OpenGL: Convert drawobject.c (cont)

All remaining 28 deprecated calls are derivedMesh related.
This commit is contained in:
Clément Foucault 2017-03-11 21:09:15 +01:00
parent acd4fc3b7a
commit 40532b9c3b
2 changed files with 32 additions and 47 deletions

View File

@ -951,7 +951,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
for (vos = g_v3d_strings[g_v3d_string_level]; vos; vos = vos->next) {
if (vos->sco[0] != IS_CLIPPED) {
if (col_pack_prev != vos->col.pack) {
glColor3ubv(vos->col.ub);
//glColor3ubv(vos->col.ub);
col_pack_prev = vos->col.pack;
}
@ -1871,10 +1871,6 @@ static void draw_viewport_reconstruction(
/* restore */
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
if (dflag & DRAW_PICKING)
GPU_select_load_id(base->selcol);
}
@ -4218,7 +4214,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
/* Mesh drawing routines */
void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm) /* LEGACY */
void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm, const unsigned char ob_wire_col[4]) /* LEGACY */
{
if ((v3d->transp == false) && /* not when we draw the transparent pass */
(ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
@ -4226,6 +4222,8 @@ void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm) /* LEGAC
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
glDepthMask(GL_FALSE);
if (ob_wire_col) glColor4ubv(ob_wire_col);
/* if transparent, we cannot draw the edges for solid select... edges
* have no material info. GPU_object_material_visible will skip the
* transparent faces */
@ -4360,7 +4358,7 @@ static void draw_mesh_fancy(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v
!(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
(draw_wire == OBDRAW_WIRE_OFF))
{
draw_mesh_object_outline(v3d, ob, dm);
draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
if (draw_glsl_material(scene, sl, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
@ -4431,7 +4429,7 @@ static void draw_mesh_fancy(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
/* materials arent compatible with vertex colors */
@ -4455,7 +4453,7 @@ static void draw_mesh_fancy(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
@ -5943,10 +5941,6 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
copy_v3_v3(ma_col, &ma->r);
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(tcol);
}
timestep = psys_get_timestep(&sim);
if ((ob->flag & OB_FROMGROUP) != 0) {
@ -6299,7 +6293,8 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
draw_vertex_array(GL_LINE_STRIP, path->co, path->vel, path->col, sizeof(ParticleCacheKey), path->segments + 1, NULL);
}
else {
float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
float color[4];
rgba_uchar_to_float(color, tcol);
draw_vertex_array(GL_LINE_STRIP, path->co, path->vel, NULL, sizeof(ParticleCacheKey), path->segments + 1, color);
}
}
@ -7287,7 +7282,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
static void draw_editnurb(
Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
const char dt, const short dflag, const unsigned char UNUSED(ob_wire_col[4]))
{
ToolSettings *ts = scene->toolsettings;
Object *ob = base->object;
@ -7299,9 +7294,8 @@ static void draw_editnurb(
/* DispList */
UI_GetThemeColor3ubv(TH_WIRE_EDIT, wire_col);
glColor3ubv(wire_col);
drawDispList(scene, sl, v3d, rv3d, base, dt, dflag, ob_wire_col);
drawDispList(scene, sl, v3d, rv3d, base, dt, dflag, wire_col);
/* for shadows only show solid faces */
if (v3d->flag2 & V3D_RENDER_SHADOW)
@ -7754,8 +7748,6 @@ static bool drawmball(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *r
if ((G.f & G_PICKSEL) == 0) {
unsigned char wire_col[4];
UI_GetThemeColor4ubv(TH_WIRE_EDIT, wire_col);
glColor3ubv(wire_col);
drawDispList(scene, sl, v3d, rv3d, base, dt, dflag, wire_col);
}
ml = mb->editelems->first;
@ -7779,12 +7771,14 @@ static bool drawmball(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *r
normalize_v3(imat[0]);
normalize_v3(imat[1]);
#if 0 /* no purpose? */
if (mb->editelems == NULL) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
}
#endif
glLineWidth(1.0f);
const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
@ -8241,7 +8235,7 @@ static void draw_object_selected_outline(
if (has_faces && ED_view3d_boundbox_clip(rv3d, ob->bb)) {
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
if (dm) {
draw_mesh_object_outline(v3d, ob, dm);
draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
else {
/* only draw 'solid' parts of the display list as wire. */
@ -8270,13 +8264,8 @@ static void draw_object_selected_outline(
static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const unsigned char ob_wire_col[4])
{
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF, OB_MBALL)) {
if (scene->obedit == ob) {
UI_ThemeColor(TH_WIRE_EDIT);
}
else {
glColor3ubv(ob_wire_col);
}
unsigned char wire_edit_col[4];
UI_GetThemeColor4ubv(TH_WIRE_EDIT, wire_edit_col);
ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(GL_FALSE); /* disable write in zbuffer, selected edge wires show better */
@ -8289,13 +8278,13 @@ static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const
drawCurveDMWired(ob);
}
else {
drawDispListwire(&ob->curve_cache->disp, ob->type, ob_wire_col);
drawDispListwire(&ob->curve_cache->disp, ob->type, (scene->obedit == ob) ? wire_edit_col : ob_wire_col);
}
}
}
else if (ob->type == OB_MBALL) {
if (BKE_mball_is_basis(ob)) {
drawDispListwire(&ob->curve_cache->disp, ob->type, ob_wire_col);
drawDispListwire(&ob->curve_cache->disp, ob->type, (scene->obedit == ob) ? wire_edit_col : ob_wire_col);
}
}
@ -8647,7 +8636,7 @@ void draw_object(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *b
draw_object_wire_color(scene, sl, base, _ob_wire_col);
ob_wire_col = _ob_wire_col;
glColor3ubv(ob_wire_col);
//glColor3ubv(ob_wire_col);
}
/* maximum drawtype */
@ -8839,8 +8828,7 @@ void draw_object(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d, Base *b
glLineWidth(1.0f);
if (ob_wire_col == NULL) {
float fcol[4];
glGetFloatv(GL_CURRENT_COLOR, fcol);
float fcol[4] = {0.0f, 0.0f, 0.0f, 1.0f};
rgba_float_to_uchar(arm_col, fcol);
}
else
@ -9511,7 +9499,6 @@ static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
Mesh *me = userData;
if (!(me->mpoly[index].flag & ME_HIDE)) {
GPU_select_index_set(index + 1);
return DM_DRAW_OPTION_NORMAL;
}
else {
@ -9536,7 +9523,6 @@ static void bbs_mesh_solid_verts(Scene *scene, Object *ob)
{
Mesh *me = ob->data;
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
glColor3ub(0, 0, 0);
DM_update_materials(dm, ob);
@ -9554,8 +9540,6 @@ static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
Mesh *me = ob->data;
glColor3ub(0, 0, 0);
DM_update_materials(dm, ob);
if ((me->editflag & ME_EDIT_PAINT_FACE_SEL))
@ -9639,7 +9623,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
/* helper function for drawing object instances - meshes */
static void draw_object_mesh_instance(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *rv3d,
Object *ob, const short dt, int outline)
Object *ob, const short dt, int outline, const unsigned char ob_wire_col[4])
{
Mesh *me = ob->data;
DerivedMesh *dm = NULL, *edm = NULL;
@ -9654,6 +9638,7 @@ static void draw_object_mesh_instance(Scene *scene, SceneLayer *sl, View3D *v3d,
}
if (dt <= OB_WIRE) {
glColor4ubv(ob_wire_col);
if (dm)
dm->drawEdges(dm, 1, 0);
else if (edm)
@ -9661,7 +9646,7 @@ static void draw_object_mesh_instance(Scene *scene, SceneLayer *sl, View3D *v3d,
}
else {
if (outline)
draw_mesh_object_outline(v3d, ob, dm ? dm : edm);
draw_mesh_object_outline(v3d, ob, dm ? dm : edm, ob_wire_col);
if (dm) {
bool glsl = draw_glsl_material(scene, sl, ob, v3d, dt);
@ -9684,24 +9669,24 @@ static void draw_object_mesh_instance(Scene *scene, SceneLayer *sl, View3D *v3d,
if (dm) dm->release(dm);
}
void draw_object_instance(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *rv3d, Object *ob, const char dt, int outline, float wire_col[4])
void draw_object_instance(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *rv3d, Object *ob, const char dt, int outline, const float wire_col[4])
{
if (ob == NULL)
return;
glColor4fv(wire_col);
unsigned char bcol[4];
rgba_float_to_uchar(bcol, wire_col);
switch (ob->type) {
case OB_MESH:
draw_object_mesh_instance(scene, sl, v3d, rv3d, ob, dt, outline);
draw_object_mesh_instance(scene, sl, v3d, rv3d, ob, dt, outline, bcol);
break;
case OB_EMPTY:
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
/* CONSTCOLOR == no wire outline */
draw_empty_image(ob, DRAW_CONSTCOLOR, NULL, v3d->multiview_eye);
draw_empty_image(ob, 0, bcol, v3d->multiview_eye);
}
else {
drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, NULL); /* TODO: use proper color */
drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, bcol);
}
break;
}

View File

@ -147,10 +147,10 @@ void draw_motion_paths_cleanup(View3D *v3d);
void draw_object(Scene *scene, struct SceneLayer *sl, struct ARegion *ar, View3D *v3d, BaseLegacy *base, const short dflag);
void draw_object_select(Scene *scene, struct SceneLayer *sl, struct ARegion *ar, View3D *v3d, Base *base, const short dflag);
void draw_mesh_object_outline(View3D *v3d, Object *ob, struct DerivedMesh *dm);
void draw_mesh_object_outline(View3D *v3d, Object *ob, struct DerivedMesh *dm, const unsigned char ob_wire_col[4]);
bool draw_glsl_material(Scene *scene, struct SceneLayer *sl, struct Object *ob, View3D *v3d, const char dt);
void draw_object_instance(Scene *scene, struct SceneLayer *sl, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline, float wire_col[4]);
void draw_object_instance(Scene *scene, struct SceneLayer *sl, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline, const float wire_col[4]);
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob);
void draw_object_wire_color(Scene *scene, struct SceneLayer *, Base *base, unsigned char r_ob_wire_col[4]);