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blender-archive/source/blender/blenkernel/intern/editderivedmesh.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/editderivedmesh.c
* \ingroup bke
*/
#include "GL/glew.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_edgehash.h"
#include "BLI_editVert.h"
#include "BLI_math.h"
#include "BLI_pbvh.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_paint.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_curve_types.h" /* for Curve */
#include "MEM_guardedalloc.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include <string.h>
#include <limits.h>
#include <math.h>
extern GLubyte stipple_quarttone[128]; /* glutil.c, bad level data */
static void emDM_foreachMappedVert(
DerivedMesh *dm,
void (*func)(void *userData, int index, float *co, float *no_f, short *no_s),
void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditVert *eve;
int i;
for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
if (emdm->vertexCos) {
func(userData, i, emdm->vertexCos[i], emdm->vertexNos[i], NULL);
}
else {
func(userData, i, eve->co, eve->no, NULL);
}
}
}
static void emDM_foreachMappedEdge(
DerivedMesh *dm,
void (*func)(void *userData, int index, float *v0co, float *v1co),
void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditEdge *eed;
int i;
if (emdm->vertexCos) {
EditVert *eve;
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
eve->tmp.l = (intptr_t) i++;
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
func(userData, i, emdm->vertexCos[(int) eed->v1->tmp.l], emdm->vertexCos[(int) eed->v2->tmp.l]);
}
else {
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
func(userData, i, eed->v1->co, eed->v2->co);
}
}
static void emDM_drawMappedEdges(
DerivedMesh *dm,
int (*setDrawOptions)(void *userData, int index),
void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditEdge *eed;
int i;
if (emdm->vertexCos) {
EditVert *eve;
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
eve->tmp.l = (intptr_t) i++;
glBegin(GL_LINES);
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
if (!setDrawOptions || setDrawOptions(userData, i)) {
glVertex3fv(emdm->vertexCos[(int) eed->v1->tmp.l]);
glVertex3fv(emdm->vertexCos[(int) eed->v2->tmp.l]);
}
}
glEnd();
}
else {
glBegin(GL_LINES);
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
if (!setDrawOptions || setDrawOptions(userData, i)) {
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
}
}
glEnd();
}
}
static void emDM_drawEdges(
DerivedMesh *dm,
int UNUSED(drawLooseEdges),
int UNUSED(drawAllEdges))
{
emDM_drawMappedEdges(dm, NULL, NULL);
}
static void emDM_drawMappedEdgesInterp(
DerivedMesh *dm,
int (*setDrawOptions)(void *userData, int index),
void (*setDrawInterpOptions)(void *userData, int index, float t),
void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditEdge *eed;
int i;
if (emdm->vertexCos) {
EditVert *eve;
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
eve->tmp.l = (intptr_t) i++;
glBegin(GL_LINES);
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
if (!setDrawOptions || setDrawOptions(userData, i)) {
setDrawInterpOptions(userData, i, 0.0);
glVertex3fv(emdm->vertexCos[(int) eed->v1->tmp.l]);
setDrawInterpOptions(userData, i, 1.0);
glVertex3fv(emdm->vertexCos[(int) eed->v2->tmp.l]);
}
}
glEnd();
}
else {
glBegin(GL_LINES);
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
if (!setDrawOptions || setDrawOptions(userData, i)) {
setDrawInterpOptions(userData, i, 0.0);
glVertex3fv(eed->v1->co);
setDrawInterpOptions(userData, i, 1.0);
glVertex3fv(eed->v2->co);
}
}
glEnd();
}
}
static void emDM_drawUVEdges(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditFace *efa;
MTFace *tf;
glBegin(GL_LINES);
for (efa= emdm->em->faces.first; efa; efa= efa->next) {
tf = CustomData_em_get(&emdm->em->fdata, efa->data, CD_MTFACE);
if (tf && !(efa->h)) {
glVertex2fv(tf->uv[0]);
glVertex2fv(tf->uv[1]);
glVertex2fv(tf->uv[1]);
glVertex2fv(tf->uv[2]);
if (!efa->v4) {
