Cleanup: rename uvflag -> flag for dm drawing
Was called both, however this isn't mainly for uv's so just call 'flag'. Also remove redundant NULL check.
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@ -410,7 +410,7 @@ struct DerivedMesh {
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void (*drawFacesTex)(DerivedMesh *dm,
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DMSetDrawOptionsTex setDrawOptions,
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DMCompareDrawOptions compareDrawOptions,
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void *userData, DMDrawFlag uvflag);
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void *userData, DMDrawFlag flag);
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/** Draw all faces with GLSL materials
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* o setMaterial is called for every different material nr
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@ -444,7 +444,7 @@ struct DerivedMesh {
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void (*drawMappedFacesTex)(DerivedMesh *dm,
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DMSetDrawOptionsMappedTex setDrawOptions,
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DMCompareDrawOptions compareDrawOptions,
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void *userData, DMDrawFlag uvflag);
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void *userData, DMDrawFlag flag);
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/** Draw mapped faces with GLSL materials
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* - setMaterial is called for every different material nr
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@ -490,7 +490,7 @@ static void cdDM_drawFacesTex_common(
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DMSetDrawOptionsTex drawParams,
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DMSetDrawOptionsMappedTex drawParamsMapped,
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DMCompareDrawOptions compareDrawOptions,
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void *userData, DMDrawFlag uvflag)
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void *userData, DMDrawFlag flag)
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{
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CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
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const MPoly *mpoly = cddm->mpoly;
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@ -498,8 +498,8 @@ static void cdDM_drawFacesTex_common(
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const MLoopCol *mloopcol;
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int i;
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int colType, start_element, tot_drawn;
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const bool use_hide = (uvflag & DM_DRAW_SKIP_HIDDEN) != 0;
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const bool use_tface = (uvflag & DM_DRAW_USE_ACTIVE_UV) != 0;
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const bool use_hide = (flag & DM_DRAW_SKIP_HIDDEN) != 0;
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const bool use_tface = (flag & DM_DRAW_USE_ACTIVE_UV) != 0;
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int totpoly;
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int next_actualFace;
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int mat_index;
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@ -543,7 +543,7 @@ static void cdDM_drawFacesTex_common(
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GPU_vertex_setup(dm);
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GPU_normal_setup(dm);
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GPU_triangle_setup(dm);
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if (uvflag & DM_DRAW_USE_TEXPAINT_UV)
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if (flag & DM_DRAW_USE_TEXPAINT_UV)
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GPU_texpaint_uv_setup(dm);
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else
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GPU_uv_setup(dm);
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@ -638,9 +638,9 @@ static void cdDM_drawFacesTex(
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DerivedMesh *dm,
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DMSetDrawOptionsTex setDrawOptions,
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DMCompareDrawOptions compareDrawOptions,
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void *userData, DMDrawFlag uvflag)
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void *userData, DMDrawFlag flag)
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{
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cdDM_drawFacesTex_common(dm, setDrawOptions, NULL, compareDrawOptions, userData, uvflag);
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cdDM_drawFacesTex_common(dm, setDrawOptions, NULL, compareDrawOptions, userData, flag);
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}
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static void cdDM_drawMappedFaces(
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@ -653,7 +653,9 @@ static void cdDM_drawMappedFaces(
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CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
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const MPoly *mpoly = cddm->mpoly;
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const MLoopCol *mloopcol = NULL;
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int colType, useColors = flag & DM_DRAW_USE_COLORS, useHide = flag & DM_DRAW_SKIP_HIDDEN;
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const bool use_colors = (flag & DM_DRAW_USE_COLORS) != 0;
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const bool use_hide = (flag & DM_DRAW_SKIP_HIDDEN) != 0;
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int colType;
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int i, j;
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int start_element = 0, tot_element, tot_drawn;
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int totpoly;
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@ -690,7 +692,7 @@ static void cdDM_drawMappedFaces(
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const int orig = (index_mp_to_orig) ? index_mp_to_orig[i] : i;
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bool is_hidden;
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if (useHide) {
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if (use_hide) {
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if (flag & DM_DRAW_SELECT_USE_EDITMODE) {
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BMFace *efa = BM_face_at_index(bm, orig);
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is_hidden = BM_elem_flag_test(efa, BM_ELEM_HIDDEN) != 0;
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@ -720,7 +722,7 @@ static void cdDM_drawMappedFaces(
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else {
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GPU_normal_setup(dm);
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if (useColors) {
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if (use_colors) {
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colType = CD_TEXTURE_MLOOPCOL;
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mloopcol = DM_get_loop_data_layer(dm, colType);
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if (!mloopcol) {
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@ -732,7 +734,7 @@ static void cdDM_drawMappedFaces(
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mloopcol = DM_get_loop_data_layer(dm, colType);
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}
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if (useColors && mloopcol) {
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if (use_colors && mloopcol) {
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GPU_color_setup(dm, colType);
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}
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}
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@ -755,7 +757,7 @@ static void cdDM_drawMappedFaces(
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GPUBufferMaterial *bufmat = dm->drawObject->materials + mat_index;
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DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
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int next_actualFace = bufmat->polys[0];
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totpoly = useHide ? bufmat->totvisiblepolys : bufmat->totpolys;
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totpoly = use_hide ? bufmat->totvisiblepolys : bufmat->totpolys;
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tot_element = 0;
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start_element = 0;
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@ -950,7 +952,7 @@ static void cdDM_drawMappedFacesGLSL(
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if (!do_draw) {
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continue;
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}
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else if (setDrawOptions) {
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else /* if (setDrawOptions) */ {
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orig = (index_mp_to_orig) ? index_mp_to_orig[lt->poly] : lt->poly;
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if (orig == ORIGINDEX_NONE) {
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@ -971,18 +971,18 @@ static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d
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DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH | DM_DRAW_SKIP_HIDDEN);
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}
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else {
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DMDrawFlag uvflag;
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DMDrawFlag dm_draw_flag;
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drawTFace_userData userData;
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if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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uvflag = DM_DRAW_USE_TEXPAINT_UV;
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dm_draw_flag = DM_DRAW_USE_TEXPAINT_UV;
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}
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else {
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uvflag = DM_DRAW_USE_ACTIVE_UV;
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dm_draw_flag = DM_DRAW_USE_ACTIVE_UV;
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}
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if ((ob->mode & OB_MODE_SCULPT) && (ob == OBACT)) {
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uvflag |= DM_DRAW_SKIP_HIDDEN;
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dm_draw_flag |= DM_DRAW_SKIP_HIDDEN;
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}
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@ -994,7 +994,7 @@ static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d
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dm->drawMappedFacesTex(
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dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, compareDrawOptions,
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&userData, uvflag);
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&userData, dm_draw_flag);
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}
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else {
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userData.me = NULL;
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@ -1002,7 +1002,7 @@ static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d
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update_tface_color_layer(dm, !(ob->mode & OB_MODE_TEXTURE_PAINT));
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dm->drawFacesTex(
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dm, draw_tface__set_draw, compareDrawOptions,
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&userData, uvflag);
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&userData, dm_draw_flag);
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}
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}
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