAttr4fv(col, color);
immVertex2i(pos, x1, y1);
immAttr4fv(col, color);
immVertex2i(pos, x2, y1);
immAttr4fv(col, color);
immVertex2i(pos, x2, y2);
immAttr4fv(col, color);
immVertex2i(pos, x1, y1);
immAttr4fv(col, color);
immVertex2i(pos, x2, y2);
immAttr4fv(col, color);
immVertex2i(pos, x1, y2);
}
#if 0 /* more complete version in case we want that */
void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
{
GPUVertFormat *format = immVertexFormat();
uint pos = add_attr(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
immRecti(pos, x1, y1, x2, y2);
immUnbindProgram();
}
#endif
void imm_cpack(uint x)
{
immUniformColor3ub(((x)&0xFF), (((x) >> 8) & 0xFF), (((x) >> 16) & 0xFF));
}
static void imm_draw_circle(GPUPrimType prim_type,
const uint shdr_pos,
float x,
float y,
float radius_x,
float radius_y,
int nsegments)
{
if (prim_type == GPU_PRIM_LINE_LOOP) {
/* NOTE(Metal/AMD): For small primitives, line list more efficient than line strip.. */
immBegin(GPU_PRIM_LINES, nsegments * 2);
immVertex2f(shdr_pos, x + (radius_x * cosf(0.0f)), y + (radius_y * sinf(0.0f)));
for (int i = 1; i < nsegments; i++) {
const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
}
immVertex2f(shdr_pos, x + (radius_x * cosf(0.0f)), y + (radius_y * sinf(0.0f)));
immEnd();
}
else {
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
}
immEnd();
}
}
void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
{
imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius, radius, nsegments);
}
void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
{
imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius, radius, nsegments);
}
void imm_draw_circle_wire_aspect_2d(
uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius_x, radius_y, nsegments);
}
void imm_draw_circle_fill_aspect_2d(
uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius_x, radius_y, nsegments);
}
static void imm_draw_circle_partial(GPUPrimType prim_type,
uint pos,
float x,
float y,
float radius,
int nsegments,
float start,
float sweep)
{
/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
const float angle_start = -DEG2RADF(start) + (float)M_PI_2;
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
immVertex2f(pos, x + radius * angle_cos, y + radius * angle_sin);
}
immEnd();
}
static void imm_draw_circle_partial_3d(GPUPrimType prim_type,
uint pos,
float x,
float y,
float z,
float rad,
int nsegments,
float start,
float sweep)
{
/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
const float angle_start = -DEG2RADF(start) + (float)(M_PI / 2);
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
immVertex3f(pos, x + rad * angle_cos, y + rad * angle_sin, z);
}
immEnd();
}
void imm_draw_circle_partial_wire_2d(
uint pos, float x, float y, float radius, int nsegments, float start, float sweep)
{
imm_draw_circle_partial(GPU_PRIM_LINE_STRIP, pos, x, y, radius, nsegments, start, sweep);
}
void imm_draw_circle_partial_wire_3d(
uint pos, float x, float y, float z, float radius, int nsegments, float start, float sweep)
{
imm_draw_circle_partial_3d(GPU_PRIM_LINE_STRIP, pos, x, y, z, radius, nsegments, start, sweep);
}
static void imm_draw_disk_partial(GPUPrimType prim_type,
uint pos,
float x,
float y,
float rad_inner,
float rad_outer,
int nsegments,
float start,
float sweep)
{
/* to avoid artifacts */
const float max_angle = 3 * 360;
CLAMP(sweep, -max_angle, max_angle);
/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
const float angle_start = -DEG2RADF(start) + (float)M_PI_2;
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments * 2);
for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
