diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-26 03:54:33 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-26 03:54:33 +0400 |
commit | 09144c3756f7b9b23461b522cf9711eb1c8db775 (patch) | |
tree | 3a037e82f54a35c09a67dcb236b8029d62dfd504 /source/blender/editors/space_view3d/view3d_draw.c | |
parent | 1ce2c73816be97f72484ffa40a3187b24968c6b3 (diff) |
style cleanup: mostly whitespace around operators
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 1177 |
1 files changed, 590 insertions, 587 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 1f6ec45f908..b6ed8f65c68 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -65,7 +65,7 @@ #include "BKE_movieclip.h" #include "RE_engine.h" -#include "RE_pipeline.h" // make_stars +#include "RE_pipeline.h" // make_stars #include "IMB_imbuf_types.h" #include "IMB_imbuf.h" @@ -92,7 +92,7 @@ #include "GPU_material.h" #include "GPU_extensions.h" -#include "view3d_intern.h" // own include +#include "view3d_intern.h" // own include @@ -102,7 +102,7 @@ static void star_stuff_init_func(void) glPointSize(1.0); glBegin(GL_POINTS); } -static void star_stuff_vertex_func(float* i) +static void star_stuff_vertex_func(float*i) { glVertex3fv(i); } @@ -121,7 +121,7 @@ void circf(float x, float y, float rad) glTranslatef(x, y, 0.); - gluDisk( qobj, 0.0, rad, 32, 1); + gluDisk(qobj, 0.0, rad, 32, 1); glPopMatrix(); @@ -138,7 +138,7 @@ void circ(float x, float y, float rad) glTranslatef(x, y, 0.); - gluDisk( qobj, 0.0, rad, 32, 1); + gluDisk(qobj, 0.0, rad, 32, 1); glPopMatrix(); @@ -150,21 +150,21 @@ void circ(float x, float y, float rad) static void view3d_draw_clipping(RegionView3D *rv3d) { - BoundBox *bb= rv3d->clipbb; + BoundBox *bb = rv3d->clipbb; if (bb) { - static unsigned int clipping_index[6][4]= {{0, 1, 2, 3}, - {0, 4, 5, 1}, - {4, 7, 6, 5}, - {7, 3, 2, 6}, - {1, 5, 6, 2}, - {7, 4, 0, 3}}; + static unsigned int clipping_index[6][4] = {{0, 1, 2, 3}, + {0, 4, 5, 1}, + {4, 7, 6, 5}, + {7, 3, 2, 6}, + {1, 5, 6, 2}, + {7, 4, 0, 3}}; UI_ThemeColorShade(TH_BACK, -8); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, bb->vec); - glDrawElements(GL_QUADS, sizeof(clipping_index)/sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index); + glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index); glDisableClientState(GL_VERTEX_ARRAY); } @@ -229,15 +229,15 @@ static void drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, { double verts[2][2]; - x+= (wx); - y+= (wy); + x += (wx); + y += (wy); /* set fixed 'Y' */ - verts[0][1]= 0.0f; - verts[1][1]= (double)ar->winy; + verts[0][1] = 0.0f; + verts[1][1] = (double)ar->winy; /* iter over 'X' */ - verts[0][0] = verts[1][0] = x-dx*floor(x/dx); + verts[0][0] = verts[1][0] = x - dx *floor(x / dx); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_DOUBLE, 0, verts); @@ -247,11 +247,11 @@ static void drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, } /* set fixed 'X' */ - verts[0][0]= 0.0f; - verts[1][0]= (double)ar->winx; + verts[0][0] = 0.0f; + verts[1][0] = (double)ar->winx; /* iter over 'Y' */ - verts[0][1]= verts[1][1]= y-dx*floor(y/dx); + verts[0][1] = verts[1][1] = y - dx *floor(y / dx); while (verts[0][1] < ar->winy) { glDrawArrays(GL_LINES, 0, 2); verts[0][1] = verts[1][1] = verts[0][1] + dx; @@ -265,34 +265,34 @@ static void drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) { /* extern short bgpicmode; */ - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; double wx, wy, x, y, fw, fx, fy, dx; double vec4[4]; unsigned char col[3], col2[3]; - fx= rv3d->persmat[3][0]; - fy= rv3d->persmat[3][1]; - fw= rv3d->persmat[3][3]; + fx = rv3d->persmat[3][0]; + fy = rv3d->persmat[3][1]; + fw = rv3d->persmat[3][3]; - wx= (ar->winx/2.0); /* because of rounding errors, grid at wrong location */ - wy= (ar->winy/2.0); + wx = (ar->winx / 2.0); /* because of rounding errors, grid at wrong location */ + wy = (ar->winy / 2.0); - x= (wx)*fx/fw; - y= (wy)*fy/fw; + x = (wx) * fx / fw; + y = (wy) * fy / fw; - vec4[0]=vec4[1]= v3d->grid; + vec4[0] = vec4[1] = v3d->grid; - vec4[2]= 0.0; - vec4[3]= 1.0; + vec4[2] = 0.0; + vec4[3] = 1.0; mul_m4_v4d(rv3d->persmat, vec4); - fx= vec4[0]; - fy= vec4[1]; - fw= vec4[3]; + fx = vec4[0]; + fy = vec4[1]; + fw = vec4[3]; - dx= fabs(x-(wx)*fx/fw); - if (dx==0) dx= fabs(y-(wy)*fy/fw); + dx = fabs(x - (wx) * fx / fw); + if (dx == 0) dx = fabs(y - (wy) * fy / fw); - glDepthMask(0); // disable write in zbuffer + glDepthMask(0); // disable write in zbuffer /* check zoom out */ UI_ThemeColor(TH_GRID); @@ -308,23 +308,23 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH); if (usys) { - i= len; + i = len; while (i--) { - double scalar= bUnit_GetScaler(usys, i); + double scalar = bUnit_GetScaler(usys, i); dx_scalar = dx * scalar / unit->scale_length; - if (dx_scalar < (GRID_MIN_PX*2)) + if (dx_scalar < (GRID_MIN_PX * 2)) continue; /* Store the smallest drawn grid size units name so users know how big each grid cell is */ - if (*grid_unit==NULL) { - *grid_unit= bUnit_GetNameDisplay(usys, i); - rv3d->gridview= (scalar * v3d->grid) / unit->scale_length; + if (*grid_unit == NULL) { + *grid_unit = bUnit_GetNameDisplay(usys, i); + rv3d->gridview = (scalar * v3d->grid) / unit->scale_length; } - blend_fac= 1-((GRID_MIN_PX*2)/dx_scalar); + blend_fac = 1 - ((GRID_MIN_PX * 2) / dx_scalar); /* tweak to have the fade a bit nicer */ - blend_fac= (blend_fac * blend_fac) * 2.0f; + blend_fac = (blend_fac * blend_fac) * 2.0f; CLAMP(blend_fac, 0.3f, 1.0f); @@ -337,83 +337,83 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** else { short sublines = v3d->gridsubdiv; - if (dx<GRID_MIN_PX) { - rv3d->gridview*= sublines; - dx*= sublines; - - if (dx<GRID_MIN_PX) { - rv3d->gridview*= sublines; - dx*= sublines; - - if (dx<GRID_MIN_PX) { - rv3d->gridview*= sublines; - dx*=sublines; - if (dx<GRID_MIN_PX); + if (dx < GRID_MIN_PX) { + rv3d->gridview *= sublines; + dx *= sublines; + + if (dx < GRID_MIN_PX) { + rv3d->gridview *= sublines; + dx *= sublines; + + if (dx < GRID_MIN_PX) { + rv3d->gridview *= sublines; + dx *= sublines; + if (dx < GRID_MIN_PX) ; else { UI_ThemeColor(TH_GRID); drawgrid_draw(ar, wx, wy, x, y, dx); } } - else { // start blending out - UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); + else { // start blending out + UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6)); drawgrid_draw(ar, wx, wy, x, y, dx); UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, sublines*dx); + drawgrid_draw(ar, wx, wy, x, y, sublines * dx); } } - else { // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10)) - UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); + else { // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10)) + UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6)); drawgrid_draw(ar, wx, wy, x, y, dx); UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, sublines*dx); + drawgrid_draw(ar, wx, wy, x, y, sublines * dx); } } else { - if (dx>(GRID_MIN_PX*10)) { // start blending in - rv3d->gridview/= sublines; - dx/= sublines; - if (dx>(GRID_MIN_PX*10)) { // start blending in - rv3d->gridview/= sublines; - dx/= sublines; - if (dx>(GRID_MIN_PX*10)) { + if (dx > (GRID_MIN_PX * 10)) { // start blending in + rv3d->gridview /= sublines; + dx /= sublines; + if (dx > (GRID_MIN_PX * 10)) { // start blending in + rv3d->gridview /= sublines; + dx /= sublines; + if (dx > (GRID_MIN_PX * 10)) { UI_ThemeColor(TH_GRID); drawgrid_draw(ar, wx, wy, x, y, dx); } else { - UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); + UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6)); drawgrid_draw(ar, wx, wy, x, y, dx); UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx*sublines); + drawgrid_draw(ar, wx, wy, x, y, dx * sublines); } } else { - UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); + UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6)); drawgrid_draw(ar, wx, wy, x, y, dx); UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx*sublines); + drawgrid_draw(ar, wx, wy, x, y, dx * sublines); } } else { - UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); + UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6)); drawgrid_draw(ar, wx, wy, x, y, dx); UI_ThemeColor(TH_GRID); - drawgrid_draw(ar, wx, wy, x, y, dx*sublines); + drawgrid_draw(ar, wx, wy, x, y, dx * sublines); } } } - x+= (wx); - y+= (wy); + x += (wx); + y += (wy); UI_GetThemeColor3ubv(TH_GRID, col); setlinestyle(0); /* center cross */ /* horizontal line */ - if ( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) + if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) UI_make_axis_color(col, col2, 'Y'); else UI_make_axis_color(col, col2, 'X'); glColor3ubv(col2); @@ -421,14 +421,14 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** fdrawline(0.0, y, (float)ar->winx, y); /* vertical line */ - if ( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) + if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) UI_make_axis_color(col, col2, 'Y'); else UI_make_axis_color(col, col2, 'Z'); glColor3ubv(col2); fdrawline(x, 0.0, x, (float)ar->winy); - glDepthMask(1); // enable write in zbuffer + glDepthMask(1); // enable write in zbuffer } #undef GRID_MIN_PX @@ -436,11 +436,11 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) { float grid, grid_scale; unsigned char col_grid[3]; - const int gridlines= v3d->gridlines/2; + const int gridlines = v3d->gridlines / 2; - if (v3d->gridlines<3) return; + if (v3d->gridlines < 3) return; - grid_scale= v3d->grid; + grid_scale = v3d->grid; /* use 'grid_scale' instead of 'v3d->grid' from now on */ /* apply units */ @@ -451,53 +451,53 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) bUnit_GetSystem(&usys, &len, scene->unit.system, B_UNIT_LENGTH); if (usys) { - int i= bUnit_GetBaseUnit(usys); - *grid_unit= bUnit_GetNameDisplay(usys, i); + int i = bUnit_GetBaseUnit(usys); + *grid_unit = bUnit_GetNameDisplay(usys, i); grid_scale = (grid_scale * (float)bUnit_GetScaler(usys, i)) / scene->unit.scale_length; } } - grid= gridlines * grid_scale; + grid = gridlines * grid_scale; - if (v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select + if (v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select UI_GetThemeColor3ubv(TH_GRID, col_grid); /* draw the Y axis and/or grid lines */ if (v3d->gridflag & V3D_SHOW_FLOOR) { - float vert[4][3]= {{0.0f}}; + float vert[4][3] = {{0.0f}}; unsigned char col_bg[3]; unsigned char col_grid_emphasise[3], col_grid_light[3]; int a; - int prev_emphasise= -1; + int prev_emphasise = -1; UI_GetThemeColor3ubv(TH_BACK, col_bg); /* emphasise division lines lighter instead of darker, if background is darker than grid */ UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise, - (((col_grid[0]+col_grid[1]+col_grid[2])+30) > - (col_bg[0]+col_bg[1]+col_bg[2])) ? 