[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56019] trunk/blender/source/blender/ blenkernel/intern/editderivedmesh.c: code cleanup: editmesh draw functions, make face drawing more consistent.
Campbell Barton
ideasman42 at gmail.com
Sat Apr 13 19:57:12 CEST 2013
Revision: 56019
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=56019
Author: campbellbarton
Date: 2013-04-13 17:57:11 +0000 (Sat, 13 Apr 2013)
Log Message:
-----------
code cleanup: editmesh draw functions, make face drawing more consistent.
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/editderivedmesh.c
Modified: trunk/blender/source/blender/blenkernel/intern/editderivedmesh.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/editderivedmesh.c 2013-04-13 17:36:31 UTC (rev 56018)
+++ trunk/blender/source/blender/blenkernel/intern/editderivedmesh.c 2013-04-13 17:57:11 UTC (rev 56019)
@@ -633,10 +633,10 @@
BM_mesh_elem_index_ensure(bmdm->tc->bm, BM_VERT | BM_FACE);
for (i = 0; i < tottri; i++) {
- BMLoop **l = looptris[i];
+ BMLoop **ltri = looptris[i];
int drawSmooth;
- efa = l[0]->f;
+ efa = ltri[0]->f;
drawSmooth = (flag & DM_DRAW_ALWAYS_SMOOTH) ? 1 : BM_elem_flag_test(efa, BM_ELEM_SMOOTH);
draw_option = (!setDrawOptions ?
@@ -658,9 +658,9 @@
if (poly_prev != GL_ZERO) glEnd();
glBegin((poly_prev = poly_type)); /* BMesh: will always be GL_TRIANGLES */
}
- glVertex3fv(vertexCos[BM_elem_index_get(l[0]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[1]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[2]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
}
else {
const GLenum shade_type = drawSmooth ? GL_SMOOTH : GL_FLAT;
@@ -676,17 +676,17 @@
if (!drawSmooth) {
glNormal3fv(polyNos[BM_elem_index_get(efa)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[0]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[1]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[2]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
}
else {
- glNormal3fv(vertexNos[BM_elem_index_get(l[0]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[0]->v)]);
- glNormal3fv(vertexNos[BM_elem_index_get(l[1]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[1]->v)]);
- glNormal3fv(vertexNos[BM_elem_index_get(l[2]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(l[2]->v)]);
+ glNormal3fv(vertexNos[BM_elem_index_get(ltri[0]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
+ glNormal3fv(vertexNos[BM_elem_index_get(ltri[1]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
+ glNormal3fv(vertexNos[BM_elem_index_get(ltri[2]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
}
}
@@ -707,10 +707,10 @@
BM_mesh_elem_index_ensure(bmdm->tc->bm, BM_FACE);
for (i = 0; i < tottri; i++) {
- BMLoop **l = looptris[i];
+ BMLoop **ltri = looptris[i];
int drawSmooth;
- efa = l[0]->f;
+ efa = ltri[0]->f;
drawSmooth = (flag & DM_DRAW_ALWAYS_SMOOTH) ? 1 : BM_elem_flag_test(efa, BM_ELEM_SMOOTH);
draw_option = (!setDrawOptions ?
@@ -732,9 +732,9 @@
if (poly_prev != GL_ZERO) glEnd();
glBegin((poly_prev = poly_type)); /* BMesh: will always be GL_TRIANGLES */
}
- glVertex3fv(l[0]->v->co);
- glVertex3fv(l[1]->v->co);
- glVertex3fv(l[2]->v->co);
+ glVertex3fv(ltri[0]->v->co);
+ glVertex3fv(ltri[1]->v->co);
+ glVertex3fv(ltri[2]->v->co);
}
else {
const GLenum shade_type = drawSmooth ? GL_SMOOTH : GL_FLAT;
