[Bf-blender-cvs] [7458a022] blender2.8: OpenGL: cleanup function parameters & state
Mike Erwin
noreply at git.blender.org
Mon Dec 5 02:13:08 CET 2016
Commit: 7458a022aa2b1fecb6c3f28b6247170f5f613f40
Author: Mike Erwin
Date: Thu Dec 1 18:18:07 2016 -0500
Branches: blender2.8
https://developer.blender.org/rB7458a022aa2b1fecb6c3f28b6247170f5f613f40
OpenGL: cleanup function parameters & state
glDepthMask takes GLenum
glLineWidth & PointSize take float
glCullFace has no effect when GL_CULL_FACE disabled
===================================================================
M source/blender/editors/space_view3d/drawobject.c
M source/blender/editors/space_view3d/view3d_draw_legacy.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 029401d..8b27389 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -864,7 +864,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
float v2[3] = {0.0, 0.0, 0.0};
float v3[3] = {0.0, 0.0, 0.0};
- glLineWidth(1);
+ glLineWidth(1.0f);
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
if (color) {
@@ -1293,7 +1293,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
}
else {
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
}
for (vos = g_v3d_strings[g_v3d_string_level]; vos; vos = vos->next) {
@@ -1318,7 +1318,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else {
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
}
glMatrixMode(GL_PROJECTION);
@@ -1392,7 +1392,7 @@ static void drawshadbuflimits(const Lamp *la, const float mat[4][4], unsigned po
immVertex3fv(pos, end);
immEnd();
- glPointSize(3.0);
+ glPointSize(3.0f);
immBegin(GL_POINTS, 2);
immVertex3fv(pos, sta);
immVertex3fv(pos, end);
@@ -1492,7 +1492,7 @@ static void draw_transp_spot_volume(Lamp *la, float x, float z, unsigned pos)
{
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
/* draw backside darkening */
glCullFace(GL_FRONT);
@@ -1513,9 +1513,8 @@ static void draw_transp_spot_volume(Lamp *la, float x, float z, unsigned pos)
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
glDisable(GL_CULL_FACE);
- glCullFace(GL_BACK);
}
#ifdef WITH_GAMEENGINE
@@ -1537,7 +1536,7 @@ static void draw_transp_sun_volume(Lamp *la, unsigned pos)
/* draw faces */
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
/* draw backside darkening */
glCullFace(GL_FRONT);
@@ -1558,9 +1557,8 @@ static void draw_transp_sun_volume(Lamp *la, unsigned pos)
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
glDisable(GL_CULL_FACE);
- glCullFace(GL_BACK);
}
#endif
@@ -1631,7 +1629,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
/* TODO: pay attention to GL_BLEND */
}
- glLineWidth(1);
+ glLineWidth(1.0f);
setlinestyle(3);
if (lampsize > 0.0f) {
@@ -1950,7 +1948,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
immVertex3fv(pos, vec);
immEnd();
- glPointSize(2.0);
+ glPointSize(2.0f);
immBegin(GL_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
@@ -1969,7 +1967,7 @@ static void draw_limit_line(float sta, float end, const short dflag, const unsig
immEnd();
if (!(dflag & DRAW_PICKING)) {
- glPointSize(3.0);
+ glPointSize(3.0f);
/* would like smooth round points here, but that means binding another shader...
