Commit: 44f04b5f534db0ed63608dd90035a4aa5d997d4a
Author: mano-wii
Date:   Mon Aug 27 11:59:57 2018 -0300
Branches: blender2.8
https://developer.blender.org/rB44f04b5f534db0ed63608dd90035a4aa5d997d4a

Draw Manager: Remove unused function

Signed-off-by: fclem

===================================================================

M       source/blender/draw/intern/draw_view.c
M       source/blender/draw/intern/draw_view.h

===================================================================

diff --git a/source/blender/draw/intern/draw_view.c 
b/source/blender/draw/intern/draw_view.c
index 95835a691a3..31a79bcda94 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -77,486 +77,6 @@ void DRW_draw_region_info(void)
        }
 }
 
-/* ************************* Grid ************************** */
-
-static void gridline_range(double x0, double dx, double max, int *r_first, int 
*r_len)
-{
-       /* determine range of gridlines that appear in this Area -- similar 
calc but separate ranges for x & y
-        * x0 is gridline 0, the axis in screen space
-        * Area covers [0 .. max) pixels */
-
-       int first = (int)ceil(-x0 / dx);
-       int last = (int)floor((max - x0) / dx);
-
-       if (first <= last) {
-               *r_first = first;
-               *r_len = last - first + 1;
-       }
-       else {
-               *r_first = 0;
-               *r_len = 0;
-       }
-}
-
-static int gridline_count(ARegion *ar, double x0, double y0, double dx)
-{
-       /* x0 & y0 establish the "phase" of the grid within this 2D region
-        * dx is the frequency, shared by x & y directions
-        * pass in dx of smallest (highest precision) grid we want to draw */
-
-       int first, x_len, y_len;
-
-       gridline_range(x0, dx, ar->winx, &first, &x_len);
-       gridline_range(y0, dx, ar->winy, &first, &y_len);
-
-       int total_len = x_len + y_len;
-
-       return total_len;
-}
-
-static bool drawgrid_draw(
-        ARegion *ar, double x0, double y0, double dx, int skip_mod,
-        uint pos, uint col, GLubyte col_value[3])
-{
-       /* skip every skip_mod lines relative to each axis; they will be 
overlaid by another drawgrid_draw
-        * always skip exact x0 & y0 axes; they will be drawn later in color
-        *
-        * set grid color once, just before the first line is drawn
-        * it's harmless to set same color for every line, or every vertex
-        * but if no lines are drawn, color must not be set! */
-
-       const float x_max = (float)ar->winx;
-       const float y_max = (float)ar->winy;
-
-       int first, ct;
-       int x_len = 0, y_len = 0; /* count of lines actually drawn */
-       int lines_skipped_for_next_unit = 0;
-
-       /* draw vertical lines */
-       gridline_range(x0, dx, x_max, &first, &ct);
-
-       for (int i = first; i < first + ct; ++i) {
-               if (i == 0)
-                       continue;
-               else if (skip_mod && (i % skip_mod) == 0) {
-                       ++lines_skipped_for_next_unit;
-                       continue;
-               }
-
-               if (x_len == 0)
-                       immAttrib3ub(col, col_value[0], col_value[1], 
col_value[2]);
-
-               float x = (float)(x0 + i * dx);
-               immVertex2f(pos, x, 0.0f);
-               immVertex2f(pos, x, y_max);
-               ++x_len;
-       }
-
-       /* draw horizontal lines */
-       gridline_range(y0, dx, y_max, &first, &ct);
-
-       for (int i = first; i < first + ct; ++i) {
-               if (i == 0)
-                       continue;
-               else if (skip_mod && (i % skip_mod) == 0) {
-                       ++lines_skipped_for_next_unit;
-                       continue;
-               }
-
-               if (x_len + y_len == 0)
-                       immAttrib3ub(col, col_value[0], col_value[1], 
col_value[2]);
-
-               float y = (float)(y0 + i * dx);
-               immVertex2f(pos, 0.0f, y);
-               immVertex2f(pos, x_max, y);
-               ++y_len;
-       }
-
-       return lines_skipped_for_next_unit > 0;
-}
-
-#define GRID_MIN_PX_D 6.0
-#define GRID_MIN_PX_F 6.0f
-
-static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char 
**grid_unit)
-{
-       RegionView3D *rv3d = ar->regiondata;
-
-       double fx = rv3d->persmat[3][0];
-       double fy = rv3d->persmat[3][1];
-       double fw = rv3d->persmat[3][3];
-
-       const double wx = 0.5 * ar->winx;  /* use double precision to avoid 
rounding errors */
-       const double wy = 0.5 * ar->winy;
-
-       double x = wx * fx / fw;
-       double y = wy * fy / fw;
-
-       double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 };
-       mul_m4_v4d(rv3d->persmat, vec4);
-       fx = vec4[0];
-       fy = vec4[1];
-       fw = vec4[3];
-
-       double dx = fabs(x - wx * fx / fw);
