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Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c119
1 files changed, 62 insertions, 57 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 04a6cf5c5b0..4986f4b46ba 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -25,6 +25,11 @@
* ***** END GPL LICENSE BLOCK *****
*/
+/** \file blender/editors/uvedit/uvedit_draw.c
+ * \ingroup eduv
+ */
+
+
#include <float.h>
#include <math.h>
#include <stdlib.h>
@@ -73,35 +78,35 @@ static void drawcursor_sima(SpaceImage *sima, ARegion *ar)
h= zoomy*height/256.0f;
cpack(0xFFFFFF);
- glTranslatef(sima->cursor[0], sima->cursor[1], 0.0f);
- fdrawline(-0.05/w, 0, 0, 0.05/h);
- fdrawline(0, 0.05/h, 0.05/w, 0);
- fdrawline(0.05/w, 0, 0, -0.05/h);
- fdrawline(0, -0.05/h, -0.05/w, 0);
-
+ glTranslatef(sima->cursor[0], sima->cursor[1], 0.0);
+ fdrawline(-0.05f/w, 0, 0, 0.05f/h);
+ fdrawline(0, 0.05f/h, 0.05f/w, 0.0f);
+ fdrawline(0.05f/w, 0.0f, 0.0f, -0.05f/h);
+ fdrawline(0.0f, -0.05f/h, -0.05f/w, 0.0f);
+
setlinestyle(4);
cpack(0xFF);
- fdrawline(-0.05/w, 0, 0, 0.05/h);
- fdrawline(0, 0.05/h, 0.05/w, 0);
- fdrawline(0.05/w, 0, 0, -0.05/h);
- fdrawline(0, -0.05/h, -0.05/w, 0);
-
-
- setlinestyle(0);
+ fdrawline(-0.05f/w, 0.0f, 0.0f, 0.05f/h);
+ fdrawline(0.0f, 0.05f/h, 0.05f/w, 0.0f);
+ fdrawline(0.05f/w, 0.0f, 0.0f, -0.05f/h);
+ fdrawline(0.0f, -0.05f/h, -0.05f/w, 0.0f);
+
+
+ setlinestyle(0.0f);
cpack(0x0);
- fdrawline(-0.020/w, 0, -0.1/w, 0);
- fdrawline(0.1/w, 0, .020/w, 0);
- fdrawline(0, -0.020/h, 0, -0.1/h);
- fdrawline(0, 0.1/h, 0, 0.020/h);
-
+ fdrawline(-0.020f/w, 0.0f, -0.1f/w, 0.0f);
+ fdrawline(0.1f/w, 0.0f, 0.020f/w, 0.0f);
+ fdrawline(0.0f, -0.020f/h, 0.0f, -0.1f/h);
+ fdrawline(0.0f, 0.1f/h, 0.0f, 0.020f/h);
+
setlinestyle(1);
cpack(0xFFFFFF);
- fdrawline(-0.020/w, 0, -0.1/w, 0);
- fdrawline(0.1/w, 0, .020/w, 0);
- fdrawline(0, -0.020/h, 0, -0.1/h);
- fdrawline(0, 0.1/h, 0, 0.020/h);
-
- glTranslatef(-sima->cursor[0], -sima->cursor[1], 0.0f);
+ fdrawline(-0.020f/w, 0.0f, -0.1f/w, 0.0f);
+ fdrawline(0.1f/w, 0.0f, 0.020f/w, 0.0f);
+ fdrawline(0.0f, -0.020f/h, 0.0f, -0.1f/h);
+ fdrawline(0.0f, 0.1f/h, 0.0f, 0.020f/h);
+
+ glTranslatef(-sima->cursor[0], -sima->cursor[1], 0.0);
setlinestyle(0);
}
@@ -254,11 +259,11 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
uvarea = poly_uv_area(tf_uv, efa->len) / totuvarea;
if(area < FLT_EPSILON || uvarea < FLT_EPSILON)
- areadiff = 1.0;
+ areadiff = 1.0f;
else if(area>uvarea)
- areadiff = 1.0-(uvarea/area);
+ areadiff = 1.0f-(uvarea/area);
else
- areadiff = 1.0-(area/uvarea);
+ areadiff = 1.0f-(area/uvarea);
weight_to_rgb(areadiff, col, col+1, col+2);
glColor3fv(col);
@@ -316,10 +321,10 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
/* This is the correct angle however we are only comparing angles
* uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90);*/
- uvang1 = angle_normalized_v2v2(av1, av2)*180.0/M_PI;
- uvang2 = angle_normalized_v2v2(av2, av3)*180.0/M_PI;
- uvang3 = angle_normalized_v2v2(av3, av4)*180.0/M_PI;
- uvang4 = angle_normalized_v2v2(av4, av1)*180.0/M_PI;
+ uvang1 = angle_normalized_v2v2(av1, av2);
+ uvang2 = angle_normalized_v2v2(av2, av3);
+ uvang3 = angle_normalized_v2v2(av3, av4);
+ uvang4 = angle_normalized_v2v2(av4, av1);
/* 3d angles */
VECSUB(av1, efa->v4->co, efa->v1->co); normalize_v3(av1);