* if it's really desired, pull these points into their own function to be called after */
immBegin(GL_POINTS, 2);
@@ -2399,14 +2397,14 @@ static void drawcamera_stereo3d(
if (v3d->stereo3d_convergence_alpha > 0.0f) {
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
immUniformColor4f(0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha);
drawcamera_frame(local_plane, true, pos);
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
}
@@ -2437,7 +2435,7 @@ static void drawcamera_stereo3d(
if (v3d->stereo3d_volume_alpha > 0.0f) {
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
if (i == 0)
immUniformColor4f(0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha);
@@ -2447,7 +2445,7 @@ static void drawcamera_stereo3d(
drawcamera_volume(near_plane, far_plane, true, pos);
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
}
}
@@ -2525,7 +2523,7 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
if (ob_wire_col) {
immUniformColor3ubv(ob_wire_col);
}
- glLineWidth(1);
+ glLineWidth(1.0f);
/* camera frame */
if (!is_stereo3d_cameras) {
@@ -2639,7 +2637,7 @@ void drawspeaker(const unsigned char ob_wire_col[3])
immUniformColor3ubv(ob_wire_col);
}
- glLineWidth(1);
+ glLineWidth(1.0f);
const int segments = 16;
@@ -2796,7 +2794,7 @@ static void drawlattice(View3D *v3d, Object *ob)
}
}
- glLineWidth(1);
+ glLineWidth(1.0f);
glBegin(GL_LINES);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -3514,7 +3512,7 @@ static void draw_dm_creases(BMEditMesh *em, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_CREASE);
if (data.cd_layer_offset != -1) {
- glLineWidth(3.0);
+ glLineWidth(3.0f);
dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, &data);
}
}
@@ -3560,7 +3558,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->vdata, CD_BWEIGHT);
if (data.cd_layer_offset != -1) {
- glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
+ glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2.0f);
glBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, &data, DM_FOREACH_NOP);
glEnd();
@@ -3573,7 +3571,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_BWEIGHT);
if (data.cd_layer_offset != -1) {
- glLineWidth(3.0);
+ glLineWidth(3.0f);
dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, &data);
}
}
@@ -3594,7 +3592,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
{
ToolSettings *ts = scene->toolsettings;
- if (v3d->zbuf) glDepthMask(0); /* disable write in zbuffer, zbuf select */
+ if (v3d->zbuf) glDepthMask(GL_FALSE); /* disable write in zbuffer, zbuf select */
for (int sel = 0; sel < 2; sel++) {
unsigned char col[4], fcol[4];
@@ -3642,7 +3640,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
}
}
- if (v3d->zbuf) glDepthMask(1);
+ if (v3d->zbuf) glDepthMask(GL_TRUE);
}
static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
@@ -4126,7 +4124,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
const bool use_occlude_wire = (dt > OB_WIRE) && (v3d->flag2 & V3D_OCCLUDE_WIRE);
bool use_depth_offset = false;
- glLineWidth(1);
+ glLineWidth(1.0f);
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
@@ -4135,7 +4133,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
draw_mesh_paint_weight_faces(finalDM, true, draw_em_fancy__setFaceOpts, me->edit_btmesh);
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
use_depth_offset = true;
}
else {
@@ -4182,7 +4180,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
UI_ThemeColor(TH_WIRE_EDIT);
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
use_depth_offset = true;
}
else {
@@ -4232,7 +4230,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
if (check_object_draw_texture(scene, v3d, dt))
@@ -4248,7 +4246,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
@@ -4263,7 +4261,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
#ifdef WITH_FREESTYLE
draw_dm_faces_sel(em, cageDM, col1, col2, col3, col4, efa_act);
@@ -4272,7 +4270,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
/* here starts all fancy draw-extra over */
@@ -4286,7 +4284,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
else {
if (me->drawflag & ME_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_seams(em, cageDM);
@@ -4295,7 +4293,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
if (me->drawflag & ME_DRAWSHARP) {
UI_ThemeColor(TH_EDGE_SHARP);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_sharp(em, cageDM);
@@ -4305,7 +4303,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#ifdef WITH_FREESTYLE
if (me->drawflag & ME_DRAW_FREESTYLE_EDGE && CustomData_has_layer(&em->bm->edata, CD_FREESTYLE_EDGE)) {
UI_ThemeColor(TH_FREESTYLE_EDGE_MARK);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_freestyle(em, cageDM);
@@ -4320,7 +4318,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
draw_dm_bweights(em, scene,
@@ Diff output truncated at 10240 characters. @@
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