20 : -10); + (((col_grid[0] + col_grid[1] + col_grid[2]) + 30) > + (col_bg[0] + col_bg[1] + col_bg[2])) ? 20 : -10); /* set fixed axis */ - vert[0][0]= vert[2][1]= grid; - vert[1][0]= vert[3][1]= -grid; + vert[0][0] = vert[2][1] = grid; + vert[1][0] = vert[3][1] = -grid; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vert); - for (a= -gridlines;a<=gridlines;a++) { - const float line= a * grid_scale; - const int is_emphasise= (a % 10) == 0; + for (a = -gridlines; a <= gridlines; a++) { + const float line = a * grid_scale; + const int is_emphasise = (a % 10) == 0; if (is_emphasise != prev_emphasise) { glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light); - prev_emphasise= is_emphasise; + prev_emphasise = is_emphasise; } /* set variable axis */ - vert[0][1]= vert[1][1]= - vert[2][0]= vert[3][0]= line; + vert[0][1] = vert[1][1] = + vert[2][0] = vert[3][0] = line; glDrawArrays(GL_LINES, 0, 4); } @@ -511,21 +511,22 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) /* check for the 'show Z axis' preference */ if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { int axis; - for (axis= 0; axis < 3; axis++) - if (v3d->gridflag & (V3D_SHOW_X << axis)) { - float vert[3]; - unsigned char tcol[3]; - - UI_make_axis_color(col_grid, tcol, 'X' + axis); - glColor3ubv(tcol); - - glBegin(GL_LINE_STRIP); - zero_v3(vert); - vert[axis]= grid; - glVertex3fv(vert ); - vert[axis]= -grid; - glVertex3fv(vert); - glEnd(); + for (axis = 0; axis < 3; axis++) { + if (v3d->gridflag & (V3D_SHOW_X << axis)) { + float vert[3]; + unsigned char tcol[3]; + + UI_make_axis_color(col_grid, tcol, 'X' + axis); + glColor3ubv(tcol); + + glBegin(GL_LINE_STRIP); + zero_v3(vert); + vert[axis] = grid; + glVertex3fv(vert); + vert[axis] = -grid; + glVertex3fv(vert); + glEnd(); + } } } @@ -542,15 +543,15 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) int flag; /* we don't want the clipping for cursor */ - flag= v3d->flag; - v3d->flag= 0; + flag = v3d->flag; + v3d->flag = 0; project_int(ar, give_cursor(scene, v3d), co); - v3d->flag= flag; + v3d->flag = flag; mx = co[0]; my = co[1]; - if (mx!=IS_CLIPPED) { + if (mx != IS_CLIPPED) { setlinestyle(0); cpack(0xFF); circ((float)mx, (float)my, 10.0); @@ -560,10 +561,10 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) setlinestyle(0); cpack(0x0); - sdrawline(mx-20, my, mx-5, my); - sdrawline(mx+5, my, mx+20, my); - sdrawline(mx, my-20, mx, my-5); - sdrawline(mx, my+5, mx, my+20); + sdrawline(mx - 20, my, mx - 5, my); + sdrawline(mx + 5, my, mx + 20, my); + sdrawline(mx, my - 20, mx, my - 5); + sdrawline(mx, my + 5, mx, my + 20); } } @@ -573,9 +574,9 @@ static void draw_view_axis(RegionView3D *rv3d) { const float k = U.rvisize; /* axis size */ const float toll = 0.5; /* used to see when view is quasi-orthogonal */ - const float start = k + 1.0f;/* axis center in screen coordinates, x=y */ + const float start = k + 1.0f; /* axis center in screen coordinates, x=y */ float ydisp = 0.0; /* vertical displacement to allow obj info text */ - int bright = 25*(float)U.rvibright + 5; /* axis alpha (rvibright has range 0-10) */ + int bright = 25 * (float)U.rvibright + 5; /* axis alpha (rvibright has range 0-10) */ float vec[3]; float dx, dy; @@ -654,7 +655,7 @@ static void draw_rotation_guide(RegionView3D *rv3d) float o[3]; // center of rotation float end[3]; // endpoints for drawing - float color[4] = {0.f ,0.4235f, 1.f, 1.f}; // bright blue so it matches device LEDs + float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; // bright blue so it matches device LEDs negate_v3_v3(o, rv3d->ofs); @@ -693,7 +694,7 @@ static void draw_rotation_guide(RegionView3D *rv3d) // -- draw ring around rotation center -- { -#define ROT_AXIS_DETAIL 13 +#define ROT_AXIS_DETAIL 13 const float s = 0.05f * scale; const float step = 2.f * (float)(M_PI / ROT_AXIS_DETAIL); @@ -726,18 +727,18 @@ static void draw_rotation_guide(RegionView3D *rv3d) } glEnd(); -#undef ROT_AXIS_DETAIL +#undef ROT_AXIS_DETAIL } color[3] = 1.f; // solid dot } else - color[3] = 0.5f; // see-through dot + color[3] = 0.5f; // see-through dot // -- draw rotation center -- glColor4fv(color); glBegin(GL_POINTS); - glVertex3fv(o); + glVertex3fv(o); glEnd(); // find screen coordinates for rotation center, then draw pretty icon @@ -754,12 +755,12 @@ static void draw_view_icon(RegionView3D *rv3d) { BIFIconID icon; - if ( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) - icon= ICON_AXIS_TOP; - else if ( ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) - icon= ICON_AXIS_FRONT; - else if ( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) - icon= ICON_AXIS_SIDE; + if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) + icon = ICON_AXIS_TOP; + else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) + icon = ICON_AXIS_FRONT; + else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) + icon = ICON_AXIS_SIDE; else return; glEnable(GL_BLEND); @@ -801,7 +802,7 @@ static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) break; default: - if (rv3d->persp==RV3D_CAMOB) { + if (rv3d->persp == RV3D_CAMOB) { if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) { Camera *cam; cam = v3d->camera->data; @@ -822,18 +823,18 @@ static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) static void draw_viewport_name(ARegion *ar, View3D *v3d) { - RegionView3D *rv3d= ar->regiondata; - const char *name= view3d_get_name(v3d, rv3d); + RegionView3D *rv3d = ar->regiondata; + const char *name = view3d_get_name(v3d, rv3d); char tmpstr[24]; if (v3d->localvd) { BLI_snprintf(tmpstr, sizeof(tmpstr), "%s (Local)", name); - name= tmpstr; + name = tmpstr; } if (name) { UI_ThemeColor(TH_TEXT_HI); - BLF_draw_default_ascii(22, ar->winy-17, 0.0f, name, sizeof(tmpstr)); + BLF_draw_default_ascii(22, ar->winy - 17, 0.0f, name, sizeof(tmpstr)); } } @@ -843,42 +844,42 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d) static void draw_selected_name(Scene *scene, Object *ob) { char info[256], *markern; - short offset=30; + short offset = 30; /* get name of marker on current frame (if available) */ - markern= scene_find_marker_name(scene, CFRA); + markern = scene_find_marker_name(scene, CFRA); /* check if there is an object */ if (ob) { /* name(s) to display depends on type of object */ - if (ob->type==OB_ARMATURE) { - bArmature *arm= ob->data; - char *name= NULL; + if (ob->type == OB_ARMATURE) { + bArmature *arm = ob->data; + char *name = NULL; /* show name of active bone too (if possible) */ if (arm->edbo) { if (arm->act_edbone) - name= ((EditBone *)arm->act_edbone)->name; + name = ((EditBone *)arm->act_edbone)->name; } else if (ob->mode & OB_MODE_POSE) { if (arm->act_bone) { if (arm->act_bone->layer & arm->layer) - name= arm->act_bone->name; + name = arm->act_bone->name; } } if (name && markern) - BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern); + BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name + 2, name, markern); else if (name) - BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name+2, name); + BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name + 2, name); else - BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name+2); + BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name + 2); } else if (ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { - Key *key= NULL; + Key *key = NULL; KeyBlock *kb = NULL; char shapes[MAX_NAME + 10]; @@ -886,7 +887,7 @@ static void draw_selected_name(Scene *scene, Object *ob) shapes[0] = '\0'; key = ob_get_key(ob); if (key) { - kb = BLI_findlink(&key->block, ob->shapenr-1); + kb = BLI_findlink(&key->block, ob->shapenr - 1); if (kb) { BLI_snprintf(shapes, sizeof(shapes), ": %s ", kb->name); if (ob->shapeflag == OB_SHAPE_LOCK) { @@ -896,20 +897,20 @@ static void draw_selected_name(Scene *scene, Object *ob) } if (markern) - BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern); + BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name + 2, shapes, markern); else - BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name+2, shapes); + BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name + 2, shapes); } else { /* standard