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Diffstat (limited to 'source/blender/editors/gpencil/drawgpencil.c')
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c99
1 files changed, 5 insertions, 94 deletions
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index 05eb51fb02f..7e37d0a5a83 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -94,7 +94,9 @@ typedef enum eDrawStrokeFlags {
/* thickness above which we should use special drawing */
+#if 0
#define GP_DRAWTHICKNESS_SPECIAL 3
+#endif
/* conversion utility (float --> normalized unsigned byte) */
#define F2UB(x) (unsigned char)(255.0f * x)
@@ -578,38 +580,6 @@ static void gp_draw_stroke_fill(
immEnd();
immUnbindProgram();
}
-
-#if 0 /* convert to modern GL only if needed */
- else {
- /* As an initial implementation, we use the OpenGL filled polygon drawing
- * here since it's the easiest option to implement for this case. It does
- * come with limitations (notably for concave shapes), though it shouldn't
- * be much of an issue in most cases.
- *
- * We keep this legacy implementation around despite now having the high quality
- * fills, as this is necessary for keeping everything working nicely for files
- * created using old versions of Blender which may have depended on the artifacts
- * the old fills created.
- */
- bGPDspoint *pt = gps->points;
-
- glBegin(GL_POLYGON);
- for (int i = 0; i < gps->totpoints; i++, pt++) {
- if (gps->flag & GP_STROKE_3DSPACE) {
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
- }
- else {
- float co[2];
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- gp_calc_2d_stroke_fxy(fpt, gps->flag, offsx, offsy, winx, winy, co);
- glVertex2fv(co);
- }
- }
-
- glEnd();
- }
-#endif
}
/* ----- Existing Strokes Drawing (3D and Point) ------ */
@@ -629,10 +599,10 @@ static void gp_draw_stroke_point(
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
if (sflag & GP_STROKE_3DSPACE) {
- immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
}
else {
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* get 2D coordinates of point */
float co[3] = { 0.0f };
@@ -737,29 +707,13 @@ static void gp_draw_stroke_3d(const bGPDspoint *points, int totpoints, short thi
immEnd();
immUnbindProgram();
-
-#if 0 /* convert to modern GL only if needed */
- /* draw debug points of curve on top? */
- /* XXX: for now, we represent "selected" strokes in the same way as debug, which isn't used anymore */
- if (debug) {
- glPointSize((float)(thickness + 2));
-
- glBegin(GL_POINTS);
- const bGPDspoint *pt = points;
- for (int i = 0; i < totpoints; i++, pt++) {
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- glVertex3fv(fpt);
- }
- glEnd();
- }
-#endif
}
/* ----- Fancy 2D-Stroke Drawing ------ */
/* draw a given stroke in 2d */
static void gp_draw_stroke_2d(const bGPDspoint *points, int totpoints, short thickness_s, short dflag, short sflag,
- bool debug, int offsx, int offsy, int winx, int winy, const float diff_mat[4][4], const float ink[4])
+ bool UNUSED(debug), int offsx, int offsy, int winx, int winy, const float diff_mat[4][4], const float ink[4])
{
/* otherwise thickness is twice that of the 3D view */
float thickness = (float)thickness_s * 0.5f;
@@ -785,7 +739,6 @@ static void gp_draw_stroke_2d(const bGPDspoint *points, int totpoints, short thi
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
- /* this code previously used glShadeModel(GL_FLAT) */
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_QUADS, (totpoints - 2) * 4 + 12);
@@ -933,26 +886,6 @@ static void gp_draw_stroke_2d(const bGPDspoint *points, int totpoints, short thi
immEnd();
immUnbindProgram();
}
-
-#if 0 /* convert to modern GL only if needed */
- /* draw debug points of curve on top? (original stroke points) */
- if (debug) {
- glPointSize((float)(thickness_s + 2));
-
- glBegin(GL_POINTS);
- const bGPDspoint *pt = points;
- for (int i = 0; i < totpoints && pt; i++, pt++) {
- float fpt[3];
- float co[2];
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
- gp_calc_2d_stroke_fxy(fpt, sflag, offsx, offsy, winx, winy, co);
- glVertex2fv(co);
- }
- glEnd();
- }
-#else
- UNUSED_VARS(debug);
-#endif
}
/* ----- Strokes Drawing ------ */
@@ -1035,10 +968,6 @@ static void gp_draw_strokes(
/* first arg is normally rv3d->dist, but this isn't
* available here and seems to work quite well without */
bglPolygonOffset(1.0f, 1.0f);
-#if 0
- glEnable(GL_POLYGON_OFFSET_LINE);
- glPolygonOffset(-1.0f, -1.0f);
-#endif
}
/* 3D Fill */
@@ -1101,10 +1030,6 @@ static void gp_draw_strokes(
glDisable(GL_DEPTH_TEST);
bglPolygonOffset(0.0, 0.0);
-#if 0
- glDisable(GL_POLYGON_OFFSET_LINE);
- glPolygonOffset(0, 0);
-#endif
}
}
else {
@@ -1192,10 +1117,6 @@ static void gp_draw_strokes_edit(
/* first arg is normally rv3d->dist, but this isn't
* available here and seems to work quite well without */
bglPolygonOffset(1.0f, 1.0f);
-#if 0
- glEnable(GL_POLYGON_OFFSET_LINE); /* do we want LINE or POINT here? (merwin) */
- glPolygonOffset(-1.0f, -1.0f);
-#endif
}
}
@@ -1597,11 +1518,6 @@ static void gp_draw_data(
const bGPDbrush *brush, float alpha, bGPdata *gpd,
int offsx, int offsy, int winx, int winy, int cfra, int dflag)
{
-#if 0 /* disable to see if really needed. re-enable or delete by Dec 2016 */
- /* reset line drawing style (in case previous user didn't reset) */
- setlinestyle(0);
-#endif
-
/* turn on smooth lines (i.e. anti-aliasing) */
glEnable(GL_LINE_SMOOTH);
@@ -1620,11 +1536,6 @@ static void gp_draw_data(
/* turn off alpha blending, then smooth lines */
glDisable(GL_BLEND); // alpha blending
glDisable(GL_LINE_SMOOTH); // smooth lines
-
-#if 0 /* disable to see if really needed. re-enable or delete by Dec 2016 */
- /* restore initial gl conditions */
- glColor4f(0, 0, 0, 1);
-#endif
}
/* if we have strokes for scenes (3d view)/clips (movie clip editor)