-       if (dx == 0) dx = fabs(y - wy * fy / fw);
-
-       x += wx;
-       y += wy;
-
-       /* now x, y, and dx have their final values
-        * (x,y) is the world origin (0,0,0) mapped to Area-relative screen 
space
-        * dx is the distance in pixels between grid lines -- same for horiz or 
vert grid lines */
-
-       glLineWidth(1.0f);
-
-#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
-       glDepthMask(GL_FALSE);  /* disable write in zbuffer */
-#endif
-
-       GPUVertFormat *format = immVertexFormat();
-       uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, 
GPU_FETCH_FLOAT);
-       uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, 
GPU_FETCH_INT_TO_FLOAT_UNIT);
-
-       immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
-
-       uchar col[3], col2[3];
-       UI_GetThemeColor3ubv(TH_GRID, col);
-
-       if (unit->system) {
-               const void *usys;
-               int len;
-
-               bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
-
-               bool first = true;
-
-               if (usys) {
-                       int i = len;
-                       while (i--) {
-                               double scalar = bUnit_GetScaler(usys, i);
-
-                               double dx_scalar = dx * scalar / 
(double)unit->scale_length;
-                               if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
-                                       /* very very small grid items are less 
useful when dealing with units */
-                                       continue;
-                               }
-
-                               if (first) {
-                                       first = false;
-
-                                       /* Store the smallest drawn grid size 
units name so users know how big each grid cell is */
-                                       *grid_unit = bUnit_GetNameDisplay(usys, 
i);
-                                       rv3d->gridview = (float)((scalar * 
(double)v3d->grid) / (double)unit->scale_length);
-
-                                       int gridline_len = gridline_count(ar, 
x, y, dx_scalar);
-                                       if (gridline_len == 0)
-                                               goto drawgrid_cleanup; /* 
nothing to draw */
-
-                                       immBegin(GPU_PRIM_LINES, gridline_len * 
2);
-                               }
-
-                               float blend_fac = 1.0f - ((GRID_MIN_PX_F * 
2.0f) / (float)dx_scalar);
-                               /* tweak to have the fade a bit nicer */
-                               blend_fac = (blend_fac * blend_fac) * 2.0f;
-                               CLAMP(blend_fac, 0.3f, 1.0f);
-
-                               UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, 
TH_GRID, blend_fac, col2);
-
-                               const int skip_mod = (i == 0) ? 0 : 
(int)round(bUnit_GetScaler(usys, i - 1) / scalar);
-                               if (!drawgrid_draw(ar, x, y, dx_scalar, 
skip_mod, pos, color, col2))
-                                       break;
-                       }
-               }
-       }
-       else {
-               const double sublines = v3d->gridsubdiv;
-               const float  sublines_fl = v3d->gridsubdiv;
-
-               int grids_to_draw = 2; /* first the faint fine grid, then the 
bold coarse grid */
-
-               if (dx < GRID_MIN_PX_D) {
-                       rv3d->gridview *= sublines_fl;
-                       dx *= sublines;
-                       if (dx < GRID_MIN_PX_D) {
-                               rv3d->gridview *= sublines_fl;
-                               dx *= sublines;
-                               if (dx < GRID_MIN_PX_D) {
-                                       rv3d->gridview *= sublines_fl;
-                                       dx *= sublines;
-                                       grids_to_draw = (dx < GRID_MIN_PX_D) ? 
0 : 1;
-                               }
-                       }
-               }
-               else {
-                       if (dx > (GRID_MIN_PX_D * 10.0)) {  /* start blending 
in */
-                               rv3d->gridview /= sublines_fl;
-                               dx /= sublines;
-                               if (dx > (GRID_MIN_PX_D * 10.0)) {  /* start 
blending in */
-                                       rv3d->gridview /= sublines_fl;
-                                       dx /= sublines;
-                                       if (dx > (GRID_MIN_PX_D * 10.0)) {
-                                               grids_to_draw = 1;
-                                       }
-                               }
-                       }
-               }
-
-               int gridline_len = gridline_count(ar, x, y, dx);
