diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 509 |
1 files changed, 257 insertions, 252 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index c73d8e14f05..63d93108877 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -152,7 +152,7 @@ static void view3d_draw_clipping(RegionView3D *rv3d) { BoundBox *bb= rv3d->clipbb; - if(bb) { + if (bb) { static unsigned int clipping_index[6][4]= {{0, 1, 2, 3}, {0, 4, 5, 1}, {4, 7, 6, 5}, @@ -175,9 +175,9 @@ void view3d_set_clipping(RegionView3D *rv3d) double plane[4]; int a, tot=4; - if(rv3d->viewlock) tot= 6; + if (rv3d->viewlock) tot= 6; - for(a=0; a<tot; a++) { + for (a=0; a<tot; a++) { QUATCOPY(plane, rv3d->clip[a]); glClipPlane(GL_CLIP_PLANE0+a, plane); glEnable(GL_CLIP_PLANE0+a); @@ -188,7 +188,7 @@ void view3d_clr_clipping(void) { int a; - for(a=0; a<6; a++) { + for (a=0; a<6; a++) { glDisable(GL_CLIP_PLANE0+a); } } @@ -198,10 +198,10 @@ static int test_clipping(const float vec[3], float clip[][4]) float view[3]; copy_v3_v3(view, vec); - if(0.0f < clip[0][3] + dot_v3v3(view, clip[0])) - if(0.0f < clip[1][3] + dot_v3v3(view, clip[1])) - if(0.0f < clip[2][3] + dot_v3v3(view, clip[2])) - if(0.0f < clip[3][3] + dot_v3v3(view, clip[3])) + if (0.0f < clip[0][3] + dot_v3v3(view, clip[0])) + if (0.0f < clip[1][3] + dot_v3v3(view, clip[1])) + if (0.0f < clip[2][3] + dot_v3v3(view, clip[2])) + if (0.0f < clip[3][3] + dot_v3v3(view, clip[3])) return 0; return 1; @@ -233,7 +233,7 @@ static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, flo glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); - while(verts[0][0] < ar->winx) { + while (verts[0][0] < ar->winx) { glDrawArrays(GL_LINES, 0, 2); verts[0][0] = verts[1][0] = verts[0][0] + dx; } @@ -244,7 +244,7 @@ static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, flo /* iter over 'Y' */ verts[0][1]= verts[1][1]= y-dx*floorf(y/dx); - while(verts[0][1] < ar->winy) { + while (verts[0][1] < ar->winy) { glDrawArrays(GL_LINES, 0, 2); verts[0][1] = verts[1][1] = verts[0][1] + dx; } @@ -285,14 +285,14 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** fw= vec4[3]; dx= fabs(x-(wx)*fx/fw); - if(dx==0) dx= fabs(y-(wy)*fy/fw); + if (dx==0) dx= fabs(y-(wy)*fy/fw); glDepthMask(0); // disable write in zbuffer /* check zoom out */ UI_ThemeColor(TH_GRID); - if(unit->system) { + if (unit->system) { /* Use GRID_MIN_PX*2 for units because very very small grid * items are less useful when dealing with units */ void *usys; @@ -302,9 +302,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH); - if(usys) { + if (usys) { i= len; - while(i--) { + while (i--) { float scalar= bUnit_GetScaler(usys, i); dx_scalar = dx * scalar / unit->scale_length; @@ -312,7 +312,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** continue; /* Store the smallest drawn grid size units name so users know how big each grid cell is */ - if(*grid_unit==NULL) { + if (*grid_unit==NULL) { *grid_unit= bUnit_GetNameDisplay(usys, i); rv3d->gridview= (scalar * v3d->grid) / unit->scale_length; } @@ -332,18 +332,18 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** else { short sublines = v3d->gridsubdiv; - if(dx<GRID_MIN_PX) { + 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) { + if (dx<GRID_MIN_PX) { rv3d->gridview*= sublines; dx*=sublines; - if(dx<GRID_MIN_PX); + if (dx<GRID_MIN_PX); else { UI_ThemeColor(TH_GRID); drawgrid_draw(ar, wx, wy, x, y, dx); @@ -366,13 +366,13 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** } } else { - if(dx>(GRID_MIN_PX*10)) { // start blending in + if (dx>(GRID_MIN_PX*10)) { // start blending in rv3d->gridview/= sublines; dx/= sublines; - if(dx>(GRID_MIN_PX*10)) { // start blending in + 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)) { UI_ThemeColor(TH_GRID); drawgrid_draw(ar, wx, wy, x, y, dx); } @@ -408,7 +408,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** /* 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); @@ -416,7 +416,7 @@ 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); @@ -433,19 +433,19 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) unsigned char col_grid[3]; const int gridlines= v3d->gridlines/2; - if(v3d->gridlines<3) return; + if (v3d->gridlines<3) return; grid_scale= v3d->grid; /* use 'grid_scale' instead of 'v3d->grid' from now on */ /* apply units */ - if(scene->unit.system) { + if (scene->unit.system) { void *usys; int len; bUnit_GetSystem(&usys, &len, scene->unit.system, B_UNIT_LENGTH); - if(usys) { + if (usys) { int