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blender-archive/source/blender/editors/space_view3d/drawmesh.c

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, full update, glsl support
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_edgehash.h"
#include "BLI_editVert.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_property_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_userdef_types.h"
#include "BKE_bmfont.h"
#include "BKE_displist.h"
#include "BKE_DerivedMesh.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_property.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_resources.h"
#include "UI_interface_icons.h"
#include "GPU_extensions.h"
#include "GPU_draw.h"
#include "ED_mesh.h"
#include "view3d_intern.h" // own include
/***/
/* Flags for marked edges */
enum {
eEdge_Visible = (1<<0),
eEdge_Select = (1<<1),
};
/* Creates a hash of edges to flags indicating
* adjacent tface select/active/etc flags.
*/
static void get_marked_edge_info__orFlags(EdgeHash *eh, int v0, int v1, int flags)
{
int *flags_p;
if (!BLI_edgehash_haskey(eh, v0, v1)) {
BLI_edgehash_insert(eh, v0, v1, 0);
}
flags_p = (int*) BLI_edgehash_lookup_p(eh, v0, v1);
*flags_p |= flags;
}
static EdgeHash *get_tface_mesh_marked_edge_info(Mesh *me)
{
EdgeHash *eh = BLI_edgehash_new();
int i;
MFace *mf;
MTFace *tf = NULL;
for (i=0; i<me->totface; i++) {
mf = &me->mface[i];
if (me->mtface)
tf = &me->mtface[i];
if (mf->v3) {
if (!(mf->flag&ME_HIDE)) {
unsigned int flags = eEdge_Visible;
if (mf->flag&ME_FACE_SEL) flags |= eEdge_Select;
get_marked_edge_info__orFlags(eh, mf->v1, mf->v2, flags);
get_marked_edge_info__orFlags(eh, mf->v2, mf->v3, flags);
if (mf->v4) {
get_marked_edge_info__orFlags(eh, mf->v3, mf->v4, flags);
get_marked_edge_info__orFlags(eh, mf->v4, mf->v1, flags);
} else {
get_marked_edge_info__orFlags(eh, mf->v3, mf->v1, flags);
}
}
}
}
return eh;
}
static int draw_tfaces3D__setHiddenOpts(void *userData, int index)
{
struct { Mesh *me; EdgeHash *eh; } *data = userData;
MEdge *med = &data->me->medge[index];
uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
if((G.f & G_DRAWSEAMS) && (med->flag&ME_SEAM)) {
return 0;
} else if(G.f & G_DRAWEDGES){
if (G.f&G_HIDDENEDGES) {
return 1;
} else {
return (flags & eEdge_Visible);
}
} else {
return (flags & eEdge_Select);
}
}
static int draw_tfaces3D__setSeamOpts(void *userData, int index)
{
struct { Mesh *me; EdgeHash *eh; } *data = userData;
MEdge *med = &data->me->medge[index];
uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
if (med->flag&ME_SEAM) {
if (G.f&G_HIDDENEDGES) {
return 1;
} else {
return (flags & eEdge_Visible);
}
} else {
return 0;
}
}
static int draw_tfaces3D__setSelectOpts(void *userData, int index)
{
struct { Mesh *me; EdgeHash *eh; } *data = userData;
MEdge *med = &data->me->medge[index];
uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
return flags & eEdge_Select;
}
static int draw_tfaces3D__setActiveOpts(void *userData, int index)
{
struct { Mesh *me; EdgeHash *eh; } *data = userData;
MEdge *med = &data->me->medge[index];
uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
if (flags & eEdge_Select) {
return 1;
} else {
return 0;
}
}
static int draw_tfaces3D__drawFaceOpts(void *userData, int index)
{
Mesh *me = (Mesh*)userData;
MFace *mface = &me->mface[index];
if (!(mface->flag&ME_HIDE) && (mface->flag&ME_FACE_SEL))
return 2; /* Don't set color */
else
return 0;
}
static void draw_tfaces3D(View3D *v3d, Object *ob, Mesh *me, DerivedMesh *dm)
{
struct { Mesh *me; EdgeHash *eh; } data;
data.me = me;
data.eh = get_tface_mesh_marked_edge_info(me);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
bglPolygonOffset(v3d->dist, 1.0);
/* Draw (Hidden) Edges */
UI_ThemeColor(TH_EDGE_FACESEL);
dm->drawMappedEdges(dm, draw_tfaces3D__setHiddenOpts, &data);
/* Draw Seams */
if(G.f & G_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
glLineWidth(2);
dm->drawMappedEdges(dm, draw_tfaces3D__setSeamOpts, &data);
glLineWidth(1);
}
/* Draw Selected Faces */
if(G.f & G_DRAWFACES) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
UI_ThemeColor4(TH_FACE_SELECT);
dm->drawMappedFacesTex(dm, draw_tfaces3D__drawFaceOpts, (void*)me);
glDisable(GL_BLEND);
}
bglPolygonOffset(v3d->dist, 1.0);
/* Draw Stippled Outline for selected faces */
glColor3ub(255, 255, 255);
setlinestyle(1);
dm->drawMappedEdges(dm, draw_tfaces3D__setSelectOpts, &data);
setlinestyle(0);
dm->drawMappedEdges(dm, draw_tfaces3D__setActiveOpts, &data);
bglPolygonOffset(v3d->dist, 0.0); // resets correctly now, even after calling accumulated offsets
BLI_edgehash_free(data.eh, NULL);
}
static Material *give_current_material_or_def(Object *ob, int matnr)
{
extern Material defmaterial; // render module abuse...
