int (*setDrawOptions)(void *userData, int index,
int *drawSmooth_r),
void *userData, int useColors,
- int (*setMaterial)(int, void *attribs));
+ int (*setMaterial)(int, void *attribs),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index));
/* Draw mapped faces using MTFace
* o Drawing options too complicated to enumerate, look at code.
cdDM_drawFacesTex_common(dm, setDrawOptions, NULL, NULL);
}
-static void cdDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), void *userData, int useColors, int (*setMaterial)(int, void *attribs))
+static void cdDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), void *userData, int useColors, int (*setMaterial)(int, void *attribs),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index))
{
CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
MVert *mv = cddm->mvert;
MFace *mface= mf + actualFace;
int drawSmooth= (mface->flag & ME_SMOOTH);
int draw = 1;
+ int flush = 0;
if(i != tottri-1)
next_actualFace= dm->drawObject->triangle_to_mface[i+1];
/* Goal is to draw as long of a contiguous triangle
array as possible, so draw when we hit either an
invisible triangle or at the end of the array */
- if(!draw || i == tottri - 1 || mf[actualFace].mat_nr != mf[next_actualFace].mat_nr) {
- if(prevstart != i)
- /* Add one to the length (via `draw')
- if we're drawing at the end of the array */
- glDrawArrays(GL_TRIANGLES,prevstart*3, (i-prevstart+draw)*3);
+
+ /* flush buffer if current triangle isn't drawable or it's last triangle... */
+ flush= !draw || i == tottri - 1;
+
+ /* ... or when material setting is dissferent */
+ flush|= mf[actualFace].mat_nr != mf[next_actualFace].mat_nr;
+
+ if(!flush && compareDrawOptions) {
+ int next_orig= (index==NULL) ? next_actualFace : index[next_actualFace];
+
+ /* also compare draw options and flush buffer if they're different
+ need for face selection highlight in edit mode */
+ flush|= compareDrawOptions(userData, orig, next_orig) == 0;
+ }
+
+ if(flush) {
+ int first= prevstart*3;
+ int count= (i-prevstart+(draw ? 1 : 0))*3; /* Add one to the length if we're drawing at the end of the array */
+
+ if(count)
+ glDrawArrays(GL_TRIANGLES, first, count);
+
prevstart = i + 1;
}
}
static void bmDM_drawMappedFaces(DerivedMesh *dm,
int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r),
void *userData, int useColors,
- int (*setMaterial)(int, void *attribs))
+ int (*setMaterial)(int, void *attribs),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index))
{
EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
BMFace *efa;
/*BMESH_TODO*/
(void)useColors;
- (void)setMaterial;
+
+ (void)setMaterial; /* UNUSED */
+
+ /* currently unused -- each original face is handled separately */
+ (void)compareDrawOptions;
if (bmdm->vertexCos) {
BMVert *eve;
}
}
-static void ccgDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), void *userData, int useColors, int (*setMaterial)(int, void *attribs)) {
+static void ccgDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), void *userData, int useColors, int (*setMaterial)(int, void *attribs),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index)) {
CCGDerivedMesh *cgdm = (CCGDerivedMesh*) dm;
CCGSubSurf *ss = cgdm->ss;
MCol *mcol= NULL;
char *faceFlags = cgdm->faceFlags;
int gridFaces = gridSize - 1, totface;
+ /* currently unused -- each original face is handled separately */
+ (void)compareDrawOptions;
+
if(useColors) {
mcol = dm->getTessFaceDataArray(dm, CD_WEIGHT_MCOL);
if(!mcol)
WM_keymap_add_item(keymap, "OUTLINER_OT_item_rename", LEFTMOUSE, KM_DBL_CLICK, 0, 0);
- RNA_boolean_set(WM_keymap_add_item(keymap, "OUTLINER_OT_item_activate", LEFTMOUSE, KM_RELEASE, 0, 0)->ptr, "extend", 0);
- RNA_boolean_set(WM_keymap_add_item(keymap, "OUTLINER_OT_item_activate", LEFTMOUSE, KM_PRESS, KM_SHIFT, 0)->ptr, "extend", 1);
+ RNA_boolean_set(WM_keymap_add_item(keymap, "OUTLINER_OT_item_activate", LEFTMOUSE, KM_CLICK, 0, 0)->ptr, "extend", 0);
+ RNA_boolean_set(WM_keymap_add_item(keymap, "OUTLINER_OT_item_activate", LEFTMOUSE, KM_CLICK, KM_SHIFT, 0)->ptr, "extend", 1);
RNA_boolean_set(WM_keymap_add_item(keymap, "OUTLINER_OT_item_openclose", RETKEY, KM_PRESS, 0, 0)->ptr, "all", 0);
RNA_boolean_set(WM_keymap_add_item(keymap, "OUTLINER_OT_item_openclose", RETKEY, KM_PRESS, KM_SHIFT, 0)->ptr, "all", 1);
}
else if(faceselect) {
if(ob->mode & OB_MODE_WEIGHT_PAINT)
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me, 1, GPU_enable_material);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me, 1, GPU_enable_material, NULL);
else
dm->drawMappedFacesTex(dm, me->mface ? draw_tface_mapped__set_draw : NULL, me);