i= bUnit_GetBaseUnit(usys); *grid_unit= bUnit_GetNameDisplay(usys, i); grid_scale = (grid_scale * (float)bUnit_GetScaler(usys, i)) / scene->unit.scale_length; @@ -454,12 +454,12 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) 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) { + if (v3d->gridflag & V3D_SHOW_FLOOR) { float vert[4][3]= {{0.0f}}; unsigned char col_bg[3]; unsigned char col_grid_emphasise[3], col_grid_light[3]; @@ -481,11 +481,11 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vert); - for(a= -gridlines;a<=gridlines;a++) { + for (a= -gridlines;a<=gridlines;a++) { const float line= a * grid_scale; const int is_emphasise= (a % 10) == 0; - if(is_emphasise != prev_emphasise) { + if (is_emphasise != prev_emphasise) { glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light); prev_emphasise= is_emphasise; } @@ -506,7 +506,7 @@ 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++) + for (axis= 0; axis < 3; axis++) if (v3d->gridflag & (V3D_SHOW_X << axis)) { float vert[3]; unsigned char tcol[3]; @@ -527,7 +527,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) - if(v3d->zbuf && scene->obedit) glDepthMask(1); + if (v3d->zbuf && scene->obedit) glDepthMask(1); } @@ -545,7 +545,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) 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); @@ -749,11 +749,11 @@ static void draw_view_icon(RegionView3D *rv3d) { BIFIconID icon; - if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) + 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)) + 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)) + else if ( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) icon= ICON_AXIS_SIDE; else return ; @@ -801,10 +801,12 @@ static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) Camera *cam; cam = v3d->camera->data; name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho"; - } else { + } + else { name = "Object as Camera"; } - } else { + } + else { name = (rv3d->persp == RV3D_ORTHO) ? "User Ortho" : "User Persp"; } break; @@ -842,35 +844,35 @@ static void draw_selected_name(Scene *scene, Object *ob) markern= scene_find_marker_name(scene, CFRA); /* check if there is an object */ - if(ob) { + if (ob) { /* name(s) to display depends on type of object */ - if(ob->type==OB_ARMATURE) { + 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->edbo) { - if(arm->act_edbone) + if (arm->act_edbone) name= ((EditBone *)arm->act_edbone)->name; } - else if(ob->mode & OB_MODE_POSE) { - if(arm->act_bone) { + else if (ob->mode & OB_MODE_POSE) { + if (arm->act_bone) { - if(arm->act_bone->layer & arm->layer) + if (arm->act_bone->layer & arm->layer) name= arm->act_bone->name; } } - if(name && markern) + if (name && markern) BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern); - else if(name) + else if (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); } - else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { + else if (ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { Key *key= NULL; KeyBlock *kb = NULL; char shapes[MAX_NAME + 10]; @@ -878,17 +880,17 @@ static void draw_selected_name(Scene *scene, Object *ob) /* try to display active shapekey too */ shapes[0] = '\0'; key = ob_get_key(ob); - if(key){ + if (key) { kb = BLI_findlink(&key->block, ob->shapenr-1); - if(kb){ + if (kb) { BLI_snprintf(shapes, sizeof(shapes), ": %s ", kb->name); - if(ob->shapeflag == OB_SHAPE_LOCK){ + if (ob->shapeflag == OB_SHAPE_LOCK) { strcat(shapes, " (Pinned)"); } } } - if(markern) + if (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); @@ -933,7 +935,7 @@ static void view3d_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionV /* get viewport viewplane */ camera_params_init(¶ms); camera_params_from_view3d(¶ms, v3d, rv3d); - if(no_zoom) + if (no_zoom) params.zoom= 1.0f; camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); rect_view= params.viewplane; @@ -941,7 +943,7 @@ static void view3d_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionV /* get camera viewplane */ camera_params_init(¶ms); camera_params_from_object(¶ms, v3d->camera); - if(no_shift) { + if (no_shift) { params.shiftx= 0.0f; params.shifty= 0.0f; } @@ -1002,14 +1004,14 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons float h= y2 - y1; glBegin(GL_LINES); - if(w > h) { - if(golden) { + if (w > h) { + if (golden) { ofs = w * (1.0f-(1.0f/1.61803399f)); } else { ofs = h * (h / w); } - if(dir == 'B') SWAP(float, y1, y2); + if (dir == 'B') SWAP(float, y1, y2); glVertex2f(x1, y1); glVertex2f(x2, y2); @@ -1021,13 +1023,13 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons glVertex2f(x1 + ofs, y1); } else { - if(golden) { + if (golden) { ofs = h * (1.0f-(1.0f/1.61803399f)); } else { ofs = w * (w / h); } - if(dir == 'B') SWAP(float, x1, x2); + if (dir == 'B') SWAP(float, x1, x2); glVertex2f(x1, y1); glVertex2f(x2, y2); @@ -1051,9 +1053,9 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) 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); @@ -1079,7 +1081,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) { if (ca->passepartalpha == 1.0f) { glColor3f(0, 0, 0); - } else { + } + else { glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable(GL_BLEND); glColor4f(0, 0, 0, ca->passepartalpha); @@ -1106,7 +1109,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) glRectf(x1i, y1i, x2i, y2i); #ifdef VIEW3D_CAMERA_BORDER_HACK - if(view3d_camera_border_hack_test == TRUE) { + 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; @@ -1125,7 +1128,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) glRectf(x1i, y1i, x2i, y2i); /* border */ - if(scene->r.mode & R_BORDER) { + if (scene->r.mode & R_BORDER) { cpack(0); x3= x1+ scene->r.border.xmin*(x2-x1); @@ -1138,7 +1141,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) } /* safety border */ - if(ca) { + if (ca) { if (ca->dtx & CAM_DTX_CENTER) { UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); @@ -1224,7 +1227,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) /* determine sensor plane */ rctf rect; - if(sensor_fit == CAMERA_SENSOR_FIT_HOR) { + if (sensor_fit == CAMERA_SENSOR_FIT_HOR) { float sensor_scale = (x2i-x1i) / sensor_x; float sensor_height = sensor_scale * sensor_y; @@ -1271,22 +1274,22 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) BLI_assert(ar->regiontype == RGN_TYPE_WINDOW); - if(base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) || + 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)) && + else if ((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) && scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)) { /* do nothing */ } - else if((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && + else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && v3d->drawtype > OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) { /* do nothing */ } - else if(scene->obedit && v3d->drawtype>OB_WIRE && + else if (scene->obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) { /* do nothing */ } @@ -1295,29 +1298,29 @@ 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()) { +// if (test) { +// if (qtest()) { // addafterqueue(ar->win, BACKBUFDRAW, 1); // return; // } // } - 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); - if(multisample_enabled) + if (multisample_enabled) glDisable(GL_MULTISAMPLE_ARB); region_scissor_winrct(ar, &winrct); glScissor(winrct.xmin, winrct.ymin, winrct.xmax - winrct.xmin, winrct.ymax - winrct.ymin); glClearColor(0.0, 0.0, 0.0, 0.0); - if(v3d->zbuf) { + if (v3d->zbuf) { glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } @@ -1326,12 +1329,12 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) glDisable(GL_DEPTH_TEST); } - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_set_clipping(rv3d); G.f |= G_BACKBUFSEL; - if(base && (base->lay & v3d->lay)) + if (base && (base->lay & v3d->lay)) draw_object_backbufsel(scene, v3d, rv3d, base->object); v3d->flag &= ~V3D_INVALID_BACKBUF; @@ -1341,10 +1344,10 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); glEnable(GL_DITHER); - if(multisample_enabled) + if (multisample_enabled) glEnable(GL_MULTISAMPLE_ARB); - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_clr_clipping(); /* it is important to end a view in a transform compatible with buttons */ @@ -1354,7 +1357,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) void view3d_validate_backbuf(ViewContext *vc) { - if(vc->v3d->flag & V3D_INVALID_BACKBUF) + if (vc->v3d->flag & V3D_INVALID_BACKBUF) backdrawview3d(vc->scene, vc->ar, vc->v3d); } @@ -1363,7 +1366,7 @@ 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; + if (x >= vc->ar->winx || y >= vc->ar->winy) return 0; x+= vc->ar->winrct.xmin; y+= vc->ar->winrct.ymin; @@ -1372,7 +1375,7 @@ unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y) 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); } @@ -1386,13 +1389,13 @@ 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(xminc > xmaxc) return NULL; + 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(yminc > ymaxc) return