shorten very long lines in drawobject.c, (no functional changes)

This commit is contained in:
2011-12-03 20:49:41 +00:00
parent f0b3ec33f6
commit 03b807e7dc

View File

@@ -689,7 +689,8 @@ static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3],
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 */
/* 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);
glEnable(GL_BLEND);
@@ -750,10 +751,14 @@ void view3d_cached_text_draw_begin(void)
CachedTextLevel++;
}
void view3d_cached_text_draw_add(const float co[3], const char *str, short xoffs, short flag, const unsigned char col[4])
void view3d_cached_text_draw_add(const float co[3],
const char *str,
short xoffs, short flag,
const unsigned char col[4])
{
int alloc_len= strlen(str) + 1;
ListBase *strings= &CachedText[CachedTextLevel-1];
/* TODO, replace with more efficient malloc, perhaps memarena per draw? */
ViewCachedString *vos= MEM_callocN(sizeof(ViewCachedString) + alloc_len, "ViewCachedString");
BLI_addtail(strings, vos);
@@ -815,7 +820,9 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
else glDepthMask(0);
for(vos= strings->first; vos; vos= vos->next) {
#if 0 // too slow, reading opengl info while drawing is very bad, better to see if we can use the zbuffer while in pixel space - campbell
/* too slow, reading opengl info while drawing is very bad,
* better to see if we can use the zbuffer while in pixel space - campbell */
#if 0
if(v3d->zbuf && (vos->flag & V3D_CACHE_TEXT_ZBUF)) {
gluProject(vos->vec[0], vos->vec[1], vos->vec[2], mats.modelview, mats.projection, (GLint *)mats.viewport, &ux, &uy, &uz);
glReadPixels(ar->winrct.xmin+vos->mval[0]+vos->xoffs, ar->winrct.ymin+vos->mval[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
@@ -831,12 +838,14 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
glColor3ubv(vos->col.ub);
col_pack_prev= vos->col.pack;
}
if(vos->flag & V3D_CACHE_TEXT_ASCII) {
BLF_draw_default_ascii((float)vos->sco[0]+vos->xoffs, (float)vos->sco[1], (depth_write)? 0.0f: 2.0f, str, vos->str_len);
}
else {
BLF_draw_default((float)vos->sco[0]+vos->xoffs, (float)vos->sco[1], (depth_write)? 0.0f: 2.0f, str, vos->str_len);
}
((vos->flag & V3D_CACHE_TEXT_ASCII) ?
BLF_draw_default_ascii :
BLF_draw_default
) ( (float)vos->sco[0] + vos->xoffs,
(float)vos->sco[1],
(depth_write) ? 0.0f: 2.0f,
str,
vos->str_len);
}
}
@@ -891,8 +900,12 @@ static void drawcube(void)
static void drawcube_size(float size)
{
glBegin(GL_LINE_STRIP);
glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size);
glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);
glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);
glVertex3f(size,-size,size); glVertex3f(size,size,size);
glVertex3f(size,size,-size); glVertex3f(size,-size,-size);
glEnd();
@@ -1717,7 +1730,8 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
}
/* flag similar to draw_object() */
static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d), Object *UNUSED(ob), int UNUSED(flag))
static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d),
Object *UNUSED(ob), int UNUSED(flag))
{
//Speaker *spk = ob->data;
@@ -1919,7 +1933,10 @@ static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co
}
}
void mesh_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, eV3DClipTest clipVerts)
void mesh_foreachScreenVert(
ViewContext *vc,
void (*func)(void *userData, EditVert *eve, int x, int y, int index),
void *userData, eV3DClipTest clipVerts)
{
struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index);
void *userData; ViewContext vc; eV3DClipTest clipVerts; } data;
@@ -2004,7 +2021,10 @@ static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0
}
}
void mesh_foreachScreenEdge(ViewContext *vc, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, eV3DClipTest clipVerts)
void mesh_foreachScreenEdge(
ViewContext *vc,
void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index),
void *userData, eV3DClipTest clipVerts)
{
struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index);
void *userData; ViewContext vc; eV3DClipTest clipVerts; } data;
@@ -2040,7 +2060,10 @@ static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *ce
}
}
void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
void mesh_foreachScreenFace(
ViewContext *vc,
void (*func)(void *userData, EditFace *efa, int x, int y, int index),
void *userData)
{
struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } data;
DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
@@ -2059,7 +2082,10 @@ void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFa
dm->release(dm);
}
void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
void nurbs_foreachScreenVert(
ViewContext *vc,
void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y),
void *userData)
{
Curve *cu= vc->obedit->data;
short s[2] = {IS_CLIPPED, 0};
@@ -2747,7 +2773,8 @@ static int draw_em_fancy__setGLSLFaceOpts(void *UNUSED(userData), int index)
return (efa->h==0);
}
static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
{
Mesh *me = ob->data;
EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */
@@ -2784,7 +2811,8 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
}
}
else {
/* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
/* 3 floats for position,
* 3 for normal and times two because the faces may actually be quads instead of triangles */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
glEnable(GL_LIGHTING);
@@ -2897,8 +2925,11 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
draw_dm_vert_normals(scene, cageDM);
}
if(me->drawflag & (ME_DRAWEXTRA_EDGELEN|ME_DRAWEXTRA_FACEAREA|ME_DRAWEXTRA_FACEANG) && !((v3d->flag2 & V3D_RENDER_OVERRIDE)))
if ( (me->drawflag & (ME_DRAWEXTRA_EDGELEN|ME_DRAWEXTRA_FACEAREA|ME_DRAWEXTRA_FACEANG)) &&
!(v3d->flag2 & V3D_RENDER_OVERRIDE))
{
draw_em_measure_stats(v3d, rv3d, ob, em, &scene->unit);
}
}
if(dt>OB_WIRE) {
@@ -3742,7 +3773,8 @@ static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int selec
break;
}
}
static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize, float imat[4][4], float *draw_line, ParticleBillboardData *bb, ParticleDrawData *pdd)
static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize,
float imat[4][4], float *draw_line, ParticleBillboardData *bb, ParticleDrawData *pdd)
{
float vec[3], vec2[3];
float *vd = NULL;
@@ -3897,7 +3929,8 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
/* 5. start filling the arrays */
/* 6. draw the arrays */
/* 7. clean up */
static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, ParticleSystem *psys, int ob_dt)
static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Base *base, ParticleSystem *psys, int ob_dt)
{
Object *ob=base->object;
ParticleEditSettings *pset = PE_settings(scene);
@@ -6398,9 +6431,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
break;
case OB_CAMERA:
if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0 || (rv3d->persp==RV3D_CAMOB && v3d->camera==ob)) /* special exception for active camera */
drawcamera(scene, v3d, rv3d, base, flag);
if ( (v3d->flag2 & V3D_RENDER_OVERRIDE)==0 ||
(rv3d->persp==RV3D_CAMOB && v3d->camera==ob)) /* special exception for active camera */
{
drawcamera(scene, v3d, rv3d, base, flag);
break;
}
case OB_SPEAKER:
if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
drawspeaker(scene, v3d, rv3d, ob, flag);
@@ -6547,7 +6583,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
// #if 0
smd->domain->tex = NULL;
GPU_create_smoke(smd, 0);
draw_volume(ar, smd->domain->tex, smd->domain->p0, smd->domain->p1, smd->domain->res, smd->domain->dx, smd->domain->tex_shadow);
draw_volume(ar, smd->domain->tex,
smd->domain->p0, smd->domain->p1,
smd->domain->res, smd->domain->dx,
smd->domain->tex_shadow);
GPU_free_smoke(smd);
// #endif
#if 0
@@ -6598,7 +6637,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
{
smd->domain->tex = NULL;
GPU_create_smoke(smd, 1);
draw_volume(ar, smd->domain->tex, smd->domain->p0, smd->domain->p1, smd->domain->res_wt, smd->domain->dx_wt, smd->domain->tex_shadow);
draw_volume(ar, smd->domain->tex,
smd->domain->p0, smd->domain->p1,
smd->domain->res_wt, smd->domain->dx_wt,
smd->domain->tex_shadow);
GPU_free_smoke(smd);
}
}
@@ -6917,9 +6959,11 @@ static void bbs_mesh_solid(Scene *scene, Object *ob)
Mesh *me = (Mesh*)ob->data;
glColor3ub(0, 0, 0);
if((me->editflag & ME_EDIT_PAINT_MASK)) dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, GPU_enable_material, NULL, me, 0);
else dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, GPU_enable_material, NULL, me, 0);
if((me->editflag & ME_EDIT_PAINT_MASK))
dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, GPU_enable_material, NULL, me, 0);
else
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, GPU_enable_material, NULL, me, 0);
dm->release(dm);
}