diff options
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 10 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 31 | ||||
-rw-r--r-- | source/blender/gpu/GPU_viewport.h | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 2 |
4 files changed, 21 insertions, 24 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 46d682233ed..b00a7346e59 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -1134,7 +1134,7 @@ static void imm_drawcircball(const float cent[3], float rad, const float tmat[4] } /* circle for object centers, special_color is for library or ob users */ -static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, bool special_color) +static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const float co[3], int selstate, bool special_color) { const float outlineWidth = 1.0f * U.pixelsize; const float size = U.obcenter_dia * U.pixelsize + outlineWidth; @@ -4369,8 +4369,8 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d, #endif } -static void draw_em_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, - Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, const char dt) +static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *ar, View3D *UNUSED(v3d), + Object *UNUSED(ob), BMEditMesh *UNUSED(em), DerivedMesh *cageDM, DerivedMesh *UNUSED(finalDM), const char UNUSED(dt)) { /* for now... something simple! */ @@ -4492,7 +4492,7 @@ static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO); /* set eye vector, transformed to object coords */ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */ - mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye); + mul_m3_v3((float (*)[3])gpuGetNormalMatrixInverse(NULL), eye); Batch_Uniform3fv(fancy_edges, "eye", eye); } else { @@ -5015,7 +5015,7 @@ static void draw_mesh_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, RegionVi Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO); /* set eye vector, transformed to object coords */ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */ - mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye); + mul_m3_v3((float (*)[3])gpuGetNormalMatrixInverse(NULL), eye); Batch_Uniform3fv(fancy_edges, "eye", eye); } else { diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 8f6bd4aaac8..0765b536d46 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -285,7 +285,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar) #if VIEW3D_DRAW_DEBUG -static void view3d_draw_debug_store_depth(ARegion *ar, DrawData *draw_data) +static void view3d_draw_debug_store_depth(ARegion *UNUSED(ar), DrawData *draw_data) { GPUViewport *viewport = draw_data->viewport; GLint viewport_size[4]; @@ -306,7 +306,7 @@ static void view3d_draw_debug_store_depth(ARegion *ar, DrawData *draw_data) if (!GPU_viewport_debug_depth_is_valid(viewport)) { char error[256]; - if (!GPU_viewport_debug_depth_create(viewport, w, h, 0, error)) { + if (!GPU_viewport_debug_depth_create(viewport, w, h, error)) { fprintf(stderr, "Failed to create depth buffer for debug: %s\n", error); return; } @@ -729,8 +729,8 @@ static void drawrenderborder(ARegion *ar, View3D *v3d) /* ******************** offline engine ***************** */ static bool view3d_draw_render_draw(const bContext *C, Scene *scene, - ARegion *ar, View3D *v3d, - bool clip_border, const rcti *border_rect) + ARegion *ar, View3D *UNUSED(v3d), + bool clip_border, const rcti *border_rect) { RegionView3D *rv3d = ar->regiondata; RenderEngineType *type; @@ -797,7 +797,7 @@ static bool view3d_draw_render_draw(const bContext *C, Scene *scene, /* ******************** background plates ***************** */ -static void view3d_draw_background_gradient() +static void view3d_draw_background_gradient(void) { gpuMatrixBegin3D(); /* TODO: finish 2D API */ @@ -828,7 +828,7 @@ static void view3d_draw_background_gradient() gpuMatrixEnd(); } -static void view3d_draw_background_none() +static void view3d_draw_background_none(void) { if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { view3d_draw_background_gradient(); @@ -908,7 +908,7 @@ static void view3d_draw_background(const bContext *C) /** * */ -static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, const bool run_screen_shaders) +static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, const bool UNUSED(run_screen_shaders)) { /* TODO viewport */ draw_all_objects(C, ar, false, use_depth(C)); @@ -917,7 +917,7 @@ static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, co /** * */ -static void view3d_draw_render_transparent_surfaces(const bContext *C) +static void view3d_draw_render_transparent_surfaces(const bContext *UNUSED(C)) { /* TODO viewport */ } @@ -925,7 +925,7 @@ static void view3d_draw_render_transparent_surfaces(const bContext *C) /** * */ -static void view3d_draw_post_draw(const bContext *C) +static void view3d_draw_post_draw(const bContext *UNUSED(C)) { /* TODO viewport */ } @@ -935,7 +935,7 @@ static void view3d_draw_post_draw(const bContext *C) /** * Front/back wire frames */ -static void view3d_draw_wire_plates(const bContext *C) +static void view3d_draw_wire_plates(const bContext *UNUSED(C)) { /* TODO viewport */ } @@ -943,7 +943,7 @@ static void view3d_draw_wire_plates(const bContext *C) /** * Special treatment for selected objects */ -static void view3d_draw_outline_plates(const bContext *C) +static void view3d_draw_outline_plates(const bContext *UNUSED(C)) { /* TODO viewport */ } @@ -1846,7 +1846,7 @@ static void view3d_draw_border(const bContext *C, ARegion *ar) /** * Grease Pencil */ -static void view3d_draw_grease_pencil(const bContext *C) +static void view3d_draw_grease_pencil(const bContext *UNUSED(C)) { /* TODO viewport */ } @@ -2000,9 +2000,6 @@ static void view3d_draw_non_meshes(const bContext *C, ARegion *ar) */ static void view3d_draw_other_elements(const bContext *C, ARegion *ar) { - View3D *v3d = CTX_wm_view3d(C); - RegionView3D *rv3d = ar->regiondata; - view3d_draw_grid(C, ar); #ifdef WITH_INPUT_NDOF @@ -2015,7 +2012,7 @@ static void view3d_draw_other_elements(const bContext *C, ARegion *ar) /** * Paint brushes, armatures, ... */ -static void view3d_draw_tool_ui(const bContext *C) +static void view3d_draw_tool_ui(const bContext *UNUSED(C)) { /* TODO viewport */ } @@ -2023,7 +2020,7 @@ static void view3d_draw_tool_ui(const bContext *C) /** * Blueprint images */ -static void view3d_draw_reference_images(const bContext *C) +static void view3d_draw_reference_images(const bContext *UNUSED(C)) { /* TODO viewport */ } diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h index e2519484eb4..fce509377ab 100644 --- a/source/blender/gpu/GPU_viewport.h +++ b/source/blender/gpu/GPU_viewport.h @@ -41,7 +41,7 @@ GPUViewport *GPU_viewport_create(void); void GPU_viewport_free(GPUViewport *viewport); /* debug */ -bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, int samples, char err_out[256]); +bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]); void GPU_viewport_debug_depth_free(GPUViewport *viewport); void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y); void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar); diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index ea54f3cc57c..2f91adde133 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -60,7 +60,7 @@ void GPU_viewport_free(GPUViewport *viewport) /****************** debug ********************/ -bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, int samples, char err_out[256]) +bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]) { viewport->debug_depth = GPU_texture_create_2D(width, height, NULL, GPU_HDR_HALF_FLOAT, err_out); return (viewport->debug_depth != NULL); |