NULL; + 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); @@ -1406,26 +1409,26 @@ ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, 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; - while(a--) { - if(*dr) *dr= WM_framebuffer_to_index(*dr); + while (a--) { + 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) { + 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++; } @@ -1467,14 +1470,14 @@ unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int 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++) { + 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){ + if (strict) { indexok = indextest(handle, *tbuf - min+1); - if(indexok){ + if (indexok) { *dist= (short) sqrt( (float)distance ); index = *tbuf - min+1; goto exit; @@ -1489,7 +1492,7 @@ unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int tbuf+= (dirvec[rc][0]+dirvec[rc][1]); - if(tbuf<bufmin || tbuf>=bufmax) { + if (tbuf<bufmin || tbuf>=bufmax) { goto exit; } } @@ -1519,30 +1522,32 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) { - if( (bgpic->view == 0) || /* zero for any */ + 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) { + if (bgpic->source==V3D_BGPIC_IMAGE) { ima= bgpic->ima; - if(ima==NULL) + if (ima==NULL) continue; BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0); ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser); - } else { + } + else { clip= NULL; - if(bgpic->flag&V3D_BGPIC_CAMERACLIP) { - if(scene->camera) + if (bgpic->flag&V3D_BGPIC_CAMERACLIP) { + if (scene->camera) 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); @@ -1554,20 +1559,20 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) freeibuf= ibuf; } - if(ibuf==NULL) + if (ibuf==NULL) continue; - if((ibuf->rect==NULL && ibuf->rect_float==NULL) || ibuf->channels!=4) { /* invalid image format */ - if(freeibuf) + 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); @@ -1602,8 +1607,8 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) /* complete clip? */ - if(x2 < 0 || y2 < 0 || x1 > ar->winx || y1 > ar->winy) { - if(freeibuf) + if (x2 < 0 || y2 < 0 || x1 > ar->winx || y1 > ar->winy) { + if (freeibuf) IMB_freeImBuf(freeibuf); continue; @@ -1613,28 +1618,28 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) zoomy= (y2-y1)/ibuf->y; /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */ - if(zoomx < 1.0f || zoomy < 1.0f) { + if (zoomx < 1.0f || zoomy < 1.0f) { 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; } - 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]) { + while (tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) { tzoom*= 2.0f; zoomx*= 2.0f; zoomy*= 2.0f; mip++; } - if(mip>0) + if (mip>0) ibuf= ibuf->mipmap[mip-1]; } - if(v3d->zbuf) glDisable(GL_DEPTH_TEST); + if (v3d->zbuf) glDisable(GL_DEPTH_TEST); glDepthMask(0); glEnable(GL_BLEND); @@ -1661,9 +1666,9 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) glDisable(GL_BLEND); glDepthMask(1); - if(v3d->zbuf) glEnable(GL_DEPTH_TEST); + if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - if(freeibuf) + if (freeibuf) IMB_freeImBuf(freeibuf); } } @@ -1694,7 +1699,7 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) glDepthMask(0); v3d->transp= TRUE; - for(v3da= v3d->afterdraw_transp.first; v3da; 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); @@ -1711,11 +1716,11 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear) { View3DAfter *v3da, *next; - if(clear && v3d->zbuf) + if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); v3d->xray= TRUE; - for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { + 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); @@ -1730,13 +1735,13 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int c { View3DAfter *v3da, *next; - if(clear && v3d->zbuf) + if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); v3d->xray= TRUE; v3d->transp= TRUE; - for(v3da= v3d->afterdraw_xraytransp.first; v3da; 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); @@ -1771,7 +1776,7 @@ int dupli_ob_sort(void *arg1, void *arg2) static DupliObject *dupli_step(DupliObject *dob) { - while(dob && dob->no_draw) + while (dob && dob->no_draw) dob= dob->next; return dob; } @@ -1794,9 +1799,9 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas // 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); + 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) { + 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 */ @@ -1806,21 +1811,21 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas /* negative scale flag has to propagate */ transflag= tbase.object->transflag; - if(base->object->transflag & OB_NEG_SCALE) + if (base->object->transflag & OB_NEG_SCALE) tbase.object->transflag ^= OB_NEG_SCALE; UI_ThemeColorBlend(color, TH_BACK, 0.5); /* generate displist, test for new object */ - if(dob_prev && dob_prev->ob != dob->ob) { - if(use_displist==1) + if (dob_prev && dob_prev->ob != dob->ob) { + if (use_displist==1) glDeleteLists(displist, 1); use_displist= -1; } /* generate displist */ - if(use_displist == -1) { + if (use_displist == -1) { /* note, since this was added, its checked dob->type==OB_DUPLIGROUP * however this is very slow, it was probably needed for the NLA @@ -1855,9 +1860,9 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0); } } - if(use_displist) { + if (use_displist) { glMultMatrixf(dob->mat); - if(ED_view3d_boundbox_clip(rv3d, dob->mat, &bb)) + if (ED_view3d_boundbox_clip(rv3d, dob->mat, &bb)) glCallList(displist); glLoadMatrixf(rv3d->viewmat); } @@ -1875,7 +1880,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas free_object_duplilist(lb); /* does restore */ - if(use_displist) + if (use_displist) glDeleteLists(displist, 1); } @@ -1886,7 +1891,7 @@ static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *bas int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE; /* debug */ - if(base->object->dup_group && base->object->dup_group->id.us<1) + if (base->object->dup_group && base->object->dup_group->id.us<1) color= TH_REDALERT; draw_dupli_objects_color(scene, ar, v3d, base, color); @@ -1913,14 +1918,14 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) w= rect->xmax - rect->xmin; h= rect->ymax - rect->ymin; - if(w <= 0 || h <= 0) { - if(d->depths) + if (w <= 0 || h <= 0) { + if (d->depths) MEM_freeN(d->depths); d->depths= NULL; d->damaged= FALSE; } - else if( d->w != w || + else if ( d->w != w || d->h != h || d->x != x || d->y != y || @@ -1931,7 +1936,7 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) d->w= w; d->h= h; - if(d->depths) + if (d->depths) MEM_freeN(d->depths); d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths Subset"); @@ -1939,7 +1944,7 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) d->damaged= TRUE; } - if(d->damaged) { + 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; @@ -1952,21 +1957,21 @@ void ED_view3d_depth_update(ARegion *ar) 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) { + if (!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths"); + if (rv3d->depths) { ViewDepths *d= rv3d->depths; - if(d->w != ar->winx || + if (d->w != ar->winx || d->h != ar->winy || !d->depths) { d->w= ar->winx; d->h= ar->winy; - if(d->depths) + if (d->depths) MEM_freeN(d->depths); d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths"); d->damaged= 1; } - if(d->damaged) { + if (d->damaged) { glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h, GL_DEPTH_COMPONENT,GL_FLOAT, d->depths); @@ -1991,9 +1996,9 @@ float view3d_depth_near(ViewDepths *d) /* far is both the starting 'far' value * and the closest value found. */ - while(i--) { + while (i--) { depth= *depths++; - if((depth < far) && (depth > near)) { + if ((depth < far) && (depth > near)) { far= depth; } } @@ -2053,7 +2058,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) glLoadMatrixf(rv3d->viewmat); // persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls - if(rv3d->rflag & RV3D_CLIPPING) { + if (rv3d->rflag & RV3D_CLIPPING) { view3d_set_clipping(rv3d); } @@ -2061,13 +2066,13 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) glEnable(GL_DEPTH_TEST); /* draw set first */ - if(scene->set) { + if (scene->set) { Scene *sce_iter; - for(SETLOOPER(scene->set, sce_iter, base)) { - if(v3d->lay & base->lay) { + for (SETLOOPER(scene->set, sce_iter, base)) { + if (v3d->lay & base->lay) { if (func == NULL || func(base)) { draw_object(scene, ar, v3d, base, 0); - if(base->object->transflag & OB_DUPLI) { + if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); } } @@ -2075,11 +2080,11 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) } } - for(base= scene->base.first; base; base= base->next) { - if(v3d->lay & base->lay) { + for (base= scene->base.first; base; base= base->next) { + if (v3d->lay & base->lay) { if (func == NULL || func(base)) { /* dupli drawing */ - if(base->object->transflag & OB_DUPLI) { + if (base->object->transflag & OB_DUPLI) { draw_dupli_objects(scene, ar, v3d, base); } draw_object(scene, ar, v3d, base, 0); @@ -2101,9 +2106,9 