[Bf-blender-cvs] [8975ad7a881] blender2.8: Remove unused functions after WITH_LEGACY_OPENGL cleanup
Dalai Felinto
noreply at git.blender.org
Fri May 19 14:18:21 CEST 2017
Commit: 8975ad7a88113a19f63e80f6b4073608cc02e72a
Author: Dalai Felinto
Date: Fri May 19 12:17:02 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB8975ad7a88113a19f63e80f6b4073608cc02e72a
Remove unused functions after WITH_LEGACY_OPENGL cleanup
===================================================================
M source/blender/editors/space_view3d/drawmesh.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 896c20fbd96..6b9855ad2db 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -213,550 +213,6 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm, bool d
/***************************** Texture Drawing ******************************/
-static Material *give_current_material_or_def(Object *ob, int matnr)
-{
- extern Material defmaterial; /* render module abuse... */
- Material *ma = give_current_material(ob, matnr);
-
- return ma ? ma : &defmaterial;
-}
-
-/* Icky globals, fix with userdata parameter */
-
-static struct TextureDrawState {
- Object *ob;
- Image *stencil; /* texture painting stencil */
- Image *canvas; /* texture painting canvas, for image mode */
- bool use_game_mat;
- int is_lit, is_tex;
- int color_profile;
- bool use_backface_culling;
- bool two_sided_lighting;
- unsigned char obcol[4];
- bool is_texpaint;
- bool texpaint_material; /* use material slots for texture painting */
-} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, false, {0, 0, 0, 0}, false, false};
-
-static bool set_draw_settings_cached(
- int clearcache, MTexPoly *texface, Material *ma,
- const struct TextureDrawState *gtexdraw)
-{
- static Material *c_ma;
- static int c_textured;
- static MTexPoly c_texface;
- static int c_backculled;
- static bool c_badtex;
- static int c_lit;
- static int c_has_texface;
-
- int backculled = 1;
- int alphablend = GPU_BLEND_SOLID;
- int textured = 0;
- int lit = 0;
- int has_texface = texface != NULL;
- bool need_set_tpage = false;
- bool texpaint = ((gtexdraw->ob->mode & OB_MODE_TEXTURE_PAINT) != 0);
-
- Image *ima = NULL;
-
- if (ma != NULL) {
- if (ma->mode & MA_TRANSP) {
- alphablend = GPU_BLEND_ALPHA;
- }
- }
-
- if (clearcache) {
- c_textured = c_lit = c_backculled = -1;
- memset(&c_texface, 0, sizeof(c_texface));
- c_badtex = false;
- c_has_texface = -1;
- c_ma = NULL;
- }
- else {
- textured = gtexdraw->is_tex;
- }
-
- /* convert number of lights into boolean */
- if (gtexdraw->is_lit) {
- lit = 1;
- }
-
- backculled = gtexdraw->use_backface_culling;
- if (ma) {
- if (ma->mode & MA_SHLESS) lit = 0;
- if (gtexdraw->use_game_mat) {
- backculled = backculled || (ma->game.flag & GEMAT_BACKCULL);
- alphablend = ma->game.alpha_blend;
- }
- }
-
- if (texface && !texpaint) {
- textured = textured && (texface->tpage);
-
- /* no material, render alpha if texture has depth=32 */
- if (!ma && BKE_image_has_alpha(texface->tpage))
- alphablend = GPU_BLEND_ALPHA;
- }
- else if (texpaint) {
- if (gtexdraw->texpaint_material)
- ima = ma && ma->texpaintslot ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
- else
- ima = gtexdraw->canvas;
- }
- else
- textured = 0;
-
- if (backculled != c_backculled) {
- if (backculled) glEnable(GL_CULL_FACE);
- else glDisable(GL_CULL_FACE);
-
- c_backculled = backculled;
- }
-
- /* need to re-set tpage if textured flag changed or existsment of texface changed.. */
- need_set_tpage = textured != c_textured || has_texface != c_has_texface;
- /* ..or if settings inside texface were changed (if texface was used) */
- need_set_tpage |= (texpaint && c_ma != ma) || (texface && memcmp(&c_texface, texface, sizeof(c_texface)));
-
- if (need_set_tpage) {
- if (textured) {
- if (texpaint) {
- c_badtex = false;
- if (GPU_verify_image(ima, NULL, GL_TEXTURE_2D, 0, 1, 0, false)) {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
-
- glActiveTexture(GL_TEXTURE1);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
- glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
- glActiveTexture(GL_TEXTURE0);
- }
- else {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glActiveTexture(GL_TEXTURE0);
-
- c_badtex = true;
- GPU_clear_tpage(true);
