fix compile errors for previous merge
[blender.git] / source / blender / blenkernel / intern / editderivedbmesh.c
index aa2b6e9dc83776cfc6367d4162247f8e025b3d63..1c95bc7d683591d43c463bb856994e6649590ae5 100644 (file)
@@ -1112,6 +1112,7 @@ static void bmDM_drawMappedFacesGLSL(DerivedMesh *dm,
                        glEnd();
                }
        }
+#undef PASSATTRIB
 }
 
 static void bmDM_drawFacesGLSL(DerivedMesh *dm,
@@ -1126,43 +1127,41 @@ static void bmDM_drawMappedFacesMat(DerivedMesh *dm,
                           int (*setFace)(void *userData, int index), void *userData)
 {
        EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
-       EditMesh *em= bmdm->em;
+       BMesh *bm= bmdm->tc->bm;
+       BMEditMesh *em = bmdm->tc;
        float (*vertexCos)[3]= bmdm->vertexCos;
        float (*vertexNos)[3]= bmdm->vertexNos;
-       EditVert *eve;
-       EditFace *efa;
+       BMVert *eve;
+       BMFace *efa;
+       BMIter iter;
+       BMLoop **ltri;
        DMVertexAttribs attribs= {{{0}}};
        GPUVertexAttribs gattribs;
-       int i, b, matnr, new_matnr;
+       int i, b, matnr, new_matnr, dodraw;
 
        matnr = -1;
 
        /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
        glShadeModel(GL_SMOOTH);
 
-       for (i=0,eve=em->verts.first; eve; eve= eve->next)
-               eve->tmp.l = (intptr_t) i++;
+       BM_ITER_INDEX(eve, &iter, bm, BM_VERTS_OF_MESH, NULL, i) {
+                BM_SetIndex(eve, i);
+       }
 
-#define PASSATTRIB(efa, eve, vert) {                                                                                   \
+#define PASSATTRIB(loop, eve, vert) {                                                                                  \
        if(attribs.totorco) {                                                                                                           \
-               float *orco = attribs.orco.array[eve->tmp.l];                                                   \
-               if(attribs.orco.glTexco)                                                                                                \
-                       glTexCoord3fv(orco);                                                                                            \
-               else                                                                                                                                    \
-                       glVertexAttrib3fvARB(attribs.orco.glIndex, orco);                                       \
+               float *orco = attribs.orco.array[BM_GetIndex(eve)];                                             \
+               glVertexAttrib3fvARB(attribs.orco.glIndex, orco);                                               \
        }                                                                                                                                                       \
        for(b = 0; b < attribs.tottface; b++) {                                                                         \
-               MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset);  \
-               if(attribs.tface[b].glTexco)                                                                                    \
-                       glTexCoord2fv(_tf->uv[vert]);                                                                           \
-               else                                                                                                                                    \
-                       glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]);          \
+               MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPUV, b);\
+               glVertexAttrib2fvARB(attribs.tface[b].glIndex, _luv->uv);                               \
        }                                                                                                                                                       \
        for(b = 0; b < attribs.totmcol; b++) {                                                                          \
-               MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset);                \
-               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);                                    \
+               MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPCOL, b);\
+               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[i*4 + vert];                                                   \
@@ -1170,11 +1169,13 @@ static void bmDM_drawMappedFacesMat(DerivedMesh *dm,
        }                                                                                                                                                       \
 }
 
-       for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
-               int drawSmooth= (efa->flag & ME_SMOOTH);
+       for (i=0, ltri=em->looptris[0]; i<em->tottri; i++, ltri += 3) {
+               int drawSmooth= BM_TestHFlag(efa, BM_SMOOTH);
+
+               efa = ltri[0]->f;
 
                /* face hiding */
-               if(setFace && !setFace(userData, i))
+               if(setFace && !setFace(userData, BM_GetIndex(efa)))
                        continue;
 
                /* material */
@@ -1185,69 +1186,52 @@ static void bmDM_drawMappedFacesMat(DerivedMesh *dm,
                }
 