glVertex2fv(tf->uv[2]);
glVertex2fv(tf->uv[0]);
}
else {
glVertex2fv(tf->uv[2]);
glVertex2fv(tf->uv[3]);
glVertex2fv(tf->uv[3]);
glVertex2fv(tf->uv[0]);
}
}
}
glEnd();
}
static void emDM__calcFaceCent(EditFace *efa, float cent[3], float (*vertexCos)[3])
{
if (vertexCos) {
copy_v3_v3(cent, vertexCos[(int) efa->v1->tmp.l]);
add_v3_v3(cent, vertexCos[(int) efa->v2->tmp.l]);
add_v3_v3(cent, vertexCos[(int) efa->v3->tmp.l]);
if (efa->v4) add_v3_v3(cent, vertexCos[(int) efa->v4->tmp.l]);
}
else {
copy_v3_v3(cent, efa->v1->co);
add_v3_v3(cent, efa->v2->co);
add_v3_v3(cent, efa->v3->co);
if (efa->v4) add_v3_v3(cent, efa->v4->co);
}
if (efa->v4) {
mul_v3_fl(cent, 0.25f);
}
else {
mul_v3_fl(cent, 0.33333333333f);
}
}
static void emDM_foreachMappedFaceCenter(
DerivedMesh *dm,
void (*func)(void *userData, int index, float *co, float *no),
void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditVert *eve;
EditFace *efa;
float cent[3];
int i;
if (emdm->vertexCos) {
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
eve->tmp.l = (intptr_t) i++;
}
for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
emDM__calcFaceCent(efa, cent, emdm->vertexCos);
func(userData, i, cent, emdm->vertexCos?emdm->faceNos[i]:efa->n);
}
}
/* note, material function is ignored for now. */
static void emDM_drawMappedFaces(
DerivedMesh *dm,
int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r),
int (*setMaterial)(int, void *attribs),
int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
void *userData, int UNUSED(useColors))
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditFace *efa;
int i, draw, flush;
const int skip_normals= !glIsEnabled(GL_LIGHTING); /* could be passed as an arg */
/* GL_ZERO is used to detect if drawing has started or not */
GLenum poly_prev= GL_ZERO;
GLenum shade_prev= GL_ZERO;
(void)setMaterial; /* UNUSED */
/* currently unused -- each original face is handled separately */
(void)compareDrawOptions;
if (emdm->vertexCos) {
/* add direct access */
float (*vertexCos)[3]= emdm->vertexCos;
float (*vertexNos)[3]= emdm->vertexNos;
float (*faceNos)[3]= emdm->faceNos;
EditVert *eve;
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
eve->tmp.l = (intptr_t) i++;
for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
int drawSmooth = (efa->flag & ME_SMOOTH);
draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
if (draw) {
const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
if (draw==2) { /* enabled with stipple */
if (poly_prev != GL_ZERO) glEnd();
poly_prev= GL_ZERO; /* force glBegin */
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple(stipple_quarttone);
}
if (skip_normals) {
if (poly_type != poly_prev) {
if (poly_prev != GL_ZERO) glEnd();
glBegin((poly_prev= poly_type));
}
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
if (poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
}
else {
const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
if (shade_type != shade_prev) {
if (poly_prev != GL_ZERO) glEnd();
glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
glBegin((poly_prev= poly_type));
}
else if (poly_type != poly_prev) {
if (poly_prev != GL_ZERO) glEnd();
glBegin((poly_prev= poly_type));
}
if (!drawSmooth) {
glNormal3fv(faceNos[i]);
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
if (poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
}
else {
glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
if (poly_type == GL_QUADS) {
glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
}
}
}
flush= (draw==2);
if (!skip_normals && !flush && efa->next)
flush|= efa->mat_nr != efa->next->mat_nr;
if (flush) {
glEnd();
poly_prev= GL_ZERO; /* force glBegin */
glDisable(GL_POLYGON_STIPPLE);
}
}
}
}
else {
for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
int drawSmooth = (efa->flag & ME_SMOOTH);
draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
if (draw) {
const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
if (draw==2) { /* enabled with stipple */
