Commit: c5c2c3be9815670ba6dba2f98f2bbc45fffde7f5
Author: Julian Eisel
Date:   Sat Oct 22 03:18:28 2016 +0200
Branches: transform-manipulators
https://developer.blender.org/rBc5c2c3be9815670ba6dba2f98f2bbc45fffde7f5

Use more modern OpenGL for dial manipulator drawing

Added a new shader for drawing with clipping plane.

===================================================================

M       source/blender/gpu/CMakeLists.txt
M       source/blender/gpu/GPU_shader.h
M       source/blender/gpu/gawain/immediate.c
M       source/blender/gpu/gawain/immediate.h
M       source/blender/gpu/intern/gpu_shader.c
A       source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
M       
source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c

===================================================================

diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index 0bb383a..82de49f 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -141,6 +141,7 @@ data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
 
 data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index e19588a..0697c05 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -101,6 +101,7 @@ typedef enum GPUBuiltinShader {
        GPU_SHADER_3D_FLAT_COLOR,
        GPU_SHADER_3D_SMOOTH_COLOR,
        GPU_SHADER_3D_DEPTH_ONLY,
+       GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
        /* basic image drawing */
        GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
        GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
diff --git a/source/blender/gpu/gawain/immediate.c 
b/source/blender/gpu/gawain/immediate.c
index 7c3edc2..500f188 100644
--- a/source/blender/gpu/gawain/immediate.c
+++ b/source/blender/gpu/gawain/immediate.c
@@ -722,6 +722,17 @@ void immUniform4fv(const char* name, const float data[4])
        glUniform4fv(loc, 1, data);
        }
 
+void immUniformMat4(const char* name, const float data[4][4])
+       {
+       int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+       assert(loc != -1);
+#endif
+
+       glUniformMatrix4fv(loc, 1, GL_FALSE, (float *)data);
+       }
+
 void immUniform1i(const char* name, int x)
        {
        int loc = glGetUniformLocation(imm.bound_program, name);
diff --git a/source/blender/gpu/gawain/immediate.h 
b/source/blender/gpu/gawain/immediate.h
index ccf7ebe..8fc574f 100644
--- a/source/blender/gpu/gawain/immediate.h
+++ b/source/blender/gpu/gawain/immediate.h
@@ -77,6 +77,7 @@ void immUniform1i(const char* name, int x);
 void immUniform1f(const char* name, float x);
 void immUniform4f(const char* name, float x, float y, float z, float w);
 void immUniform4fv(const char* name, const float data[4]);
+void immUniformMat4(const char* name, const float data[4][4]);
 
 
 // convenience functions for setting "uniform vec4 color"
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index f84b2be..c51821b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -61,6 +61,7 @@ extern char datatoc_gpu_shader_3D_vert_glsl[];
 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
 
 extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
@@ -120,6 +121,7 @@ static struct GPUShadersGlobal {
                GPUShader *flat_color_3D;
                GPUShader *smooth_color_3D;
                GPUShader *depth_only_3D;
+               GPUShader *clipped_uniform_color_3D;
                /* points */
                GPUShader *point_fixed_size_uniform_color_2D;
                GPUShader *point_varying_size_varying_color_2D;
@@ -735,6 +737,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
                                        NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.depth_only_3D;
                        break;
+               case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR:
+                       if (!GG.shaders.clipped_uniform_color_3D)
+                               GG.shaders.clipped_uniform_color_3D = 
GPU_shader_create(
+                                       
datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
+                                       
datatoc_gpu_shader_uniform_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.clipped_uniform_color_3D;
+                       break;
                case GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR:
                        if (!GG.shaders.point_fixed_size_uniform_color_2D)
                                GG.shaders.point_fixed_size_uniform_color_2D = 
GPU_shader_create(
@@ -982,6 +992,11 @@ void GPU_shader_free_builtin_shaders(void)
                GG.shaders.smooth_color_3D = NULL;
        }
 
+       if (GG.shaders.clipped_uniform_color_3D) {
+               GPU_shader_free(GG.shaders.clipped_uniform_color_3D);
+               GG.shaders.clipped_uniform_color_3D = NULL;
+       }
+
        if (GG.shaders.point_fixed_size_uniform_color_2D) {
                GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_2D);
                GG.shaders.point_fixed_size_uniform_color_2D = NULL;
diff --git 
a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
new file mode 100644
index 0000000..2988bb3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
@@ -0,0 +1,16 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+uniform vec4 ClipPlane;
+
+#if __VERSION__ == 120
+  attribute vec3 pos;
+#else
+  in vec3 pos;
+#endif
+
+void main()
+{
+       gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+       gl_ClipDistance[0] = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
+}
diff --git 
a/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
 
b/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
index 274de93..cc9b4d8 100644
--- 
a/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
+++ 
b/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
@@ -35,6 +35,7 @@
  */
 
 #include "BIF_gl.h"
+#include "BIF_glutil.h"
 
 #include "BKE_context.h"
 
@@ -43,6 +44,7 @@
 #include "ED_screen.h"
 #include "ED_view3d.h"
 
+#include "GPU_immediate.h"
 #include "GPU_select.h"
 
 #include "MEM_guardedalloc.h"
@@ -80,20 +82,39 @@ typedef struct DialInteraction {
 