object */ if (markern) - BLI_snprintf(info, sizeof(info), "(%d) %s <%s>", CFRA, ob->id.name+2, markern); + BLI_snprintf(info, sizeof(info), "(%d) %s <%s>", CFRA, ob->id.name + 2, markern); else - BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name+2); + BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name + 2); } /* color depends on whether there is a keyframe */ - if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/(float)(CFRA), ANIMFILTER_KEYS_LOCAL)) + if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/ (float)(CFRA), ANIMFILTER_KEYS_LOCAL)) UI_ThemeColor(TH_VERTEX_SELECT); else UI_ThemeColor(TH_TEXT_HI); @@ -941,25 +942,25 @@ static void view3d_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionV camera_params_init(¶ms); camera_params_from_view3d(¶ms, v3d, rv3d); if (no_zoom) - params.zoom= 1.0f; + params.zoom = 1.0f; camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); - rect_view= params.viewplane; + rect_view = params.viewplane; /* get camera viewplane */ camera_params_init(¶ms); camera_params_from_object(¶ms, v3d->camera); if (no_shift) { - params.shiftx= 0.0f; - params.shifty= 0.0f; + params.shiftx = 0.0f; + params.shifty = 0.0f; } camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp); - rect_camera= params.viewplane; + rect_camera = params.viewplane; /* get camera border within viewport */ - viewborder_r->xmin = ((rect_camera.xmin - rect_view.xmin)/(rect_view.xmax - rect_view.xmin))*ar->winx; - viewborder_r->xmax = ((rect_camera.xmax - rect_view.xmin)/(rect_view.xmax - rect_view.xmin))*ar->winx; - viewborder_r->ymin = ((rect_camera.ymin - rect_view.ymin)/(rect_view.ymax - rect_view.ymin))*ar->winy; - viewborder_r->ymax = ((rect_camera.ymax - rect_view.ymin)/(rect_view.ymax - rect_view.ymin))*ar->winy; + viewborder_r->xmin = ((rect_camera.xmin - rect_view.xmin) / (rect_view.xmax - rect_view.xmin)) * ar->winx; + viewborder_r->xmax = ((rect_camera.xmax - rect_view.xmin) / (rect_view.xmax - rect_view.xmin)) * ar->winx; + viewborder_r->ymin = ((rect_camera.ymin - rect_view.ymin) / (rect_view.ymax - rect_view.ymin)) * ar->winy; + viewborder_r->ymax = ((rect_camera.ymax - rect_view.ymin) / (rect_view.ymax - rect_view.ymin)) * ar->winy; } void ED_view3d_calc_camera_border_size(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, float size_r[2]) @@ -967,8 +968,8 @@ void ED_view3d_calc_camera_border_size(Scene *scene, ARegion *ar, View3D *v3d, R rctf viewborder; view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, TRUE, TRUE); - size_r[0]= viewborder.xmax - viewborder.xmin; - size_r[1]= viewborder.ymax - viewborder.ymin; + size_r[0] = viewborder.xmax - viewborder.xmin; + size_r[1] = viewborder.ymax - viewborder.ymin; } void ED_view3d_calc_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, @@ -981,10 +982,10 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f { float x3, y3, x4, y4; - x3= x1 + fac * (x2-x1); - y3= y1 + fac * (y2-y1); - x4= x1 + (1.0f - fac) * (x2-x1); - y4= y1 + (1.0f - fac) * (y2-y1); + x3 = x1 + fac * (x2 - x1); + y3 = y1 + fac * (y2 - y1); + x4 = x1 + (1.0f - fac) * (x2 - x1); + y4 = y1 + (1.0f - fac) * (y2 - y1); glBegin(GL_LINES); glVertex2f(x1, y3); @@ -1005,13 +1006,13 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir) { float ofs; - float w= x2 - x1; - float h= y2 - y1; + float w = x2 - x1; + float h = y2 - y1; glBegin(GL_LINES); if (w > h) { if (golden) { - ofs = w * (1.0f-(1.0f/1.61803399f)); + ofs = w * (1.0f - (1.0f / 1.61803399f)); } else { ofs = h * (h / w); @@ -1029,7 +1030,7 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons } else { if (golden) { - ofs = h * (1.0f-(1.0f/1.61803399f)); + ofs = h * (1.0f - (1.0f / 1.61803399f)); } else { ofs = w * (w / h); @@ -1055,20 +1056,20 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) float x1i, x2i, y1i, y2i; float x3, y3, x4, y4; rctf viewborder; - Camera *ca= NULL; - RegionView3D *rv3d= (RegionView3D *)ar->regiondata; + Camera *ca = NULL; + RegionView3D *rv3d = (RegionView3D *)ar->regiondata; - if (v3d->camera==NULL) + if (v3d->camera == NULL) return; - if (v3d->camera->type==OB_CAMERA) + if (v3d->camera->type == OB_CAMERA) ca = v3d->camera->data; ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, FALSE); /* the offsets */ - x1= viewborder.xmin; - y1= viewborder.ymin; - x2= viewborder.xmax; - y2= viewborder.ymax; + x1 = viewborder.xmin; + y1 = viewborder.ymin; + x2 = viewborder.xmax; + y2 = viewborder.ymax; /* apply offsets so the real 3D camera shows through */ @@ -1077,10 +1078,10 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) * obscures the 3D camera border */ /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable * but keep it here in case we need to remove the workaround */ - x1i= (int)(x1 - 1.0001f); - y1i= (int)(y1 - 1.0001f); - x2i= (int)(x2 + (1.0f-0.0001f)); - y2i= (int)(y2 + (1.0f-0.0001f)); + x1i = (int)(x1 - 1.0001f); + y1i = (int)(y1 - 1.0001f); + x2i = (int)(x2 + (1.0f - 0.0001f)); + y2i = (int)(y2 + (1.0f - 0.0001f)); /* passepartout, specified in camera edit buttons */ if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) { @@ -1088,7 +1089,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) glColor3f(0, 0, 0); } else { - glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(0, 0, 0, ca->passepartalpha); } @@ -1116,8 +1117,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) #ifdef VIEW3D_CAMERA_BORDER_HACK if (view3d_camera_border_hack_test == TRUE) { glColor4fv(view3d_camera_border_hack_col); - glRectf(x1i+1, y1i+1, x2i-1, y2i-1); - view3d_camera_border_hack_test= FALSE; + glRectf(x1i + 1, y1i + 1, x2i - 1, y2i - 1); + view3d_camera_border_hack_test = FALSE; } #endif @@ -1136,10 +1137,10 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) if (scene->r.mode & R_BORDER) { cpack(0); - x3= x1+ scene->r.border.xmin*(x2-x1); - y3= y1+ scene->r.border.ymin*(y2-y1); - x4= x1+ scene->r.border.xmax*(x2-x1); - y4= y1+ scene->r.border.ymax*(y2-y1); + x3 = x1 + scene->r.border.xmin * (x2 - x1); + y3 = y1 + scene->r.border.ymin * (y2 - y1); + x4 = x1 + scene->r.border.xmax * (x2 - x1); + y4 = y1 + scene->r.border.ymax * (y2 - y1); cpack(0x4040FF); glRectf(x3, y3, x4, y4); @@ -1150,8 +1151,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) if (ca->dtx & CAM_DTX_CENTER) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); - x3= x1+ 0.5f*(x2-x1); - y3= y1+ 0.5f*(y2-y1); + x3 = x1 + 0.5f * (x2 - x1); + y3 = y1 + 0.5f * (y2 - y1); glBegin(GL_LINES); glVertex2f(x1, y3); @@ -1176,12 +1177,12 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) if (ca->dtx & CAM_DTX_THIRDS) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); - drawviewborder_grid3(x1, x2, y1, y2, 1.0f/3.0f); + drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f); } if (ca->dtx & CAM_DTX_GOLDEN) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); - drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399f)); + drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f)); } if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) { @@ -1205,15 +1206,15 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) } if (ca->flag & CAM_SHOWTITLESAFE) { - fac= 0.1; + fac = 0.1; - a= fac*(x2-x1); - x1+= a; - x2-= a; + a = fac * (x2 - x1); + x1 += a; + x2 -= a; - a= fac*(y2-y1); - y1+= a; - y2-= a; + a = fac * (y2 - y1); + y1 += a; + y2 -= a; UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); @@ -1223,29 +1224,29 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) if (ca && (ca->flag & CAM_SHOWSENSOR)) { /* determine sensor fit, and get sensor x/y, for auto fit we * assume and square sensor and only use sensor_x */ - float sizex= scene->r.xsch*scene->r.xasp; - float sizey= scene->r.ysch*scene->r.yasp; + float sizex = scene->r.xsch * scene->r.xasp; + float sizey = scene->r.ysch * scene->r.yasp; int sensor_fit = camera_sensor_fit(ca->sensor_fit, sizex, sizey); - float sensor_x= ca->sensor_x; - float sensor_y= (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO)? ca->sensor_x: ca->sensor_y; + float sensor_x = ca->sensor_x; + float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y; /* determine sensor plane */ rctf rect; if (sensor_fit == CAMERA_SENSOR_FIT_HOR) { - float sensor_scale = (x2i-x1i) / sensor_x; + float sensor_scale = (x2i - x1i) / sensor_x; float sensor_height = sensor_scale * sensor_y; rect.xmin = x1i; rect.xmax = x2i; - rect.ymin = (y1i + y2i)*0.5f - sensor_height*0.5f; + rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f; rect.ymax = rect.ymin + sensor_height; } else { - float sensor_scale = (y2i-y1i) / sensor_y; + float sensor_scale = (y2i - y1i) / sensor_y; float sensor_width = sensor_scale * sensor_x; - rect.xmin = (x1i + x2i)*0.5f - sensor_width*0.5f; + rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f; rect.xmax = rect.xmin + sensor_width; rect.ymin = y1i; rect.ymax = y2i; @@ -1263,7 +1264,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) /* camera name - draw in highlighted text color */ if (ca && (ca->flag & CAM_SHOWNAME)) { UI_ThemeColor(TH_TEXT_HI); - BLF_draw_default(x1i, y1i-15, 0.0f, v3d->camera->id.name+2, sizeof(v3d->camera->id.name)-2); + BLF_draw_default(x1i, y1i - 15, 0.0f, v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2); UI_ThemeColor(TH_WIRE); } } @@ -1272,30 +1273,30 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) { - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; struct Base *base = scene->basact; int multisample_enabled; rcti winrct; BLI_assert(ar->regiontype == RGN_TYPE_WINDOW); - if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) || - paint_facesel_test(base->object))) + if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) || + paint_facesel_test(base->object))) { /* do nothing */ } else if ((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) && - scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)) + scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)) { /* do nothing */ } else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && - v3d->drawtype > OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) + v3d->drawtype > OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) { /* do nothing */ } - else if (scene->obedit && v3d->drawtype>OB_WIRE && - (v3d->flag & V3D_ZBUF_SELECT)) { + else if (scene->obedit && v3d->drawtype > OB_WIRE && + (v3d->flag & V3D_ZBUF_SELECT)) { /* do nothing */ } else { @@ -1303,7 +1304,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) return; } - if ( !