if (poly_prev != GL_ZERO) glEnd();
poly_prev= GL_ZERO; /* force glBegin */
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple(stipple_quarttone);
}
if (skip_normals) {
if (poly_type != poly_prev) {
if (poly_prev != GL_ZERO) glEnd();
glBegin((poly_prev= poly_type));
}
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if (poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
}
else {
const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
if (shade_type != shade_prev) {
if (poly_prev != GL_ZERO) glEnd();
glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
glBegin((poly_prev= poly_type));
}
else if (poly_type != poly_prev) {
if (poly_prev != GL_ZERO) glEnd();
glBegin((poly_prev= poly_type));
}
if (!drawSmooth) {
glNormal3fv(efa->n);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if (poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
}
else {
glNormal3fv(efa->v1->no);
glVertex3fv(efa->v1->co);
glNormal3fv(efa->v2->no);
glVertex3fv(efa->v2->co);
glNormal3fv(efa->v3->no);
glVertex3fv(efa->v3->co);
if (poly_type == GL_QUADS) {
glNormal3fv(efa->v4->no);
glVertex3fv(efa->v4->co);
}
}
}
flush= (draw==2);
if (!skip_normals && !flush && efa->next)
flush|= efa->mat_nr != efa->next->mat_nr;
if (flush) {
glEnd();
poly_prev= GL_ZERO; /* force glBegin */
glDisable(GL_POLYGON_STIPPLE);
}
}
}
}
/* if non zero we know a face was rendered */
if (poly_prev != GL_ZERO) glEnd();
}
static void emDM_drawFacesTex_common(
DerivedMesh *dm,
int (*drawParams)(MTFace *tface, int has_mcol, int matnr),
int (*drawParamsMapped)(void *userData, int index),
int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditMesh *em= emdm->em;
float (*vertexCos)[3]= emdm->vertexCos;
float (*vertexNos)[3]= emdm->vertexNos;
EditFace *efa;
int i;
(void) compareDrawOptions;
/* always use smooth shading even for flat faces, else vertex colors wont interpolate */
glShadeModel(GL_SMOOTH);
if (vertexCos) {
EditVert *eve;
for (i=0,eve=em->verts.first; eve; eve= eve->next)
eve->tmp.l = (intptr_t) i++;
for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
MTFace *tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
MCol *mcol= CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
unsigned char *cp= NULL;
int drawSmooth= (efa->flag & ME_SMOOTH);
int flag;
if (drawParams)
flag= drawParams(tf, (mcol != NULL), efa->mat_nr);
else if (drawParamsMapped)
flag= drawParamsMapped(userData, i);
else
flag= 1;
if (flag != 0) { /* flag 0 == the face is hidden or invisible */
/* we always want smooth here since otherwise vertex colors dont interpolate */
if (mcol) {
if (flag==1) {
cp= (unsigned char*)mcol;
}
}
else {
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
}
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
if (!drawSmooth) {
glNormal3fv(emdm->faceNos[i]);
if (tf) glTexCoord2fv(tf->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
if (tf) glTexCoord2fv(tf->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
if (tf) glTexCoord2fv(tf->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
if (efa->v4) {
if (tf) glTexCoord2fv(tf->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
}
}
else {
if (tf) glTexCoord2fv(tf->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
if (tf) glTexCoord2fv(tf->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
if (tf) glTexCoord2fv(tf->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
if (efa->v4) {
if (tf) glTexCoord2fv(tf->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
}
}
glEnd();
}
}
}
else {
for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
MTFace *tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
MCol *mcol= CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
unsigned char *cp= NULL;
int drawSmooth= (efa->flag & ME_SMOOTH);
int flag;
if (drawParams)
flag= drawParams(tf, (mcol != NULL), efa->mat_nr);
else if (drawParamsMapped)
flag= drawParamsMapped(userData, i);
else
flag= 1;
if (flag != 0) { /* flag 0 == the face is hidden or invisible */
