[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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