(v3d->flag & V3D_INVALID_BACKBUF) ) return; + if (!(v3d->flag & V3D_INVALID_BACKBUF) ) return; // if (test) { // if (qtest()) { @@ -1312,12 +1313,12 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) // } // } - if (v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE; + if (v3d->drawtype > OB_WIRE) v3d->zbuf = TRUE; /* dithering and AA break color coding, so disable */ glDisable(GL_DITHER); - multisample_enabled= glIsEnabled(GL_MULTISAMPLE_ARB); + multisample_enabled = glIsEnabled(GL_MULTISAMPLE_ARB); if (multisample_enabled) glDisable(GL_MULTISAMPLE_ARB); @@ -1343,10 +1344,10 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) draw_object_backbufsel(scene, v3d, rv3d, base->object); v3d->flag &= ~V3D_INVALID_BACKBUF; - ar->swap= 0; /* mark invalid backbuf for wm draw */ + ar->swap = 0; /* mark invalid backbuf for wm draw */ G.f &= ~G_BACKBUFSEL; - v3d->zbuf= FALSE; + v3d->zbuf = FALSE; glDisable(GL_DEPTH_TEST); glEnable(GL_DITHER); if (multisample_enabled) @@ -1372,15 +1373,15 @@ unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y) unsigned int col; if (x >= vc->ar->winx || y >= vc->ar->winy) return 0; - x+= vc->ar->winrct.xmin; - y+= vc->ar->winrct.ymin; + x += vc->ar->winrct.xmin; + y += vc->ar->winrct.ymin; view3d_validate_backbuf(vc); glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); glReadBuffer(GL_BACK); - if (ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col); + if (ENDIAN_ORDER == B_ENDIAN) SWITCH_INT(col); return WM_framebuffer_to_index(col); } @@ -1394,47 +1395,47 @@ ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short xminc, yminc, xmaxc, ymaxc, xs, ys; /* clip */ - if (xmin<0) xminc= 0; else xminc= xmin; - if (xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax; + if (xmin < 0) xminc = 0; else xminc = xmin; + if (xmax >= vc->ar->winx) xmaxc = vc->ar->winx - 1; else xmaxc = xmax; if (xminc > xmaxc) return NULL; - if (ymin<0) yminc= 0; else yminc= ymin; - if (ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax; + if (ymin < 0) yminc = 0; else yminc = ymin; + if (ymax >= vc->ar->winy) ymaxc = vc->ar->winy - 1; else ymaxc = ymax; if (yminc > ymaxc) return NULL; - ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect); + ibuf = IMB_allocImBuf((xmaxc - xminc + 1), (ymaxc - yminc + 1), 32, IB_rect); view3d_validate_backbuf(vc); glReadPixels(vc->ar->winrct.xmin + xminc, vc->ar->winrct.ymin + yminc, - (xmaxc-xminc + 1), - (ymaxc-yminc + 1), + (xmaxc - xminc + 1), + (ymaxc - yminc + 1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); glReadBuffer(GL_BACK); - if (ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf); + if (ENDIAN_ORDER == B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf); - a= (xmaxc-xminc+1)*(ymaxc-yminc+1); - dr= ibuf->rect; + a = (xmaxc - xminc + 1) * (ymaxc - yminc + 1); + dr = ibuf->rect; while (a--) { - if (*dr) *dr= WM_framebuffer_to_index(*dr); + if (*dr) *dr = WM_framebuffer_to_index(*dr); dr++; } /* put clipped result back, if needed */ - if (xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax) + if (xminc == xmin && xmaxc == xmax && yminc == ymin && ymaxc == ymax) return ibuf; - ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect); - rd= ibuf->rect; - dr= ibuf1->rect; - - for (ys= ymin; ys<=ymax; ys++) { - for (xs= xmin; xs<=xmax; xs++, dr++) { - if ( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) { - *dr= *rd; + ibuf1 = IMB_allocImBuf( (xmax - xmin + 1), (ymax - ymin + 1), 32, IB_rect); + rd = ibuf->rect; + dr = ibuf1->rect; + + for (ys = ymin; ys <= ymax; ys++) { + for (xs = xmin; xs <= xmax; xs++, dr++) { + if (xs >= xminc && xs <= xmaxc && ys >= yminc && ys <= ymaxc) { + *dr = *rd; rd++; } } @@ -1445,59 +1446,59 @@ ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, /* smart function to sample a rect spiralling outside, nice for backbuf selection */ unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int size, - unsigned int min, unsigned int max, int *dist, short strict, - void *handle, unsigned int (*indextest)(void *handle, unsigned int index)) + unsigned int min, unsigned int max, int *dist, short strict, + void *handle, unsigned int (*indextest)(void *handle, unsigned int index)) { struct ImBuf *buf; unsigned int *bufmin, *bufmax, *tbuf; int minx, miny; int a, b, rc, nr, amount, dirvec[4][2]; - int distance=0; + int distance = 0; unsigned int index = 0; short indexok = 0; - amount= (size-1)/2; + amount = (size - 1) / 2; - minx = mval[0]-(amount+1); - miny = mval[1]-(amount+1); - buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1); + minx = mval[0] - (amount + 1); + miny = mval[1] - (amount + 1); + buf = view3d_read_backbuf(vc, minx, miny, minx + size - 1, miny + size - 1); if (!buf) return 0; - rc= 0; + rc = 0; - dirvec[0][0]= 1; dirvec[0][1]= 0; - dirvec[1][0]= 0; dirvec[1][1]= -size; - dirvec[2][0]= -1; dirvec[2][1]= 0; - dirvec[3][0]= 0; dirvec[3][1]= size; + dirvec[0][0] = 1; dirvec[0][1] = 0; + dirvec[1][0] = 0; dirvec[1][1] = -size; + dirvec[2][0] = -1; dirvec[2][1] = 0; + dirvec[3][0] = 0; dirvec[3][1] = size; bufmin = buf->rect; tbuf = buf->rect; - bufmax = buf->rect + size*size; - tbuf+= amount*size+ amount; + bufmax = buf->rect + size * size; + tbuf += amount * size + amount; - for (nr=1; nr<=size; nr++) { + for (nr = 1; nr <= size; nr++) { - for (a=0; a<2; a++) { - for (b=0; b<nr; b++, distance++) { - if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit + for (a = 0; a < 2; a++) { + for (b = 0; b < nr; b++, distance++) { + if (*tbuf && *tbuf >= min && *tbuf < max) { //we got a hit if (strict) { - indexok = indextest(handle, *tbuf - min+1); + indexok = indextest(handle, *tbuf - min + 1); if (indexok) { - *dist= (short) sqrt( (float)distance ); - index = *tbuf - min+1; + *dist = (short) sqrt( (float)distance); + index = *tbuf - min + 1; goto exit; } } else { - *dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong - - index = *tbuf - min+1; // messy yah, but indices start at 1 + *dist = (short) sqrt( (float)distance); // XXX, this distance is wrong - + index = *tbuf - min + 1; // messy yah, but indices start at 1 goto exit; } } - tbuf+= (dirvec[rc][0]+dirvec[rc][1]); + tbuf += (dirvec[rc][0] + dirvec[rc][1]); - if (tbuf<bufmin || tbuf>=bufmax) { + if (tbuf < bufmin || tbuf >= bufmax) { goto exit; } } @@ -1516,98 +1517,98 @@ exit: static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) { - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; BGpic *bgpic; Image *ima; MovieClip *clip; - ImBuf *ibuf= NULL, *freeibuf; + ImBuf *ibuf = NULL, *freeibuf; float vec[4], fac, asp, zoomx, zoomy; float x1, y1, x2, y2, cx, cy; - for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) { + for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) { - if ( (bgpic->view == 0) || /* zero for any */ - (bgpic->view & (1<<rv3d->view)) || /* check agaist flags */ - (rv3d->persp==RV3D_CAMOB && bgpic->view == (1<<RV3D_VIEW_CAMERA)) - ) { + if ((bgpic->view == 0) || /* zero for any */ + (bgpic->view & (1 << rv3d->view)) || /* check agaist flags */ + (rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA))) + { /* disable individual images */ - if ((bgpic->flag&V3D_BGPIC_DISABLED)) + if ((bgpic->flag & V3D_BGPIC_DISABLED)) continue; - freeibuf= NULL; - if (bgpic->source==V3D_BGPIC_IMAGE) { - ima= bgpic->ima; - if (ima==NULL) + freeibuf = NULL; + if (bgpic->source == V3D_BGPIC_IMAGE) { + ima = bgpic->ima; + if (ima == NULL) continue; BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0); - ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser); + ibuf = BKE_image_get_ibuf(ima, &bgpic->iuser); } else { - clip= NULL; + clip = NULL; - if (bgpic->flag&V3D_BGPIC_CAMERACLIP) { + if (bgpic->flag & V3D_BGPIC_CAMERACLIP) { if (scene->camera) - clip= object_get_movieclip(scene, scene->camera, 1); + clip = object_get_movieclip(scene, scene->camera, 1); } - else clip= bgpic->clip; + else clip = bgpic->clip; - if (clip==NULL) + if (clip == NULL) continue; BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA); - ibuf= BKE_movieclip_get_ibuf(clip, &bgpic->cuser); + ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser); /* working with ibuf from image and clip has got different workflow now. * ibuf acquired from clip is referenced by cache system and should * be dereferenced after usage. */ - freeibuf= ibuf; + freeibuf = ibuf; } - if (ibuf==NULL) + if (ibuf == NULL) continue; - if ((ibuf->rect==NULL && ibuf->rect_float==NULL) || ibuf->channels!