diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 23:19:14 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 23:30:39 +0300 |
commit | 2fcdb6df10ac2c0b7d62090756a698df45443e6a (patch) | |
tree | 6d1d8d75495463914fd955a3a062547a63070fd5 | |
parent | c0e055fa7e4b171b9a188bc2328c6c11d2af22ab (diff) |
remove unused code from uvedit_draw
Keep USE_EDBM_LOOPTRIS code paths, remove not-USE_EDBM_LOOPTRIS paths.
Discussed with @LucaRood in IRC since he worked on this file recently.
-rw-r--r-- | source/blender/editors/uvedit/uvedit_draw.c | 107 |
1 files changed, 21 insertions, 86 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c index 32e7bb44375..25e519cc428 100644 --- a/source/blender/editors/uvedit/uvedit_draw.c +++ b/source/blender/editors/uvedit/uvedit_draw.c @@ -67,11 +67,6 @@ #include "uvedit_intern.h" -#include "GPU_basic_shader.h" - -/* use editmesh tessface */ -#define USE_EDBM_LOOPTRIS - static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset, unsigned int pos); void ED_image_draw_cursor(ARegion *ar, const float cursor[2]) @@ -304,7 +299,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe weight_to_rgb(col, areadiff); immUniformColor3fv(col); - /* TODO: USE_EDBM_LOOPTRIS */ + /* TODO: use editmesh tessface */ immBegin(GL_TRIANGLE_FAN, efa->len); BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { @@ -378,7 +373,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe ang[i] = angle_normalized_v3v3(av[i], av[(i + 1) % efa_len]); } - /* TODO: USE_EDBM_LOOPTRIS */ + /* TODO: use editmesh tessface */ immBegin(GL_TRIANGLE_FAN, efa->len); BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); @@ -603,7 +598,6 @@ static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, SceneLayer *sl, Ob } } -#ifdef USE_EDBM_LOOPTRIS static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const int cd_loop_uv_offset, unsigned int pos) { unsigned int i = *r_loop_index; @@ -618,7 +612,6 @@ static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const i } while (i != em->tottri && (f == em->looptris[i][0]->f)); *r_loop_index = i - 1; } -#endif /* draws uv's in the image space */ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obedit) @@ -629,9 +622,6 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe BMEditMesh *em = me->edit_btmesh; BMesh *bm = em->bm; BMFace *efa, *efa_act; -#ifndef USE_EDBM_LOOPTRIS - BMFace *activef; -#endif BMLoop *l; BMIter iter, liter; MTexPoly *tf, *activetf = NULL; @@ -648,9 +638,6 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe unsigned int pos; activetf = EDBM_mtexpoly_active_get(em, &efa_act, false, false); /* will be set to NULL if hidden */ -#ifndef USE_EDBM_LOOPTRIS - activef = BM_mesh_active_face_get(bm, false, false); -#endif ts = scene->toolsettings; drawfaces = draw_uvs_face_check(scene); @@ -712,66 +699,36 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); -#ifdef USE_EDBM_LOOPTRIS - { - unsigned int i; - - pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - for (i = 0; i < em->tottri; i++) { - efa = em->looptris[i][0]->f; - tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); - if (uvedit_face_visible_test(scene, ima, efa, tf)) { - const bool is_select = uvedit_face_select_test(scene, efa, cd_loop_uv_offset); - BM_elem_flag_enable(efa, BM_ELEM_TAG); - - if (tf == activetf) { - /* only once */ - immUniformThemeColor(TH_EDITMESH_ACTIVE); - } - else { - immUniformColor4ubv(is_select ? col2 : col1); - } + pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); - immBegin(GL_TRIANGLES, (em->looptris[i][0]->f->len - 2) * 3); - draw_uvs_looptri(em, &i, cd_loop_uv_offset, pos); - immEnd(); - } - else { - BM_elem_flag_disable(efa, BM_ELEM_TAG); - } - } + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - immUnbindProgram(); - } -#else - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { + for (unsigned int i = 0; i < em->tottri; i++) { + efa = em->looptris[i][0]->f; tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); if (uvedit_face_visible_test(scene, ima, efa, tf)) { + const bool is_select = uvedit_face_select_test(scene, efa, cd_loop_uv_offset); BM_elem_flag_enable(efa, BM_ELEM_TAG); - if (tf == activetf) continue; /* important the temp boolean is set above */ - if (uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) - glColor4ubv((GLubyte *)col2); - else - glColor4ubv((GLubyte *)col1); - - glBegin(GL_POLYGON); - BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - glVertex2fv(luv->uv); + if (tf == activetf) { + /* only once */ + immUniformThemeColor(TH_EDITMESH_ACTIVE); + } + else { + immUniformColor4ubv(is_select ? col2 : col1); } - glEnd(); + + immBegin(GL_TRIANGLES, (em->looptris[i][0]->f->len - 2) * 3); + draw_uvs_looptri(em, &i, cd_loop_uv_offset, pos); + immEnd(); } else { - if (tf == activetf) - activetf = NULL; BM_elem_flag_disable(efa, BM_ELEM_TAG); } } -#endif + + immUnbindProgram(); + glDisable(GL_BLEND); } else { @@ -793,30 +750,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe } /* 3. draw active face stippled */ -#ifndef USE_EDBM_LOOPTRIS - if (activef) { - tf = BM_ELEM_CD_GET_VOID_P(activef, cd_poly_tex_offset); - if (uvedit_face_visible_test(scene, ima, activef, tf)) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - UI_ThemeColor4(TH_EDITMESH_ACTIVE); - - GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR); - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_QUARTTONE); - - glBegin(GL_POLYGON); - BM_ITER_ELEM (l, &liter, activef, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - glVertex2fv(luv->uv); - } - glEnd(); + /* (removed during OpenGL upgrade, reimplement if needed) */ - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); - glDisable(GL_BLEND); - } - } -#endif - /* 4. draw edges */ if (sima->flag & SI_SMOOTH_UV) { |