use enum for draw wire setting to be easier to read, no functional change.

This commit is contained in:
Campbell Barton 2011-11-25 02:35:23 +00:00
parent 1c6dc61d17
commit ddf934dedf

@ -112,6 +112,12 @@
((ELEM(vd->drawtype, OB_TEXTURE, OB_MATERIAL) && dt>OB_SOLID) || \
(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
typedef enum eWireDrawMode {
OBDRAW_WIRE_OFF= 0,
OBDRAW_WIRE_ON= 1,
OBDRAW_WIRE_ON_DEPTH= 2
} eWireDrawMode;
static void draw_bounding_volume(Scene *scene, Object *ob, char type);
static void drawcube_size(float size);
@ -1093,7 +1099,12 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
/* cone can't be drawn for duplicated lamps, because duplilist would be freed to */
/* the moment of view3d_draw_transp() call */
const short is_view= (rv3d->persp==RV3D_CAMOB && v3d->camera == base->object);
const short drawcone= (dt>OB_WIRE && !(G.f & G_PICKSEL) && (la->type == LA_SPOT) && (la->mode & LA_SHOW_CONE) && !(base->flag & OB_FROMDUPLI) && !is_view);
const short drawcone= ((dt > OB_WIRE) &&
!(G.f & G_PICKSEL) &&
(la->type == LA_SPOT) &&
(la->mode & LA_SHOW_CONE) &&
!(base->flag & OB_FROMDUPLI) &&
!is_view);
if(drawcone && !v3d->transp) {
/* in this case we need to draw delayed */
@ -2912,7 +2923,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
Mesh *me = ob->data;
Material *ma= give_current_material(ob, 1);
const short hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO));
int draw_wire = 0;
eWireDrawMode draw_wire= OBDRAW_WIRE_OFF;
int /* totvert,*/ totedge, totface;
DerivedMesh *dm= mesh_get_derived_final(scene, ob, scene->customdata_mask);
ModifierData *md = NULL;
@ -2935,9 +2946,13 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
}
}
if (ob->dtx&OB_DRAWWIRE) {
draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
/* Unwanted combination */
if (draw_flags & DRAW_FACE_SELECT) {
draw_wire= OBDRAW_WIRE_OFF;
}
else if (ob->dtx & OB_DRAWWIRE) {
draw_wire= OBDRAW_WIRE_ON_DEPTH; /* draw wire after solid using zoffset and depth buffer adjusment */
}
/* totvert = dm->getNumVerts(dm); */ /*UNUSED*/
@ -2947,9 +2962,6 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
// Unwanted combination.
if (draw_flags & DRAW_FACE_SELECT) draw_wire = 0;
if(dt==OB_BOUNDBOX) {
if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
@ -2960,12 +2972,17 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glPointSize(1.0);
}
else if(dt==OB_WIRE || totface==0) {
draw_wire = 1; /* draw wire only, no depth buffer stuff */
draw_wire= OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
}
else if( (draw_flags & DRAW_FACE_SELECT || (ob==OBACT && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
CHECK_OB_DRAWTEXTURE(v3d, dt))
else if ( (draw_flags & DRAW_FACE_SELECT || (ob==OBACT && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
CHECK_OB_DRAWTEXTURE(v3d, dt))
{
if ((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !(G.f&G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) && !draw_wire) {
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
(base->flag & SELECT) &&
!(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
(draw_wire == OBDRAW_WIRE_OFF))
{
draw_mesh_object_outline(v3d, ob, dm);
}
@ -3017,7 +3034,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
GPU_disable_material();
/* since we already draw wire as wp guide, dont draw over the top */
draw_wire= 0;
draw_wire= OBDRAW_WIRE_OFF;
}
else if (draw_flags & DRAW_DYNAMIC_PAINT_PREVIEW) {
/* for object selection draws no shade */
@ -3026,8 +3043,14 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
else {
/* draw outline */
if((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
/* materials arent compatible with vertex colors */
GPU_end_object_materials();
@ -3054,8 +3077,14 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
else {
Paint *p;
if((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
@ -3149,7 +3178,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
}
}
if (draw_wire) {
if (draw_wire != OBDRAW_WIRE_OFF) {
/* When using wireframe object traw in particle edit mode
* the mesh gets in the way of seeing the particles, fade the wire color
@ -3172,7 +3201,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
* if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
*/
if (dt!=OB_WIRE && draw_wire==2) {
if (dt!=OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
@ -3180,7 +3209,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
dm->drawEdges(dm, (dt==OB_WIRE || totface==0), me->drawflag & ME_ALLEDGES);
if (dt!=OB_WIRE && draw_wire==2) {
if (dt!=OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
}