2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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//#define NAN_LINEAR_PHYSICS
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#include <math.h>
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2002-11-25 12:02:15 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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#ifndef WIN32
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#include <unistd.h>
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#include <sys/times.h>
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#else
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#include <io.h>
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#include "BLI_winstuff.h"
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#endif
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#include "MEM_guardedalloc.h"
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#include "PIL_time.h"
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#include "BMF_Api.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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#include "IMB_imbuf_types.h"
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#include "DNA_object_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_group_types.h"
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#include "DNA_image_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_userdef_types.h"
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2003-10-15 12:26:26 +00:00
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#include "DNA_space_types.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_action.h"
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#include "BKE_anim.h"
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#include "BKE_constraint.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_ika.h"
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2003-10-15 12:26:26 +00:00
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#include "BKE_library.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_image.h"
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#include "BKE_ipo.h"
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#include "BKE_key.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "BIF_gl.h"
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#include "BIF_resources.h"
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#include "BIF_screen.h"
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#include "BIF_interface.h"
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#include "BIF_space.h"
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2003-10-07 18:24:02 +00:00
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#include "BIF_butspace.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_drawimage.h"
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#include "BIF_editgroup.h"
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#include "BIF_mywindow.h"
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#include "BDR_drawmesh.h"
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#include "BDR_drawobject.h"
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#include "BSE_view.h"
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#include "BSE_drawview.h"
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#include "BSE_headerbuttons.h"
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Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
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#include "BSE_seqaudio.h"
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2003-10-15 12:26:26 +00:00
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#include "BSE_filesel.h"
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2002-10-12 11:37:38 +00:00
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#include "RE_renderconverter.h"
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#include "BPY_extern.h" // Blender Python library
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#include "blendef.h"
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#include "mydevice.h"
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2003-10-15 12:26:26 +00:00
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#include "butspace.h" // event codes
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2002-10-12 11:37:38 +00:00
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/* Modules used */
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#include "render.h"
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#include "radio.h"
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/* for physics in animation playback */
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#ifdef NAN_LINEAR_PHYSICS
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#include "sumo.h"
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#endif
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/* locals */
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void drawname(Object *ob);
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void star_stuff_init_func(void);
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void star_stuff_vertex_func(float* i);
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void star_stuff_term_func(void);
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void star_stuff_init_func(void)
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{
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cpack(-1);
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glPointSize(1.0);
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glBegin(GL_POINTS);
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}
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void star_stuff_vertex_func(float* i)
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{
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glVertex3fv(i);
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}
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void star_stuff_term_func(void)
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{
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glEnd();
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}
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void setalpha_bgpic(BGpic *bgpic)
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{
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int x, y, alph;
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char *rect;
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alph= (int)(255.0*(1.0-bgpic->blend));
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rect= (char *)bgpic->rect;
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for(y=0; y< bgpic->yim; y++) {
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for(x= bgpic->xim; x>0; x--, rect+=4) {
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rect[3]= alph;
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}
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}
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}
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static float light_pos1[] = { -0.3, 0.3, 0.90, 0.0 };
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2003-10-22 17:34:51 +00:00
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//static float light_pos2[] = { 0.5, 0.5, 0.10, 0.0 }; // never used?
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2002-10-12 11:37:38 +00:00
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void default_gl_light(void)
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{
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float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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float light_col1[] = { 0.8, 0.8, 0.8, 0.0 };
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2003-10-22 17:34:51 +00:00
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//float light_col2[] = { 0.4, 0.4, 0.8, 0.0 };
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2002-10-12 11:37:38 +00:00
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int a;
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2003-10-22 17:34:51 +00:00
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2002-10-12 11:37:38 +00:00
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glLightfv(GL_LIGHT0, GL_POSITION, light_pos1);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_col1);
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glLightfv(GL_LIGHT0, GL_SPECULAR, mat_specular);
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2003-10-22 17:34:51 +00:00
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//glLightfv(GL_LIGHT1, GL_POSITION, light_pos2);
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//glLightfv(GL_LIGHT1, GL_DIFFUSE, light_col2);
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//glLightfv(GL_LIGHT1, GL_SPECULAR, mat_specular);
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2002-10-12 11:37:38 +00:00
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glEnable(GL_LIGHT0);
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2003-10-22 17:34:51 +00:00
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//glEnable(GL_LIGHT1);
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2002-10-12 11:37:38 +00:00
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for(a=1; a<8; a++) glDisable(GL_LIGHT0+a);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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void init_gl_stuff(void)
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{
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float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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float mat_shininess[] = { 35.0 };
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/* float one= 1.0; */
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int a, x, y;
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GLubyte pat[32*32];
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const GLubyte *patc= pat;
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
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default_gl_light();
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/* no local viewer, looks ugly in ortho mode */
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/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
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glDepthFunc(GL_LEQUAL);
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/* scaling matrices */
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glEnable(GL_NORMALIZE);
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glShadeModel(GL_FLAT);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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glDisable(GL_LIGHTING);
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glDisable(GL_LOGIC_OP);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_TEXTURE_2D);
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glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
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glPixelTransferi(GL_RED_SCALE, 1);
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glPixelTransferi(GL_RED_BIAS, 0);
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glPixelTransferi(GL_GREEN_SCALE, 1);
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glPixelTransferi(GL_GREEN_BIAS, 0);
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glPixelTransferi(GL_BLUE_SCALE, 1);
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glPixelTransferi(GL_BLUE_BIAS, 0);
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glPixelTransferi(GL_ALPHA_SCALE, 1);
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glPixelTransferi(GL_ALPHA_BIAS, 0);
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a= 0;
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for(x=0; x<32; x++) {
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for(y=0; y<4; y++) {
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if( (x) & 1) pat[a++]= 0x88;
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else pat[a++]= 0x22;
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}
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}
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glPolygonStipple(patc);
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init_realtime_GL();
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}
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void two_sided(int val)
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{
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2003-04-28 14:43:20 +00:00
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/* twosided on: gives errors with x flip! */
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2002-10-12 11:37:38 +00:00
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glLightModeliv(GL_LIGHT_MODEL_TWO_SIDE, (GLint *)&val);
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}
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void circf(float x, float y, float rad)
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{
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GLUquadricObj *qobj = gluNewQuadric();
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gluQuadricDrawStyle(qobj, GLU_FILL);
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glPushMatrix();
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glTranslatef(x, y, 0.);
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gluDisk( qobj, 0.0, rad, 32, 1);
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glPopMatrix();
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gluDeleteQuadric(qobj);