 /* -------------------------------------------------------------------- */
 
-static void dial_geom_draw(const DialManipulator *dial, const float col[4])
+static void dial_geom_draw(
+        const DialManipulator *dial, const float mat[4][4], const float 
clipping_plane[3], const float col[4])
 {
+       const bool clipped = (dial->style == 
MANIPULATOR_DIAL_STYLE_RING_CLIPPED);
        const bool filled = (dial->style == MANIPULATOR_DIAL_STYLE_RING_FILLED);
+       const unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 
3, KEEP_FLOAT);
 
        glLineWidth(dial->manipulator.line_width);
-       glColor4fv(col);
 
-       GLUquadricObj *qobj = gluNewQuadric();
-       gluQuadricDrawStyle(qobj, filled ? GLU_FILL : GLU_SILHOUETTE);
-       /* inner at 0.0 with silhouette drawing confuses OGL selection, so draw 
it at width */
-       gluDisk(qobj, filled ? 0.0 : DIAL_WIDTH, DIAL_WIDTH, DIAL_RESOLUTION, 
1);
-       gluDeleteQuadric(qobj);
+       immBindBuiltinProgram(clipped ? GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR : 
GPU_SHADER_3D_UNIFORM_COLOR);
+       immUniformColor4fv(col);
+
+       if (clipped) {
+               glEnable(GL_CLIP_DISTANCE0);
+               immUniform4fv("ClipPlane", clipping_plane);
+               immUniformMat4("ModelMatrix", mat);
+       }
+
+       if (filled) {
+               /* TODO */
+       }
+       else {
+               imm_draw_lined_circle_3D(pos, 0.0f, 0.0f, DIAL_WIDTH, 
DIAL_RESOLUTION);
+       }
+
+       immUnbindProgram();
 }
 
+static void dial_clipping_plane_get(DialManipulator *dial, RegionView3D *rv3d, 
float r_clipping_plane[3])
+{
+       copy_v3_v3(r_clipping_plane, rv3d->viewinv[2]);
+       r_clipping_plane[3] = -dot_v3v3(rv3d->viewinv[2], 
dial->manipulator.origin);
+}
 
 static void dial_matrix_get(DialManipulator *dial, float r_mat[4][4])
 {
@@ -108,20 +129,25 @@ static void dial_matrix_get(DialManipulator *dial, float 
r_mat[4][4])
 
 static void dial_draw_intern(const bContext *C, DialManipulator *dial, const 
bool highlight)
 {
+       const bool use_clipping = (dial->style == 
MANIPULATOR_DIAL_STYLE_RING_CLIPPED);
+       float clipping_plane[3];
        float mat[4][4];
        float col[4];
 
        BLI_assert(CTX_wm_area(C)->spacetype == SPACE_VIEW3D);
-       UNUSED_VARS(C);
 
+       /* get all data we need */
        manipulator_color_get(&dial->manipulator, highlight, col);
        dial_matrix_get(dial, mat);
+       if (use_clipping) {
+               dial_clipping_plane_get(dial, CTX_wm_region_view3d(C), 
clipping_plane);
+       }
 
        glPushMatrix();
        glMultMatrixf(mat);
 
        /* draw actual dial manipulator */
-       dial_geom_draw(dial, col);
+       dial_geom_draw(dial, mat, clipping_plane, col);
 
        glPopMatrix();
 }
@@ -130,50 +156,17 @@ static void manipulator_dial_render_3d_intersect(const 
bContext *C, wmManipulato
 {
        DialManipulator *dial = (DialManipulator *)manipulator;
 
-       /* enable clipping if needed */
-       if (dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-               ARegion *ar = CTX_wm_region(C);
-               RegionView3D *rv3d = ar->regiondata;
-               double plane[4];
-
-               copy_v3db_v3fl(plane, rv3d->viewinv[2]);
-               plane[3] = -dot_v3v3(rv3d->viewinv[2], manipulator->origin);
-               glClipPlane(GL_CLIP_PLANE0, plane);
-               glEnable(GL_CLIP_PLANE0);
-       }
-
        GPU_select_load_id(selectionbase);
        dial_draw_intern(C, dial, false);
-
-       if (dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-               glDisable(GL_CLIP_PLANE0);
-       }
 }
 
 static void manipulator_dial_draw(const bContext *C, wmManipulator 
*manipulator)
 {
        DialManipulator *dial = (DialManipulator *)manipulator;
-       const bool active = manipulator->state & WM_MANIPULATOR_ACTIVE;
-
-       /* enable clipping if needed */
-       if (!active && dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-               double plane[4];
-               ARegion *ar = CTX_wm_region(C);
-               RegionView3D *rv3d = ar->regiondata;
-
-               copy_v3db_v3fl(plane, rv3d->viewinv[2]);
-               plane[3] = -dot_v3v3(rv3d->viewinv[2], manipulator->origin);
-               glClipPlane(GL_CLIP_PLANE0, plane);
-               glEnable(GL_CLIP_PLANE0);
-       }
 
        glEnable(GL_BLEND);
        dial_draw_intern(C, dial, (manipulator->state & 
WM_MANIPULATOR_HIGHLIGHT) != 0);
        glDisable(GL_BLEND);
-
-       if (!active && dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-               glDisable(GL_CLIP_PLANE0);
-       }
 }
 
 static int manipulator_dial_invoke(bContext *UNUSED(C), const wmEvent *event, 
wmManipulator *manipulator)

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