immVertex2f(pos, x + rad_inner * angle_cos, y + rad_inner * angle_sin);
immVertex2f(pos, x + rad_outer * angle_cos, y + rad_outer * angle_sin);
}
immEnd();
}
static void imm_draw_disk_partial_3d(GPUPrimType prim_type,
uint pos,
float x,
float y,
float z,
float rad_inner,
float rad_outer,
int nsegments,
float start,
float sweep)
{
/* to avoid artifacts */
const float max_angle = 3 * 360;
CLAMP(sweep, -max_angle, max_angle);
/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
const float angle_start = -DEG2RADF(start) + (float)M_PI_2;
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments * 2);
for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
immVertex3f(pos, x + rad_inner * angle_cos, y + rad_inner * angle_sin, z);
immVertex3f(pos, x + rad_outer * angle_cos, y + rad_outer * angle_sin, z);
}
immEnd();
}
void imm_draw_disk_partial_fill_2d(uint pos,
float x,
float y,
float rad_inner,
float rad_outer,
int nsegments,
float start,
float sweep)
{
imm_draw_disk_partial(
GPU_PRIM_TRI_STRIP, pos, x, y, rad_inner, rad_outer, nsegments, start, sweep);
}
void imm_draw_disk_partial_fill_3d(uint pos,
float x,
float y,
float z,
float rad_inner,
float rad_outer,
int nsegments,
float start,
float sweep)
{
imm_draw_disk_partial_3d(
GPU_PRIM_TRI_STRIP, pos, x, y, z, rad_inner, rad_outer, nsegments, start, sweep);
}
static void imm_draw_circle_3D(GPUPrimType prim_type,
uint pos,
float x,
float y,
float radius_x,
float radius_y,
int nsegments)
{
if (prim_type == GPU_PRIM_LINE_LOOP) {
/* NOTE(Metal/AMD): For small primitives, line list more efficient than line strip. */
immBegin(GPU_PRIM_LINES, nsegments * 2);
const float angle = (float)(2 * M_PI) / (float)nsegments;
float xprev = cosf(-angle) * radius_x;
float yprev = sinf(-angle) * radius_y;
const float alpha = 2.0f * cosf(angle);
float xr = radius_x;
float yr = 0;
for (int i = 0; i < nsegments; i++) {
immVertex3f(pos, x + xr, y + yr, 0.0f);
if (i) {
immVertex3f(pos, x + xr, y + yr, 0.0f);
}
/* `cos[(n + 1)a] = 2cos(a)cos(na) - cos[(n - 1)a]`. */
const float xnext = alpha * xr - xprev;
/* `sin[(n + 1)a] = 2cos(a)sin(na) - sin[(n - 1)a]`. */
const float ynext = alpha * yr - yprev;
xprev = xr;
yprev = yr;
xr = xnext;
yr = ynext;
}
immVertex3f(pos, x + radius_x, y, 0.0f);
immEnd();
}
else {
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
immVertex3f(pos, x + radius_x * cosf(angle), y + radius_y * sinf(angle), 0.0f);
}
immEnd();
}
}
void imm_draw_circle_wire_3d(uint pos, float x, float y, float radius, int nsegments)
{
imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, radius, radius, nsegments);
}
void imm_draw_circle_wire_aspect_3d(
uint pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, radius_x, radius_y, nsegments);
}
void imm_draw_circle_dashed_3d(uint pos, float x, float y, float radius, int nsegments)
{
imm_draw_circle_3D(GPU_PRIM_LINES, pos, x, y, radius, radius, nsegments / 2);
}
void imm_draw_circle_fill_3d(uint pos, float x, float y, float radius, int nsegments)
{
imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, radius, radius, nsegments);
}
void imm_draw_circle_fill_aspect_3d(
uint pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, radius_x, radius_y, nsegments);
}
void imm_draw_box_wire_2d(uint pos, float x1, float y1, float x2, float y2)
{
/* NOTE(Metal/AMD): For small primitives, line list more efficient than line-strip. */
immBegin(GPU_PRIM_LINES, 8);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x1, y2);
immVertex2f(pos, x1, y2);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x1, y1);
immEnd();
}
void imm_draw_box_wire_3d(uint pos, float x1, float y1, float x2, float y2)
{