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}
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void circ(float x, float y, float rad)
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{
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GLUquadricObj *qobj = gluNewQuadric();
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gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
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glPushMatrix();
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glTranslatef(x, y, 0.);
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gluDisk( qobj, 0.0, rad, 32, 1);
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glPopMatrix();
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gluDeleteQuadric(qobj);
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}
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2003-04-28 14:43:20 +00:00
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/* ********** ********** */
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2002-10-12 11:37:38 +00:00
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static void draw_bgpic(void)
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{
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BGpic *bgpic;
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Image *ima;
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float vec[3], fac, asp, zoomx, zoomy;
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int x1, y1, x2, y2, cx, cy;
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short mval[2];
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bgpic= G.vd->bgpic;
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if(bgpic==0) return;
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if(bgpic->tex) {
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init_render_texture(bgpic->tex);
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free_unused_animimages();
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ima= bgpic->tex->ima;
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end_render_texture(bgpic->tex);
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}
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else {
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ima= bgpic->ima;
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}
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if(ima==0) return;
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if(ima->ok==0) return;
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2003-04-28 14:43:20 +00:00
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/* test for image */
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2002-10-12 11:37:38 +00:00
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if(ima->ibuf==0) {
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if(bgpic->rect) MEM_freeN(bgpic->rect);
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bgpic->rect= 0;
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|
|
|
|
|
|
|
if(bgpic->tex) {
|
|
|
|
ima_ibuf_is_nul(bgpic->tex);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
waitcursor(1);
|
|
|
|
load_image(ima, IB_rect, G.sce, G.scene->r.cfra);
|
|
|
|
waitcursor(0);
|
|
|
|
}
|
|
|
|
if(ima->ibuf==0) {
|
|
|
|
ima->ok= 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(bgpic->rect==0) {
|
|
|
|
|
|
|
|
bgpic->rect= MEM_dupallocN(ima->ibuf->rect);
|
|
|
|
bgpic->xim= ima->ibuf->x;
|
|
|
|
bgpic->yim= ima->ibuf->y;
|
|
|
|
setalpha_bgpic(bgpic);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(G.vd->persp==2) {
|
|
|
|
rcti vb;
|
|
|
|
|
|
|
|
calc_viewborder(G.vd, &vb);
|
|
|
|
|
|
|
|
x1= vb.xmin;
|
|
|
|
y1= vb.ymin;
|
|
|
|
x2= vb.xmax;
|
|
|
|
y2= vb.ymax;
|
|
|
|
}
|
|
|
|
else {
|
2003-04-28 14:43:20 +00:00
|
|
|
/* calc window coord */
|
2002-10-12 11:37:38 +00:00
|
|
|
initgrabz(0.0, 0.0, 0.0);
|
|
|
|
window_to_3d(vec, 1, 0);
|
|
|
|
fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
|
|
|
|
fac= 1.0/fac;
|
|
|
|
|
|
|
|
asp= ( (float)ima->ibuf->y)/(float)ima->ibuf->x;
|
|
|
|
|
|
|
|
vec[0]= vec[1]= vec[2]= 0.0;
|
|
|
|
project_short_noclip(vec, mval);
|
|
|
|
cx= mval[0];
|
|
|
|
cy= mval[1];
|
|
|
|
|
|
|
|
x1= cx+ fac*(bgpic->xof-bgpic->size);
|
|
|
|
y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
|
|
|
|
x2= cx+ fac*(bgpic->xof+bgpic->size);
|
|
|
|
y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* complete clip? */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(x2 < 0 ) return;
|
|
|
|
if(y2 < 0 ) return;
|
|
|
|
if(x1 > curarea->winx ) return;
|
|
|
|
if(y1 > curarea->winy ) return;
|
|
|
|
|
|
|
|
zoomx= x2-x1;
|
|
|
|
zoomx /= (float)ima->ibuf->x;
|
|
|
|
zoomy= y2-y1;
|
|
|
|
zoomy /= (float)ima->ibuf->y;
|
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
if(G.zbuf) glDisable(GL_DEPTH_TEST);
|
|
|
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
rectwrite_part(curarea->winrct.xmin, curarea->winrct.ymin, curarea->winrct.xmax, curarea->winrct.ymax,
|
|
|
|
x1+curarea->winrct.xmin, y1+curarea->winrct.ymin, ima->ibuf->x, ima->ibuf->y, zoomx, zoomy, bgpic->rect);
|
|
|
|
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
if(G.zbuf) glEnable(GL_DEPTH_TEST);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void timestr(double time, char *str)
|
|
|
|
{
|
2003-04-28 14:43:20 +00:00
|
|
|
/* format 00:00:00.00 (hr:min:sec) string has to be 12 long */
|
2002-10-12 11:37:38 +00:00
|
|
|
int hr= (int) time/(60*60);
|
|
|
|
int min= (int) fmod(time/60, 60.0);
|
|
|
|
int sec= (int) fmod(time, 60.0);
|
|
|
|
int hun= (int) fmod(time*100.0, 100.0);
|
|
|
|
|
|
|
|
if (hr) {
|
|
|
|
sprintf(str, "%.2d:%.2d:%.2d.%.2d",hr,min,sec,hun);
|
|
|
|
} else {
|
|
|
|
sprintf(str, "%.2d:%.2d.%.2d",min,sec,hun);
|
|
|
|
}
|
|
|
|
|
|
|
|
str[11]=0;
|
|
|
|
}
|
|
|
|
|
2003-10-18 12:21:41 +00:00
|
|
|
static void drawgrid_draw(float wx, float wy, float x, float y, float dx)
|
|
|
|
{
|
|
|
|
float fx, fy;
|
|
|
|
|
|
|
|
x+= (wx);
|
|
|
|
y+= (wy);
|
|
|
|
fx= x/dx;
|
|
|
|
fx= x-dx*floor(fx);
|
|
|
|
|
|
|
|
while(fx< curarea->winx) {
|
|
|
|
fdrawline(fx, 0.0, fx, (float)curarea->winy);
|
|
|
|
fx+= dx;
|
|
|
|
}
|
|
|
|
|
|
|
|
fy= y/dx;
|
|
|
|
fy= y-dx*floor(fy);
|
|
|
|
|
|
|
|
|
|
|
|
while(fy< curarea->winy) {
|
|
|
|
fdrawline(0.0, fy, (float)curarea->winx, fy);
|
|
|
|
fy+= dx;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-10-19 09:19:58 +00:00
|
|
|
static void drawgrid(void)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
/* extern short bgpicmode; */
|
|
|
|
float wx, wy, x, y, fw, fx, fy, dx;
|
|
|
|
float vec4[4];
|
2003-10-18 12:21:41 +00:00
|
|
|
char col[3];
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
vec4[0]=vec4[1]=vec4[2]=0.0;
|
|
|
|
vec4[3]= 1.0;
|
|
|
|
Mat4MulVec4fl(G.vd->persmat, vec4);
|
|
|
|
fx= vec4[0];
|
|
|
|
fy= vec4[1];
|
|
|
|
fw= vec4[3];
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
wx= (curarea->winx/2.0); /* because of rounding errors, grid at wrong location */
|
2002-10-12 11:37:38 +00:00
|
|
|
wy= (curarea->winy/2.0);
|
|
|
|
|
|
|
|
x= (wx)*fx/fw;
|
|
|
|
y= (wy)*fy/fw;
|
|
|
|
|
|
|
|
vec4[0]=vec4[1]=G.vd->grid;
|
|
|
|
vec4[2]= 0.0;
|
|
|
|
vec4[3]= 1.0;
|
|
|
|
Mat4MulVec4fl(G.vd->persmat, vec4);
|
|
|
|
fx= vec4[0];
|
|
|
|
fy= vec4[1];
|
|
|
|
fw= vec4[3];
|
|
|
|
|
|
|
|
dx= fabs(x-(wx)*fx/fw);
|
|
|
|
if(dx==0) dx= fabs(y-(wy)*fy/fw);
|
2003-10-22 09:06:30 +00:00
|
|
|
|
|
|
|
glDepthMask(0); // disable write in zbuffer
|
|
|
|
|
2003-10-18 12:21:41 +00:00
|
|
|
/* check zoom out */
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
persp(PERSP_WIN);
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(dx<6.0) {
|
|
|
|
dx*= 10.0;
|
2003-10-18 12:21:41 +00:00
|
|
|
|
|
|
|
if(dx<6.0) {
|
2002-10-12 11:37:38 +00:00
|
|
|
dx*= 10.0;
|
2003-10-18 12:21:41 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(dx<6.0) {
|
2003-10-18 12:21:41 +00:00
|
|
|
dx*=10;
|
|
|
|
if(dx<6.0);
|
|
|
|
else {
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else { // start blending out
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
|
|
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, 10*dx);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
2003-10-18 12:21:41 +00:00
|
|
|
else { // start blending out (6 < dx < 60)
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
|
|
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, 10*dx);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(dx>60.0) { // start blending in
|
|
|
|
dx/= 10.0;
|
|
|
|
if(dx>60.0) { // start blending in
|
|
|
|
dx/= 10.0;
|
|
|
|
if(dx>60.0) {
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
|
|
}
|
|
|
|
else {
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx*10);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx*10);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_GRID);
|
2003-10-18 12:21:41 +00:00
|
|
|
drawgrid_draw(wx, wy, x, y, dx*10);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
x+= (wx);
|
|
|
|
y+= (wy);
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_GetThemeColor3ubv(TH_GRID, col);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* center cross */
|
2003-10-18 12:21:41 +00:00
|
|
|
if(G.vd->view==3) glColor3ub(col[0]<36?0:col[0]-36, col[1]>199?255:col[1]+56, col[2]<36?0:col[2]-36); /* y-as */
|
|
|
|
else glColor3ub(col[0]>219?255:col[0]+36, col[1]<26?0:col[1]-26, col[2]<26?0:col[2]-26); /* x-as */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
fdrawline(0.0, y, (float)curarea->winx, y);
|
|
|
|
|
2003-10-18 12:21:41 +00:00
|
|
|
if(G.vd->view==7) glColor3ub(col[0]<36?0:col[0]-36, col[1]>199?255:col[1]+56, col[2]<36?0:col[2]-36); /* y-as */
|
|
|
|
else glColor3ub(col[0]<36?0:col[0]-36, col[1]<36?0:col[1]-36, col[2]>209?255:col[2]+46); /* z-as */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-10-18 12:21:41 +00:00
|
|
|
fdrawline(x, 0.0, x, (float)curarea->winy);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-10-22 09:06:30 +00:00
|
|
|
glDepthMask(1); // enable write in zbuffer
|
2003-10-16 09:39:19 +00:00
|
|
|
persp(PERSP_VIEW);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-10-19 09:19:58 +00:00
|
|
|
static void drawfloor(void)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
View3D *vd;
|
|
|
|
float vert[3], grid;
|
|
|
|
int a, gridlines;
|
2003-10-18 12:21:41 +00:00
|
|
|
char col[3];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
vd= curarea->spacedata.first;
|
|
|
|
|
|
|
|
vert[2]= 0.0;
|
|
|
|
|
|
|
|
if(vd->gridlines<3) return;
|
|
|
|
|
|
|
|
gridlines= vd->gridlines/2;
|
|
|
|
grid= gridlines*vd->grid;
|
|
|
|
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_GetThemeColor3ubv(TH_GRID, col);
|
2003-10-18 12:21:41 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
for(a= -gridlines;a<=gridlines;a++) {
|
|
|
|
|
|
|
|
if(a==0) {
|
2003-10-18 12:21:41 +00:00
|
|
|
glColor3ub(col[0]<36?0:col[0]-36, col[1]>199?255:col[1]+56, col[2]<36?0:col[2]-36); /* y-as */
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-10-21 16:41:28 +00:00
|
|
|
else if( (a % 10)==0) {
|
|
|
|
BIF_ThemeColorShade(TH_GRID, -10);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-10-21 16:41:28 +00:00
|
|
|
else BIF_ThemeColorShade(TH_GRID, 10);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
|
|
vert[0]= a*vd->grid;
|
|
|
|
vert[1]= grid;
|
|
|
|
glVertex3fv(vert);
|
|
|
|
vert[1]= -grid;
|
|
|
|
glVertex3fv(vert);
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
for(a= -gridlines;a<=gridlines;a++) {
|
|
|
|
if(a==0) {
|
2003-10-18 12:21:41 +00:00
|
|
|
glColor3ub(col[0]>219?255:col[0]+36, col[1]<26?0:col[1]-26, col[2]<26?0:col[2]-26); /* x-as */
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-10-21 16:41:28 +00:00
|
|
|
else if( (a % 10)==0) {
|
|
|
|
BIF_ThemeColorShade(TH_GRID, -10);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-10-21 16:41:28 +00:00
|
|
|
else BIF_ThemeColorShade(TH_GRID, 10);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
|
|
vert[1]= a*vd->grid;
|
|
|
|
vert[0]= grid;
|
|
|
|
glVertex3fv(vert );
|
|
|
|
vert[0]= -grid;
|
|
|
|
glVertex3fv(vert);
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static void drawcursor(void)
|
|
|
|
{
|
|
|
|
|
|
|
|
if(G.f & G_PLAYANIM) return;
|
|
|
|
|
|
|
|
project_short( give_cursor(), &G.vd->mx);
|
|
|
|
|
|
|
|
G.vd->mxo= G.vd->mx;
|
|
|
|
G.vd->myo= G.vd->my;
|
|
|
|
|
|
|
|
if( G.vd->mx!=3200) {
|
|
|
|
|
|
|
|
setlinestyle(0);
|
|
|
|
cpack(0xFF);
|
|
|
|
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
|
|
|
|
setlinestyle(4);
|
|
|
|
cpack(0xFFFFFF);
|
|
|
|
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
|
|
|
|
setlinestyle(0);
|
|
|
|
cpack(0x0);
|
|
|
|
|
|
|
|
sdrawline(G.vd->mx-20, G.vd->my, G.vd->mx-5, G.vd->my);
|
|
|
|
sdrawline(G.vd->mx+5, G.vd->my, G.vd->mx+20, G.vd->my);
|
|
|
|
sdrawline(G.vd->mx, G.vd->my-20, G.vd->mx, G.vd->my-5);
|
|
|
|
sdrawline(G.vd->mx, G.vd->my+5, G.vd->mx, G.vd->my+20);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void view3d_get_viewborder_size(View3D *v3d, float size_r[2])
|
|
|
|
{
|
|
|
|
float winmax= MAX2(v3d->area->winx, v3d->area->winy);
|
|
|
|
float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp);
|
|
|
|
|
|
|
|
if(aspect>1.0) {
|
|
|
|
size_r[0]= winmax;
|
|
|
|
size_r[1]= winmax/aspect;
|
|
|
|
} else {
|
|
|
|
size_r[0]= winmax*aspect;
|
|
|
|
size_r[1]= winmax;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void calc_viewborder(struct View3D *v3d, rcti *viewborder_r)
|
|
|
|
{
|
|
|
|
float zoomfac, size[2];
|
|
|
|
|
|
|
|
view3d_get_viewborder_size(v3d, size);
|
|
|
|
|
|
|
|
/* magic zoom calculation, no idea what
|
|
|
|
* it signifies, if you find out, tell me! -zr
|
|
|
|
*/
|
2003-04-28 14:43:20 +00:00
|
|
|
/* simple, its magic dude!
