Cleanup: 3DView object drawing: afterdraw lists: better 'loop & remove' with BLI_pophead.

Saves two lines and a temp variable for each loop...
This commit is contained in:
Bastien Montagne 2015-10-09 21:23:14 +02:00
parent 01f235e138
commit 165c87dc4f
1 changed files with 11 additions and 24 deletions

View File

@ -1961,15 +1961,13 @@ void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag)
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
{
View3DAfter *v3da, *next;
View3DAfter *v3da;
glDepthMask(GL_FALSE);
v3d->transp = true;
for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
next = v3da->next;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
BLI_remlink(&v3d->afterdraw_transp, v3da);
MEM_freeN(v3da);
}
v3d->transp = false;
@ -1981,7 +1979,7 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
/* clears zbuffer and draws it over */
static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
{
View3DAfter *v3da, *next;
View3DAfter *v3da;
if (*clear && v3d->zbuf) {
glClear(GL_DEPTH_BUFFER_BIT);
@ -1989,10 +1987,8 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear
}
v3d->xray = true;
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
next = v3da->next;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
BLI_remlink(&v3d->afterdraw_xray, v3da);
MEM_freeN(v3da);
}
v3d->xray = false;
@ -2002,7 +1998,7 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear
/* clears zbuffer and draws it over */
static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear)
{
View3DAfter *v3da, *next;
View3DAfter *v3da;
if (clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
@ -2012,10 +2008,8 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const
glDepthMask(GL_FALSE);
for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
next = v3da->next;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
MEM_freeN(v3da);
}
@ -2431,7 +2425,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
v3d->afterdraw_xray.first ||
v3d->afterdraw_xraytransp.first)
{
View3DAfter *v3da, *next;
View3DAfter *v3da;
int mask_orig;
v3d->xray = true;
@ -2442,8 +2436,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
next = v3da->next;
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) {
draw_object(scene, ar, v3d, v3da->base, dflag_depth);
}
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
@ -2452,28 +2445,22 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
/* draw 3 passes, transp/xray/xraytransp */
v3d->xray = false;
v3d->transp = true;
for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
next = v3da->next;
while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
draw_object(scene, ar, v3d, v3da->base, dflag_depth);
BLI_remlink(&v3d->afterdraw_transp, v3da);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = false;
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
next = v3da->next;
while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
draw_object(scene, ar, v3d, v3da->base, dflag_depth);
BLI_remlink(&v3d->afterdraw_xray, v3da);
MEM_freeN(v3da);
}
v3d->xray = true;
v3d->transp = true;
for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
next = v3da->next;
while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
draw_object(scene, ar, v3d, v3da->base, dflag_depth);
BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
MEM_freeN(v3da);
}