Revision: 42153
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42153
Author:   campbellbarton
Date:     2011-11-25 02:35:23 +0000 (Fri, 25 Nov 2011)
Log Message:
-----------
use enum for draw wire setting to be easier to read, no functional change.

Modified Paths:
--------------
    trunk/blender/source/blender/editors/space_view3d/drawobject.c

Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2011-11-25 01:18:48 UTC (rev 42152)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2011-11-25 02:35:23 UTC (rev 42153)
@@ -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 @@
        /* 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 @@
        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;
@@ -2935,10 +2946,14 @@
                        }
                }
        }
-       
-       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*/
        totedge = dm->getNumEdges(dm);
@@ -2947,9 +2962,6 @@
        /* 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 @@
                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 @@
                        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 @@
                        }
                        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 @@
                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 @@
                        }
                }
        }
-       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 @@
                 * 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 @@
                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);
                }

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