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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c46
1 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 1ba46453915..eecd185aedf 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -4,7 +4,7 @@
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
+ * of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
@@ -18,7 +18,7 @@
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
- *
+ *
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
@@ -208,7 +208,7 @@ static void backdrawview3d(
#endif
if (v3d->drawtype > OB_WIRE) v3d->zbuf = true;
-
+
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
@@ -254,10 +254,10 @@ static void backdrawview3d(
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
-
+
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(rv3d);
-
+
G.f |= G_BACKBUFSEL;
if (obact && ((obact->base_flag & BASE_VISIBLED) != 0)) {
@@ -369,7 +369,7 @@ ImBuf *ED_view3d_backbuf_read(
}
GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
-
+
if ((clip.xmin == xmin) &&
(clip.xmax == xmax) &&
(clip.ymin == ymin) &&
@@ -411,17 +411,17 @@ unsigned int ED_view3d_backbuf_sample_rect(
unsigned index = 0;
int rc = 0;
-
+
dirvec[0][0] = 1; dirvec[0][1] = 0;
dirvec[1][0] = 0; dirvec[1][1] = -size;
dirvec[2][0] = -1; dirvec[2][1] = 0;
dirvec[3][0] = 0; dirvec[3][1] = size;
-
+
const unsigned *bufmin = buf->rect;
const unsigned *tbuf = buf->rect;
const unsigned *bufmax = buf->rect + size * size;
tbuf += amount * size + amount;
-
+
for (int nr = 1; nr <= size; nr++) {
for (int a = 0; a < 2; a++) {
for (int b = 0; b < nr; b++) {
@@ -438,9 +438,9 @@ unsigned int ED_view3d_backbuf_sample_rect(
index = (*tbuf - min) + 1;
goto exit;
}
-
+
tbuf += (dirvec[rc][0] + dirvec[rc][1]);
-
+
if (tbuf < bufmin || tbuf >= bufmax) {
goto exit;
}
@@ -802,7 +802,7 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
MEM_freeN(d->depths);
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
-
+
d->damaged = true;
}
@@ -818,7 +818,7 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
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) {
@@ -834,11 +834,11 @@ void ED_view3d_depth_update(ARegion *ar)
d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
d->damaged = true;
}
-
+
if (d->damaged) {
view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
-
+
d->damaged = false;
}
}
@@ -913,7 +913,7 @@ CustomDataMask ED_view3d_datamask(const Scene *UNUSED(scene), const View3D *v3d)
CustomDataMask ED_view3d_screen_datamask(const Scene *scene, const bScreen *screen)
{
CustomDataMask mask = CD_MASK_BAREMESH;
-
+
/* check if we need tfaces & mcols due to view mode */
for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_VIEW3D) {
@@ -973,18 +973,18 @@ void ED_scene_draw_fps(Scene *scene, const rcti *rect)
{
ScreenFrameRateInfo *fpsi = scene->fps_info;
char printable[16];
-
+
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
return;
-
+
printable[0] = '\0';
-
+
#if 0
/* this is too simple, better do an average */
fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
#else
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime));
-
+
float fps = 0.0f;
int tot = 0;
for (int i = 0; i < REDRAW_FRAME_AVERAGE; i++) {
@@ -995,11 +995,11 @@ void ED_scene_draw_fps(Scene *scene, const rcti *rect)
}
if (tot) {
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
-
+
//fpsi->redrawtime_index++;
//if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
// fpsi->redrawtime = 0;
-
+
fps = fps / tot;
}
#endif
@@ -1043,7 +1043,7 @@ bool ED_view3d_calc_render_border(const Scene *scene, Depsgraph *depsgraph, View
use_border = (scene->r.mode & R_BORDER) != 0;
else
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
-
+
if (!use_border)
return false;