2009-01-07 19:23:22 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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 LICENSE BLOCK *****
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*/
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#include <math.h>
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#include <string.h>
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#ifdef WIN32
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#include <io.h>
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#else
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#include <unistd.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "MTC_matrixops.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_brush_types.h"
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#include "DNA_cloth_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_object_force.h"
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#include "DNA_particle_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_armature.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_cloth.h"
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2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
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#include "BKE_context.h"
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2009-01-07 19:23:22 +00:00
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#include "BKE_customdata.h"
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#include "BKE_depsgraph.h"
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#include "BKE_deform.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_modifier.h"
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#include "BKE_multires.h"
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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#include "WM_api.h"
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2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
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#include "WM_types.h"
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2009-01-07 19:23:22 +00:00
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#include "BIF_gl.h"
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2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
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#include "BIF_glutil.h"
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2009-01-07 19:23:22 +00:00
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#include "ED_mesh.h"
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#include "ED_object.h"
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2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
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#include "ED_screen.h"
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#include "ED_util.h"
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2009-01-07 19:23:22 +00:00
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#include "ED_view3d.h"
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#include "view3d_intern.h"
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/* Gvp.mode */
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#define VP_MIX 0
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#define VP_ADD 1
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#define VP_SUB 2
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#define VP_MUL 3
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#define VP_BLUR 4
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#define VP_LIGHTEN 5
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#define VP_DARKEN 6
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#define MAXINDEX 512000
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/* XXX */
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static void BIF_undo_push() {}
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static void error() {}
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static int get_mbut() {return 0;}
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VPaint Gvp= {1.0, 1.0, 1.0, 0.2, 25.0, 1.0, 1.0, 0, VP_AREA+VP_SOFT+VP_SPRAY, 0};
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VPaint Gwp= {1.0, 1.0, 1.0, 1.0, 25.0, 1.0, 1.0, 0, VP_AREA+VP_SOFT, 0};
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static int *get_indexarray(void)
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{
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return MEM_mallocN(sizeof(int)*MAXINDEX + 2, "vertexpaint");
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}
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void free_vertexpaint()
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{
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if(Gvp.vpaint_prev) MEM_freeN(Gvp.vpaint_prev);
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Gvp.vpaint_prev= NULL;
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mesh_octree_table(NULL, NULL, NULL, 'e');
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}
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/* in contradiction to cpack drawing colors, the MCOL colors (vpaint colors) are per byte!
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so not endian sensitive. Mcol = ABGR!!! so be cautious with cpack calls */
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unsigned int rgba_to_mcol(float r, float g, float b, float a)
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{
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int ir, ig, ib, ia;
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unsigned int col;
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char *cp;
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ir= floor(255.0*r);
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if(ir<0) ir= 0; else if(ir>255) ir= 255;
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ig= floor(255.0*g);
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if(ig<0) ig= 0; else if(ig>255) ig= 255;
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ib= floor(255.0*b);
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if(ib<0) ib= 0; else if(ib>255) ib= 255;
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ia= floor(255.0*a);
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if(ia<0) ia= 0; else if(ia>255) ia= 255;
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cp= (char *)&col;
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cp[0]= ia;
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cp[1]= ib;
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cp[2]= ig;
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cp[3]= ir;
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return col;
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}
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static unsigned int vpaint_get_current_col(VPaint *vp)
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{
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return rgba_to_mcol(vp->r, vp->g, vp->b, 1.0f);
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}
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void do_shared_vertexcol(Mesh *me)
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{
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/* if no mcol: do not do */
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/* if tface: only the involved faces, otherwise all */
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MFace *mface;
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MTFace *tface;
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int a;
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short *scolmain, *scol;
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char *mcol;
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if(me->mcol==0 || me->totvert==0 || me->totface==0) return;
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scolmain= MEM_callocN(4*sizeof(short)*me->totvert, "colmain");
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tface= me->mtface;
