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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c509
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(&params);
camera_params_from_view3d(&params, v3d, rv3d);
- if(no_zoom)
+ if (no_zoom)
params.zoom= 1.0f;
camera_params_compute_viewplane(&params, 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(&params);
camera_params_from_object(&params, 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(&params);
@@ -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);