|
|
|
|
* well, to be honest, this gives a natural feeling zooming
|
|
|
|
* with multiple keypad presses (ton)
|
|
|
|
*/
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
|
|
|
|
zoomfac= (zoomfac*zoomfac)*0.25;
|
|
|
|
|
|
|
|
size[0]= size[0]*zoomfac;
|
|
|
|
size[1]= size[1]*zoomfac;
|
|
|
|
|
|
|
|
/* center in window */
|
|
|
|
viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0];
|
|
|
|
viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1];
|
|
|
|
viewborder_r->xmax= viewborder_r->xmin + size[0];
|
|
|
|
viewborder_r->ymax= viewborder_r->ymin + size[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
void view3d_set_1_to_1_viewborder(View3D *v3d)
|
|
|
|
{
|
|
|
|
float size[2];
|
|
|
|
int im_width= (G.scene->r.size*G.scene->r.xsch)/100;
|
|
|
|
|
|
|
|
view3d_get_viewborder_size(v3d, size);
|
|
|
|
|
|
|
|
v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
|
|
|
|
v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void drawviewborder(void)
|
|
|
|
{
|
|
|
|
float fac, a;
|
|
|
|
float x1, x2, y1, y2;
|
|
|
|
float x3, y3, x4, y4;
|
|
|
|
rcti viewborder;
|
|
|
|
|
|
|
|
calc_viewborder(G.vd, &viewborder);
|
|
|
|
x1= viewborder.xmin;
|
|
|
|
y1= viewborder.ymin;
|
|
|
|
x2= viewborder.xmax;
|
|
|
|
y2= viewborder.ymax;
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* edge */
|
2002-10-12 11:37:38 +00:00
|
|
|
setlinestyle(3);
|
|
|
|
cpack(0);
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
glRectf(x1+1, y1-1, x2+1, y2-1);
|
|
|
|
|
|
|
|
cpack(0xFFFFFF);
|
|
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
|
|
|
|
/* border */
|
|
|
|
if(G.scene->r.mode & R_BORDER) {
|
|
|
|
|
|
|
|
cpack(0);
|
|
|
|
x3= x1+ G.scene->r.border.xmin*(x2-x1);
|
|
|
|
y3= y1+ G.scene->r.border.ymin*(y2-y1);
|
|
|
|
x4= x1+ G.scene->r.border.xmax*(x2-x1);
|
|
|
|
y4= y1+ G.scene->r.border.ymax*(y2-y1);
|
|
|
|
|
|
|
|
glRectf(x3+1, y3-1, x4+1, y4-1);
|
|
|
|
|
|
|
|
cpack(0x4040FF);
|
|
|
|
glRectf(x3, y3, x4, y4);
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* safety border */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
fac= 0.1;
|
|
|
|
|
|
|
|
a= fac*(x2-x1);
|
|
|
|
x1+= a;
|
|
|
|
x2-= a;
|
|
|
|
|
|
|
|
a= fac*(y2-y1);
|
|
|
|
y1+= a;
|
|
|
|
y2-= a;
|
|
|
|
|
|
|
|
cpack(0);
|
|
|
|
glRectf(x1+1, y1-1, x2+1, y2-1);
|
|
|
|
cpack(0xFFFFFF);
|
|
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
|
|
|
|
setlinestyle(0);
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void backdrawview3d(int test)
|
|
|
|
{
|
|
|
|
struct Base *base;
|
|
|
|
int tel=1;
|
|
|
|
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT));
|
|
|
|
else {
|
|
|
|
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(G.vd->flag & V3D_NEEDBACKBUFDRAW); else return;
|
|
|
|
if(G.obedit) {
|
|
|
|
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(test) {
|
|
|
|
if(qtest()) {
|
|
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
2003-10-21 12:23:38 +00:00
|
|
|
|
|
|
|
persp(PERSP_VIEW);
|
|
|
|
|
2003-06-11 15:43:20 +00:00
|
|
|
#ifdef __APPLE__
|
|
|
|
glDrawBuffer(GL_AUX0);
|
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
if(G.vd->drawtype > OB_WIRE) G.zbuf= TRUE;
|
|
|
|
curarea->win_swap &= ~WIN_BACK_OK;
|
|
|
|
|
|
|
|
glDisable(GL_DITHER);
|
|
|
|
|
|
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
|
|
if(G.zbuf) {
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
G.f |= G_BACKBUFSEL;
|
|
|
|
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
|
|
base= (G.scene->basact);
|
|
|
|
if(base && (base->lay & G.vd->lay)) {
|
|
|
|
draw_object(base);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
base= (G.scene->base.first);
|
|
|
|
while(base) {
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* each base, because of multiple windows */
|
2002-10-12 11:37:38 +00:00
|
|
|
base->selcol= 0x070707 | ( ((tel & 0xF00)<<12) + ((tel & 0xF0)<<8) + ((tel & 0xF)<<4) );
|
|
|
|
tel++;
|
|
|
|
|
|
|
|
if(base->lay & G.vd->lay) {
|
|
|
|
|
|
|
|
if(test) {
|
|
|
|
if(qtest()) {
|
|
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cpack(base->selcol);
|
|
|
|
draw_object(base);
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(base==0) G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
|
|
|
|
|
|
G.f &= ~G_BACKBUFSEL;
|
|
|
|
G.zbuf= FALSE;
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_DITHER);
|
2003-06-11 15:43:20 +00:00
|
|
|
|
|
|
|
#ifdef __APPLE__
|
|
|
|
glDrawBuffer(GL_BACK); /* we were in aux buffers */
|
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void drawname(Object *ob)
|
|
|
|
{
|
|
|
|
cpack(0x404040);
|
|
|
|
glRasterPos3f(0.0, 0.0, 0.0);
|
|
|
|
|
|
|
|
BMF_DrawString(G.font, " ");
|
|
|
|
BMF_DrawString(G.font, ob->id.name+2);
|
|
|
|
}
|
|
|
|
|
2003-04-28 11:17:21 +00:00
|
|
|
|
|
|
|
static void draw_selected_name(char *name)
|
|
|
|
{
|
|
|
|
char info[128];
|
|
|
|
|
|
|
|
sprintf(info, "(%d) %s", CFRA, name);
|
|
|
|
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_ThemeColor(TH_TEXT_HI);
|
2003-04-28 11:17:21 +00:00
|
|
|
glRasterPos2i(30, 10);
|
|
|
|
BMF_DrawString(G.fonts, info);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
static void draw_view_icon(void)
|
|
|
|
{
|
|
|
|
BIFIconID icon;
|
|
|
|
|
|
|
|
if(G.vd->view==7) icon= ICON_AXIS_TOP;
|
|
|
|
else if(G.vd->view==1) icon= ICON_AXIS_FRONT;
|
|
|
|
else if(G.vd->view==3) icon= ICON_AXIS_SIDE;
|
|
|
|
else return ;
|
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
2003-10-04 20:35:50 +00:00
|
|
|
glRasterPos2f(curarea->winx-25.0, 5.0);
|
2002-10-12 11:37:38 +00:00
|
|
|
BIF_draw_icon(icon);
|
|
|
|
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
}
|
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
/* ******************* view3d space & buttons ************** */
|
|
|
|
|
|
|
|
static void view3d_change_bgpic_ima(View3D *v3d, Image *newima) {
|
|
|
|
if (v3d->bgpic && v3d->bgpic->ima!=newima) {
|
|
|
|
if (newima)
|
|
|
|
id_us_plus((ID*) newima);
|
|
|
|
if (v3d->bgpic->ima)
|
|
|
|
v3d->bgpic->ima->id.us--;
|
|
|
|
v3d->bgpic->ima= newima;
|
|
|
|
|
|
|
|
if(v3d->bgpic->rect) MEM_freeN(v3d->bgpic->rect);
|
|
|
|
v3d->bgpic->rect= NULL;
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