@@ -329,30 +334,30 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
/* This is the correct angle however we are only comparing angles
* ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90);*/
- ang1 = angle_normalized_v3v3(av1, av2)*180.0/M_PI;
- ang2 = angle_normalized_v3v3(av2, av3)*180.0/M_PI;
- ang3 = angle_normalized_v3v3(av3, av4)*180.0/M_PI;
- ang4 = angle_normalized_v3v3(av4, av1)*180.0/M_PI;
+ ang1 = angle_normalized_v3v3(av1, av2);
+ ang2 = angle_normalized_v3v3(av2, av3);
+ ang3 = angle_normalized_v3v3(av3, av4);
+ ang4 = angle_normalized_v3v3(av4, av1);
glBegin(GL_QUADS);
/* This simple makes the angles display worse then they really are ;)
- * 1.0-pow((1.0-a), 2) */
+ * 1.0-powf((1.0-a), 2) */
- a = fabs(uvang1-ang1)/180.0;
- weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ a = fabsf(uvang1-ang1)/(float)M_PI;
+ weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tf->uv[0]);
- a = fabs(uvang2-ang2)/180.0;
- weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ a = fabsf(uvang2-ang2)/(float)M_PI;
+ weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tf->uv[1]);
- a = fabs(uvang3-ang3)/180.0;
- weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ a = fabsf(uvang3-ang3)/(float)M_PI;
+ weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tf->uv[2]);
- a = fabs(uvang4-ang4)/180.0;
- weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ a = fabsf(uvang4-ang4)/(float)M_PI;
+ weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tf->uv[3]);
@@ -376,9 +381,9 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
/* This is the correct angle however we are only comparing angles
* uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90); */
- uvang1 = angle_normalized_v2v2(av1, av2)*180.0/M_PI;
- uvang2 = angle_normalized_v2v2(av2, av3)*180.0/M_PI;
- uvang3 = angle_normalized_v2v2(av3, av1)*180.0/M_PI;
+ uvang1 = angle_normalized_v2v2(av1, av2);
+ uvang2 = angle_normalized_v2v2(av2, av3);
+ uvang3 = angle_normalized_v2v2(av3, av1);
/* 3d angles */
VECSUB(av1, efa->v3->co, efa->v1->co); normalize_v3(av1);
@@ -386,24 +391,24 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
VECSUB(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
/* This is the correct angle however we are only comparing angles
* ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90); */
- ang1 = angle_normalized_v3v3(av1, av2)*180.0/M_PI;
- ang2 = angle_normalized_v3v3(av2, av3)*180.0/M_PI;
- ang3 = angle_normalized_v3v3(av3, av1)*180.0/M_PI;
+ ang1 = angle_normalized_v3v3(av1, av2);
+ ang2 = angle_normalized_v3v3(av2, av3);
+ ang3 = angle_normalized_v3v3(av3, av1);
/* This simple makes the angles display worse then they really are ;)
- * 1.0-pow((1.0-a), 2) */
+ * 1.0f-powf((1.0-a), 2) */
glBegin(GL_TRIANGLES);
- a = fabs(uvang1-ang1)/180.0;
- weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ a = fabsf(uvang1-ang1)/(float)M_PI;
+ weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tf->uv[0]);
- a = fabs(uvang2-ang2)/180.0;
- weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ a = fabsf(uvang2-ang2)/(float)M_PI;
+ weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tf->uv[1]);
- a = fabs(uvang3-ang3)/180.0;
- weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ a = fabsf(uvang3-ang3)/(float)M_PI;
+ weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tf->uv[2]);
}