Code refactoring: split main 3d view drawing function into object drawing and

info overlay drawing functions.
This commit is contained in:
2011-10-23 13:00:41 +00:00
parent d1e04d376d
commit 66ef02aaa3
4 changed files with 33 additions and 31 deletions

View File

@@ -778,7 +778,7 @@ void draw_gpencil_view2d (bContext *C, short onlyv2d)
* Note: this gets called twice - first time with only3d=1 to draw 3d-strokes, second time with only3d=0 for screen-aligned strokes
*/
void draw_gpencil_view3d_ext (Scene *scene, View3D *v3d, ARegion *ar, short only3d)
void draw_gpencil_view3d (Scene *scene, View3D *v3d, ARegion *ar, short only3d)
{
bGPdata *gpd;
int dflag = 0;
@@ -809,12 +809,4 @@ void draw_gpencil_view3d_ext (Scene *scene, View3D *v3d, ARegion *ar, short only
gp_draw_data(gpd, rect.xmin, rect.ymin, rect.xmax, rect.ymax, CFRA, dflag);
}
void draw_gpencil_view3d (bContext *C, short only3d)
{
ARegion *ar= CTX_wm_region(C);
View3D *v3d= CTX_wm_view3d(C);
Scene *scene= CTX_data_scene(C);
draw_gpencil_view3d_ext(scene, v3d, ar, only3d);
}
/* ************************************************** */

View File

@@ -78,8 +78,7 @@ void ED_operatortypes_gpencil(void);
void draw_gpencil_2dimage(struct bContext *C, struct ImBuf *ibuf);
void draw_gpencil_view2d(struct bContext *C, short onlyv2d);
void draw_gpencil_view3d(struct bContext *C, short only3d);
void draw_gpencil_view3d_ext(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, short only3d);
void draw_gpencil_view3d(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, short only3d);
void gpencil_panel_standard(const struct bContext *C, struct Panel *pa);

View File

@@ -55,7 +55,6 @@
#include "BKE_paint.h"
#include "BKE_property.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"

View File

@@ -1917,7 +1917,7 @@ void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
draw_gpencil_view3d_ext(scene, v3d, ar, 1);
draw_gpencil_view3d(scene, v3d, ar, 1);
v3d->zbuf= zbuf;
@@ -2151,6 +2151,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
{
CustomDataMask mask= 0;
if((v3d->drawtype == OB_TEXTURE) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) {
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
@@ -2331,7 +2332,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
/* must be before xray draw which clears the depth buffer */
if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
draw_gpencil_view3d_ext(scene, v3d, ar, 1);
draw_gpencil_view3d(scene, v3d, ar, 1);
if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* transp and X-ray afterdraw stuff */
@@ -2352,7 +2353,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
ED_region_pixelspace(ar);
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
draw_gpencil_view3d_ext(scene, v3d, ar, 0);
draw_gpencil_view3d(scene, v3d, ar, 0);
/* freeing the images again here could be done after the operator runs, leaving for now */
GPU_free_images_anim();
@@ -2513,16 +2514,14 @@ static void draw_viewport_fps(Scene *scene, ARegion *ar)
}
/* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */
void view3d_main_area_draw(const bContext *C, ARegion *ar)
static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit)
{
Scene *scene= CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
Base *base;
Object *ob;
float backcol[3];
unsigned int lay_used;
const char *grid_unit= NULL;
/* shadow buffers, before we setup matrices */
if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
@@ -2572,7 +2571,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
if((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawfloor(scene, v3d, &grid_unit);
drawfloor(scene, v3d, grid_unit);
}
if(rv3d->persp==RV3D_CAMOB) {
if(scene->world) {
@@ -2589,7 +2588,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
else {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
ED_region_pixelspace(ar);
drawgrid(&scene->unit, ar, v3d, &grid_unit);
drawgrid(&scene->unit, ar, v3d, grid_unit);
/* XXX make function? replaces persp(1) */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
@@ -2664,7 +2663,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
/* must be before xray draw which clears the depth buffer */
if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
draw_gpencil_view3d((bContext *)C, 1);
draw_gpencil_view3d(scene, v3d, ar, 1);
if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
@@ -2697,13 +2696,16 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
// TODO: draw something else (but not this) during fly mode
draw_rotation_guide(rv3d);
ED_region_pixelspace(ar);
// retopo_paint_view_update(v3d);
// retopo_draw_paint_lines();
/* Draw particle edit brush XXX (removed) */
}
static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit)
{
Scene *scene= CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
bScreen *screen= CTX_wm_screen(C);
Object *ob;
if(rv3d->persp==RV3D_CAMOB)
drawviewborder(scene, ar, v3d);
@@ -2711,7 +2713,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
// if (v3d->flag2 & V3D_DISPGP)
draw_gpencil_view3d((bContext *)C, 0);
draw_gpencil_view3d(scene, v3d, ar, 0);
drawcursor(scene, ar, v3d);
}
@@ -2721,7 +2723,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
else
draw_view_icon(rv3d);
if((U.uiflag & USER_SHOW_FPS) && (CTX_wm_screen(C)->animtimer)) {
if((U.uiflag & USER_SHOW_FPS) && screen->animtimer) {
draw_viewport_fps(scene, ar);
}
else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
@@ -2741,8 +2743,18 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
ob= OBACT;
if(U.uiflag & USER_DRAWVIEWINFO)
draw_selected_name(scene, ob);
}
void view3d_main_area_draw(const bContext *C, ARegion *ar)
{
View3D *v3d = CTX_wm_view3d(C);
const char *grid_unit= NULL;
view3d_main_area_draw_objects(C, ar, &grid_unit);
ED_region_pixelspace(ar);
/* XXX here was the blockhandlers for floating panels */
view3d_main_area_draw_info(C, ar, grid_unit);
v3d->flag |= V3D_INVALID_BACKBUF;
}