=4) { /* invalid image format */ + if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */ if (freeibuf) IMB_freeImBuf(freeibuf); continue; } - if (ibuf->rect==NULL) + if (ibuf->rect == NULL) IMB_rect_from_float(ibuf); - if (rv3d->persp==RV3D_CAMOB) { + if (rv3d->persp == RV3D_CAMOB) { rctf vb; ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, FALSE); - x1= vb.xmin; - y1= vb.ymin; - x2= vb.xmax; - y2= vb.ymax; + x1 = vb.xmin; + y1 = vb.ymin; + x2 = vb.xmax; + y2 = vb.ymax; } else { float sco[2]; - const float mval_f[2]= {1.0f, 0.0f}; + const float mval_f[2] = {1.0f, 0.0f}; /* calc window coord */ initgrabz(rv3d, 0.0, 0.0, 0.0); ED_view3d_win_to_delta(ar, mval_f, vec); - fac= maxf(fabsf(vec[0]), maxf(fabsf(vec[1]), fabsf(vec[2]))); /* largest abs axis */ - fac= 1.0f/fac; + fac = maxf(fabsf(vec[0]), maxf(fabsf(vec[1]), fabsf(vec[2]))); /* largest abs axis */ + fac = 1.0f / fac; - asp= ( (float)ibuf->y)/(float)ibuf->x; + asp = ( (float)ibuf->y) / (float)ibuf->x; zero_v3(vec); ED_view3d_project_float_v2(ar, vec, sco, rv3d->persmat); cx = sco[0]; cy = sco[1]; - x1= cx+ fac*(bgpic->xof-bgpic->size); - y1= cy+ asp*fac*(bgpic->yof-bgpic->size); - x2= cx+ fac*(bgpic->xof+bgpic->size); - y2= cy+ asp*fac*(bgpic->yof+bgpic->size); + x1 = cx + fac * (bgpic->xof - bgpic->size); + y1 = cy + asp * fac * (bgpic->yof - bgpic->size); + x2 = cx + fac * (bgpic->xof + bgpic->size); + y2 = cy + asp * fac * (bgpic->yof + bgpic->size); } /* complete clip? */ @@ -1619,29 +1620,29 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) continue; } - zoomx= (x2-x1)/ibuf->x; - zoomy= (y2-y1)/ibuf->y; + zoomx = (x2 - x1) / ibuf->x; + zoomy = (y2 - y1) / ibuf->y; /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */ if (zoomx < 1.0f || zoomy < 1.0f) { - float tzoom= MIN2(zoomx, zoomy); - int mip= 0; + float tzoom = MIN2(zoomx, zoomy); + int mip = 0; - if ((ibuf->userflags&IB_MIPMAP_INVALID) != 0) { + if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) { IMB_remakemipmap(ibuf, 0); - ibuf->userflags&= ~IB_MIPMAP_INVALID; + ibuf->userflags &= ~IB_MIPMAP_INVALID; } - else if (ibuf->mipmap[0]==NULL) + else if (ibuf->mipmap[0] == NULL) IMB_makemipmap(ibuf, 0); - while (tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) { - tzoom*= 2.0f; - zoomx*= 2.0f; - zoomy*= 2.0f; + while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) { + tzoom *= 2.0f; + zoomx *= 2.0f; + zoomy *= 2.0f; mip++; } - if (mip>0) - ibuf= ibuf->mipmap[mip-1]; + if (mip > 0) + ibuf = ibuf->mipmap[mip - 1]; } if (v3d->zbuf) glDisable(GL_DEPTH_TEST); @@ -1657,7 +1658,7 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) ED_region_pixelspace(ar); glPixelZoom(zoomx, zoomy); - glColor4f(1.0f, 1.0f, 1.0f, 1.0f-bgpic->blend); + glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend); glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect); glPixelZoom(1.0, 1.0); @@ -1690,10 +1691,10 @@ typedef struct View3DAfter { /* temp storage of Objects that need to be drawn as last */ void add_view3d_after(ListBase *lb, Base *base, int flag) { - View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after"); + View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after"); BLI_addtail(lb, v3da); - v3da->base= base; - v3da->flag= flag; + v3da->base = base; + v3da->flag = flag; } /* disables write in zbuffer and draws it over */ @@ -1702,15 +1703,15 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) View3DAfter *v3da, *next; glDepthMask(0); - v3d->transp= TRUE; + v3d->transp = TRUE; - for (v3da= v3d->afterdraw_transp.first; v3da; v3da= next) { - next= v3da->next; + for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { + next = v3da->next; draw_object(scene, ar, v3d, v3da->base, v3da->flag); BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } - v3d->transp= FALSE; + v3d->transp = FALSE; glDepthMask(1); @@ -1724,14 +1725,14 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear) if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); - v3d->xray= TRUE; - for (v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { - next= v3da->next; + v3d->xray = TRUE; + for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { + next = v3da->next; draw_object(scene, ar, v3d, v3da->base, v3da->flag); BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } - v3d->xray= FALSE; + v3d->xray = FALSE; } @@ -1743,18 +1744,18 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int c if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); - v3d->xray= TRUE; - v3d->transp= TRUE; + v3d->xray = TRUE; + v3d->transp = TRUE; - for (v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) { - next= v3da->next; + for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { + next = v3da->next; draw_object(scene, ar, v3d, v3da->base, v3da->flag); BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } - v3d->transp= FALSE; - v3d->xray= FALSE; + v3d->transp = FALSE; + v3d->xray = FALSE; } @@ -1769,11 +1770,11 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int c #if 0 int dupli_ob_sort(void *arg1, void *arg2) { - void *p1= ((DupliObject *)arg1)->ob; - void *p2= ((DupliObject *)arg2)->ob; + void *p1 = ((DupliObject *)arg1)->ob; + void *p2 = ((DupliObject *)arg2)->ob; int val = 0; - if (p1 < p2) val = -1; - else if (p1 > p2) val = 1; + if (p1 < p2) val = -1; + else if (p1 > p2) val = 1; return val; } #endif @@ -1782,40 +1783,40 @@ int dupli_ob_sort(void *arg1, void *arg2) static DupliObject *dupli_step(DupliObject *dob) { while (dob && dob->no_draw) - dob= dob->next; + dob = dob->next; return dob; } static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color) { - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; ListBase *lb; - DupliObject *dob_prev= NULL, *dob, *dob_next= NULL; + DupliObject *dob_prev = NULL, *dob, *dob_next = NULL; Base tbase; BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */ - GLuint displist=0; - short transflag, use_displist= -1; /* -1 is initialize */ + GLuint displist = 0; + short transflag, use_displist = -1; /* -1 is initialize */ char dt, dtx; if (base->object->restrictflag & OB_RESTRICT_VIEW) return; - tbase.flag= OB_FROMDUPLI|base->flag; - lb= object_duplilist(scene, base->object); + tbase.flag = OB_FROMDUPLI | base->flag; + lb = object_duplilist(scene, base->object); // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects. - dob=dupli_step(lb->first); - if (dob) dob_next= dupli_step(dob->next); + dob = dupli_step(lb->first); + if (dob) dob_next = dupli_step(dob->next); - for ( ; dob ; dob_prev= dob, dob= dob_next, dob_next= dob_next ? dupli_step(dob_next->next) : NULL) { - tbase.object= dob->ob; + for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) { + tbase.object = dob->ob; /* extra service: draw the duplicator in drawtype of parent */ /* MIN2 for the drawtype to allow bounding box objects in groups for lods */ - dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt); - dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx; + dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt); + dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx; /* negative scale flag has to propagate */ - transflag= tbase.object->transflag; + transflag = tbase.object->transflag; if (base->object->transflag & OB_NEG_SCALE) tbase.object->transflag ^= OB_NEG_SCALE; @@ -1823,10 +1824,10 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas /* generate displist, test for new object */ if (dob_prev && dob_prev->ob != dob->ob) { - if (use_displist==1) + if (use_displist == 1) glDeleteLists(displist, 1); - use_displist= -1; + use_displist = -1; } /* generate displist */ @@ -1837,31 +1838,31 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas * offset feature (used in group-duplicate.blend but no longer works in 2.5) * so for now it should be ok to - campbell */ - if ( /* if this is the last no need to make a displist */ - (dob_next==NULL || dob_next->ob != dob->ob) || - /* lamp drawing messes with matrices, could be handled smarter... but this works */ - (dob->ob->type == OB_LAMP) || - (dob->type == OB_DUPLIGROUP && dob->animated) || - !(bb_tmp= object_get_boundbox(dob->ob))) + if (/* if this is the last no need to make a displist */ + (dob_next == NULL || dob_next->ob != dob->ob) || + /* lamp drawing messes with matrices, could be handled smarter... but this works */ + (dob->ob->type == OB_LAMP) || + (dob->type == OB_DUPLIGROUP && dob->animated) || + !