@@ -750,17 +750,17 @@
if (!drawSmooth) {
glNormal3fv(efa->no);
- glVertex3fv(l[0]->v->co);
- glVertex3fv(l[1]->v->co);
- glVertex3fv(l[2]->v->co);
+ glVertex3fv(ltri[0]->v->co);
+ glVertex3fv(ltri[1]->v->co);
+ glVertex3fv(ltri[2]->v->co);
}
else {
- glNormal3fv(l[0]->v->no);
- glVertex3fv(l[0]->v->co);
- glNormal3fv(l[1]->v->no);
- glVertex3fv(l[1]->v->co);
- glNormal3fv(l[2]->v->no);
- glVertex3fv(l[2]->v->co);
+ glNormal3fv(ltri[0]->v->no);
+ glVertex3fv(ltri[0]->v->co);
+ glNormal3fv(ltri[1]->v->no);
+ glVertex3fv(ltri[1]->v->co);
+ glNormal3fv(ltri[2]->v->no);
+ glVertex3fv(ltri[2]->v->co);
}
}
@@ -783,18 +783,18 @@
if (poly_prev != GL_ZERO) glEnd();
}
-static void bmdm_get_tri_uv(BMLoop *ls[3], MLoopUV *luv[3], const int cd_loop_uv_offset)
+static void bmdm_get_tri_uv(BMLoop *ltri[3], MLoopUV *luv[3], const int cd_loop_uv_offset)
{
- luv[0] = BM_ELEM_CD_GET_VOID_P(ls[0], cd_loop_uv_offset);
- luv[1] = BM_ELEM_CD_GET_VOID_P(ls[1], cd_loop_uv_offset);
- luv[2] = BM_ELEM_CD_GET_VOID_P(ls[2], cd_loop_uv_offset);
+ luv[0] = BM_ELEM_CD_GET_VOID_P(ltri[0], cd_loop_uv_offset);
+ luv[1] = BM_ELEM_CD_GET_VOID_P(ltri[1], cd_loop_uv_offset);
+ luv[2] = BM_ELEM_CD_GET_VOID_P(ltri[2], cd_loop_uv_offset);
}
-static void bmdm_get_tri_col(BMLoop *ls[3], MLoopCol *lcol[3], const int cd_loop_color_offset)
+static void bmdm_get_tri_col(BMLoop *ltri[3], MLoopCol *lcol[3], const int cd_loop_color_offset)
{
- lcol[0] = BM_ELEM_CD_GET_VOID_P(ls[0], cd_loop_color_offset);
- lcol[1] = BM_ELEM_CD_GET_VOID_P(ls[1], cd_loop_color_offset);
- lcol[2] = BM_ELEM_CD_GET_VOID_P(ls[2], cd_loop_color_offset);
+ lcol[0] = BM_ELEM_CD_GET_VOID_P(ltri[0], cd_loop_color_offset);
+ lcol[1] = BM_ELEM_CD_GET_VOID_P(ltri[1], cd_loop_color_offset);
+ lcol[2] = BM_ELEM_CD_GET_VOID_P(ltri[2], cd_loop_color_offset);
}
static void emDM_drawFacesTex_common(DerivedMesh *dm,
@@ -806,6 +806,7 @@
EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm;
BMEditMesh *em = bmdm->tc;
BMesh *bm = bmdm->tc->bm;
+ struct BMLoop *(*looptris)[3] = em->looptris;
float (*vertexCos)[3] = bmdm->vertexCos;
float (*vertexNos)[3] = bmdm->vertexNos;
BMFace *efa;
@@ -833,14 +834,14 @@
BM_mesh_elem_index_ensure(bm, BM_VERT);
for (i = 0; i < em->tottri; i++) {
- BMLoop **ls = em->looptris[i];
- MTexPoly *tp = (cd_poly_tex_offset != -1) ? BM_ELEM_CD_GET_VOID_P(ls[0]->f, cd_poly_tex_offset) : NULL;
+ BMLoop **ltri = looptris[i];
+ MTexPoly *tp = (cd_poly_tex_offset != -1) ? BM_ELEM_CD_GET_VOID_P(ltri[0]->f, cd_poly_tex_offset) : NULL;
MTFace mtf = {{{0}}};
/*unsigned char *cp = NULL;*/ /*UNUSED*/
- int drawSmooth = BM_elem_flag_test(ls[0]->f, BM_ELEM_SMOOTH);
+ int drawSmooth = BM_elem_flag_test(ltri[0]->f, BM_ELEM_SMOOTH);
DMDrawOption draw_option;
- efa = ls[0]->f;
+ efa = ltri[0]->f;
if (cd_poly_tex_offset != -1) {
ME_MTEXFACE_CPY(&mtf, tp);
@@ -859,45 +860,39 @@
if (!drawSmooth) {
glNormal3fv(bmdm->polyNos[BM_elem_index_get(efa)]);
- if (has_uv) bmdm_get_tri_uv(ls, luv, cd_loop_uv_offset);
- if (has_vcol) bmdm_get_tri_col(ls, lcol, cd_loop_color_offset);
+ if (has_uv) bmdm_get_tri_uv(ltri, luv, cd_loop_uv_offset);
+ if (has_vcol) bmdm_get_tri_col(ltri, lcol, cd_loop_color_offset);
glTexCoord2fv(luv[0]->uv);
- if (has_vcol)
- glColor3ubv((const GLubyte *)&(lcol[0]->r));
- glVertex3fv(vertexCos[BM_elem_index_get(ls[0]->v)]);
