/* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
/* 32 values of sin function (still same result!) */
-static float sinval[32] = {
+#define CIRCLE_RESOL 32
+
+static const float sinval[CIRCLE_RESOL] = {
0.00000000,
0.20129852,
0.39435585,
};
/* 32 values of cos function (still same result!) */
-static float cosval[32] ={
+static const float cosval[CIRCLE_RESOL] = {
1.00000000,
0.97952994,
0.91895781,
glPopMatrix();
}
-void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
+static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, float tmat[][4])
{
- float vec[3], vx[3], vy[3];
- int a, tot=32;
+ float vx[3], vy[3];
+ float *viter= (float *)verts;
+ unsigned int a;
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
- glBegin(mode);
- for(a=0; a<tot; a++) {
- vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
- vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
- vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
- glVertex3fv(vec);
+ for (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];
}
- glEnd();
+}
+
+void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
+{
+ float verts[CIRCLE_RESOL][3];
+
+ circball_array_fill(verts, cent, rad, tmat);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, verts);
+ glDrawArrays(mode, 0, CIRCLE_RESOL);
+ glDisableClientState(GL_VERTEX_ARRAY);
}
/* circle for object centers, special_color is for library or ob users */
static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, int special_color)
{
const float size= ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
+ float verts[CIRCLE_RESOL][3];
/* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
if(v3d->zbuf) glDepthFunc(GL_ALWAYS);
else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
}
- drawcircball(GL_POLYGON, co, size, rv3d->viewinv);
-
+
+ circball_array_fill(verts, co, size, rv3d->viewinv);
+
+ /* enable vertex array */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, verts);
+
+ /* 1. draw filled, blended polygon */
+ glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
+
+ /* 2. draw outline */
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
- drawcircball(GL_LINE_LOOP, co, size, rv3d->viewinv);
-
+ glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
+
+ /* finishe up */
+ glDisableClientState(GL_VERTEX_ARRAY);
+
glDisable(GL_BLEND);
+
if(v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
{
BezTriple *bezt;
float *fp;
- int basecol;
int a;
-
+
if(nu->hide || hide_handles) return;
glBegin(GL_LINES);
-
+
if(nu->type == CU_BEZIER) {
- if(sel) basecol= TH_HANDLE_SEL_FREE;
- else basecol= TH_HANDLE_FREE;
+
+#define TH_HANDLE_COL_TOT ((TH_HANDLE_SEL_FREE - TH_HANDLE_FREE) + 1)
+ /* use MIN2 when indexing to ensure newer files dont read outside the array */
+ unsigned char handle_cols[TH_HANDLE_COL_TOT][3];
+ const int basecol= sel ? TH_HANDLE_SEL_FREE : TH_HANDLE_FREE;
+
+ for (a=0; a < TH_HANDLE_COL_TOT; a++) {
+ UI_GetThemeColor3ubv(basecol + a, handle_cols[a]);
+ }
bezt= nu->bezt;
a= nu->pntsu;
if( (bezt->f2 & SELECT)==sel) {
fp= bezt->vec[0];
- UI_ThemeColor(basecol + bezt->h1);
+ glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp);
glVertex3fv(fp+3);
- UI_ThemeColor(basecol + bezt->h2);
+ glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp+3);
glVertex3fv(fp+6);
}
else if( (bezt->f1 & SELECT)==sel) {
fp= bezt->vec[0];
- UI_ThemeColor(basecol + bezt->h1);
+ glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp);
glVertex3fv(fp+3);
}
else if( (bezt->f3 & SELECT)==sel) {
fp= bezt->vec[1];
- UI_ThemeColor(basecol + bezt->h2);
+ glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp);
glVertex3fv(fp+3);
}
}
bezt++;
}
+
+#undef TH_HANDLE_COL_TOT
+
}
glEnd();
}
static void drawspiral(const float cent[3], float rad, float tmat[][4], int start)
{
float vec[3], vx[3], vy[3];
- const int tot=32;
- const float tot_inv= (1.0f / 32.0f);
+ const float tot_inv= (1.0f / (float)CIRCLE_RESOL);
int a;
char inverse= FALSE;
copy_v3_v3(vec, cent);
if (inverse==0) {
- for(a=0; a<tot; a++) {
+ for(a=0; a<CIRCLE_RESOL; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
- vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)a * tot_inv) + *(cosval+a+start) * (vy[0] * (float)a * tot_inv);
- vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)a * tot_inv) + *(cosval+a+start) * (vy[1] * (float)a * tot_inv);
- vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)a * tot_inv) + *(cosval+a+start) * (vy[2] * (float)a * tot_inv);
+ vec[0]= cent[0] + sinval[a+start] * (vx[0] * (float)a * tot_inv) + cosval[a+start] * (vy[0] * (float)a * tot_inv);
+ vec[1]= cent[1] + sinval[a+start] * (vx[1] * (float)a * tot_inv) + cosval[a+start] * (vy[1] * (float)a * tot_inv);
+ vec[2]= cent[2] + sinval[a+start] * (vx[2] * (float)a * tot_inv) + cosval[a+start] * (vy[2] * (float)a * tot_inv);
glVertex3fv(vec);
glEnd();
}
}
else {
a=0;
- vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[0] * (float)(-a+31) * tot_inv);
- vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[1] * (float)(-a+31) * tot_inv);
- vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[2] * (float)(-a+31) * tot_inv);
- for(a=0; a<tot; a++) {
+ vec[0]= cent[0] + sinval[a+start] * (vx[0] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[0] * (float)(-a+31) * tot_inv);
+ vec[1]= cent[1] + sinval[a+start] * (vx[1] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[1] * (float)(-a+31) * tot_inv);
+ vec[2]= cent[2] + sinval[a+start] * (vx[2] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[2] * (float)(-a+31) * tot_inv);
+ for(a=0; a<CIRCLE_RESOL; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
- vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[0] * (float)(-a+31) * tot_inv);
- vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[1] * (float)(-a+31) * tot_inv);
- vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31) * tot_inv) + *(cosval+a+start) * (vy[2] * (float)(-a+31) * tot_inv);
+ vec[0]= cent[0] + sinval[a+start] * (vx[0] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[0] * (float)(-a+31) * tot_inv);
+ vec[1]= cent[1] + sinval[a+start] * (vx[1] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[1] * (float)(-a+31) * tot_inv);
+ vec[2]= cent[2] + sinval[a+start] * (vx[2] * (float)(-a+31) * tot_inv) + cosval[a+start] * (vy[2] * (float)(-a+31) * tot_inv);
glVertex3fv(vec);
glEnd();
}
glBegin(GL_LINE_LOOP);
/* coordinates are: cos(degrees*11.25)=x, sin(degrees*11.25)=y, 0.0f=z */
- for (degrees=0; degrees<32; degrees++) {
- x= *(cosval + degrees);
- y= *(sinval + degrees);
+ for (degrees=0; degrees<CIRCLE_RESOL; degrees++) {
+ x= cosval[degrees];
+ y= sinval[degrees];
glVertex3f(x*size, 0.0f, y*size);
}
unit_m4(tmat);
- radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f;
- radius*=(float)M_PI/180.0f;
+ radius= DEG2RADF((pd->flag&PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f;
if(pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR)){
drawcone(vec, distance * sinf(radius),-distance * cosf(radius),tmat);
}
- radius=(pd->flag&PFIELD_USEMINR)?pd->minrad:1.0f;
- radius*=(float)M_PI/180.0f;
+ radius= DEG2RADF((pd->flag&PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f;
if(pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR)){