/* we always want smooth here since otherwise vertex colors dont interpolate */
if (mcol) {
if (flag==1) {
cp= (unsigned char*)mcol;
}
}
else {
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
}
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
if (!drawSmooth) {
glNormal3fv(efa->n);
if (tf) glTexCoord2fv(tf->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(efa->v1->co);
if (tf) glTexCoord2fv(tf->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
glVertex3fv(efa->v2->co);
if (tf) glTexCoord2fv(tf->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
glVertex3fv(efa->v3->co);
if (efa->v4) {
if (tf) glTexCoord2fv(tf->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
glVertex3fv(efa->v4->co);
}
}
else {
if (tf) glTexCoord2fv(tf->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
glNormal3fv(efa->v1->no);
glVertex3fv(efa->v1->co);
if (tf) glTexCoord2fv(tf->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
glNormal3fv(efa->v2->no);
glVertex3fv(efa->v2->co);
if (tf) glTexCoord2fv(tf->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
glNormal3fv(efa->v3->no);
glVertex3fv(efa->v3->co);
if (efa->v4) {
if (tf) glTexCoord2fv(tf->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
glNormal3fv(efa->v4->no);
glVertex3fv(efa->v4->co);
}
}
glEnd();
}
}
}
}
static void emDM_drawFacesTex(
DerivedMesh *dm,
int (*setDrawOptions)(MTFace *tface, int has_mcol, int matnr),
int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
void *userData)
{
emDM_drawFacesTex_common(dm, setDrawOptions, NULL, compareDrawOptions, userData);
}
static void emDM_drawMappedFacesTex(
DerivedMesh *dm,
int (*setDrawOptions)(void *userData, int index),
int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
void *userData)
{
emDM_drawFacesTex_common(dm, NULL, setDrawOptions, compareDrawOptions, userData);
}
static void emDM_drawMappedFacesGLSL(
DerivedMesh *dm,
int (*setMaterial)(int, void *attribs),
int (*setDrawOptions)(void *userData, int index),
void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditMesh *em= emdm->em;
float (*vertexCos)[3]= emdm->vertexCos;
float (*vertexNos)[3]= emdm->vertexNos;
EditVert *eve;
EditFace *efa;
DMVertexAttribs attribs= {{{0}}};
GPUVertexAttribs gattribs;
/* int tfoffset; */ /* UNUSED */
int i, b, matnr, new_matnr, dodraw /* , layer */ /* UNUSED */;
dodraw = 0;
matnr = -1;
/* layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE); */ /* UNUSED */
/* tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset; */ /* UNUSED */
/* 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++;
#define PASSATTRIB(efa, eve, vert) { \
if (attribs.totorco) { \
float *orco = attribs.orco.array[eve->tmp.l]; \
glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
} \
for (b = 0; b < attribs.tottface; b++) { \
MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]); \
} \
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); \
} \
if (attribs.tottang) { \
float *tang = attribs.tang.array[i*4 + vert]; \
glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
} \
}
for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
int drawSmooth= (efa->flag & ME_SMOOTH);
if (setDrawOptions && !setDrawOptions(userData, i))
continue;
new_matnr = efa->mat_nr + 1;
if (new_matnr != matnr) {
dodraw = setMaterial(matnr = new_matnr, &gattribs);
if (dodraw)
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
}
if (dodraw) {
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
if (!drawSmooth) {
if (vertexCos) glNormal3fv(emdm->faceNos[i]);
else glNormal3fv(efa->n);
PASSATTRIB(efa, efa->v1, 0);
if (vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
else glVertex3fv(efa->v1->co);
PASSATTRIB(efa, efa->v2, 1);
if (vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
else glVertex3fv(efa->v2->co);
PASSATTRIB(efa, efa->v3, 2);
if (vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
else glVertex3fv(efa->v3->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);