+ if (has_vcol) glColor3ubv((const GLubyte *)&(lcol[0]->r));
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
glTexCoord2fv(luv[1]->uv);
- if (has_vcol)
- glColor3ubv((const GLubyte *)&(lcol[1]->r));
- glVertex3fv(vertexCos[BM_elem_index_get(ls[1]->v)]);
+ if (has_vcol) glColor3ubv((const GLubyte *)&(lcol[1]->r));
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
glTexCoord2fv(luv[2]->uv);
- if (has_vcol)
- glColor3ubv((const GLubyte *)&(lcol[2]->r));
- glVertex3fv(vertexCos[BM_elem_index_get(ls[2]->v)]);
+ if (has_vcol) glColor3ubv((const GLubyte *)&(lcol[2]->r));
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
}
else {
- if (has_uv) bmdm_get_tri_uv(ls, luv, cd_loop_uv_offset);
- if (has_vcol) bmdm_get_tri_col(ls, lcol, cd_loop_color_offset);
+ if (has_uv) bmdm_get_tri_uv(ltri, luv, cd_loop_uv_offset);
+ if (has_vcol) bmdm_get_tri_col(ltri, lcol, cd_loop_color_offset);
glTexCoord2fv(luv[0]->uv);
- if (lcol[0])
- glColor3ubv((const GLubyte *)&(lcol[0]->r));
- glNormal3fv(vertexNos[BM_elem_index_get(ls[0]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(ls[0]->v)]);
+ if (has_vcol) glColor3ubv((const GLubyte *)&(lcol[0]->r));
+ glNormal3fv(vertexNos[BM_elem_index_get(ltri[0]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[0]->v)]);
glTexCoord2fv(luv[1]->uv);
- if (lcol[1])
- glColor3ubv((const GLubyte *)&(lcol[1]->r));
- glNormal3fv(vertexNos[BM_elem_index_get(ls[1]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(ls[1]->v)]);
+ if (has_vcol) glColor3ubv((const GLubyte *)&(lcol[1]->r));
+ glNormal3fv(vertexNos[BM_elem_index_get(ltri[1]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[1]->v)]);
glTexCoord2fv(luv[2]->uv);
- if (lcol[2])
- glColor3ubv((const GLubyte *)&(lcol[2]->r));
- glNormal3fv(vertexNos[BM_elem_index_get(ls[2]->v)]);
- glVertex3fv(vertexCos[BM_elem_index_get(ls[2]->v)]);
+ if (has_vcol) glColor3ubv((const GLubyte *)&(lcol[2]->r));
+ glNormal3fv(vertexNos[BM_elem_index_get(ltri[2]->v)]);
+ glVertex3fv(vertexCos[BM_elem_index_get(ltri[2]->v)]);
}
glEnd();
}
@@ -907,21 +902,21 @@
BM_mesh_elem_index_ensure(bm, BM_VERT);
for (i = 0; i < em->tottri; i++) {
- BMLoop **ls = em->looptris[i];
- MTexPoly *tp = (cd_poly_tex_offset != -1) ? BM_ELEM_CD_GET_VOID_P(ls[0]->f, cd_poly_tex_offset) : NULL;
+ BMLoop **ltri = looptris[i];
+ MTexPoly *tp = (cd_poly_tex_offset != -1) ? BM_ELEM_CD_GET_VOID_P(ltri[0]->f, cd_poly_tex_offset) : NULL;
MTFace mtf = {{{0}}};
/*unsigned char *cp = NULL;*/ /*UNUSED*/
- int drawSmooth = BM_elem_flag_test(ls[0]->f, BM_ELEM_SMOOTH);
+ int drawSmooth = BM_elem_flag_test(ltri[0]->f, BM_ELEM_SMOOTH);
DMDrawOption draw_option;
- efa = ls[0]->f;
+ efa = ltri[0]->f;
if (cd_poly_tex_offset != -1) {
ME_MTEXFACE_CPY(&mtf, tp);
}
if (drawParams)
- draw_option = drawParams(&mtf, (has_vcol), efa->mat_nr);
+ draw_option = drawParams(&mtf, has_vcol, efa->mat_nr);
else if (drawParamsMapped)
draw_option = drawParamsMapped(userData, BM_elem_index_get(efa));
else
@@ -933,45 +928,39 @@
if (!drawSmooth) {
glNormal3fv(efa->no);
- if (has_uv) bmdm_get_tri_uv(ls, luv, cd_loop_uv_offset);
- if (has_vcol) bmdm_get_tri_col(ls, lcol, cd_loop_color_offset);
+ if (has_uv) bmdm_get_tri_uv(ltri, luv, cd_loop_uv_offset);
@@ Diff output truncated at 10240 characters. @@
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