[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [42153] trunk/blender/source/blender/ editors/space_view3d/drawobject.c: use enum for draw wire setting to be easier to read, no functional change.
Campbell Barton
ideasman42 at gmail.com
Fri Nov 25 03:35:32 CET 2011
Revision: 42153
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42153
Author: campbellbarton
Date: 2011-11-25 02:35:23 +0000 (Fri, 25 Nov 2011)
Log Message:
-----------
use enum for draw wire setting to be easier to read, no functional change.
Modified Paths:
--------------
trunk/blender/source/blender/editors/space_view3d/drawobject.c
Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c 2011-11-25 01:18:48 UTC (rev 42152)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c 2011-11-25 02:35:23 UTC (rev 42153)
@@ -112,6 +112,12 @@
((ELEM(vd->drawtype, OB_TEXTURE, OB_MATERIAL) && dt>OB_SOLID) || \
(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
+typedef enum eWireDrawMode {
+ OBDRAW_WIRE_OFF= 0,
+ OBDRAW_WIRE_ON= 1,
+ OBDRAW_WIRE_ON_DEPTH= 2
+} eWireDrawMode;
+
static void draw_bounding_volume(Scene *scene, Object *ob, char type);
static void drawcube_size(float size);
@@ -1093,7 +1099,12 @@
/* cone can't be drawn for duplicated lamps, because duplilist would be freed to */
/* the moment of view3d_draw_transp() call */
const short is_view= (rv3d->persp==RV3D_CAMOB && v3d->camera == base->object);
- const short drawcone= (dt>OB_WIRE && !(G.f & G_PICKSEL) && (la->type == LA_SPOT) && (la->mode & LA_SHOW_CONE) && !(base->flag & OB_FROMDUPLI) && !is_view);
+ const short drawcone= ((dt > OB_WIRE) &&
+ !(G.f & G_PICKSEL) &&
+ (la->type == LA_SPOT) &&
+ (la->mode & LA_SHOW_CONE) &&
+ !(base->flag & OB_FROMDUPLI) &&
+ !is_view);
if(drawcone && !v3d->transp) {
/* in this case we need to draw delayed */
@@ -2912,7 +2923,7 @@
Mesh *me = ob->data;
Material *ma= give_current_material(ob, 1);
const short hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO));
- int draw_wire = 0;
+ eWireDrawMode draw_wire= OBDRAW_WIRE_OFF;
int /* totvert,*/ totedge, totface;
DerivedMesh *dm= mesh_get_derived_final(scene, ob, scene->customdata_mask);
ModifierData *md = NULL;
@@ -2935,10 +2946,14 @@
}
}
}
-
- if (ob->dtx&OB_DRAWWIRE) {
- draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
+
+ /* Unwanted combination */
+ if (draw_flags & DRAW_FACE_SELECT) {
+ draw_wire= OBDRAW_WIRE_OFF;
}
+ else if (ob->dtx & OB_DRAWWIRE) {
+ draw_wire= OBDRAW_WIRE_ON_DEPTH; /* draw wire after solid using zoffset and depth buffer adjusment */
+ }
/* totvert = dm->getNumVerts(dm); */ /*UNUSED*/
totedge = dm->getNumEdges(dm);
@@ -2947,9 +2962,6 @@
/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- // Unwanted combination.
- if (draw_flags & DRAW_FACE_SELECT) draw_wire = 0;
-
if(dt==OB_BOUNDBOX) {
if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
@@ -2960,12 +2972,17 @@
glPointSize(1.0);
}
else if(dt==OB_WIRE || totface==0) {
- draw_wire = 1; /* draw wire only, no depth buffer stuff */
+ draw_wire= OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
}
- else if( (draw_flags & DRAW_FACE_SELECT || (ob==OBACT && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
- CHECK_OB_DRAWTEXTURE(v3d, dt))
+ else if ( (draw_flags & DRAW_FACE_SELECT || (ob==OBACT && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
+ CHECK_OB_DRAWTEXTURE(v3d, dt))
{
- if ((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !(G.f&G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) && !draw_wire) {
+ if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
+ (base->flag & SELECT) &&
+ !(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
+ (draw_wire == OBDRAW_WIRE_OFF))
+ {
draw_mesh_object_outline(v3d, ob, dm);
}
@@ -3017,7 +3034,7 @@
GPU_disable_material();
/* since we already draw wire as wp guide, dont draw over the top */
- draw_wire= 0;
+ draw_wire= OBDRAW_WIRE_OFF;
}
else if (draw_flags & DRAW_DYNAMIC_PAINT_PREVIEW) {
/* for object selection draws no shade */
@@ -3026,8 +3043,14 @@
}
else {
/* draw outline */
- if((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
+ if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
+ (base->flag & SELECT) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
draw_mesh_object_outline(v3d, ob, dm);
+ }
/* materials arent compatible with vertex colors */
GPU_end_object_materials();
@@ -3054,8 +3077,14 @@
else {
Paint *p;
- if((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
+ if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
+ (base->flag & SELECT) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
draw_mesh_object_outline(v3d, ob, dm);
+ }
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
@@ -3149,7 +3178,7 @@
}
}
}
- if (draw_wire) {
+ if (draw_wire != OBDRAW_WIRE_OFF) {
/* When using wireframe object traw in particle edit mode
* the mesh gets in the way of seeing the particles, fade the wire color
@@ -3172,7 +3201,7 @@
* if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
*/
- if (dt!=OB_WIRE && draw_wire==2) {
+ if (dt!=OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
@@ -3180,7 +3209,7 @@
if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
dm->drawEdges(dm, (dt==OB_WIRE || totface==0), me->drawflag & ME_ALLEDGES);
- if (dt!=OB_WIRE && draw_wire==2) {
+ if (dt!=OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
}
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