(bb_tmp = object_get_boundbox(dob->ob))) { // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2); - use_displist= 0; + use_displist = 0; } else { // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2); - bb= *bb_tmp; /* must make a copy */ + bb = *bb_tmp; /* must make a copy */ /* disable boundbox check for list creation */ object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1); /* need this for next part of code */ - unit_m4(dob->ob->obmat); /* obmat gets restored */ + unit_m4(dob->ob->obmat); /* obmat gets restored */ - displist= glGenLists(1); + displist = glGenLists(1); glNewList(displist, GL_COMPILE); draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR); glEndList(); - use_displist= 1; + use_displist = 1; object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0); } } @@ -1876,14 +1877,14 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR); } - tbase.object->dt= dt; - tbase.object->dtx= dtx; - tbase.object->transflag= transflag; + tbase.object->dt = dt; + tbase.object->dtx = dtx; + tbase.object->transflag = transflag; } /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */ - free_object_duplilist(lb); /* does restore */ + free_object_duplilist(lb); /* does restore */ if (use_displist) glDeleteLists(displist, 1); @@ -1894,10 +1895,10 @@ static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *bas /* define the color here so draw_dupli_objects_color can be called * from the set loop */ - int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE; + int color = (base->flag & SELECT) ? TH_SELECT : TH_WIRE; /* debug */ - if (base->object->dup_group && base->object->dup_group->id.us<1) - color= TH_REDALERT; + if (base->object->dup_group && base->object->dup_group->id.us < 1) + color = TH_REDALERT; draw_dupli_objects_color(scene, ar, v3d, base, color); } @@ -1909,80 +1910,82 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) /* clamp rect by area */ r.xmin = 0; - r.xmax = ar->winx-1; + r.xmax = ar->winx - 1; r.ymin = 0; - r.ymax = ar->winy-1; + r.ymax = ar->winy - 1; /* Constrain rect to depth bounds */ BLI_isect_rcti(&r, rect, rect); /* assign values to compare with the ViewDepths */ - x= rect->xmin; - y= rect->ymin; + x = rect->xmin; + y = rect->ymin; - w= rect->xmax - rect->xmin; - h= rect->ymax - rect->ymin; + w = rect->xmax - rect->xmin; + h = rect->ymax - rect->ymin; if (w <= 0 || h <= 0) { if (d->depths) MEM_freeN(d->depths); - d->depths= NULL; + d->depths = NULL; - d->damaged= FALSE; + d->damaged = FALSE; } - else if ( d->w != w || - d->h != h || - d->x != x || - d->y != y || - d->depths==NULL - ) { - d->x= x; - d->y= y; - d->w= w; - d->h= h; + else if (d->w != w || + d->h != h || + d->x != x || + d->y != y || + d->depths == NULL + ) + { + d->x = x; + d->y = y; + d->w = w; + d->h = h; if (d->depths) MEM_freeN(d->depths); - d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths Subset"); + d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset"); - d->damaged= TRUE; + d->damaged = TRUE; } if (d->damaged) { - glReadPixels(ar->winrct.xmin+d->x,ar->winrct.ymin+d->y, d->w,d->h, GL_DEPTH_COMPONENT,GL_FLOAT, d->depths); - glGetDoublev(GL_DEPTH_RANGE,d->depth_range); - d->damaged= FALSE; + glReadPixels(ar->winrct.xmin + d->x, ar->winrct.ymin + d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths); + glGetDoublev(GL_DEPTH_RANGE, d->depth_range); + d->damaged = FALSE; } } /* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */ void ED_view3d_depth_update(ARegion *ar) { - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; /* Create storage for, and, if necessary, copy depth buffer */ - if (!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths"); + if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths"); if (rv3d->depths) { - ViewDepths *d= rv3d->depths; + ViewDepths *d = rv3d->depths; if (d->w != ar->winx || - d->h != ar->winy || - !d->depths) { - d->w= ar->winx; - d->h= ar->winy; + d->h != ar->winy || + !d->depths) + { + d->w = ar->winx; + d->h = ar->winy; if (d->depths) MEM_freeN(d->depths); - d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths"); - d->damaged= 1; + d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths"); + d->damaged = 1; } if (d->damaged) { - glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h, - GL_DEPTH_COMPONENT,GL_FLOAT, d->depths); + glReadPixels(ar->winrct.xmin, ar->winrct.ymin, d->w, d->h, + GL_DEPTH_COMPONENT, GL_FLOAT, d->depths); - glGetDoublev(GL_DEPTH_RANGE,d->depth_range); + glGetDoublev(GL_DEPTH_RANGE, d->depth_range); - d->damaged= 0; + d->damaged = 0; } } } @@ -1991,20 +1994,20 @@ void ED_view3d_depth_update(ARegion *ar) float view3d_depth_near(ViewDepths *d) { /* convert to float for comparisons */ - const float near= (float)d->depth_range[0]; - const float far_real= (float)d->depth_range[1]; - float far= far_real; + const float near = (float)d->depth_range[0]; + const float far_real = (float)d->depth_range[1]; + float far = far_real; - const float *depths= d->depths; - float depth= FLT_MAX; - int i= (int)d->w * (int)d->h; /* cast to avoid short overflow */ + const float *depths = d->depths; + float depth = FLT_MAX; + int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */ /* far is both the starting 'far' value * and the closest value found. */ while (i--) { - depth= *depths++; + depth = *depths++; if ((depth < far) && (depth > near)) { - far= depth; + far = depth; } } @@ -2013,11 +2016,11 @@ float view3d_depth_near(ViewDepths *d) void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) { - short zbuf= v3d->zbuf; - RegionView3D *rv3d= ar->regiondata; + short zbuf = v3d->zbuf; + RegionView3D *rv3d = ar->regiondata; - setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ - setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ + setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ + setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); invert_m4_m4(rv3d->persinv, rv3d->persmat); @@ -2027,32 +2030,32 @@ void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) glLoadMatrixf(rv3d->viewmat); - v3d->zbuf= TRUE; + v3d->zbuf = TRUE; glEnable(GL_DEPTH_TEST); draw_gpencil_view3d(scene, v3d, ar, 1); - v3d->zbuf= zbuf; + v3d->zbuf = zbuf; } -void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) +void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *)) { - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; Base *base; - short zbuf= v3d->zbuf; - short flag= v3d->flag; - float glalphaclip= U.glalphaclip; - int obcenter_dia= U.obcenter_dia; + short zbuf = v3d->zbuf; + short flag = v3d->flag; + float glalphaclip = U.glalphaclip; + int obcenter_dia = U.obcenter_dia; /* temp set drawtype to solid */ /* Setting these temporarily is not nice */ v3d->flag &= ~V3D_SELECT_OUTLINE; U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */ - U.obcenter_dia= 0; + U.obcenter_dia = 0; - setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ - setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ + setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ + setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); invert_m4_m4(rv3d->persinv, rv3d->persmat); @@ -2067,7 +2070,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) ED_view3d_clipping_set(rv3d); } - v3d->zbuf= TRUE; + v3d->zbuf = TRUE; glEnable(GL_DEPTH_TEST); /* draw set first */ @@ -2085,7 +2088,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) } } - for (base= scene->base.first; base; base= base->next) { + for (base = scene->base.first; base; base = base->next) { if (v3d->lay & base->lay) { if (func == NULL || func(base)) { /* dupli drawing */ @@ -2098,14 +2101,14 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) } /* this isn't that nice, draw xray objects as if they are normal */ - if ( v3d->afterdraw_transp.first || - v3d->afterdraw_xray.first || - v3d->afterdraw_xraytransp.first - ) { + if (v3d->afterdraw_transp.first || + v3d->afterdraw_xray.first || + v3d->afterdraw_xraytransp.first) + { View3DAfter *v3da, *next; int mask_orig; - v3d->xray= TRUE; + v3d->xray = TRUE; /* transp materials can change the depth mask, see #21388 */ glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig); @@ -2113,44 +2116,44 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) 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 = next) { + next = v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); } glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ } /* draw 3 passes, transp/xray/xraytransp */ - v3d->xray= FALSE; - v3d->transp= TRUE; - for (v3da= v3d->afterdraw_transp.first; v3da; v3da= next) { - next= v3da->next; + v3d->xray = FALSE; + v3d->transp = TRUE; + for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { + next = v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); 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; + v3d->xray = TRUE; + v3d->transp = FALSE; + for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { + next = v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); 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; + v3d->xray = TRUE; + v3d->transp = TRUE; + for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { + next = v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); BLI_remlink(&v3d->afterdraw_xraytransp, v3da); MEM_freeN(v3da); } - v3d->xray= FALSE; - v3d->transp= FALSE; + v3d->xray = FALSE; + v3d->transp = FALSE; glDepthMask(mask_orig); } @@ -2163,7 +2166,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) U.glalphaclip = glalphaclip; v3d->flag = flag; - U.obcenter_dia= obcenter_dia; + U.obcenter_dia = obcenter_dia; } typedef struct View3DShadow { @@ -2175,7 +2178,7 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object float obmat[][4], ListBase *shadows) { GPULamp *lamp; - Lamp *la = (Lamp*)ob->data; + Lamp *la = (Lamp *)ob->data; View3DShadow *shadow; lamp = GPU_lamp_from_blender(scene, ob, par); @@ -2185,7 +2188,7 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy); if ((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) { - shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow"); + shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow"); shadow->lamp = lamp; BLI_addtail(shadows, shadow); } @@ -2200,11 +2203,11 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) Base *base; Object *ob; - shadows.first= shadows.last= NULL; + shadows.first = shadows.last = NULL; /* update lamp transform and gather shadow lamps */ for (SETLOOPER(scene, sce_iter, base)) { - ob= base->object; + ob = base->object; if (ob->type == OB_LAMP) gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows); @@ -2213,8 +2216,8 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) DupliObject *dob; ListBase *lb = object_duplilist(scene, ob); - for (dob=lb->first; dob; dob=dob->next) - if (dob->ob->type==OB_LAMP) + for (dob = lb->first; dob; dob = dob->next) + if (dob->ob->type == OB_LAMP) gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows); free_object_duplilist(lb); @@ -2223,15 +2226,15 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) /* render shadows after updating all lamps, nested object_duplilist * don't work correct since it's replacing object matrices */ - for (shadow=shadows.first; shadow; shadow=shadow->next) { + for (shadow = shadows.first; shadow; shadow = shadow->next) { /* this needs to be done better .. */ float viewmat[4][4], winmat[4][4]; - int drawtype, lay, winsize, flag2=v3d->flag2; - ARegion ar= {NULL}; - RegionView3D rv3d= {{{0}}}; + int drawtype, lay, winsize, flag2 = v3d->flag2; + ARegion ar = {NULL}; + RegionView3D rv3d = {{{0}}}; - drawtype= v3d->drawtype; - lay= v3d->lay; + drawtype = v3d->drawtype; + lay = v3d->lay; v3d->drawtype = OB_SOLID; v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp); @@ -2240,9 +2243,9 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat); - ar.regiondata= &rv3d; - ar.regiontype= RGN_TYPE_WINDOW; - rv3d.persp= RV3D_CAMOB; + ar.regiondata = &rv3d; + ar.regiontype = RGN_TYPE_WINDOW; + rv3d.persp = RV3D_CAMOB; copy_m4_m4(rv3d.winmat, winmat); copy_m4_m4(rv3d.viewmat, viewmat); invert_m4_m4(rv3d.viewinv, rv3d.viewmat); @@ -2252,8 +2255,8 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat, FALSE); GPU_lamp_shadow_buffer_unbind(shadow->lamp); - v3d->drawtype= drawtype; - v3d->lay= lay; + v3d->drawtype = drawtype; + v3d->lay = lay; v3d->flag2 = flag2; } @@ -2264,10 +2267,10 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d) { - CustomDataMask mask= 0; + CustomDataMask mask = 0; - if ( ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) || - ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) + if (ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) || + ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) { mask |= CD_MASK_MTFACE | CD_MASK_MCOL; @@ -2286,8 +2289,8 @@ CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d) CustomDataMask ED_view3d_object_datamask(Scene *scene) { - Object *ob= scene->basact ? scene->basact->object : NULL; - CustomDataMask mask= 0; + Object *ob = scene->basact ? scene->basact->object : NULL; + CustomDataMask mask = 0; if (ob) { /* check if we need tfaces & mcols due to face select or texture paint */ @@ -2311,7 +2314,7 @@ CustomDataMask ED_view3d_object_datamask(Scene *scene) /* goes over all modes and view3d settings */ CustomDataMask ED_view3d_screen_datamask(bScreen *screen) { - Scene *scene= screen->scene; + Scene *scene = screen->scene; CustomDataMask mask = CD_MASK_BAREMESH; ScrArea *sa; @@ -2335,13 +2338,13 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view if (winmat) copy_m4_m4(rv3d->winmat, winmat); else - setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */ + setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */ /* setup view matrix */ if (viewmat) copy_m4_m4(rv3d->viewmat, viewmat); else - setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ + setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ /* update utilitity matrices */ mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); @@ -2355,16 +2358,16 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view float v1[3], v2[3]; float len1, len2; - v1[0]= rv3d->persmat[0][0]; - v1[1]= rv3d->persmat[1][0]; - v1[2]= rv3d->persmat[2][0]; + v1[0] = rv3d->persmat[0][0]; + v1[1] = rv3d->persmat[1][0]; + v1[2] = rv3d->persmat[2][0]; - v2[0]= rv3d->persmat[0][1]; - v2[1]= rv3d->persmat[1][1]; - v2[2]= rv3d->persmat[2][1]; + v2[0] = rv3d->persmat[0][1]; + v2[1] = rv3d->persmat[1][1]; + v2[2] = rv3d->persmat[2][1]; - len1= 1.0f / len_v3(v1); - len2= 1.0f / len_v3(v2); + len1 = 1.0f / len_v3(v1); + len2 = 1.0f / len_v3(v2); rv3d->pixsize = (2.0f * MAX2(len1, len2)) / (float)MAX2(ar->winx, ar->winy); } @@ -2387,7 +2390,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4], int draw_background) { - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; Base *base; float backcol[3]; int bwinx, bwiny; @@ -2397,12 +2400,12 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, glPushMatrix(); /* set temporary new size */ - bwinx= ar->winx; - bwiny= ar->winy; - brect= ar->winrct; + bwinx = ar->winx; + bwiny = ar->winy; + brect = ar->winrct; - ar->winx= winx; - ar->winy= winy; + ar->winx = winx; + ar->winy = winy; ar->winrct.xmin = 0; ar->winrct.ymin = 0; ar->winrct.xmax = winx; @@ -2421,7 +2424,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, gpu_update_lamps_shadows(scene, v3d); /* if scene has got active clip, use it for render backdrop */ - if (draw_background && scene->clip && rv3d->persp==RV3D_CAMOB && v3d->camera) { + if (draw_background && scene->clip && rv3d->persp == RV3D_CAMOB && v3d->camera) { MovieClipUser user = {0}; BKE_movieclip_user_set_frame(&user, CFRA); @@ -2443,7 +2446,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, } } - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (bg_ibuf) { unsigned char *pixels, *cp, *dst_cp; @@ -2452,9 +2455,9 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, if (bg_ibuf->rect_float && !bg_ibuf->rect) IMB_rect_from_float(bg_ibuf); - dst_cp = pixels = MEM_callocN(4*sizeof(unsigned char)*bg_ibuf->x*bg_ibuf->y, "draw offscreen clip pixels"); + dst_cp = pixels = MEM_callocN(4 * sizeof(unsigned char) * bg_ibuf->x * bg_ibuf->y, "draw offscreen clip pixels"); cp = (unsigned char *)bg_ibuf->rect; - for (i = 0; i < bg_ibuf->x*bg_ibuf->y; i++, cp += 4, dst_cp += 4) { + for (i = 0; i < bg_ibuf->x * bg_ibuf->y; i++, cp += 4, dst_cp += 4) { dst_cp[0] = cp[0]; dst_cp[1] = cp[1]; dst_cp[2] = cp[2]; @@ -2489,11 +2492,11 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, /* set zbuffer */ if (v3d->drawtype > OB_WIRE) { - v3d->zbuf= TRUE; + v3d->zbuf = TRUE; glEnable(GL_DEPTH_TEST); } else - v3d->zbuf= FALSE; + v3d->zbuf = FALSE; if (rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_set(rv3d); @@ -2504,7 +2507,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, for (SETLOOPER(scene->set, sce_iter, base)) { if (v3d->lay & base->lay) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); - draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET); + draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET); if (base->object->transflag & OB_DUPLI) draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); @@ -2513,7 +2516,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, } /* then draw not selected and the duplis, but skip editmode object */ - for (base= scene->base.first; base; base= base->next) { + for (base = scene->base.first; base; base = base->next) { if (v3d->lay & base->lay) { /* dupli drawing */ if (base->object->transflag & OB_DUPLI) @@ -2529,16 +2532,16 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, if (v3d->zbuf) glEnable(GL_DEPTH_TEST); /* transp and X-ray afterdraw stuff */ - if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); - if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! - if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); + if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); + if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! + if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); if (rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_disable(); /* cleanup */ if (v3d->zbuf) { - v3d->zbuf= FALSE; + v3d->zbuf = FALSE; glDisable(GL_DEPTH_TEST); } @@ -2552,8 +2555,8 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, GPU_free_images_anim(); /* restore size */ - ar->winx= bwinx; - ar->winy= bwiny; + ar->winx = bwinx; + ar->winy = bwiny; ar->winrct = brect; glPopMatrix(); @@ -2568,7 +2571,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, int draw_background, char err_out[256]) { - RegionView3D *rv3d= ar->regiondata; + RegionView3D *rv3d = ar->regiondata; ImBuf *ibuf; GPUOffScreen *ofs; @@ -2576,14 +2579,14 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, glPushAttrib(GL_LIGHTING_BIT); /* bind */ - ofs= GPU_offscreen_create(sizex, sizey, err_out); + ofs = GPU_offscreen_create(sizex, sizey, err_out); if (ofs == NULL) return NULL; GPU_offscreen_bind(ofs); /* render 3d view */ - if (rv3d->persp==RV3D_CAMOB && v3d->camera) { + if (rv3d->persp == RV3D_CAMOB && v3d->camera) { CameraParams params; camera_params_init(¶ms); @@ -2598,7 +2601,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, } /* read in pixels & stamp */ - ibuf= IMB_allocImBuf(sizex, sizey, 32, flag); + ibuf = IMB_allocImBuf(sizex, sizey, 32, flag); if (ibuf->rect_float) GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float); @@ -2624,21 +2627,21 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height, unsigned int flag, int drawtype, int draw_background, char err_out[256]) { - View3D v3d= {NULL}; - ARegion ar= {NULL}; - RegionView3D rv3d= {{{0}}}; + View3D v3d = {NULL}; + ARegion ar = {NULL}; + RegionView3D rv3d = {{{0}}}; /* connect data */ - v3d.regionbase.first= v3d.regionbase.last= &ar; - ar.regiondata= &rv3d; - ar.regiontype= RGN_TYPE_WINDOW; + v3d.regionbase.first = v3d.regionbase.last = &ar; + ar.regiondata = &rv3d; + ar.regiontype = RGN_TYPE_WINDOW; - v3d.camera= camera; - v3d.lay= scene->lay; + v3d.camera = camera; + v3d.lay = scene->lay; v3d.drawtype = drawtype; v3d.flag2 = V3D_RENDER_OVERRIDE; - rv3d.persp= RV3D_CAMOB; + rv3d.persp = RV3D_CAMOB; copy_m4_m4(rv3d.viewinv, v3d.camera->obmat); normalize_m4(rv3d.viewinv); @@ -2653,9 +2656,9 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w camera_params_compute_matrix(¶ms); copy_m4_m4(rv3d.winmat, params.winmat); - v3d.near= params.clipsta; - v3d.far= params.clipend; - v3d.lens= params.lens; + v3d.near = params.clipsta; + v3d.far = params.clipend; + v3d.lens = params.lens; } mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat); @@ -2672,7 +2675,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w */ static void draw_viewport_fps(Scene *scene, ARegion *ar) { - ScreenFrameRateInfo *fpsi= scene->fps_info; + ScreenFrameRateInfo *fpsi = scene->fps_info; float fps; char printable[16]; int i, tot; @@ -2684,11 +2687,11 @@ static void draw_viewport_fps(Scene *scene, ARegion *ar) #if 0 /* this is too simple, better do an average */ - fps = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime)) + fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime)) #else - fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime)); + fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime)); - for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) { + for (i = 0, tot = 0, fps = 0.0f; i < REDRAW_FRAME_AVERAGE; i++) { if (fpsi->redrawtimes_fps[i]) { fps += fpsi->redrawtimes_fps[i]; tot++; @@ -2705,44 +2708,44 @@ static void draw_viewport_fps(Scene *scene, ARegion *ar) } #endif - /* is this more then half a frame behind? */ - if (fps+0.5f < (float)(FPS)) { + /* is this more then half a frame behind? */ + if (fps + 0.5f < (float)(FPS)) { UI_ThemeColor(TH_REDALERT); BLI_snprintf(printable, sizeof(printable), "fps: %.2f", fps); } else { UI_ThemeColor(TH_TEXT_HI); - BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5f)); + BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps + 0.5f)); } - BLF_draw_default_ascii(22, ar->winy-17, 0.0f, printable, sizeof(printable)); + BLF_draw_default_ascii(22, ar->winy - 17, 0.0f, printable, sizeof(printable)); } static int view3d_main_area_draw_engine(const bContext *C, ARegion *ar) { - Scene *scene= CTX_data_scene(C); + Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); - RegionView3D *rv3d= CTX_wm_region_view3d(C); + RegionView3D *rv3d = CTX_wm_region_view3d(C); RenderEngineType *type; if (!rv3d->render_engine) { - type= RE_engines_find(scene->r.engine); + type = RE_engines_find(scene->r.engine); if (!(type->view_update && type->view_draw)) return 0; - rv3d->render_engine= RE_engine_create(type); + rv3d->render_engine = RE_engine_create(type); type->view_update(rv3d->render_engine, C); } view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ED_region_pixelspace(ar); - type= rv3d->render_engine->type; + type = rv3d->render_engine->type; type->view_draw(rv3d->render_engine, C); return 1; @@ -2759,9 +2762,9 @@ static void view3d_main_area_draw_engine_info(RegionView3D *rv3d, ARegion *ar) /* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit) { - Scene *scene= CTX_data_scene(C); + Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); - RegionView3D *rv3d= CTX_wm_region_view3d(C); + RegionView3D *rv3d = CTX_wm_region_view3d(C); Base *base; float backcol[3]; unsigned int lay_used; @@ -2787,7 +2790,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const else UI_ThemeClearColor(TH_BACK); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* setup view matrices */ view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); @@ -2799,11 +2802,11 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const /* set zbuffer after we draw clipping region */ if (v3d->drawtype > OB_WIRE) { - v3d->zbuf= TRUE; + v3d->zbuf = TRUE; glEnable(GL_DEPTH_TEST); } else - v3d->zbuf= FALSE; + v3d->zbuf = FALSE; /* enables anti-aliasing for 3D view drawing */ #if 0 @@ -2812,26 +2815,26 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const #endif // needs to be done always, gridview is adjusted in drawgrid() now - rv3d->gridview= v3d->grid; + rv3d->gridview = v3d->grid; if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) { - if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { drawfloor(scene, v3d, grid_unit); } - if (rv3d->persp==RV3D_CAMOB) { + if (rv3d->persp == RV3D_CAMOB) { if (scene->world) { if (scene->world->mode & WO_STARS) { RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func, - star_stuff_term_func); + star_stuff_term_func); } } - if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { if (v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d); } } } else { - if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { ED_region_pixelspace(ar); drawgrid(&scene->unit, ar, v3d, grid_unit); /* XXX make function? replaces persp(1) */ @@ -2857,7 +2860,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const if (v3d->lay & base->lay) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); - draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET); + draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET); if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); @@ -2868,11 +2871,11 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const /* Transp and X-ray afterdraw stuff for sets is done later */ } - lay_used= 0; + lay_used = 0; /* then draw not selected and the duplis, but skip editmode object */ - for (base= scene->base.first; base; base= base->next) { - lay_used |= base->lay & ((1<<20)-1); + for (base = scene->base.first; base; base = base->next) { + lay_used |= base->lay & ((1 << 20) - 1); if (v3d->lay & base->lay) { @@ -2880,8 +2883,8 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const if (base->object->transflag & OB_DUPLI) { draw_dupli_objects(scene, ar, v3d, base); } - if ((base->flag & SELECT)==0) { - if (base->object!=scene->obedit) + if ((base->flag & SELECT) == 0) { + if (base->object != scene->obedit) draw_object(scene, ar, v3d, base, 0); } } @@ -2889,23 +2892,23 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */ /* find header and force tag redraw */ - ScrArea *sa= CTX_wm_area(C); - ARegion *ar_header= BKE_area_find_region_type(sa, RGN_TYPE_HEADER); + ScrArea *sa = CTX_wm_area(C); + ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER); ED_region_tag_redraw(ar_header); /* can be NULL */ - v3d->lay_used= lay_used; + v3d->lay_used = lay_used; } /* draw selected and editmode */ - for (base= scene->base.first; base; base= base->next) { + for (base = scene->base.first; base; base = base->next) { if (v3d->lay & base->lay) { - if (base->object==scene->obedit || ( base->flag & SELECT) ) + if (base->object == scene->obedit || (base->flag & SELECT) ) draw_object(scene, ar, v3d, base, 0); } } // REEB_draw(); - if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { /* must be before xray draw which clears the depth buffer */ if (v3d->zbuf) glDisable(GL_DEPTH_TEST); draw_gpencil_view3d(scene, v3d, ar, 1); @@ -2913,9 +2916,9 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const } /* Transp and X-ray afterdraw stuff */ - if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); - if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! - if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); + if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); + if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! + if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); @@ -2931,11 +2934,11 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const #endif if (v3d->zbuf) { - v3d->zbuf= FALSE; + v3d->zbuf = FALSE; glDisable(GL_DEPTH_TEST); } - if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { BDR_drawSketch(C); } @@ -2947,20 +2950,20 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit) { - Scene *scene= CTX_data_scene(C); + Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); - RegionView3D *rv3d= CTX_wm_region_view3d(C); - bScreen *screen= CTX_wm_screen(C); + RegionView3D *rv3d = CTX_wm_region_view3d(C); + bScreen *screen = CTX_wm_screen(C); Object *ob; - if (rv3d->persp==RV3D_CAMOB) + if (rv3d->persp == RV3D_CAMOB) drawviewborder(scene, ar, v3d); - if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */ - // if (v3d->flag2 & V3D_DISPGP) - draw_gpencil_view3d(scene, v3d, ar, 0); + // if (v3d->flag2 & V3D_DISPGP) + draw_gpencil_view3d(scene, v3d, ar, 0); drawcursor(scene, ar, v3d); } @@ -2970,7 +2973,7 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha else draw_view_icon(rv3d); - ob= OBACT; + ob = OBACT; if (U.uiflag & USER_DRAWVIEWINFO) draw_selected_name(scene, ob); @@ -2987,14 +2990,14 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha } if (grid_unit) { /* draw below the viewport name */ - char numstr[32]= ""; + char numstr[32] = ""; UI_ThemeColor(TH_TEXT_HI); if (v3d->grid != 1.0f) { BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); } - BLF_draw_default_ascii(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, + BLF_draw_default_ascii(22, ar->winy - (USER_SHOW_VIEWPORTNAME ? 40 : 20), 0.0f, numstr[0] ? numstr : grid_unit, sizeof(numstr)); } } @@ -3002,7 +3005,7 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha void view3d_main_area_draw(const bContext *C, ARegion *ar) { View3D *v3d = CTX_wm_view3d(C); - const char *grid_unit= NULL; + const char *grid_unit = NULL; /* draw viewport using external renderer? */ if (!(v3d->drawtype == OB_RENDER && view3d_main_area_draw_engine(C, ar))) { |