static void view3d_change_bgpic_tex(View3D *v3d, Tex *newtex) {
|
|
|
|
if (v3d->bgpic && v3d->bgpic->tex!=newtex) {
|
|
|
|
if (newtex)
|
|
|
|
id_us_plus((ID*) newtex);
|
|
|
|
if (v3d->bgpic->tex)
|
|
|
|
v3d->bgpic->tex->id.us--;
|
|
|
|
v3d->bgpic->tex= newtex;
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void load_bgpic_image(char *name)
|
|
|
|
{
|
|
|
|
Image *ima;
|
|
|
|
View3D *vd;
|
|
|
|
|
|
|
|
vd= G.vd;
|
|
|
|
if(vd==0 || vd->bgpic==0) return;
|
|
|
|
|
|
|
|
ima= add_image(name);
|
|
|
|
if(ima) {
|
|
|
|
if(vd->bgpic->ima) {
|
|
|
|
vd->bgpic->ima->id.us--;
|
|
|
|
}
|
|
|
|
vd->bgpic->ima= ima;
|
|
|
|
|
|
|
|
free_image_buffers(ima); /* force read again */
|
|
|
|
ima->ok= 1;
|
|
|
|
}
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-10-15 16:01:08 +00:00
|
|
|
/* this one assumes there is only one global active object in blender... (for object panel) */
|
|
|
|
static float ob_eul[3];
|
2003-10-18 12:21:41 +00:00
|
|
|
/* this one assumes there is only one editmode in blender... (for object panel) */
|
|
|
|
static float ve_median[3];
|
|
|
|
static int ve_median_tot=0;
|
|
|
|
|
|
|
|
/* is used for both read and write... */
|
|
|
|
static void v3d_editvertex_buts(uiBlock *block, Object *ob, float lim)
|
|
|
|
{
|
|
|
|
EditVert *eve;
|
|
|
|
float median[3];
|
|
|
|
int tot;
|
|
|
|
|
|
|
|
median[0]= median[1]= median[2]= 0.0;
|
|
|
|
tot= 0;
|
|
|
|
|
|
|
|
if(ob->type==OB_MESH) {
|
|
|
|
eve= G.edve.first;
|
|
|
|
while(eve) {
|
|
|
|
if(eve->f & 1) {
|
|
|
|
tot++;
|
|
|
|
VecAddf(median, median, eve->co);
|
|
|
|
}
|
|
|
|
eve= eve->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(tot==0) return;
|
|
|
|
|
|
|
|
median[0] /= (float)tot;
|
|
|
|
median[1] /= (float)tot;
|
|
|
|
median[2] /= (float)tot;
|
|
|
|
|
|
|
|
if(block) { // buttons
|
|
|
|
|
|
|
|
ve_median_tot= tot;
|
|
|
|
VECCOPY(ve_median, median);
|
|
|
|
|
|
|
|
if(ve_median_tot==1) {
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex X:", 10, 140, 300, 19, &(ve_median[0]), -lim, lim, 10, 0, "");
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Y:", 10, 120, 300, 19, &(ve_median[1]), -lim, lim, 10, 0, "");
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Z:", 10, 100, 300, 19, &(ve_median[2]), -lim, lim, 10, 0, "");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median X:", 10, 140, 300, 19, &(ve_median[0]), -lim, lim, 10, 0, "");
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Y:", 10, 120, 300, 19, &(ve_median[1]), -lim, lim, 10, 0, "");
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Z:", 10, 100, 300, 19, &(ve_median[2]), -lim, lim, 10, 0, "");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else { // apply
|
|
|
|
|
|
|
|
VecSubf(median, ve_median, median);
|
|
|
|
|
|
|
|
if(ob->type==OB_MESH) {
|
|
|
|
eve= G.edve.first;
|
|
|
|
while(eve) {
|
|
|
|
if(eve->f & 1) {
|
|
|
|
VecAddf(eve->co, eve->co, median);
|
|
|
|
}
|
|
|
|
eve= eve->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
void do_viewbuts(unsigned short event)
|
|
|
|
{
|
|
|
|
View3D *vd;
|
2003-10-15 16:01:08 +00:00
|
|
|
Object *ob= OBACT;
|
2003-10-15 12:26:26 +00:00
|
|
|
char *name;
|
|
|
|
|
|
|
|
vd= G.vd;
|
|
|
|
if(vd==0) return;
|
|
|
|
|
|
|
|
switch(event) {
|
|
|
|
case B_LOADBGPIC:
|
|
|
|
if(vd->bgpic && vd->bgpic->ima) name= vd->bgpic->ima->name;
|
|
|
|
else name= G.ima;
|
|
|
|
|
|
|
|
activate_imageselect(FILE_SPECIAL, "SELECT IMAGE", name, load_bgpic_image);
|
|
|
|
break;
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
case B_BLENDBGPIC:
|
|
|
|
if(vd->bgpic && vd->bgpic->rect) setalpha_bgpic(vd->bgpic);
|
2003-10-15 17:41:40 +00:00
|
|
|
addqueue(curarea->win, REDRAW, 1);
|
2003-10-15 12:26:26 +00:00
|
|
|
break;
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
case B_BGPICBROWSE:
|
|
|
|
if(vd->bgpic) {
|
|
|
|
if (G.buts->menunr==-2) {
|
|
|
|
activate_databrowse((ID*) vd->bgpic->ima, ID_IM, 0, B_BGPICBROWSE, &G.buts->menunr, do_viewbuts);
|
|
|
|
} else if (G.buts->menunr>0) {
|
|
|
|
Image *newima= (Image*) BLI_findlink(&G.main->image, G.buts->menunr-1);
|
|
|
|
|
|
|
|
if (newima)
|
|
|
|
view3d_change_bgpic_ima(vd, newima);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
case B_BGPICCLEAR:
|
|
|
|
if (vd->bgpic)
|
|
|
|
view3d_change_bgpic_ima(vd, NULL);
|
|
|
|
break;
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
case B_BGPICTEX:
|
|
|
|
if (vd->bgpic) {
|
|
|
|
if (G.buts->texnr==-2) {
|
|
|
|
activate_databrowse((ID*) vd->bgpic->tex, ID_TE, 0, B_BGPICTEX, &G.buts->texnr, do_viewbuts);
|
|
|
|
} else if (G.buts->texnr>0) {
|
|
|
|
Tex *newtex= (Tex*) BLI_findlink(&G.main->tex, G.buts->texnr-1);
|
|
|
|
|
|
|
|
if (newtex)
|
|
|
|
view3d_change_bgpic_tex(vd, newtex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
case B_BGPICTEXCLEAR:
|
|
|
|
if (vd->bgpic)
|
|
|
|
view3d_change_bgpic_tex(vd, NULL);
|
|
|
|
break;
|
2003-10-15 16:01:08 +00:00
|
|
|
|
|
|
|
case B_OBJECTPANELROT:
|
|
|
|
if(ob) {
|
|
|
|
ob->rot[0]= M_PI*ob_eul[0]/180.0;
|
|
|
|
ob->rot[1]= M_PI*ob_eul[1]/180.0;
|
|
|
|
ob->rot[2]= M_PI*ob_eul[2]/180.0;
|
|
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
|
|
}
|
|
|
|
break;
|
2003-10-18 12:21:41 +00:00
|
|
|
|
|
|
|
case B_OBJECTPANELMEDIAN:
|
|
|
|
if(ob) {
|
|
|
|
v3d_editvertex_buts(NULL, ob, 1.0);
|
2003-10-22 09:06:30 +00:00
|
|
|
makeDispList(ob);
|
2003-10-18 12:21:41 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
|
|
}
|
|
|
|
break;
|
2003-10-15 12:26:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-10-18 12:21:41 +00:00
|
|
|
|
2003-10-16 00:17:24 +00:00
|
|
|
static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT
|
2003-10-15 16:01:08 +00:00
|
|
|
{
|
|
|
|
uiBlock *block;
|
|
|
|
Object *ob= OBACT;
|
|
|
|
float lim;
|
|
|
|
|
|
|
|
if(ob==NULL) return;
|
2003-10-16 00:17:24 +00:00
|
|
|
|
Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
AA fonts as for default fonts. Now it's identical. Setting color for fonts
can just be done with OpenGL, for both font types.
Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
calls can now be done with a BIF_ThemeColor() call, including fonts and
buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
colorshading and blending... which was per pixel a load of code!
Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
1. main drawing function for text and icons
2. free definable callback for button itself
3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
UI_EMBOSS : the themable drawing style
UI_EMBOSSP: the pulldown menu system (apart from color not themable)
UI_EMBOSSN: draw nothing, only text and/or icon
UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
|
|
|
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_object", UI_EMBOSS, UI_HELV, curarea->win);
|
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
|
|
|
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
|
2003-10-16 00:17:24 +00:00
|
|
|
uiSetPanelHandler(VIEW3D_HANDLER_OBJECT); // for close and esc
|
2003-10-18 12:21:41 +00:00
|
|
|
if(uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 204)==0) return;
|
2003-10-15 16:01:08 +00:00
|
|
|
|
|
|
|
uiDefBut(block, TEX, B_IDNAME, "OB: ", 10,180,150,20, ob->id.name+2, 0.0, 18.0, 0, 0, "");
|
|
|
|
uiDefIDPoinBut(block, test_obpoin_but, B_REDR, "Par:", 160, 180, 150, 20, &ob->parent, "Parent Object");
|
|
|
|
|
|
|
|
lim= 1000.0*MAX2(1.0, G.vd->grid);
|
|
|
|
|
2003-10-18 12:21:41 +00:00
|
|
|
if(ob==G.obedit) {
|
|
|
|
v3d_editvertex_buts(block, ob, lim);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "LocX:", 10, 140, 150, 19, &(ob->loc[0]), -lim, lim, 100, 0, "");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "LocY:", 10, 120, 150, 19, &(ob->loc[1]), -lim, lim, 100, 0, "");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "LocZ:", 10, 100, 150, 19, &(ob->loc[2]), -lim, lim, 100, 0, "");
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-18 12:21:41 +00:00
|
|
|
ob_eul[0]= 180.0*ob->rot[0]/M_PI;
|
|
|
|
ob_eul[1]= 180.0*ob->rot[1]/M_PI;
|
|
|
|
ob_eul[2]= 180.0*ob->rot[2]/M_PI;
|
|
|
|
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 10, 70, 150, 19, &(ob_eul[0]), -lim, lim, 1000, 0, "");
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 10, 50, 150, 19, &(ob_eul[1]), -lim, lim, 1000, 0, "");
|
|
|
|
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 10, 30, 150, 19, &(ob_eul[2]), -lim, lim, 1000, 0, "");
|
|
|
|
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeX:", 160, 70, 150, 19, &(ob->size[0]), -lim, lim, 100, 0, "");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeY:", 160, 50, 150, 19, &(ob->size[1]), -lim, lim, 100, 0, "");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeZ:", 160, 30, 150, 19, &(ob->size[2]), -lim, lim, 100, 0, "");
|
|
|
|
}
|
2003-10-16 00:17:24 +00:00
|
|
|
}
|
2003-10-15 16:01:08 +00:00
|
|
|
|
2003-10-16 00:17:24 +00:00
|
|
|
static void view3d_panel_settings(cntrl) // VIEW3D_HANDLER_BACKGROUND
|
2003-10-15 12:26:26 +00:00
|
|
|
{
|
|
|
|
uiBlock *block;
|
|
|
|
View3D *vd;
|
|
|
|
ID *id;
|
|
|
|
char *strp;
|
|
|
|
|
|
|
|
vd= G.vd;
|
|
|
|
|
Another mega commit... loadsof restructure, and a pretty good one! :)
- changed the BIF_DrawString() function. it used to work different for
AA fonts as for default fonts. Now it's identical. Setting color for fonts
can just be done with OpenGL, for both font types.
Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
calls can now be done with a BIF_ThemeColor() call, including fonts and
buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
colorshading and blending... which was per pixel a load of code!
Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
1. main drawing function for text and icons
2. free definable callback for button itself
3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
UI_EMBOSS : the themable drawing style
UI_EMBOSSP: the pulldown menu system (apart from color not themable)
UI_EMBOSSN: draw nothing, only text and/or icon
UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
|
|
|
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_settings", UI_EMBOSS, UI_HELV, curarea->win);
|
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
|
|
|
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
|
2003-10-16 00:17:24 +00:00
|
|
|
uiSetPanelHandler(VIEW3D_HANDLER_BACKGROUND); // for close and esc
|
2003-10-15 12:26:26 +00:00
|
|
|
if(uiNewPanel(curarea, block, "Backdrop and settings", "View3d", 10, 10, 318, 204)==0) return;
|
|
|
|
|
|
|
|
if(vd->flag & V3D_DISPBGPIC) {
|
|
|
|
if(vd->bgpic==0) {
|
|
|
|
vd->bgpic= MEM_callocN(sizeof(BGpic), "bgpic");
|
|
|
|
vd->bgpic->size= 5.0;
|
|
|
|
vd->bgpic->blend= 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
uiDefButS(block, TOG|BIT|1, REDRAWVIEW3D, "BackGroundPic", 10,160,150,20 , &vd->flag, 0, 0, 0, 0, "Display a picture in the 3D background");
|
|
|
|
|
|
|
|
if(vd->bgpic) {
|
|
|
|
|
2003-10-15 17:41:40 +00:00
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 160,160,150,20, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size for the width of the BackGroundPic");
|
2003-10-15 12:26:26 +00:00
|
|
|
|
|
|
|
id= (ID *)vd->bgpic->ima;
|
|
|
|
IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->image), id, &(G.buts->menunr));
|
|
|
|
if(strp[0])
|
|
|
|
uiDefButS(block, MENU, B_BGPICBROWSE, strp, 10,140,20,19, &(G.buts->menunr), 0, 0, 0, 0, "Browse");
|
|
|
|
MEM_freeN(strp);
|
|
|
|
|
|
|
|
if(vd->bgpic->ima) {
|
|
|
|
uiDefBut(block, TEX, 0,"BGpic: ", 30,140,260,19,&vd->bgpic->ima->name,0.0,100.0, 0, 0, "The Selected BackGroundPic");
|
|
|
|
uiDefIconBut(block, BUT, B_BGPICCLEAR, ICON_X, 290,140,20,19, 0, 0, 0, 0, 0, "Remove background image link");
|
|
|
|
}
|
|
|
|
uiDefBut(block, BUT, B_LOADBGPIC, "LOAD", 10,120,100,19, 0, 0, 0, 0, 0, "Specify the BackGroundPic");
|
|
|
|
uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:", 120,120,190,19,&vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the BackGroundPic transparency");
|
|
|
|
|
|
|
|
/* There is a bug here ... (what bug? where? what is this? - zr) */
|
|
|
|
/* (ton) the use of G.buts->texnr is hackish */
|
|
|
|
/* texture block: */
|
|
|
|
id= (ID *)vd->bgpic->tex;
|
|
|
|
IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->tex), id, &(G.buts->texnr));
|
|
|
|
if (strp[0])
|
2003-10-17 19:03:53 +00:00
|
|
|
uiDefButS(block, MENU, B_BGPICTEX, strp, 10, 80, 20,19, &(G.buts->texnr), 0, 0, 0, 0, "Select texture for animated backgroundimage");
|
2003-10-15 12:26:26 +00:00
|
|
|
MEM_freeN(strp);
|
|
|
|
|
|
|
|
if (id) {
|
|
|
|
uiDefBut(block, TEX, B_IDNAME, "TE:", 30,80,260,19, id->name+2, 0.0, 18.0, 0, 0, "");
|
|
|
|
uiDefIconBut(block, BUT, B_BGPICTEXCLEAR, ICON_X, 290,80,20,19, 0, 0, 0, 0, 0, "Remove background texture link");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-10-15 17:41:40 +00:00
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Grid:", 10, 50, 150, 19, &vd->grid, 0.001, 100.0, 10, 0, "Set the distance between gridlines");
|
|
|
|
uiDefButS(block, NUM, REDRAWVIEW3D, "GridLines:", 160, 50, 150, 19, &vd->gridlines, 0.0, 100.0, 100, 0, "Set the number of gridlines");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Lens:", 10, 30, 150, 19, &vd->lens, 10.0, 120.0, 100, 0, "Set the lens for the perspective view");
|
2003-10-15 12:26:26 +00:00
|
|
|
|
2003-10-20 23:20:37 +00:00
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "ClipStart:", 10, 10, 150, 19, &vd->near, vd->grid/10.0, 100.0, 10, 0, "Set startvalue in perspective view mode");
|
2003-10-15 17:41:40 +00:00
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "ClipEnd:", 160, 10, 150, 19, &vd->far, 1.0, 1000.0*vd->grid, 100, 0, "Set endvalue in perspective view mode");
|
2003-10-15 12:26:26 +00:00
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void view3d_blockhandlers(ScrArea *sa)
|
|
|
|
{
|
|
|
|
View3D *v3d= sa->spacedata.first;
|
|
|
|
short a;
|
|
|
|
|
2003-10-16 00:17:24 +00:00
|
|
|
uiFreeBlocksWin(&sa->uiblocks, sa->win);
|
|
|
|
|
2003-10-15 16:01:08 +00:00
|
|
|
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
|
2003-10-15 12:26:26 +00:00
|
|
|
|
|
|
|
switch(v3d->blockhandler[a]) {
|
|
|
|
|
2003-10-15 16:01:08 +00:00
|
|
|
case VIEW3D_HANDLER_BACKGROUND:
|
|
|
|
view3d_panel_settings(v3d->blockhandler[a+1]); // 3d header
|
|
|
|
break;
|
|
|
|
case VIEW3D_HANDLER_VIEW:
|
|
|
|
view3d_panel_settings(v3d->blockhandler[a+1]); // 3d header
|
2003-10-15 12:26:26 +00:00
|
|
|
break;
|
|
|
|
case VIEW3D_HANDLER_OBJECT:
|
2003-10-15 16:01:08 +00:00
|
|
|
view3d_panel_object(v3d->blockhandler[a+1]);
|
2003-10-15 12:26:26 +00:00
|
|
|
break;
|
|
|
|
case VIEW3D_HANDLER_VERTEX:
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
2003-10-15 16:01:08 +00:00
|
|
|
/* clear action value for event */
|
|
|
|
v3d->blockhandler[a+1]= 0;
|
2003-10-15 12:26:26 +00:00
|
|
|
}
|
|
|
|
uiDrawBlocksPanels(sa, 0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2003-03-24 01:46:05 +00:00
|
|
|
void drawview3dspace(ScrArea *sa, void *spacedata)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
Object *ob;
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
setwinmatrixview3d(0); /* 0= no pick rect */
|
2002-10-12 11:37:38 +00:00
|
|
|
setviewmatrixview3d();
|
|
|
|
|
|
|
|
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
|
|
|
|
Mat4Invert(G.vd->persinv, G.vd->persmat);
|
|
|
|
Mat4Invert(G.vd->viewinv, G.vd->viewmat);
|
|
|
|
|
|
|
|
if(G.vd->drawtype > OB_WIRE) {
|
|
|
|
G.zbuf= TRUE;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
if(G.f & G_SIMULATION) {
|
|
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
|
|
}
|
|
|
|
else {
|
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
|
|
|
float col[3];