if (vertexCos) {
glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
}
else {
glNormal3fv(efa->v1->no);
glVertex3fv(efa->v1->co);
}
PASSATTRIB(efa, efa->v2, 1);
if (vertexCos) {
glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
}
else {
glNormal3fv(efa->v2->no);
glVertex3fv(efa->v2->co);
}
PASSATTRIB(efa, efa->v3, 2);
if (vertexCos) {
glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
}
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);
}
}
}
glEnd();
}
}
#undef PASSATTRIB
}
static void emDM_drawFacesGLSL(
DerivedMesh *dm,
int (*setMaterial)(int, void *attribs))
{
dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
}
static void emDM_drawMappedFacesMat(
DerivedMesh *dm,
void (*setMaterial)(void *userData, int, void *attribs),
int (*setFace)(void *userData, int index), void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditMesh *em= emdm->em;
float (*vertexCos)[3]= emdm->vertexCos;
float (*vertexNos)[3]= emdm->vertexNos;
EditVert *eve;
EditFace *efa;
DMVertexAttribs attribs= {{{0}}};
GPUVertexAttribs gattribs;
int i, b, matnr, new_matnr;
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++;
#define PASSATTRIB(efa, 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); \
} \
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]); \
} \
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); \
} \
if (attribs.tottang) { \
float *tang = attribs.tang.array[i*4 + vert]; \
glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
} \
}
for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
int drawSmooth= (efa->flag & ME_SMOOTH);
/* face hiding */
if (setFace && !setFace(userData, i))
continue;
/* material */
new_matnr = efa->mat_nr + 1;
if (new_matnr != matnr) {
setMaterial(userData, matnr = new_matnr, &gattribs);
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
}
/* face */
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
if (!drawSmooth) {
if (vertexCos) glNormal3fv(emdm->faceNos[i]);
else glNormal3fv(efa->n);
PASSATTRIB(efa, efa->v1, 0);
if (vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
else glVertex3fv(efa->v1->co);
PASSATTRIB(efa, efa->v2, 1);
if (vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
else glVertex3fv(efa->v2->co);
PASSATTRIB(efa, efa->v3, 2);
if (vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
else glVertex3fv(efa->v3->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);
if (vertexCos) {
glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
}
else {
glNormal3fv(efa->v1->no);
glVertex3fv(efa->v1->co);
}
PASSATTRIB(efa, efa->v2, 1);
if (vertexCos) {
glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
}
else {
glNormal3fv(efa->v2->no);
glVertex3fv(efa->v2->co);
}
PASSATTRIB(efa, efa->v3, 2);
if (vertexCos) {
glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
}
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);
}
}
}
glEnd();
}
#undef PASSATTRIB
}
static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditVert *eve;
int i;
if (emdm->em->verts.first) {
for (i=0,eve= emdm->em->verts.first; eve; i++,eve= eve->next) {
if (emdm->vertexCos) {
DO_MINMAX(emdm->vertexCos[i], min_r, max_r);
}
else {
DO_MINMAX(eve->co, min_r, max_r);
}
}
}
else {
min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
}
}
static int emDM_getNumVerts(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
return BLI_countlist(&emdm->em->verts);
}
static int emDM_getNumEdges(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
return BLI_countlist(&emdm->em->edges);
}
static int emDM_getNumFaces(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
return BLI_countlist(&emdm->em->faces);
}
static void emDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditVert *eve;
int i;
for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
if (emdm->vertexCos) {
copy_v3_v3(cos_r[i], emdm->vertexCos[i]);
}
else {
copy_v3_v3(cos_r[i], eve->co);
}
}
}
static void emDM_getVert(DerivedMesh *dm, int index, MVert *vert_r)
{
