svn merge -r39765:39781 https://svn.blender.org/svnroot/bf-blender/trunk/blender
[blender.git] / source / blender / blenkernel / intern / cdderivedmesh.c
index fef186fee9ae9cc9aeec21eab87e15e5fe57e459..ad70e00a33ce1f350a47ace908c4b3ada52d3022 100644 (file)
@@ -874,7 +874,8 @@ static void cdDM_drawFacesTex(DerivedMesh *dm, int (*setDrawOptions)(MTFace *tfa
        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;
@@ -991,6 +992,7 @@ static void cdDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
                                        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];
@@ -1005,11 +1007,28 @@ static void cdDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
                                        /* 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;
                                        }
                                }
@@ -1026,6 +1045,52 @@ static void cdDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawOptions)(void
        cdDM_drawFacesTex_common(dm, NULL, setDrawOptions, userData);
 }
 
+
+static void cddm_draw_attrib_vertex(DMVertexAttribs *attribs, MVert *mvert, int a, int index, int vert, int smoothnormal)
+{
+       int b;
+
+       /* orco texture coordinates */
+       if(attribs->totorco) {
+               if(attribs->orco.glTexco)
+                       glTexCoord3fv(attribs->orco.array[index]);
+               else
+                       glVertexAttrib3fvARB(attribs->orco.glIndex, attribs->orco.array[index]);
+       }
+
+       /* uv texture coordinates */
+       for(b = 0; b < attribs->tottface; b++) {
+               MTFace *tf = &attribs->tface[b].array[a];
+
+               if(attribs->tface[b].glTexco)
+                       glTexCoord2fv(tf->uv[vert]);
+               else
+                       glVertexAttrib2fvARB(attribs->tface[b].glIndex, tf->uv[vert]);
+       }
+
+       /* vertex colors */
+       for(b = 0; b < attribs->totmcol; b++) {
+               MCol *cp = &attribs->mcol[b].array[a*4 + vert];
+               GLubyte col[4];
+               col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+               glVertexAttrib4ubvARB(attribs->mcol[b].glIndex, col);
+       }
+
+       /* tangent for normal mapping */
+       if(attribs->tottang) {
+               float *tang = attribs->tang.array[a*4 + vert];
+               glVertexAttrib4fvARB(attribs->tang.glIndex, tang);
+       }
+
+       /* vertex normal */
+       if(smoothnormal)
+               glNormal3sv(mvert[index].no);
+
+       /* vertex coordinate */
+       glVertex3fv(mvert[index].co);
+}
+
+
 static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs), int (*setDrawOptions)(void *userData, int index), void *userData)
 {
        CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
@@ -1116,35 +1181,13 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, vo
                                }
                        }
 
-#define PASSVERT(index, vert) {                                                                                                        \
-               if(attribs.totorco)                                                                                                                     \
-                       glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]);  \
-               for(b = 0; b < attribs.tottface; b++) {                                                                         \
-                       MTFace *tf = &attribs.tface[b].array[a];                                                                \
-                       glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]);                   \
-               }                                                                                                                                                       \
-               for(b = 0; b < attribs.totmcol; b++) {                                                                          \
-                       MCol *cp = &attribs.mcol[b].array[a*4 + vert];                                                  \
-                       GLubyte col[4];                                                                                                                 \
-                       col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;                             \
-                       glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col);                                    \
-               }                                                                                                                                                       \
-               if(attribs.tottang) {                                                                                                           \
-                       float *tang = attribs.tang.array[a*4 + vert];                                                   \
-                       glVertexAttrib4fvARB(attribs.tang.glIndex, tang);                                               \
-               }                                                                                                                                                       \
-               if(smoothnormal)                                                                                                                        \
-                       glNormal3sv(mvert[index].no);                                                                                   \
-               glVertex3fv(mvert[index].co);                                                                                           \
-       }
-
-                       PASSVERT(mface->v1, 0);
-                       PASSVERT(mface->v2, 1);
-                       PASSVERT(mface->v3, 2);
+                       cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v1, 0, smoothnormal);
+                       cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v2, 1, smoothnormal);
+                       cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v3, 2, smoothnormal);
                        if(mface->v4)
-                               PASSVERT(mface->v4, 3)
+                               cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v4, 3, smoothnormal);
                        else
-                               PASSVERT(mface->v3, 2)
+                               cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v3, 2, smoothnormal);
 
                }
                glEnd();