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig); - if(v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { + 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) { + for (v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { next= v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); } @@ -2113,7 +2118,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) /* draw 3 passes, transp/xray/xraytransp */ v3d->xray= FALSE; v3d->transp= TRUE; - for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) { + 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); @@ -2122,7 +2127,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) v3d->xray= TRUE; v3d->transp= FALSE; - for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { + 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); @@ -2131,7 +2136,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) v3d->xray= TRUE; v3d->transp= TRUE; - for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) { + 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); @@ -2145,11 +2150,11 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) glDepthMask(mask_orig); } - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_clr_clipping(); v3d->zbuf = zbuf; - if(!v3d->zbuf) glDisable(GL_DEPTH_TEST); + if (!v3d->zbuf) glDisable(GL_DEPTH_TEST); U.glalphaclip = glalphaclip; v3d->flag = flag; @@ -2170,11 +2175,11 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object lamp = GPU_lamp_from_blender(scene, ob, par); - if(lamp) { + if (lamp) { GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat); GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy); - if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) { + if ((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) { shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow"); shadow->lamp = lamp; BLI_addtail(shadows, shadow); @@ -2193,18 +2198,18 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) shadows.first= shadows.last= NULL; /* update lamp transform and gather shadow lamps */ - for(SETLOOPER(scene, sce_iter, base)) { + for (SETLOOPER(scene, sce_iter, base)) { ob= base->object; - if(ob->type == OB_LAMP) + if (ob->type == OB_LAMP) gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows); if (ob->transflag & OB_DUPLI) { 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); @@ -2213,7 +2218,7 @@ 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; @@ -2261,12 +2266,12 @@ CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d) { mask |= CD_MASK_MTFACE | CD_MASK_MCOL; - if(scene_use_new_shading_nodes(scene)) { - if(v3d->drawtype == OB_MATERIAL) + if (scene_use_new_shading_nodes(scene)) { + if (v3d->drawtype == OB_MATERIAL) mask |= CD_MASK_ORCO; } else { - if(scene->gm.matmode == GAME_MAT_GLSL) + if (scene->gm.matmode == GAME_MAT_GLSL) mask |= CD_MASK_ORCO; } } @@ -2306,8 +2311,8 @@ CustomDataMask ED_view3d_screen_datamask(bScreen *screen) ScrArea *sa; /* check if we need tfaces & mcols due to view mode */ - for(sa = screen->areabase.first; sa; sa = sa->next) { - if(sa->spacetype == SPACE_VIEW3D) { + for (sa = screen->areabase.first; sa; sa = sa->next) { + if (sa->spacetype == SPACE_VIEW3D) { mask |= ED_view3d_datamask(scene, (View3D *)sa->spacedata.first); } } @@ -2322,13 +2327,13 @@ static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, RegionView3D *rv3d= ar->regiondata; /* setup window matrices */ - if(winmat) + if (winmat) copy_m4_m4(rv3d->winmat, winmat); else setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */ /* setup view matrix */ - if(viewmat) + if (viewmat) copy_m4_m4(rv3d->viewmat, viewmat); else setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ @@ -2398,12 +2403,12 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, GPU_free_images_anim(); /* shadow buffers, before we setup matrices */ - if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) + if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows(scene, v3d); /* set background color, fallback on the view background color */ - if(scene->world) { - if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) + if (scene->world) { + if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); else copy_v3_v3(backcol, &scene->world->horr); @@ -2418,39 +2423,39 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, /* setup view matrices */ view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat); - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_draw_clipping(rv3d); /* set zbuffer */ - if(v3d->drawtype > OB_WIRE) { + if (v3d->drawtype > OB_WIRE) { v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); } else v3d->zbuf= FALSE; - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_set_clipping(rv3d); /* draw set first */ - if(scene->set) { + if (scene->set) { Scene *sce_iter; - for(SETLOOPER(scene->set, sce_iter, base)) { - if(v3d->lay & base->lay) { + 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); - if(base->object->transflag & OB_DUPLI) + if (base->object->transflag & OB_DUPLI) draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); } } } /* then draw not selected and the duplis, but skip editmode object */ - for(base= scene->base.first; base; base= base->next) { - if(v3d->lay & base->lay) { + for (base= scene->base.first; base; base= base->next) { + if (v3d->lay & base->lay) { /* dupli drawing */ - if(base->object->transflag & OB_DUPLI) + if (base->object->transflag & OB_DUPLI) draw_dupli_objects(scene, ar, v3d, base); draw_object(scene, ar, v3d, base, 0); @@ -2458,20 +2463,20 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, } /* must be before xray draw which clears the depth buffer */ - if(v3d->zbuf) glDisable(GL_DEPTH_TEST); + if (v3d->zbuf) glDisable(GL_DEPTH_TEST); draw_gpencil_view3d(scene, v3d, ar, 1); - if(v3d->zbuf) glEnable(GL_DEPTH_TEST); + 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) + if (rv3d->rflag & RV3D_CLIPPING) view3d_clr_clipping(); /* cleanup */ - if(v3d->zbuf) { + if (v3d->zbuf) { v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); } @@ -2511,13 +2516,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, /* bind */ ofs= GPU_offscreen_create(sizex, sizey, err_out); - if(ofs == NULL) + 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); @@ -2534,12 +2539,12 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, /* read in pixels & stamp */ ibuf= IMB_allocImBuf(sizex, sizey, 32, flag); - if(ibuf->rect_float) + if (ibuf->rect_float) GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float); - else if(ibuf->rect) + else if (ibuf->rect) GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect); - //if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW)) + //if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW)) // BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4); /* unbind */ @@ -2548,7 +2553,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, glPopAttrib(); - if(ibuf->rect_float && ibuf->rect) + if (ibuf->rect_float && ibuf->rect) IMB_rect_from_float(ibuf); return ibuf; @@ -2659,10 +2664,10 @@ static int view3d_main_area_draw_engine(const bContext *C, ARegion *ar) RegionView3D *rv3d= CTX_wm_region_view3d(C); RenderEngineType *type; - if(!rv3d->render_engine) { + if (!rv3d->render_engine) { type= RE_engines_find(scene->r.engine); - if(!(type->view_update && type->view_draw)) + if (!(type->view_update && type->view_draw)) return 0; rv3d->render_engine= RE_engine_create(type); @@ -2684,7 +2689,7 @@ static int view3d_main_area_draw_engine(const bContext *C, ARegion *ar) static void view3d_main_area_draw_engine_info(RegionView3D *rv3d, ARegion *ar) { - if(!rv3d->render_engine || !rv3d->render_engine->text) + if (!rv3d->render_engine || !rv3d->render_engine->text) return; ED_region_info_draw(ar, rv3d->render_engine->text, 1, 0.25); @@ -2701,7 +2706,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const unsigned int lay_used; /* shadow buffers, before we setup matrices */ - if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) + if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) gpu_update_lamps_shadows(scene, v3d); /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ @@ -2711,8 +2716,8 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const } /* clear background */ - if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) { - if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) { + if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); else copy_v3_v3(backcol, &scene->world->horr); @@ -2728,11 +2733,11 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_draw_clipping(rv3d); /* set zbuffer after we draw clipping region */ - if(v3d->drawtype > OB_WIRE) { + if (v3d->drawtype > OB_WIRE) { v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); } @@ -2746,19 +2751,19 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const // needs to be done always, gridview is adjusted in drawgrid() now rv3d->gridview= v3d->grid; - if((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) { + if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) { if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { drawfloor(scene, v3d, grid_unit); } - if(rv3d->persp==RV3D_CAMOB) { - if(scene->world) { - if(scene->world->mode & WO_STARS) { + 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); } } if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { - if(v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d); + if (v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d); } } } @@ -2772,26 +2777,26 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const glMatrixMode(GL_MODELVIEW); glLoadMatrixf(rv3d->viewmat); - if(v3d->flag & V3D_DISPBGPICS) { + if (v3d->flag & V3D_DISPBGPICS) { draw_bgpic(scene, ar, v3d); } } } - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_set_clipping(rv3d); /* draw set first */ - if(scene->set) { + if (scene->set) { Scene *sce_iter; - for(SETLOOPER(scene->set, sce_iter, base)) { + for (SETLOOPER(scene->set, sce_iter, base)) { - if(v3d->lay & base->lay) { + if (v3d->lay & base->lay) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET); - if(base->object->transflag & OB_DUPLI) { + if (base->object->transflag & OB_DUPLI) { draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); } } @@ -2803,23 +2808,23 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const lay_used= 0; /* 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) { lay_used |= base->lay & ((1<<20)-1); - if(v3d->lay & base->lay) { + if (v3d->lay & base->lay) { /* dupli drawing */ - if(base->object->transflag & OB_DUPLI) { + 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); } } } - if(v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */ + 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); @@ -2828,8 +2833,8 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const } /* draw selected and editmode */ - for(base= scene->base.first; base; base= base->next) { - if(v3d->lay & base->lay) { + for (base= scene->base.first; base; base= base->next) { + if (v3d->lay & base->lay) { if (base->object==scene->obedit || ( base->flag & SELECT) ) draw_object(scene, ar, v3d, base, 0); } @@ -2839,19 +2844,19 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { /* must be before xray draw which clears the depth buffer */ - if(v3d->zbuf) glDisable(GL_DEPTH_TEST); + if (v3d->zbuf) glDisable(GL_DEPTH_TEST); draw_gpencil_view3d(scene, v3d, ar, 1); - if(v3d->zbuf) glEnable(GL_DEPTH_TEST); + 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); ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); - if(rv3d->rflag & RV3D_CLIPPING) + if (rv3d->rflag & RV3D_CLIPPING) view3d_clr_clipping(); BIF_draw_manipulator(C); @@ -2860,7 +2865,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const /*if (!(U.gameflags & USER_DISABLE_AA)) glDisable(GL_MULTISAMPLE_ARB);*/ - if(v3d->zbuf) { + if (v3d->zbuf) { v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); } @@ -2884,7 +2889,7 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha Object *ob; - if(rv3d->persp==RV3D_CAMOB) + if (rv3d->persp==RV3D_CAMOB) drawviewborder(scene, ar, v3d); if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { @@ -2895,24 +2900,24 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha drawcursor(scene, ar, v3d); } - if(U.uiflag & USER_SHOW_ROTVIEWICON) + if (U.uiflag & USER_SHOW_ROTVIEWICON) draw_view_axis(rv3d); else draw_view_icon(rv3d); ob= OBACT; - if(U.uiflag & USER_DRAWVIEWINFO) + if (U.uiflag & USER_DRAWVIEWINFO) draw_selected_name(scene, ob); - if(rv3d->render_engine) { + if (rv3d->render_engine) { view3d_main_area_draw_engine_info(rv3d, ar); return; } - if((U.uiflag & USER_SHOW_FPS) && screen->animtimer) { + if ((U.uiflag & USER_SHOW_FPS) && screen->animtimer) { draw_viewport_fps(scene, ar); } - else if(U.uiflag & USER_SHOW_VIEWPORTNAME) { + else if (U.uiflag & USER_SHOW_VIEWPORTNAME) { draw_viewport_name(ar, v3d); } @@ -2920,7 +2925,7 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha char numstr[32]= ""; UI_ThemeColor(TH_TEXT_HI); - if(v3d->grid != 1.0f) { + if (v3d->grid != 1.0f) { BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); } @@ -2935,7 +2940,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar) const char *grid_unit= NULL; /* draw viewport using external renderer? */ - if(!(v3d->drawtype == OB_RENDER && view3d_main_area_draw_engine(C, ar))) { + if (!(v3d->drawtype == OB_RENDER && view3d_main_area_draw_engine(C, ar))) { /* draw viewport using opengl */ view3d_main_area_draw_objects(C, ar, &grid_unit); ED_region_pixelspace(ar); |