EditVert *ev = ((EditMeshDerivedMesh *)dm)->em->verts.first;
int i;
for (i = 0; i < index; ++i) ev = ev->next;
copy_v3_v3(vert_r->co, ev->co);
normal_float_to_short_v3(vert_r->no, ev->no);
/* TODO what to do with vert_r->flag? */
vert_r->bweight = (unsigned char) (ev->bweight*255.0f);
}
static void emDM_getEdge(DerivedMesh *dm, int index, MEdge *edge_r)
{
EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
EditEdge *ee = em->edges.first;
EditVert *ev, *v1, *v2;
int i;
for (i = 0; i < index; ++i) ee = ee->next;
edge_r->crease = (unsigned char) (ee->crease*255.0f);
edge_r->bweight = (unsigned char) (ee->bweight*255.0f);
/* TODO what to do with edge_r->flag? */
edge_r->flag = ME_EDGEDRAW|ME_EDGERENDER;
if (ee->seam) edge_r->flag |= ME_SEAM;
if (ee->sharp) edge_r->flag |= ME_SHARP;
#if 0
/* this needs setup of f2 field */
if (!ee->f2) edge_r->flag |= ME_LOOSEEDGE;
#endif
/* goddamn, we have to search all verts to find indices */
v1 = ee->v1;
v2 = ee->v2;
for (i = 0, ev = em->verts.first; v1 || v2; i++, ev = ev->next) {
if (ev == v1) {
edge_r->v1 = i;
v1 = NULL;
}
if (ev == v2) {
edge_r->v2 = i;
v2 = NULL;
}
}
}
static void emDM_getFace(DerivedMesh *dm, int index, MFace *face_r)
{
EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
EditFace *ef = em->faces.first;
EditVert *ev, *v1, *v2, *v3, *v4;
int i;
for (i = 0; i < index; ++i) ef = ef->next;
face_r->mat_nr = ef->mat_nr;
face_r->flag = ef->flag;
/* goddamn, we have to search all verts to find indices */
v1 = ef->v1;
v2 = ef->v2;
v3 = ef->v3;
v4 = ef->v4;
if (!v4) face_r->v4 = 0;
for (i = 0, ev = em->verts.first; v1 || v2 || v3 || v4;
i++, ev = ev->next) {
if (ev == v1) {
face_r->v1 = i;
v1 = NULL;
}
if (ev == v2) {
face_r->v2 = i;
v2 = NULL;
}
if (ev == v3) {
face_r->v3 = i;
v3 = NULL;
}
if (ev == v4) {
face_r->v4 = i;
v4 = NULL;
}
}
test_index_face(face_r, NULL, 0, ef->v4?4:3);
}
static void emDM_copyVertArray(DerivedMesh *dm, MVert *vert_r)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditVert *ev = emdm->em->verts.first;
int i;
for (i=0; ev; ev = ev->next, ++vert_r, ++i) {
if (emdm->vertexCos)
copy_v3_v3(vert_r->co, emdm->vertexCos[i]);
else
copy_v3_v3(vert_r->co, ev->co);
normal_float_to_short_v3(vert_r->no, ev->no);
/* TODO what to do with vert_r->flag? */
vert_r->flag = 0;
vert_r->bweight = (unsigned char) (ev->bweight*255.0f);
}
}
static void emDM_copyEdgeArray(DerivedMesh *dm, MEdge *edge_r)
{
EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
EditEdge *ee = em->edges.first;
EditVert *ev;
int i;
/* store vertex indices in tmp union */
for (ev = em->verts.first, i = 0; ev; ev = ev->next, ++i)
ev->tmp.l = (intptr_t) i;
for ( ; ee; ee = ee->next, ++edge_r) {
edge_r->crease = (unsigned char) (ee->crease*255.0f);
edge_r->bweight = (unsigned char) (ee->bweight*255.0f);
/* TODO what to do with edge_r->flag? */
edge_r->flag = ME_EDGEDRAW|ME_EDGERENDER;
if (ee->seam) edge_r->flag |= ME_SEAM;
if (ee->sharp) edge_r->flag |= ME_SHARP;
#if 0
/* this needs setup of f2 field */
if (!ee->f2) edge_r->flag |= ME_LOOSEEDGE;
#endif
edge_r->v1 = (int)ee->v1->tmp.l;
edge_r->v2 = (int)ee->v2->tmp.l;
}
}
static void emDM_copyFaceArray(DerivedMesh *dm, MFace *face_r)
{
EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
EditFace *ef = em->faces.first;
EditVert *ev;
int i;
/* store vertexes indices in tmp union */
for (ev = em->verts.first, i = 0; ev; ev = ev->next, ++i)
ev->tmp.l = (intptr_t) i;
for ( ; ef; ef = ef->next, ++face_r) {
face_r->mat_nr = ef->mat_nr;
face_r->flag = ef->flag;
face_r->v1 = (int)ef->v1->tmp.l;
face_r->v2 = (int)ef->v2->tmp.l;
face_r->v3 = (int)ef->v3->tmp.l;
if (ef->v4) face_r->v4 = (int)ef->v4->tmp.l;
else face_r->v4 = 0;
test_index_face(face_r, NULL, 0, ef->v4?4:3);
}
}
static void *emDM_getFaceDataArray(DerivedMesh *dm, int type)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditMesh *em= emdm->em;
EditFace *efa;
char *data, *emdata;
void *datalayer;
int index, size;
datalayer = DM_get_face_data_layer(dm, type);
if (datalayer)
