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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.c50
1 files changed, 31 insertions, 19 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index ba9faf7682e..291ef7a3bbf 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1917,7 +1917,7 @@ void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
- draw_gpencil_view3d_ext(scene, v3d, ar, 1);
+ draw_gpencil_view3d(scene, v3d, ar, 1);
v3d->zbuf= zbuf;
@@ -2151,6 +2151,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
{
CustomDataMask mask= 0;
+
if((v3d->drawtype == OB_TEXTURE) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) {
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
@@ -2331,7 +2332,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
/* must be before xray draw which clears the depth buffer */
if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
- draw_gpencil_view3d_ext(scene, v3d, ar, 1);
+ draw_gpencil_view3d(scene, v3d, ar, 1);
if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* transp and X-ray afterdraw stuff */
@@ -2352,7 +2353,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
ED_region_pixelspace(ar);
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
- draw_gpencil_view3d_ext(scene, v3d, ar, 0);
+ draw_gpencil_view3d(scene, v3d, ar, 0);
/* freeing the images again here could be done after the operator runs, leaving for now */
GPU_free_images_anim();
@@ -2513,16 +2514,14 @@ static void draw_viewport_fps(Scene *scene, ARegion *ar)
}
/* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */
-void view3d_main_area_draw(const bContext *C, ARegion *ar)
+static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit)
{
Scene *scene= CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
Base *base;
- Object *ob;
float backcol[3];
unsigned int lay_used;
- const char *grid_unit= NULL;
/* shadow buffers, before we setup matrices */
if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
@@ -2572,7 +2571,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
if((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
- drawfloor(scene, v3d, &grid_unit);
+ drawfloor(scene, v3d, grid_unit);
}
if(rv3d->persp==RV3D_CAMOB) {
if(scene->world) {
@@ -2589,7 +2588,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
else {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
ED_region_pixelspace(ar);
- drawgrid(&scene->unit, ar, v3d, &grid_unit);
+ drawgrid(&scene->unit, ar, v3d, grid_unit);
/* XXX make function? replaces persp(1) */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
@@ -2664,7 +2663,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
/* must be before xray draw which clears the depth buffer */
if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
- draw_gpencil_view3d((bContext *)C, 1);
+ draw_gpencil_view3d(scene, v3d, ar, 1);
if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
@@ -2697,13 +2696,16 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
// TODO: draw something else (but not this) during fly mode
draw_rotation_guide(rv3d);
- ED_region_pixelspace(ar);
-
-// retopo_paint_view_update(v3d);
-// retopo_draw_paint_lines();
-
- /* Draw particle edit brush XXX (removed) */
-
+}
+
+static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit)
+{
+ Scene *scene= CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ RegionView3D *rv3d= CTX_wm_region_view3d(C);
+ bScreen *screen= CTX_wm_screen(C);
+
+ Object *ob;
if(rv3d->persp==RV3D_CAMOB)
drawviewborder(scene, ar, v3d);
@@ -2711,7 +2713,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
// if (v3d->flag2 & V3D_DISPGP)
- draw_gpencil_view3d((bContext *)C, 0);
+ draw_gpencil_view3d(scene, v3d, ar, 0);
drawcursor(scene, ar, v3d);
}
@@ -2721,7 +2723,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
else
draw_view_icon(rv3d);
- if((U.uiflag & USER_SHOW_FPS) && (CTX_wm_screen(C)->animtimer)) {
+ if((U.uiflag & USER_SHOW_FPS) && screen->animtimer) {
draw_viewport_fps(scene, ar);
}
else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
@@ -2741,8 +2743,18 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
ob= OBACT;
if(U.uiflag & USER_DRAWVIEWINFO)
draw_selected_name(scene, ob);
+}
+
+void view3d_main_area_draw(const bContext *C, ARegion *ar)
+{
+ View3D *v3d = CTX_wm_view3d(C);
+ const char *grid_unit= NULL;
+
+ view3d_main_area_draw_objects(C, ar, &grid_unit);
+
+ ED_region_pixelspace(ar);
- /* XXX here was the blockhandlers for floating panels */
+ view3d_main_area_draw_info(C, ar, grid_unit);
v3d->flag |= V3D_INVALID_BACKBUF;
}