                /* face */
-               glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+               glBegin(GL_TRIANGLES);
                if (!drawSmooth) {
                        if(vertexCos) glNormal3fv(bmdm->faceNos[i]);
-                       else glNormal3fv(efa->n);
+                       else glNormal3fv(efa->no);
 
-                       PASSATTRIB(efa, efa->v1, 0);
-                       if(vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
-                       else glVertex3fv(efa->v1->co);
+                       PASSATTRIB(ltri[0], ltri[0]->v, 0);
+                       if(vertexCos) glVertex3fv(vertexCos[BM_GetIndex(ltri[0]->v)]);
+                       else glVertex3fv(ltri[0]->v->co);
 
-                       PASSATTRIB(efa, efa->v2, 1);
-                       if(vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
-                       else glVertex3fv(efa->v2->co);
+                       PASSATTRIB(ltri[1], ltri[1]->v, 1);
+                       if(vertexCos) glVertex3fv(vertexCos[BM_GetIndex(ltri[1]->v)]);
+                       else glVertex3fv(ltri[1]->v->co);
 
-                       PASSATTRIB(efa, efa->v3, 2);
-                       if(vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
-                       else glVertex3fv(efa->v3->co);
+                       PASSATTRIB(ltri[2], ltri[2]->v, 2);
+                       if(vertexCos) glVertex3fv(vertexCos[BM_GetIndex(ltri[2]->v)]);
+                       else glVertex3fv(ltri[2]->v->co);
 
-                       if(efa->v4) {
-                               PASSATTRIB(efa, efa->v4, 3);
-                               if(vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
-                               else glVertex3fv(efa->v4->co);
-                       }
                } else {
-                       PASSATTRIB(efa, efa->v1, 0);
+                       PASSATTRIB(ltri[0], ltri[0]->v, 0);
                        if(vertexCos) {
-                               glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
-                               glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+                               glNormal3fv(vertexNos[BM_GetIndex(ltri[0]->v)]);
+                               glVertex3fv(vertexCos[BM_GetIndex(ltri[0]->v)]);
                        }
                        else {
-                               glNormal3fv(efa->v1->no);
-                               glVertex3fv(efa->v1->co);
+                               glNormal3fv(ltri[0]->v->no);
+                               glVertex3fv(ltri[0]->v->co);
                        }
 
-                       PASSATTRIB(efa, efa->v2, 1);
+                       PASSATTRIB(ltri[1], ltri[1]->v, 1);
                        if(vertexCos) {
-                               glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
-                               glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+                               glNormal3fv(vertexNos[BM_GetIndex(ltri[1]->v)]);
+                               glVertex3fv(vertexCos[BM_GetIndex(ltri[1]->v)]);
                        }
                        else {
-                               glNormal3fv(efa->v2->no);
-                               glVertex3fv(efa->v2->co);
+                               glNormal3fv(ltri[1]->v->no);
+                               glVertex3fv(ltri[1]->v->co);
                        }
 
-                       PASSATTRIB(efa, efa->v3, 2);
+                       PASSATTRIB(ltri[2], ltri[2]->v, 2);
                        if(vertexCos) {
-                               glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
-                               glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+                               glNormal3fv(vertexNos[BM_GetIndex(ltri[2]->v)]);
+                               glVertex3fv(vertexCos[BM_GetIndex(ltri[2]->v)]);
                        }
                        else {
-                               glNormal3fv(efa->v3->no);
-                               glVertex3fv(efa->v3->co);
-                       }
-
-                       if(efa->v4) {
-                               PASSATTRIB(efa, efa->v4, 3);
-                               if(vertexCos) {
-                                       glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
-                                       glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
-                               }
-                               else {
-                                       glNormal3fv(efa->v4->no);
-                                       glVertex3fv(efa->v4->co);
-                               }
+                               glNormal3fv(ltri[2]->v->no);
+                               glVertex3fv(ltri[2]->v->co);
                        }
                }
                glEnd();