return datalayer;
/* layers are store per face for editmesh, we convert to a temporary
* data layer array in the derivedmesh when these are requested */
if (type == CD_MTFACE || type == CD_MCOL) {
index = CustomData_get_layer_index(&em->fdata, type);
if (index != -1) {
/* int offset = em->fdata.layers[index].offset; */ /* UNUSED */
size = CustomData_sizeof(type);
DM_add_face_layer(dm, type, CD_CALLOC, NULL);
index = CustomData_get_layer_index(&dm->faceData, type);
dm->faceData.layers[index].flag |= CD_FLAG_TEMPORARY;
data = datalayer = DM_get_face_data_layer(dm, type);
for (efa=em->faces.first; efa; efa=efa->next, data+=size) {
emdata = CustomData_em_get(&em->fdata, efa->data, type);
memcpy(data, emdata, size);
}
}
}
return datalayer;
}
static void emDM_release(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
if (DM_release(dm)) {
if (emdm->vertexCos) {
MEM_freeN(emdm->vertexCos);
MEM_freeN(emdm->vertexNos);
MEM_freeN(emdm->faceNos);
}
MEM_freeN(emdm);
}
}
DerivedMesh *editmesh_get_derived(
EditMesh *em,
float (*vertexCos)[3])
{
EditMeshDerivedMesh *emdm = MEM_callocN(sizeof(*emdm), "emdm");
DM_init(&emdm->dm, DM_TYPE_EDITMESH, BLI_countlist(&em->verts),
BLI_countlist(&em->edges), BLI_countlist(&em->faces));
emdm->dm.getMinMax = emDM_getMinMax;
emdm->dm.getNumVerts = emDM_getNumVerts;
emdm->dm.getNumEdges = emDM_getNumEdges;
emdm->dm.getNumFaces = emDM_getNumFaces;
emdm->dm.getVertCos = emDM_getVertCos;
emdm->dm.getVert = emDM_getVert;
emdm->dm.getEdge = emDM_getEdge;
emdm->dm.getFace = emDM_getFace;
emdm->dm.copyVertArray = emDM_copyVertArray;
emdm->dm.copyEdgeArray = emDM_copyEdgeArray;
emdm->dm.copyFaceArray = emDM_copyFaceArray;
emdm->dm.getFaceDataArray = emDM_getFaceDataArray;
emdm->dm.foreachMappedVert = emDM_foreachMappedVert;
emdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
emdm->dm.foreachMappedFaceCenter = emDM_foreachMappedFaceCenter;
emdm->dm.drawEdges = emDM_drawEdges;
emdm->dm.drawMappedEdges = emDM_drawMappedEdges;
emdm->dm.drawMappedEdgesInterp = emDM_drawMappedEdgesInterp;
emdm->dm.drawMappedFaces = emDM_drawMappedFaces;
emdm->dm.drawMappedFacesTex = emDM_drawMappedFacesTex;
emdm->dm.drawMappedFacesGLSL = emDM_drawMappedFacesGLSL;
emdm->dm.drawFacesTex = emDM_drawFacesTex;
emdm->dm.drawFacesGLSL = emDM_drawFacesGLSL;
emdm->dm.drawMappedFacesMat = emDM_drawMappedFacesMat;
emdm->dm.drawUVEdges = emDM_drawUVEdges;
emdm->dm.release = emDM_release;
emdm->em = em;
emdm->vertexCos = vertexCos;
if (CustomData_has_layer(&em->vdata, CD_MDEFORMVERT)) {
EditVert *eve;
int i;
DM_add_vert_layer(&emdm->dm, CD_MDEFORMVERT, CD_CALLOC, NULL);
for (eve = em->verts.first, i = 0; eve; eve = eve->next, ++i)
DM_set_vert_data(&emdm->dm, i, CD_MDEFORMVERT,
CustomData_em_get(&em->vdata, eve->data, CD_MDEFORMVERT));
}
if (vertexCos) {
EditVert *eve;
EditFace *efa;
int totface = BLI_countlist(&em->faces);
int i;
for (i=0,eve=em->verts.first; eve; eve= eve->next)
eve->tmp.l = (intptr_t) i++;
emdm->vertexNos = MEM_callocN(sizeof(*emdm->vertexNos)*i, "emdm_vno");
emdm->faceNos = MEM_mallocN(sizeof(*emdm->faceNos)*totface, "emdm_vno");
for (i=0, efa= em->faces.first; efa; i++, efa=efa->next) {
float *v1 = vertexCos[(int) efa->v1->tmp.l];
float *v2 = vertexCos[(int) efa->v2->tmp.l];
float *v3 = vertexCos[(int) efa->v3->tmp.l];
float *no = emdm->faceNos[i];
if (efa->v4) {
float *v4 = vertexCos[(int) efa->v4->tmp.l];
normal_quad_v3( no,v1, v2, v3, v4);
add_v3_v3(emdm->vertexNos[(int) efa->v4->tmp.l], no);
}
else {
normal_tri_v3( no,v1, v2, v3);
}
add_v3_v3(emdm->vertexNos[(int) efa->v1->tmp.l], no);
add_v3_v3(emdm->vertexNos[(int) efa->v2->tmp.l], no);
add_v3_v3(emdm->vertexNos[(int) efa->v3->tmp.l], no);
}
for (i=0, eve= em->verts.first; eve; i++, eve=eve->next) {
float *no = emdm->vertexNos[i];
/* following Mesh convention; we use vertex coordinate itself
* for normal in this case */
if (normalize_v3(no) == 0.0f) {
normalize_v3_v3(no, vertexCos[i]);
}
}
}
return (DerivedMesh*) emdm;
}