Code cleanup: remove unused callback for depth drawing
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374527ab03
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cabeb39005
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@ -2236,7 +2236,7 @@ float view3d_depth_near(ViewDepths *d)
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return far == far_real ? FLT_MAX : far;
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}
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void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
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void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
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{
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short zbuf = v3d->zbuf;
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RegionView3D *rv3d = ar->regiondata;
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@ -2263,7 +2263,7 @@ void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
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}
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void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), bool alphaoverride)
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void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride)
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{
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RegionView3D *rv3d = ar->regiondata;
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Base *base;
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@ -2304,11 +2304,9 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
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Scene *sce_iter;
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for (SETLOOPER(scene->set, sce_iter, base)) {
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if (v3d->lay & base->lay) {
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if (func == NULL || func(base)) {
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draw_object(scene, ar, v3d, base, 0);
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if (base->object->transflag & OB_DUPLI) {
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draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
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}
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draw_object(scene, ar, v3d, base, 0);
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if (base->object->transflag & OB_DUPLI) {
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draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
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}
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}
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}
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@ -2316,13 +2314,11 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
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for (base = scene->base.first; base; base = base->next) {
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if (v3d->lay & base->lay) {
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if (func == NULL || func(base)) {
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/* dupli drawing */
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if (base->object->transflag & OB_DUPLI) {
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draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
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}
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draw_object(scene, ar, v3d, base, dflag_depth);
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/* dupli drawing */
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if (base->object->transflag & OB_DUPLI) {
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draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
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}
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draw_object(scene, ar, v3d, base, dflag_depth);
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}
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}
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@ -3276,7 +3276,7 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
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/* Get Z Depths, needed for perspective, nice for ortho */
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bgl_get_mats(&mats);
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draw_depth(scene, ar, v3d, NULL, true);
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ED_view3d_draw_depth(scene, ar, v3d, true);
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{
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/* avoid allocating the whole depth buffer */
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@ -4511,7 +4511,7 @@ bool ED_view3d_autodist(Scene *scene, ARegion *ar, View3D *v3d,
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/* Get Z Depths, needed for perspective, nice for ortho */
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bgl_get_mats(&mats);
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draw_depth(scene, ar, v3d, NULL, alphaoverride);
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ED_view3d_draw_depth(scene, ar, v3d, alphaoverride);
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depth_close = view_autodist_depth_margin(ar, mval, 4);
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@ -4543,10 +4543,10 @@ void ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode)
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/* Get Z Depths, needed for perspective, nice for ortho */
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switch (mode) {
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case 0:
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draw_depth(scene, ar, v3d, NULL, true);
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ED_view3d_draw_depth(scene, ar, v3d, true);
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break;
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case 1:
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draw_depth_gpencil(scene, ar, v3d);
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ED_view3d_draw_depth_gpencil(scene, ar, v3d);
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break;
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}
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}
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@ -177,8 +177,8 @@ void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
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/* view3d_draw.c */
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void view3d_main_area_draw(const struct bContext *C, struct ARegion *ar);
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void draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, int (*func)(void *), bool alphaoverride);
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void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d);
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void ED_view3d_draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, bool alphaoverride);
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void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d);
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void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag);
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void circf(float x, float y, float rad);
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