- glBindTexture(GL_TEXTURE_2D, 0);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
- }
- else {
- c_badtex = !GPU_set_tpage(texface, !texpaint, alphablend);
- }
- }
- else {
- GPU_set_tpage(NULL, 0, 0);
- c_badtex = false;
- }
- c_textured = textured;
- c_has_texface = has_texface;
- if (texface)
- memcpy(&c_texface, texface, sizeof(c_texface));
- }
-
- if (c_badtex) lit = 0;
- if (lit != c_lit || ma != c_ma || textured != c_textured) {
- int options = GPU_SHADER_USE_COLOR;
-
- if (c_textured && !c_badtex) {
- options |= GPU_SHADER_TEXTURE_2D;
- }
- if (gtexdraw->two_sided_lighting) {
- options |= GPU_SHADER_TWO_SIDED;
- }
-
- if (lit) {
- options |= GPU_SHADER_LIGHTING;
- if (!ma)
- ma = give_current_material_or_def(NULL, 0); /* default material */
-
- float specular[3];
- mul_v3_v3fl(specular, &ma->specr, ma->spec);
-
- GPU_basic_shader_colors(NULL, specular, ma->har, 1.0f);
- }
-
- GPU_basic_shader_bind(options);
-
- c_lit = lit;
- c_ma = ma;
- }
-
- return c_badtex;
-}
-
-static void draw_textured_begin(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *rv3d, Object *ob)
-{
- unsigned char obcol[4];
- bool is_tex, solidtex;
- Mesh *me = ob->data;
- ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
-
- /* XXX scene->obedit warning */
-
- /* texture draw is abused for mask selection mode, do this so wire draw
- * with face selection in weight paint is not lit. */
- if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
- solidtex = false;
- Gtexdraw.is_lit = 0;
- }
- else if ((ob->mode & OB_MODE_TEXTURE_PAINT) && BKE_scene_use_new_shading_nodes(scene)) {
- solidtex = true;
- if (v3d->flag2 & V3D_SHADELESS_TEX)
- Gtexdraw.is_lit = 0;
- else
- Gtexdraw.is_lit = -1;
- }
- else if ((v3d->drawtype == OB_SOLID) ||
- ((ob->mode & OB_MODE_EDIT) && (v3d->drawtype != OB_TEXTURE)))
- {
- /* draw with default lights in solid draw mode and edit mode */
- solidtex = true;
- Gtexdraw.is_lit = -1;
- }
- else {
- /* draw with lights in the scene otherwise */
- solidtex = false;
- if (v3d->flag2 & V3D_SHADELESS_TEX) {
- Gtexdraw.is_lit = 0;
- }
- else {
- Gtexdraw.is_lit = GPU_scene_object_lights(sl, rv3d->viewmat, !rv3d->is_persp);
- }
- }
-
- rgba_float_to_uchar(obcol, ob->col);
-
- if (solidtex || v3d->drawtype == OB_TEXTURE) is_tex = true;
- else is_tex = false;
-
- Gtexdraw.ob = ob;
- Gtexdraw.stencil = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) ? imapaint->stencil : NULL;
- Gtexdraw.is_texpaint = (ob->mode == OB_MODE_TEXTURE_PAINT);
- Gtexdraw.texpaint_material = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
- Gtexdraw.canvas = (Gtexdraw.texpaint_material) ? NULL : imapaint->canvas;
- Gtexdraw.is_tex = is_tex;
-
- /* naughty multitexturing hacks to quickly support stencil + shading + alpha blending
- * in new texpaint code. The better solution here would be to support GLSL */
- if (Gtexdraw.is_texpaint) {
- glActiveTexture(GL_TEXTURE1);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
-
- /* load the stencil texture here */
- if (Gtexdraw.stencil != NULL) {
- glActiveTexture(GL_TEXTURE2);
- if (GPU_verify_image(Gtexdraw.stencil, NULL, GL_TEXTURE_2D, false, false, false, false)) {
- float col[4] = {imapaint->stencil_col[0], imapaint->stencil_col[1], imapaint->stencil_col[2], 1.0f};
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
- glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col);
- if ((imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) == 0) {
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
- }
- else {
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
- }
- }
- }
- glActiveTexture(GL_TEXTURE0);
- }
-
- Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
- Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
- Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
- Gtexdraw.two_sided_lighting = (me->flag & ME_TWOSIDED);
-
- memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
- set_draw_settings_cached(1, NULL, NULL, &Gtexdraw);
- glCullFace(GL_BACK);
-}
-
-static void draw_textured_end(void)
-{
- if (Gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) {
- glActiveTexture(GL_TEXTURE1);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- if (Gte
@@ Diff output truncated at 10240 characters. @@
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