/* use this version when GPUVertFormat has a vec3 position */
/* NOTE(Metal/AMD): For small primitives, line list more efficient than line-strip. */
immBegin(GPU_PRIM_LINES, 8);
immVertex3f(pos, x1, y1, 0.0f);
immVertex3f(pos, x1, y2, 0.0f);
immVertex3f(pos, x1, y2, 0.0f);
immVertex3f(pos, x2, y2, 0.0f);
immVertex3f(pos, x2, y2, 0.0f);
immVertex3f(pos, x2, y1, 0.0f);
immVertex3f(pos, x2, y1, 0.0f);
immVertex3f(pos, x1, y1, 0.0f);
immEnd();
}
void imm_draw_box_checker_2d_ex(float x1,
float y1,
float x2,
float y2,
const float color_primary[4],
const float color_secondary[4],
int checker_size)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
immUniform4fv("color1", color_primary);
immUniform4fv("color2", color_secondary);
immUniform1i("size", checker_size);
immRectf(pos, x1, y1, x2, y2);
immUnbindProgram();
}
void imm_draw_box_checker_2d(float x1, float y1, float x2, float y2)
{
float checker_primary[4];
float checker_secondary[4];
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, checker_primary);
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, checker_secondary);
int checker_size = UI_GetThemeValue(TH_TRANSPARENT_CHECKER_SIZE);
imm_draw_box_checker_2d_ex(x1, y1, x2, y2, checker_primary, checker_secondary, checker_size);
}
void imm_draw_cube_fill_3d(uint pos, const float center[3], const float aspect[3])
{
float coords[ARRAY_SIZE(cube_coords)][3];
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
}
immBegin(GPU_PRIM_TRIS, ARRAY_SIZE(cube_quad_index) * 3 * 2);
for (int i = 0; i < ARRAY_SIZE(cube_quad_index); i++) {
immVertex3fv(pos, coords[cube_quad_index[i][0]]);
immVertex3fv(pos, coords[cube_quad_index[i][1]]);
immVertex3fv(pos, coords[cube_quad_index[i][2]]);
immVertex3fv(pos, coords[cube_quad_index[i][0]]);
immVertex3fv(pos, coords[cube_quad_index[i][2]]);
immVertex3fv(pos, coords[cube_quad_index[i][3]]);
}
immEnd();
}
void imm_draw_cube_wire_3d(uint pos, const float center[3], const float aspect[3])
{
float coords[ARRAY_SIZE(cube_coords)][3];
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
}
immBegin(GPU_PRIM_LINES, ARRAY_SIZE(cube_line_index) * 2);
for (int i = 0; i < ARRAY_SIZE(cube_line_index); i++) {
immVertex3fv(pos, coords[cube_line_index[i][0]]);
immVertex3fv(pos, coords[cube_line_index[i][1]]);
}
immEnd();
}
void imm_draw_cube_corners_3d(uint pos,
const float center[3],
const float aspect[3],
const float factor)
{
float coords[ARRAY_SIZE(cube_coords)][3];
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
}
immBegin(GPU_PRIM_LINES, ARRAY_SIZE(cube_line_index) * 4);
for (int i = 0; i < ARRAY_SIZE(cube_line_index); i++) {
float vec[3], co[3];
sub_v3_v3v3(vec, coords[cube_line_index[i][1]], coords[cube_line_index[i][0]]);
mul_v3_fl(vec, factor);
copy_v3_v3(co, coords[cube_line_index[i][0]]);
immVertex3fv(pos, co);
add_v3_v3(co, vec);
immVertex3fv(pos, co);
copy_v3_v3(co, coords[cube_line_index[i][1]]);
immVertex3fv(pos, co);
sub_v3_v3(co, vec);
immVertex3fv(pos, co);
}
immEnd();
}
void imm_draw_cylinder_fill_normal_3d(
uint pos, uint nor, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
const float sin1 = sinf(angle1);
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.0f - fac1) + top * fac1;
float r2 = base * (1.0f - fac2) + top * fac2;
float h1 = height * ((float)j / (float)stacks);
float h2 = height * ((float)(j + 1) / (float)stacks);
const float v1[3] = {r1 * cos2, r1 * sin2, h1};
const float v2[3] = {r2 * cos2, r2 * sin2, h2};
const float v3[3] = {r2 * cos1, r2 * sin1, h2};
const float v4[3] = {r1 * cos1, r1 * sin1, h1};
float n1[3], n2[3];
/* calc normals */
sub_v3_v3v3(n1, v2, v1);
normalize_v3(n1);
n1[0] = cos1;