}
return 0;
}
+static int draw_dm_faces_sel__compareDrawOptions(void *userData, int index, int next_index)
+{
+ struct { unsigned char *cols[3]; BMEditMesh *em; BMFace *efa_act; Mesh *me;} * data = userData;
+ BMFace *efa = EDBM_get_face_for_index(data->em, index);
+ BMFace *next_efa = EDBM_get_face_for_index(data->em, next_index);
+ unsigned char *col, *next_col;
+
+ if(efa == next_efa)
+ return 1;
+
+ if(efa == data->efa_act || next_efa == data->efa_act)
+ return 0;
+
+ col = data->cols[BM_TestHFlag(efa, BM_SELECT)?1:0];
+ next_col = data->cols[BM_TestHFlag(next_efa, BM_SELECT)?1:0];
+
+ if(col[3]==0 || next_col[3]==0)
+ return 0;
+
+ return col == next_col;
+}
+
/* also draws the active face */
static void draw_dm_faces_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, BMFace *efa_act, Mesh *me)
data.efa_act = efa_act;
data.me = me;
- dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0, GPU_enable_material);
+ dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0, GPU_enable_material, draw_dm_faces_sel__compareDrawOptions);
}
static int draw_dm_creases__setDrawOptions(void *userData, int index)
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, me->edit_btmesh, 0, GPU_enable_material);
+ finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, me->edit_btmesh, 0, GPU_enable_material, NULL);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
/* weight paint in solid mode, special case. focus on making the weights clear
* rather than the shading, this is also forced in wire view */
GPU_enable_material(0, NULL);
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material, NULL);
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material, NULL);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
}
else if(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_TEXTURE_PAINT)) {
if(me->mcol)
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1, GPU_enable_material);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1, GPU_enable_material, NULL);
else {
glColor3f(1.0f, 1.0f, 1.0f);
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0, GPU_enable_material);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0, GPU_enable_material, NULL);
}
}
}
if (facecol) {
ptrs[1] = (void*)(intptr_t) 1;
- dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, ptrs, 0, GPU_enable_material);
+ dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, ptrs, 0, GPU_enable_material, NULL);
if(check_ob_drawface_dot(scene, v3d, ob->dt)) {
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
}
} else {
- dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, ptrs, 0, GPU_enable_material);
+ dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, ptrs, 0, GPU_enable_material, NULL);
}
}
glColor3ub(0, 0, 0);
- if((me->editflag & ME_EDIT_PAINT_MASK)) dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, me, 0, GPU_enable_material);
- else dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0, GPU_enable_material);
+ if((me->editflag & ME_EDIT_PAINT_MASK)) dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, me, 0, GPU_enable_material, NULL);
+ else dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0, GPU_enable_material, NULL);
dm->release(dm);
}
GPU_end_object_materials();
}
else if(edm)
- edm->drawMappedFaces(edm, NULL, NULL, 0, GPU_enable_material);
+ edm->drawMappedFaces(edm, NULL, NULL, 0, GPU_enable_material, NULL);
glDisable(GL_LIGHTING);
}
struct EditBone;
struct EditFace;
struct EditMesh;
+struct EnvMap;
struct ID;
struct FCurve;
struct ImBuf;
struct Render *RE_NewRender(const char *name){return (struct Render*) NULL;}
void RE_SwapResult(struct Render *re, struct RenderResult **rr){}
void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame){}
+int RE_WriteEnvmapResult(struct ReportList *reports, struct Scene *scene, struct EnvMap *env, const char *relpath, int imtype, float layout[12]) { return 0; }
/* rna */
float *give_cursor(struct Scene *scene, struct View3D *v3d){return (float *) NULL;}
CIntValue* uniqueval = new CIntValue(uniqueint);
uniquename += uniqueval->GetText();
uniqueval->Release();
- gamecontroller->SetName(uniquename);
+ //unique name was never implemented for sensors and actuators, only for controllers
+ //and it's producing difference in the keys for the lists: obj.controllers/sensors/actuators
+ //at some point it should either be implemented globally (and saved as a separate var) or removed.
+ //gamecontroller->SetName(uniquename);
+ gamecontroller->SetName(bcontr->name);
gameobj->AddController(gamecontroller);
converter->RegisterGameController(gamecontroller, bcontr);