-               if (gridline_len == 0)
-                       goto drawgrid_cleanup; /* nothing to draw */
-
-               immBegin(GPU_PRIM_LINES, gridline_len * 2);
-
-               if (grids_to_draw == 2) {
-                       UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / 
(GRID_MIN_PX_D * 6.0), col2);
-                       if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, 
color, col2)) {
-                               drawgrid_draw(ar, x, y, dx * sublines, 0, pos, 
color, col);
-                       }
-               }
-               else if (grids_to_draw == 1) {
-                       drawgrid_draw(ar, x, y, dx, 0, pos, color, col);
-               }
-       }
-
-       /* draw visible axes */
-       /* horizontal line */
-       if (0 <= y && y < ar->winy) {
-               UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, 
RV3D_VIEW_LEFT) ? 'Y' : 'X');
-               immAttrib3ub(color, col2[0], col2[1], col2[2]);
-               immVertex2f(pos, 0.0f, y);
-               immVertex2f(pos, (float)ar->winx, y);
-       }
-
-       /* vertical line */
-       if (0 <= x && x < ar->winx) {
-               UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, 
RV3D_VIEW_BOTTOM) ? 'Y' : 'Z');
-               immAttrib3ub(color, col2[0], col2[1], col2[2]);
-               immVertex2f(pos, x, 0.0f);
-               immVertex2f(pos, x, (float)ar->winy);
-       }
-
-       immEnd();
-
-drawgrid_cleanup:
-       immUnbindProgram();
-
-#if 0 /* depth write is left enabled above */
-       glDepthMask(GL_TRUE);  /* enable write in zbuffer */
-#endif
-}
-
-#undef DEBUG_GRID
-#undef GRID_MIN_PX_D
-#undef GRID_MIN_PX_F
-
-static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
-{
-       /* draw only if there is something to draw */
-       if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | 
V3D_SHOW_Z)) {
-               /* draw how many lines?
-                * trunc(v3d->gridlines / 2) * 4
-                * + 2 for xy axes (possibly with special colors)
-                * + 1 for z axis (the only line not in xy plane)
-                * even v3d->gridlines are honored, odd rounded down */
-               const int gridlines = v3d->gridlines / 2;
-               const float grid_scale = ED_view3d_grid_scale(scene, v3d, 
grid_unit);
-               const float grid = gridlines * grid_scale;
-
-               const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && 
gridlines >= 1;
-
-               bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
-               bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
-               bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
-
-               uchar col_grid[3], col_axis[3];
-
-               glLineWidth(1.0f);
-
-               UI_GetThemeColor3ubv(TH_GRID, col_grid);
-
-               if (show_floor) {
-                       const uint vertex_len = 2 * (gridlines * 4 + 2);
-                       const int sublines = v3d->gridsubdiv;
-
-                       uchar col_bg[3], col_grid_emphasise[3], 
col_grid_light[3];
-
-                       GPUVertFormat *format = immVertexFormat();
-                       uint pos = GPU_vertformat_attr_add(format, "pos", 
GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
-                       uint color = GPU_vertformat_attr_add(format, "color", 
GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
-
-                       immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
-
-                       immBegin(GPU_PRIM_LINES, vertex_len);
-
-                       /* draw normal grid lines */
-                       UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
-
-                       for (int a = 1; a <= gridlines; a++) {
-                               /* skip emphasised divider lines */
-                               if (a % sublines != 0) {
-                                       const float line = a * grid_scale;
-
-                                       immAttrib3ubv(color, col_grid_light);
-
-                                       immVertex2f(pos, -grid, -line);
-                                       immVertex2f(pos, +grid, -line);
-                                       immVertex2f(pos, -grid, +line);
-                                       immVertex2f(pos, +grid, +line);
-
-                                       immVertex2f(pos, -line, -grid);
-                                       immVertex2f(pos, -line, +grid);
-                                       immVertex2f(pos, +line, -grid);
-                                       immVertex2f(pos, +line, +grid);
-                               }
-                       }
-
-                       /* draw emphasised grid l

@@ Diff output truncated at 10240 characters. @@

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