n1[1] = sin1;
n1[2] = 1 - n1[2];
sub_v3_v3v3(n2, v3, v4);
normalize_v3(n2);
n2[0] = cos2;
n2[1] = sin2;
n2[2] = 1 - n2[2];
/* first tri */
immAttr3fv(nor, n2);
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
immAttr3fv(nor, n1);
immVertex3fv(pos, v3);
/* second tri */
immVertex3fv(pos, v3);
immVertex3fv(pos, v4);
immAttr3fv(nor, n2);
immVertex3fv(pos, v1);
}
}
immEnd();
}
void imm_draw_cylinder_wire_3d(
uint pos, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_LINES, 6 * slices * stacks);
for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
const float sin1 = sinf(angle1);
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.0f - fac1) + top * fac1;
float r2 = base * (1.0f - fac2) + top * fac2;
float h1 = height * ((float)j / (float)stacks);
float h2 = height * ((float)(j + 1) / (float)stacks);
const float v1[3] = {r1 * cos2, r1 * sin2, h1};
const float v2[3] = {r2 * cos2, r2 * sin2, h2};
const float v3[3] = {r2 * cos1, r2 * sin1, h2};
const float v4[3] = {r1 * cos1, r1 * sin1, h1};
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
immVertex3fv(pos, v2);
immVertex3fv(pos, v3);
immVertex3fv(pos, v1);
immVertex3fv(pos, v4);
}
}
immEnd();
}
void imm_draw_cylinder_fill_3d(
uint pos, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
const float sin1 = sinf(angle1);
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.0f - fac1) + top * fac1;
float r2 = base * (1.0f - fac2) + top * fac2;
float h1 = height * ((float)j / (float)stacks);
float h2 = height * ((float)(j + 1) / (float)stacks);
const float v1[3] = {r1 * cos2, r1 * sin2, h1};
const float v2[3] = {r2 * cos2, r2 * sin2, h2};
const float v3[3] = {r2 * cos1, r2 * sin1, h2};
const float v4[3] = {r1 * cos1, r1 * sin1, h1};
/* first tri */
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
immVertex3fv(pos, v3);
/* second tri */
immVertex3fv(pos, v3);
immVertex3fv(pos, v4);
immVertex3fv(pos, v1);
}
}
immEnd();
}
/* Circle Drawing - Tables for Optimized Drawing Speed */
#define CIRCLE_RESOL 32
static void circball_array_fill(const float verts[CIRCLE_RESOL][3],
const float cent[3],
const float radius,
const float tmat[4][4])
{
/* 32 values of sin function (still same result!) */
const float sinval[CIRCLE_RESOL] = {
0.00000000, 0.20129852, 0.39435585, 0.57126821, 0.72479278, 0.84864425, 0.93775213,
0.98846832, 0.99871650, 0.96807711, 0.89780453, 0.79077573, 0.65137248, 0.48530196,
0.29936312, 0.10116832, -0.10116832, -0.29936312, -0.48530196, -0.65137248, -0.79077573,
-0.89780453, -0.96807711, -0.99871650, -0.98846832, -0.93775213, -0.84864425, -0.72479278,
-0.57126821, -0.39435585, -0.20129852, 0.00000000,
};
/* 32 values of cos function (still same result!) */
const float cosval[CIRCLE_RESOL] = {
1.00000000, 0.97952994, 0.91895781, 0.82076344, 0.68896691, 0.52896401, 0.34730525,
0.15142777, -0.05064916, -0.25065253, -0.44039415, -0.61210598, -0.75875812, -0.87434661,
-0.95413925, -0.99486932, -0.99486932, -0.95413925, -0.87434661, -0.75875812, -0.61210598,
-0.44039415, -0.25065253, -0.05064916, 0.15142777, 0.34730525, 0.52896401, 0.68896691,
0.82076344, 0.91895781, 0.97952994, 1.00000000,
};
float vx[3], vy[3];
float *viter = (float *)verts;
mul_v3_v3fl(vx, tmat[0], radius);
mul_v3_v3fl(vy, tmat[1], radius);
for (uint a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
}
}
void imm_drawcircball(const float cent[3], float radius, const float tmat[4][4], uint pos)
{
float verts[CIRCLE_RESOL][3];
circball_array_fill(verts, cent, radius, tmat);
immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL);
for (int i = 0; i < CIRCLE_RESOL; i++) {
immVertex3fv(pos, verts[i]);
}
immEnd();
}