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_GetThemeColor3fv(TH_BACK, col);
|
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
|
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
glLoadIdentity();
|
|
|
|
}
|
|
|
|
else {
|
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
|
|
|
float col[3];
|
2003-10-19 09:19:58 +00:00
|
|
|
BIF_GetThemeColor3fv(TH_BACK, col);
|
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
|
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
2002-10-12 11:37:38 +00:00
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
}
|
|
|
|
|
|
|
|
myloadmatrix(G.vd->viewmat);
|
2003-10-16 09:39:19 +00:00
|
|
|
persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(G.vd->view==0 || G.vd->persp!=0) {
|
2003-10-19 09:19:58 +00:00
|
|
|
drawfloor();
|
2002-10-12 11:37:38 +00:00
|
|
|
if(G.vd->persp==2) {
|
|
|
|
if(G.scene->world) {
|
|
|
|
if(G.scene->world->mode & WO_STARS) RE_make_stars(star_stuff_init_func,
|
|
|
|
star_stuff_vertex_func,
|
|
|
|
star_stuff_term_func);
|
|
|
|
}
|
|
|
|
if(G.vd->flag & V3D_DISPBGPIC) draw_bgpic();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2003-10-19 09:19:58 +00:00
|
|
|
drawgrid();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(G.vd->flag & V3D_DISPBGPIC) {
|
|
|
|
draw_bgpic();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Clear the constraint "done" flags */
|
|
|
|
for (base = G.scene->base.first; base; base=base->next){
|
|
|
|
clear_object_constraint_status(base->object);
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* draw set first */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(G.scene->set) {
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* patch: color remains constant */
|
2002-10-12 11:37:38 +00:00
|
|
|
G.f |= G_PICKSEL;
|
|
|
|
|
|
|
|
base= G.scene->set->base.first;
|
|
|
|
while(base) {
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
|
|
where_is_object(base->object);
|
|
|
|
|
|
|
|
cpack(0x404040);
|
|
|
|
draw_object(base);
|
|
|
|
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
|
|
extern ListBase duplilist;
|
|
|
|
Base tbase;
|
|
|
|
|
|
|
|
tbase= *base;
|
|
|
|
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
|
|
make_duplilist(G.scene->set, base->object);
|
|
|
|
ob= duplilist.first;
|
|
|
|
while(ob) {
|
|
|
|
tbase.object= ob;
|
|
|
|
draw_object(&tbase);
|
|
|
|
ob= ob->id.next;
|
|
|
|
}
|
|
|
|
free_duplilist();
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* first draw not selected and the duplis */
|
2002-10-12 11:37:38 +00:00
|
|
|
base= G.scene->base.first;
|
|
|
|
while(base) {
|
|
|
|
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
|
|
|
|
|
|
where_is_object(base->object);
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* dupli drawing temporal off here */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(FALSE && base->object->transflag & OB_DUPLI) {
|
|
|
|
extern ListBase duplilist;
|
|
|
|
Base tbase;
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* draw original always first because of make_displist */
|
2002-10-12 11:37:38 +00:00
|
|
|
draw_object(base);
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* patch: color remains constant */
|
2002-10-12 11:37:38 +00:00
|
|
|
G.f |= G_PICKSEL;
|
|
|
|
cpack(0x404040);
|
|
|
|
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
|
|
make_duplilist(G.scene, base->object);
|
|
|
|
|
|
|
|
ob= duplilist.first;
|
|
|
|
while(ob) {
|
|
|
|
tbase.object= ob;
|
|
|
|
draw_object(&tbase);
|
|
|
|
ob= ob->id.next;
|
|
|
|
}
|
|
|
|
free_duplilist();
|
|
|
|
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
|
|
}
|
|
|
|
else if((base->flag & SELECT)==0) {
|
|
|
|
draw_object(base);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
base= base->next;
|
|
|
|
}
|
2003-04-28 14:43:20 +00:00
|
|
|
/* draw selected */
|
2002-10-12 11:37:38 +00:00
|
|
|
base= G.scene->base.first;
|
|
|
|
while(base) {
|
|
|
|
|
|
|
|
if ( ((base)->flag & SELECT) && ((base)->lay & G.vd->lay) ) {
|
|
|
|
draw_object(base);
|
|
|
|
}
|
|
|
|
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* duplis, draw as last to make sure the displists are ok */
|
2002-10-12 11:37:38 +00:00
|
|
|
base= G.scene->base.first;
|
|
|
|
while(base) {
|
|
|
|
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
|
|
extern ListBase duplilist;
|
|
|
|
Base tbase;
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* patch: color remains constant */
|
2002-10-12 11:37:38 +00:00
|
|
|
G.f |= G_PICKSEL;
|
|
|
|
cpack(0x404040);
|
|
|
|
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
|
|
make_duplilist(G.scene, base->object);
|
|
|
|
|
|
|
|
ob= duplilist.first;
|
|
|
|
while(ob) {
|
|
|
|
tbase.object= ob;
|
|
|
|
draw_object(&tbase);
|
|
|
|
ob= ob->id.next;
|
|
|
|
}
|
|
|
|
free_duplilist();
|
|
|
|
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
|
|
|
|
|
2003-10-04 20:35:50 +00:00
|
|
|
if(G.zbuf) {
|
|
|
|
G.zbuf= FALSE;
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
2003-10-16 09:39:19 +00:00
|
|
|
persp(PERSP_WIN); // set ortho
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(G.vd->persp>1) drawviewborder();
|
|
|
|
drawcursor();
|
|
|
|
draw_view_icon();
|
2003-04-28 11:17:21 +00:00
|
|
|
|
|
|
|
ob= OBACT;
|
|
|
|
if(ob!=0 && (U.uiflag & DRAWVIEWINFO)) draw_selected_name(ob->id.name+2);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-10-04 20:35:50 +00:00
|
|
|
draw_area_emboss(sa);
|
|
|
|
|
2003-10-15 12:26:26 +00:00
|
|
|
/* it is important to end a view in a transform compatible with buttons */
|
|
|
|
|
|
|
|
bwin_scalematrix(sa->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale);
|
|
|
|
view3d_blockhandlers(sa);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
curarea->win_swap= WIN_BACK_OK;
|
|
|
|
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
|
|
G.vd->flag |= V3D_NEEDBACKBUFDRAW;
|
|
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
|
|
}
|
2003-10-15 12:26:26 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* Called back by rendering system, icky
|
|
|
|
*/
|
|
|
|
void drawview3d_render(struct View3D *v3d)
|
|
|
|
{
|
2003-03-24 01:46:05 +00:00
|
|
|
extern void mywindow_build_and_set_renderwin(void);
|
2002-10-12 11:37:38 +00:00
|
|
|
extern short v3d_windowmode;
|
|
|
|
Base *base;
|
|
|
|
Object *ob;
|
|
|
|
|
|
|
|
free_all_realtime_images();
|
|
|
|
mywindow_build_and_set_renderwin();
|
2003-07-05 20:38:31 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
v3d_windowmode= 1;
|
|
|
|
setwinmatrixview3d(0);
|
|
|
|
v3d_windowmode= 0;
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadMatrixf(R.winmat);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
setviewmatrixview3d();
|
|
|
|
glLoadMatrixf(v3d->viewmat);
|
|
|
|
|
|
|
|
Mat4MulMat4(v3d->persmat, v3d->viewmat, R.winmat);
|
|
|
|
Mat4Invert(v3d->persinv, v3d->persmat);
|
|
|
|
Mat4Invert(v3d->viewinv, v3d->viewmat);
|
|
|
|
|
|
|
|
if(v3d->drawtype > OB_WIRE) {
|
|
|
|
G.zbuf= TRUE;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
|
|
|
|
glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0);
|
|
|
|
} else {
|
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
|
|
|
glClearColor(0.45, 0.45, 0.45, 0.0);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
glLoadIdentity();
|
|
|
|
glLoadMatrixf(v3d->viewmat);
|
|
|
|
|
|
|
|
/* abuse! to make sure it doesnt draw the helpstuff */
|
|
|
|
G.f |= G_SIMULATION;
|
|
|
|
|
|
|
|
do_all_ipos();
|
|
|
|
BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
|
|
|
|
do_all_keys();
|
|
|
|
do_all_actions();
|
|
|
|
do_all_ikas();
|
|
|
|
|
|
|
|
test_all_displists();
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* not really nice forcing of calc_ipo and where_is */
|
2002-10-12 11:37:38 +00:00
|
|
|
ob= G.main->object.first;
|
|
|
|
while(ob) {
|
|
|
|
ob->ctime= -123.456;
|
|
|
|
ob= ob->id.next;
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* first deaw set */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(G.scene->set) {
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* patch: color remains constant */
|
2002-10-12 11:37:38 +00:00
|
|
|
G.f |= G_PICKSEL;
|
|
|
|
|
|
|
|
base= G.scene->set->base.first;
|
|
|
|
while(base) {
|
|
|
|
if(v3d->lay & base->lay) {
|
|
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
|
|
else {
|
|
|
|
where_is_object(base->object);
|
|
|
|
|
|
|
|
cpack(0x404040);
|
|
|
|
draw_object(base);
|
|
|
|
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
|
|
extern ListBase duplilist;
|
|
|
|
Base tbase;
|
|
|
|
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
|
|
make_duplilist(G.scene->set, base->object);
|
|
|
|
ob= duplilist.first;
|
|
|
|
while(ob) {
|
|
|
|
tbase.object= ob;
|
|
|
|
draw_object(&tbase);
|
|
|
|
ob= ob->id.next;
|
|
|
|
}
|
|
|
|
free_duplilist();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
|
|
}
|
|
|
|
for (base = G.scene->base.first; base; base=base->next){
|
|
|
|
clear_object_constraint_status(base->object);
|
|
|
|
}
|
2003-04-28 14:43:20 +00:00
|
|
|
/* first not selected and duplis */
|
2002-10-12 11:37:38 +00:00
|
|
|
base= G.scene->base.first;
|
|
|
|
while(base) {
|
|
|
|
|
|
|
|
if(v3d->lay & base->lay) {
|
|
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
|
|
else {
|
|
|
|
where_is_object(base->object);
|
|
|
|
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
|
|
extern ListBase duplilist;
|
|
|
|
Base tbase;
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* always draw original first because of make_displist */