Material *ma= give_current_material(ob, matnr);
return ma?ma:&defmaterial;
}
static int set_draw_settings_cached(int clearcache, int textured, MTFace *texface, int lit, Object *litob, int litmatnr, int doublesided)
{
static int c_textured;
static int c_lit;
static int c_doublesided;
static MTFace *c_texface;
static Object *c_litob;
static int c_litmatnr;
static int c_badtex;
if (clearcache) {
c_textured= c_lit= c_doublesided= -1;
c_texface= (MTFace*) -1;
c_litob= (Object*) -1;
c_litmatnr= -1;
c_badtex= 0;
}
if (texface) {
lit = lit && (lit==-1 || texface->mode&TF_LIGHT);
textured = textured && (texface->mode&TF_TEX);
doublesided = texface->mode&TF_TWOSIDE;
} else {
textured = 0;
}
if (doublesided!=c_doublesided) {
if (doublesided) glDisable(GL_CULL_FACE);
else glEnable(GL_CULL_FACE);
c_doublesided= doublesided;
}
if (textured!=c_textured || texface!=c_texface) {
if (textured ) {
c_badtex= !GPU_set_tpage(texface);
} else {
GPU_set_tpage(0);
c_badtex= 0;
}
c_textured= textured;
c_texface= texface;
}
if (c_badtex) lit= 0;
if (lit!=c_lit || litob!=c_litob || litmatnr!=c_litmatnr) {
if (lit) {
Material *ma= give_current_material_or_def(litob, litmatnr+1);
float spec[4];
spec[0]= ma->spec*ma->specr;
spec[1]= ma->spec*ma->specg;
spec[2]= ma->spec*ma->specb;
spec[3]= 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
}
else {
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
c_lit= lit;
c_litob= litob;
c_litmatnr= litmatnr;
}
return c_badtex;
}
/* Icky globals, fix with userdata parameter */
struct TextureDrawState {
Object *ob;
int islit, istex;
unsigned char obcol[4];
} Gtexdraw = {NULL, 0, 0, {0, 0, 0, 0}};
static void draw_textured_begin(Scene *scene, View3D *v3d, Object *ob)
{
unsigned char obcol[4];
int istex, solidtex= 0;
// XXX scene->obedit warning
if(v3d->drawtype==OB_SOLID || (ob==scene->obedit && v3d->drawtype!=OB_TEXTURE)) {
/* draw with default lights in solid draw mode and edit mode */
solidtex= 1;
Gtexdraw.islit= -1;
}
else
/* draw with lights in the scene otherwise */
Gtexdraw.islit= GPU_scene_object_lights(scene, ob, v3d->lay, v3d->viewmat);
obcol[0]= CLAMPIS(ob->col[0]*255, 0, 255);
obcol[1]= CLAMPIS(ob->col[1]*255, 0, 255);
obcol[2]= CLAMPIS(ob->col[2]*255, 0, 255);
obcol[3]= CLAMPIS(ob->col[3]*255, 0, 255);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
if(solidtex || v3d->drawtype==OB_TEXTURE) istex= 1;
else istex= 0;
Gtexdraw.ob = ob;
Gtexdraw.istex = istex;
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
set_draw_settings_cached(1, 0, 0, Gtexdraw.islit, 0, 0, 0);
glShadeModel(GL_SMOOTH);
}
static void draw_textured_end()
{
/* switch off textures */
GPU_set_tpage(0);
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
/* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_LIGHT_POSITION, ...) which
* is transformed by the current matrix... we
* need to make sure that matrix is identity.
*
* It would be better if drawmesh.c kept track
* of and restored the light settings it changed.