|
2002-10-12 11:37:38 +00:00
|
|
|
draw_object(base);
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* patch: color remains constant */
|
2002-10-12 11:37:38 +00:00
|
|
|
G.f |= G_PICKSEL;
|
|
|
|
cpack(0x404040);
|
|
|
|
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
|
|
make_duplilist(G.scene, base->object);
|
|
|
|
ob= duplilist.first;
|
|
|
|
while(ob) {
|
|
|
|
tbase.object= ob;
|
|
|
|
draw_object(&tbase);
|
|
|
|
ob= ob->id.next;
|
|
|
|
}
|
|
|
|
free_duplilist();
|
|
|
|
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
|
|
}
|
|
|
|
else if((base->flag & SELECT)==0) {
|
|
|
|
draw_object(base);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* draw selected */
|
2002-10-12 11:37:38 +00:00
|
|
|
base= G.scene->base.first;
|
|
|
|
while(base) {
|
|
|
|
|
|
|
|
if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) {
|
|
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
|
|
else draw_object(base);
|
|
|
|
}
|
|
|
|
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
|
|
|
|
|
|
|
|
if(G.zbuf) {
|
|
|
|
G.zbuf= FALSE;
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
G.f &= ~G_SIMULATION;
|
|
|
|
|
|
|
|
glFinish();
|
|
|
|
|
|
|
|
glReadPixels(0, 0, R.rectx, R.recty, GL_RGBA, GL_UNSIGNED_BYTE, R.rectot);
|
|
|
|
glLoadIdentity();
|
|
|
|
|
|
|
|
free_all_realtime_images();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
double tottime = 0.0;
|
|
|
|
|
|
|
|
int update_time(void)
|
|
|
|
{
|
|
|
|
static double ltime;
|
|
|
|
double time;
|
|
|
|
|
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
|
|
|
if ((U.mixbufsize)&&(audiostream_pos() != CFRA)&&(G.scene->audio.flag & AUDIO_SYNC)) return 0;
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
time = PIL_check_seconds_timer();
|
|
|
|
|
|
|
|
tottime += (time - ltime);
|
|
|
|
ltime = time;
|
|
|
|
return (tottime < 0.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
double speed_to_swaptime(int speed)
|
|
|
|
{
|
|
|
|
switch(speed) {
|
|
|
|
case 1:
|
|
|
|
return 1.0/60.0;
|
|
|
|
case 2:
|
|
|
|
return 1.0/50.0;
|
|
|
|
case 3:
|
|
|
|
return 1.0/30.0;
|
|
|
|
case 4:
|
|
|
|
return 1.0/25.0;
|
|
|
|
case 5:
|
|
|
|
return 1.0/20.0;
|
|
|
|
case 6:
|
|
|
|
return 1.0/15.0;
|
|
|
|
case 7:
|
|
|
|
return 1.0/12.5;
|
|
|
|
case 8:
|
|
|
|
return 1.0/10.0;
|
|
|
|
case 9:
|
|
|
|
return 1.0/6.0;
|
|
|
|
}
|
|
|
|
return 1.0/4.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
double key_to_swaptime(int key)
|
|
|
|
{
|
|
|
|
switch(key) {
|
|
|
|
case PAD1:
|
|
|
|
G.animspeed= 1;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(1);
|
|
|
|
case PAD2:
|
|
|
|
G.animspeed= 2;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(2);
|
|
|
|
case PAD3:
|
|
|
|
G.animspeed= 3;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(3);
|
|
|
|
case PAD4:
|
|
|
|
G.animspeed= 4;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(4);
|
|
|
|
case PAD5:
|
|
|
|
G.animspeed= 5;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(5);
|
|
|
|
case PAD6:
|
|
|
|
G.animspeed= 6;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(6);
|
|
|
|
case PAD7:
|
|
|
|
G.animspeed= 7;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(7);
|
|
|
|
case PAD8:
|
|
|
|
G.animspeed= 8;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(8);
|
|
|
|
case PAD9:
|
|
|
|
G.animspeed= 9;
|
|
|
|
tottime= 0;
|
|
|
|
return speed_to_swaptime(9);
|
|
|
|
}
|
|
|
|
|
|
|
|
return speed_to_swaptime(G.animspeed);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
|
|
|
|
|
|
void sumo_callback(void *obp)
|
|
|
|
{
|
|
|
|
Object *ob= obp;
|
|
|
|
SM_Vector3 vec;
|
|
|
|
float matf[3][3];
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
SM_GetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
|
|
|
|
|
|
VECCOPY(ob->loc, ob->obmat[3]);
|
|
|
|
|
|
|
|
for (i = 0; i < 3; ++i) {
|
|
|
|
for (j = 0; j < 3; ++j) {
|
|
|
|
matf[i][j] = ob->obmat[i][j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Mat3ToEul(matf, ob->rot);
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* for test and fun, i've written the next functions to play with dynamics
|
|
|
|
using a variant of play-anim... was never released nor really tested (ton) */
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
void init_anim_sumo(void)
|
|
|
|
{
|
|
|
|
extern Material defmaterial;
|
|
|
|
Base *base;
|
|
|
|
Mesh *me;
|
|
|
|
Object *ob;
|
|
|
|
Material *mat;
|
|
|
|
MFace *mface;
|
|
|
|
MVert *mvert;
|
|
|
|
float centre[3], size[3];
|
|
|
|
int a;
|
|
|
|
SM_ShapeHandle shape;
|
|
|
|
SM_SceneHandle scene;
|
|
|
|
SM_Material material;
|
|
|
|
SM_MassProps massprops;
|
|
|
|
SM_Vector3 vec;
|
|
|
|
SM_Vector3 scaling;
|
|
|
|
|
|
|
|
scene= SM_CreateScene();
|
|
|
|
G.scene->sumohandle = scene;
|
|
|
|
|
|
|
|
vec[0]= 0.0;
|
|
|
|
vec[1]= 0.0;
|
|
|
|
vec[2]= -9.8;
|
|
|
|
SM_SetForceField(scene, vec);
|
|
|
|
|
|
|
|
/* ton: cylinders & cones are still Y-axis up, will be Z-axis later */
|
|
|
|
/* ton: write location/rotation save and restore */
|
|
|
|
|
|
|
|
base= FIRSTBASE;
|
|
|
|
while (base) {
|
|
|
|
if (G.vd->lay & base->lay) {
|
|
|
|
ob= base->object;
|
|
|
|
|
|
|
|
/* define shape, for now only meshes take part in physics */
|
|
|
|
get_local_bounds(ob, centre, size);
|
|
|
|
|
|
|
|
if (ob->type==OB_MESH) {
|
|
|
|
me= ob->data;
|
|
|
|
|
|
|
|
if (ob->gameflag & OB_DYNAMIC) {
|
|
|
|
if (me->sumohandle)
|
|
|
|
shape= me->sumohandle;
|
|
|
|
else {
|
|
|
|
/* make new handle */
|
|
|
|
switch(ob->boundtype) {
|
|
|
|
case OB_BOUND_BOX:
|
|
|
|
shape= SM_Box(2.0*size[0], 2.0*size[1], 2.0*size[2]);
|
|
|
|
break;
|
|
|
|
case OB_BOUND_SPHERE:
|
|
|
|
shape= SM_Sphere(size[0]);
|
|
|
|
break;
|
|
|
|
case OB_BOUND_CYLINDER:
|
|
|
|
shape= SM_Cylinder(size[0], 2.0*size[2]);
|
|
|
|
break;
|
|
|
|
case OB_BOUND_CONE:
|
|
|
|
shape= SM_Cone(size[0], 2.0*size[2]);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
me->sumohandle= shape;
|
|
|
|
}
|
|
|
|
/* sumo material properties */
|
|
|
|
mat= give_current_material(ob, 0);
|
|
|
|
if(mat==NULL)
|
|
|
|
mat= &defmaterial;
|
|
|
|
|
|
|
|
material.restitution= mat->reflect;
|
|
|
|
material.static_friction= mat->friction;
|
|
|
|
material.dynamic_friction= mat->friction;
|
|
|
|
|
|
|
|
/* sumo mass properties */
|
|
|
|
massprops.mass= ob->mass;
|
|
|
|
massprops.center[0]= 0.0;
|
|
|
|
massprops.center[1]= 0.0;
|
|
|
|
massprops.center[2]= 0.0;
|
|
|
|
|
|
|
|
massprops.inertia[0]= 0.5*ob->mass;
|
|
|
|
massprops.inertia[1]= 0.5*ob->mass;
|
|
|
|
massprops.inertia[2]= 0.5*ob->mass;
|
|
|
|
|
|
|
|
massprops.orientation[0]= 0.0;
|
|
|
|
massprops.orientation[1]= 0.0;
|
|
|
|
massprops.orientation[2]= 0.0;
|
|
|
|
massprops.orientation[3]= 1.0;
|
|
|
|
|
|
|
|
ob->sumohandle = SM_CreateObject(ob, shape, &material,
|
|
|
|
&massprops, sumo_callback);
|
|
|
|
SM_AddObject(scene, ob->sumohandle);
|
|
|
|
|
|
|
|
scaling[0] = ob->size[0];
|
|
|
|
scaling[1] = ob->size[1];
|
|
|
|
scaling[2] = ob->size[2];
|
|
|
|
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
|
|
SM_SetScaling(ob->sumohandle, scaling);
|
|
|
|
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(me->sumohandle) shape= me->sumohandle;
|
|
|
|
else {
|
|
|
|
/* make new handle */
|
|
|
|
shape= SM_NewComplexShape();
|
|
|
|
|
|
|
|
mface= me->mface;
|
|
|
|
mvert= me->mvert;
|
|
|
|
for(a=0; a<me->totface; a++,mface++) {
|
|
|
|
if(mface->v3) {
|
|
|
|
SM_Begin();
|
|
|
|
SM_Vertex( (mvert+mface->v1)->co[0], (mvert+mface->v1)->co[1], (mvert+mface->v1)->co[2]);
|
|
|
|
SM_Vertex( (mvert+mface->v2)->co[0], (mvert+mface->v2)->co[1], (mvert+mface->v2)->co[2]);
|
|
|
|
SM_Vertex( (mvert+mface->v3)->co[0], (mvert+mface->v3)->co[1], (mvert+mface->v3)->co[2]);
|
|
|
|
if(mface->v4)
|
|
|
|
SM_Vertex( (mvert+mface->v4)->co[0], (mvert+mface->v4)->co[1], (mvert+mface->v4)->co[2]);
|
|
|
|
SM_End();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SM_EndComplexShape();
|
|
|
|
|
|
|
|
me->sumohandle= shape;
|
|
|
|
}
|
|
|
|
/* sumo material properties */
|
|
|
|
mat= give_current_material(ob, 0);
|
|
|
|
if(mat==NULL)
|
|
|
|
mat= &defmaterial;
|
|
|
|
material.restitution= mat->reflect;
|
|
|
|
material.static_friction= mat->friction;
|
|
|
|
material.dynamic_friction= mat->friction;
|
|
|
|
|
|
|
|
/* sumo mass properties */
|
|
|
|
massprops.mass= ob->mass;
|
|
|
|
massprops.center[0]= 0.0;
|
|
|
|
massprops.center[1]= 0.0;
|
|
|
|
massprops.center[2]= 0.0;
|
|
|
|
|
|
|
|
massprops.inertia[0]= 0.5*ob->mass;
|
|
|
|
massprops.inertia[1]= 0.5*ob->mass;
|
|
|
|
massprops.inertia[2]= 0.5*ob->mass;
|
|
|
|
|
|
|
|
massprops.orientation[0]= 0.0;
|
|
|
|
massprops.orientation[1]= 0.0;
|
|
|
|
massprops.orientation[2]= 0.0;
|
|
|
|
massprops.orientation[3]= 1.0;
|
|
|
|
|
|
|
|
ob->sumohandle= SM_CreateObject(ob, shape, &material, NULL, NULL);
|
|
|
|
SM_AddObject(scene, ob->sumohandle);
|
|
|
|
|
|
|
|
scaling[0] = ob->size[0];
|
|
|
|
scaling[1] = ob->size[1];
|
|
|
|
scaling[2] = ob->size[2];
|
|
|
|
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
|
|
SM_SetScaling(ob->sumohandle, scaling);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* update animated objects */
|
|
|
|
void update_anim_sumo(void)
|
|
|
|
{
|
|
|
|
SM_Vector3 scaling;
|
|
|
|
|
|
|
|
Base *base;
|
|
|
|
Object *ob;
|
|
|
|
Mesh *me;
|
|
|
|
|
|
|
|
base= FIRSTBASE;
|
|
|
|
while(base) {
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
|
|
ob= base->object;
|
|
|
|
|
|
|
|