* - zr
*/
glPushMatrix();
glLoadIdentity();
GPU_default_lights();
glPopMatrix();
}
static int draw_tface__set_draw(MTFace *tface, MCol *mcol, int matnr)
{
if (tface && (tface->mode&TF_INVISIBLE)) return 0;
if (tface && set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE)) {
glColor3ub(0xFF, 0x00, 0xFF);
return 2; /* Don't set color */
} else if (tface && tface->mode&TF_OBCOL) {
glColor3ubv(Gtexdraw.obcol);
return 2; /* Don't set color */
} else if (!mcol) {
if (tface) glColor3f(1.0, 1.0, 1.0);
else {
Material *ma= give_current_material(Gtexdraw.ob, matnr+1);
if(ma) glColor3f(ma->r, ma->g, ma->b);
else glColor3f(1.0, 1.0, 1.0);
}
return 2; /* Don't set color */
} else {
return 1; /* Set color from mcol */
}
}
static int draw_tface_mapped__set_draw(void *userData, int index)
{
Mesh *me = (Mesh*)userData;
MTFace *tface = (me->mtface)? &me->mtface[index]: NULL;
MFace *mface = (me->mface)? &me->mface[index]: NULL;
MCol *mcol = (me->mcol)? &me->mcol[index]: NULL;
int matnr = me->mface[index].mat_nr;
if (mface && mface->flag&ME_HIDE) return 0;
return draw_tface__set_draw(tface, mcol, matnr);
}
static int draw_em_tf_mapped__set_draw(void *userData, int index)
{
EditMesh *em = userData;
EditFace *efa= EM_get_face_for_index(index);
MTFace *tface;
MCol *mcol;
int matnr;
if (efa==NULL || efa->h)
return 0;
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
matnr = efa->mat_nr;
return draw_tface__set_draw(tface, mcol, matnr);
}
static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
{
Mesh *me = (Mesh*)userData;
MTFace *tface = (me->mtface)? &me->mtface[index]: NULL;
MFace *mface = (me->mface)? &me->mface[index]: NULL;
if ((mface->flag&ME_HIDE) || (tface && (tface->mode&TF_INVISIBLE)))
return 0;
*drawSmooth_r = 1;
return 1;
}
void draw_mesh_text(Scene *scene, Object *ob, int glsl)
{
Mesh *me = ob->data;
DerivedMesh *ddm;
MFace *mf, *mface= me->mface;
MTFace *tface= me->mtface;
MCol *mcol= me->mcol; /* why does mcol exist? */
bProperty *prop = get_ob_property(ob, "Text");
GPUVertexAttribs gattribs;
int a, totface= me->totface;
/* don't draw without tfaces */
if(!tface)
return;
/* don't draw when editing */
if(me->edit_mesh)
return;
else if(ob==OBACT)
if(FACESEL_PAINT_TEST)
return;
ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
for(a=0, mf=mface; a<totface; a++, tface++, mf++) {
int mode= tface->mode;
int matnr= mf->mat_nr;
int mf_smooth= mf->flag & ME_SMOOTH;
if (!(mf->flag&ME_HIDE) && !(mode&TF_INVISIBLE) && (mode&TF_BMFONT)) {
float v1[3], v2[3], v3[3], v4[3];
char string[MAX_PROPSTRING];
int characters, i, glattrib= -1, badtex= 0;
if(glsl) {
GPU_enable_material(matnr+1, &gattribs);
for(i=0; i<gattribs.totlayer; i++) {
if(gattribs.layer[i].type == CD_MTFACE) {
glattrib = gattribs.layer[i].glindex;
break;
}
}
}
else {
badtex = set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE);
if (badtex) {
if (mcol) mcol+=4;
continue;
}
}
ddm->getVertCo(ddm, mf->v1, v1);
ddm->getVertCo(ddm, mf->v2, v2);
ddm->getVertCo(ddm, mf->v3, v3);
if (mf->v4) ddm->getVertCo(ddm, mf->v4, v4);
// The BM_FONT handling is in the gpu module, shared with the
// game engine, was duplicated previously
set_property_valstr(prop, string);
characters = strlen(string);
if(!BKE_image_get_ibuf(tface->tpage, NULL))
characters = 0;
if (!mf_smooth) {
float nor[3];
CalcNormFloat(v1, v2, v3, nor);
glNormal3fv(nor);
}
GPU_render_text(tface, tface->mode, string, characters,
(unsigned int*)mcol, v1, v2, v3, (mf->v4? v4: NULL), glattrib);
}
if (mcol) {
mcol+=4;
}
}
ddm->release(ddm);
}
void draw_mesh_textured(Scene *scene, View3D *v3d, Object *ob, DerivedMesh *dm, int faceselect)
{
Mesh *me= ob->data;
/* correct for negative scale */
if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
/* draw the textured mesh */
draw_textured_begin(scene, v3d, ob);
if(me->edit_mesh) {
dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, me->edit_mesh);
} else if(faceselect) {
if(G.f & G_WEIGHTPAINT)
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me, 1);
else
dm->drawMappedFacesTex(dm, draw_tface_mapped__set_draw, me);
}
else
dm->drawFacesTex(dm, draw_tface__set_draw);
/* draw game engine text hack */
if(get_ob_property(ob, "Text"))
draw_mesh_text(scene, ob, 0);
draw_textured_end();
/* draw edges and selected faces over textured mesh */
if(!me->edit_mesh && faceselect)
draw_tfaces3D(v3d, ob, me, dm);
/* reset from negative scale correction */
glFrontFace(GL_CCW);
/* in editmode, the blend mode needs to be set incase it was ADD */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}