if(ob->sumohandle) {
|
|
|
|
if((ob->gameflag & OB_DYNAMIC)==0) {
|
2003-04-28 14:43:20 +00:00
|
|
|
/* maybe: optimise, check for anim */
|
2002-10-12 11:37:38 +00:00
|
|
|
scaling[0] = ob->size[0];
|
|
|
|
scaling[1] = ob->size[1];
|
|
|
|
scaling[2] = ob->size[2];
|
|
|
|
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
|
|
SM_SetScaling(ob->sumohandle, scaling);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void end_anim_sumo(void)
|
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
Object *ob;
|
|
|
|
Mesh *me;
|
|
|
|
|
|
|
|
base= FIRSTBASE;
|
|
|
|
while(base) {
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
|
|
ob= base->object;
|
|
|
|
|
|
|
|
if(ob->type==OB_MESH) {
|
|
|
|
if(ob->sumohandle) {
|
|
|
|
SM_RemoveObject(G.scene->sumohandle, ob->sumohandle);
|
|
|
|
SM_DeleteObject(ob->sumohandle);
|
|
|
|
ob->sumohandle= NULL;
|
|
|
|
}
|
|
|
|
me= ob->data;
|
|
|
|
if(me->sumohandle) {
|
|
|
|
SM_DeleteShape(me->sumohandle);
|
|
|
|
me->sumohandle= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
|
|
}
|
|
|
|
if(G.scene->sumohandle) {
|
|
|
|
SM_DeleteScene(G.scene->sumohandle);
|
|
|
|
G.scene->sumohandle= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void inner_play_anim_loop(int init, int mode)
|
|
|
|
{
|
|
|
|
ScrArea *sa;
|
|
|
|
static ScrArea *oldsa;
|
|
|
|
static double swaptime;
|
|
|
|
static int curmode;
|
|
|
|
|
|
|
|
/* init */
|
|
|
|
if(init) {
|
|
|
|
oldsa= curarea;
|
|
|
|
swaptime= speed_to_swaptime(G.animspeed);
|
|
|
|
tottime= 0.0;
|
|
|
|
curmode= mode;
|
|
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
|
|
init_anim_sumo();
|
|
|
|
#endif
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
set_timecursor(CFRA);
|
|
|
|
do_all_ipos();
|
|
|
|
BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
|
|
|
|
do_all_keys();
|
|
|
|
do_all_actions();
|
|
|
|
do_all_ikas();
|
|
|
|
|
|
|
|
|
|
|
|
test_all_displists();
|
|
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
|
|
update_anim_sumo();
|
|
|
|
|
|
|
|
SM_Proceed(G.scene->sumohandle, swaptime, 40, NULL);
|
|
|
|
#endif
|
|
|
|
sa= G.curscreen->areabase.first;
|
|
|
|
while(sa) {
|
|
|
|
if(sa==oldsa) {
|
|
|
|
scrarea_do_windraw(sa);
|
|
|
|
}
|
|
|
|
else if(curmode) {
|
|
|
|
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
|
|
|
|
scrarea_do_windraw(sa);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
sa= sa->next;
|
|
|
|
}
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* make sure that swaptime passed by */
|
2002-10-12 11:37:38 +00:00
|
|
|
tottime -= swaptime;
|
|
|
|
while (update_time()) PIL_sleep_ms(1);
|
|
|
|
|
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
|
|
|
if(CFRA>=EFRA) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if (tottime > 0.0) tottime = 0.0;
|
|
|
|
CFRA= SFRA;
|
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
|
|
|
audiostream_stop();
|
|
|
|
audiostream_start( CFRA );
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
if (U.mixbufsize && (G.scene->audio.flag & AUDIO_SYNC)) CFRA = audiostream_pos();
|
|
|
|
else CFRA++;
|
|
|
|
};
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
int play_anim(int mode)
|
|
|
|
{
|
|
|
|
ScrArea *sa, *oldsa;
|
|
|
|
int cfraont;
|
|
|
|
unsigned short event=0;
|
|
|
|
short val;
|
|
|
|
|
2003-04-28 14:43:20 +00:00
|
|
|
/* patch for very very old scenes */
|
2002-10-12 11:37:38 +00:00
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if(SFRA==0) SFRA= 1;
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if(EFRA==0) EFRA= 250;
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if(SFRA>EFRA) return 0;
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update_time();
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/* waitcursor(1); */
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2003-04-28 14:43:20 +00:00
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G.f |= G_PLAYANIM; /* in sequence.c and view.c this is handled */
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2002-10-12 11:37:38 +00:00
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cfraont= CFRA;
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oldsa= curarea;
|
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
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audiostream_start( CFRA );
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2002-10-12 11:37:38 +00:00
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inner_play_anim_loop(1, mode); /* 1==init */
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while(TRUE) {
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inner_play_anim_loop(0, 0);
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screen_swapbuffers();
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while(qtest()) {
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event= extern_qread(&val);
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if(event==ESCKEY) break;
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else if(event==MIDDLEMOUSE) {
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if(U.flag & VIEWMOVE) {
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if(G.qual & LR_SHIFTKEY) viewmove(0);
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else if(G.qual & LR_CTRLKEY) viewmove(2);
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else viewmove(1);
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}
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else {
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if(G.qual & LR_SHIFTKEY) viewmove(1);
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else if(G.qual & LR_CTRLKEY) viewmove(2);
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else viewmove(0);
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}
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}
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else if(val) {
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if(event==PAGEUPKEY) {
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Group *group= G.main->group.first;
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while(group) {
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next_group_key(group);
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group= group->id.next;
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}
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}
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else if(event==PAGEDOWNKEY) {
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Group *group= G.main->group.first;
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while(group) {
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prev_group_key(group);
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group= group->id.next;
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}
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}
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}
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}
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if(event==ESCKEY || event==SPACEKEY) break;
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if(mode==2 && CFRA==EFRA) break;
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}
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if(event==SPACEKEY);
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else CFRA= cfraont;
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do_all_ipos();
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do_all_keys();
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do_all_actions();
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do_all_ikas();
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|
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
|
|
|
audiostream_stop();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(oldsa!=curarea) areawinset(oldsa->win);
|
|
|
|
|
|
|
|
/* restore all areas */
|
|
|
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sa= G.curscreen->areabase.first;
|
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while(sa) {
|
|
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if( (mode && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1);
|
|
|
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|
sa= sa->next;
|
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}
|
|
|
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|
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/* speed button */
|
2003-10-07 18:24:02 +00:00
|
|
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// allqueue(REDRAWBUTSOBJECT, 0);
|
2002-10-12 11:37:38 +00:00
|
|
|
/* groups could have changed ipo */
|
|
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allspace(REMAKEIPO, 0);
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allqueue(REDRAWIPO, 0);
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allqueue(REDRAWNLA, 0);
|
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|
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allqueue (REDRAWACTION, 0);
|
2003-04-28 14:43:20 +00:00
|
|
|
/* for the time being */
|
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
|
|
|
update_for_newframe_muted();
|
2002-10-12 11:37:38 +00:00
|
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
|
|
end_anim_sumo();
|
|
|
|
#endif
|
|
|
|
waitcursor(0);
|
|
|
|
G.f &= ~G_PLAYANIM;
|
|
|
|
|
|
|
|
if (event==ESCKEY || event==SPACEKEY) return 1;
|
|
|
|
else return 0;
|
|
|
|
}
|