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mface= me->mface;
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mcol= (char *)me->mcol;
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for(a=me->totface; a>0; a--, mface++, mcol+=16) {
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if((tface && tface->mode & TF_SHAREDCOL) || (G.f & G_FACESELECT)==0) {
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scol= scolmain+4*mface->v1;
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scol[0]++; scol[1]+= mcol[1]; scol[2]+= mcol[2]; scol[3]+= mcol[3];
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scol= scolmain+4*mface->v2;
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scol[0]++; scol[1]+= mcol[5]; scol[2]+= mcol[6]; scol[3]+= mcol[7];
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scol= scolmain+4*mface->v3;
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scol[0]++; scol[1]+= mcol[9]; scol[2]+= mcol[10]; scol[3]+= mcol[11];
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if(mface->v4) {
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scol= scolmain+4*mface->v4;
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scol[0]++; scol[1]+= mcol[13]; scol[2]+= mcol[14]; scol[3]+= mcol[15];
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}
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}
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if(tface) tface++;
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}
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a= me->totvert;
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scol= scolmain;
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while(a--) {
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if(scol[0]>1) {
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scol[1]/= scol[0];
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scol[2]/= scol[0];
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scol[3]/= scol[0];
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}
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scol+= 4;
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}
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tface= me->mtface;
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mface= me->mface;
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mcol= (char *)me->mcol;
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for(a=me->totface; a>0; a--, mface++, mcol+=16) {
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if((tface && tface->mode & TF_SHAREDCOL) || (G.f & G_FACESELECT)==0) {
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scol= scolmain+4*mface->v1;
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mcol[1]= scol[1]; mcol[2]= scol[2]; mcol[3]= scol[3];
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scol= scolmain+4*mface->v2;
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mcol[5]= scol[1]; mcol[6]= scol[2]; mcol[7]= scol[3];
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scol= scolmain+4*mface->v3;
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mcol[9]= scol[1]; mcol[10]= scol[2]; mcol[11]= scol[3];
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if(mface->v4) {
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scol= scolmain+4*mface->v4;
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mcol[13]= scol[1]; mcol[14]= scol[2]; mcol[15]= scol[3];
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}
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}
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if(tface) tface++;
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}
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MEM_freeN(scolmain);
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}
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void make_vertexcol(Scene *scene, int shade) /* single ob */
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{
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Object *ob;
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Mesh *me;
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if(scene->obedit) {
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error("Unable to perform function in Edit Mode");
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return;
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}
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ob= OBACT;
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if(!ob || ob->id.lib) return;
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me= get_mesh(ob);
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if(me==0) return;
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/* copies from shadedisplist to mcol */
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if(!me->mcol) {
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CustomData_add_layer(&me->fdata, CD_MCOL, CD_CALLOC, NULL, me->totface);
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mesh_update_customdata_pointers(me);
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}
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if(shade)
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shadeMeshMCol(scene, ob, me);
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else
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memset(me->mcol, 255, 4*sizeof(MCol)*me->totface);
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// XXX if (me->mr) multires_load_cols(me);
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DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
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}
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static void copy_vpaint_prev(VPaint *vp, unsigned int *mcol, int tot)
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{
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if(vp->vpaint_prev) {
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MEM_freeN(vp->vpaint_prev);
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vp->vpaint_prev= NULL;
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}
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vp->tot= tot;
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if(mcol==NULL || tot==0) return;
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vp->vpaint_prev= MEM_mallocN(4*sizeof(int)*tot, "vpaint_prev");
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memcpy(vp->vpaint_prev, mcol, 4*sizeof(int)*tot);
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}
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static void copy_wpaint_prev (VPaint *vp, MDeformVert *dverts, int dcount)
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{
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if (vp->wpaint_prev) {
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free_dverts(vp->wpaint_prev, vp->tot);
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vp->wpaint_prev= NULL;
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}
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if(dverts && dcount) {
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vp->wpaint_prev = MEM_mallocN (sizeof(MDeformVert)*dcount, "wpaint prev");
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vp->tot = dcount;
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copy_dverts (vp->wpaint_prev, dverts, dcount);
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}
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}
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void clear_vpaint(Scene *scene)
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{
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Mesh *me;
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Object *ob;
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unsigned int *to, paintcol;
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int a;
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if((G.f & G_VERTEXPAINT)==0) return;
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ob= OBACT;
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me= get_mesh(ob);
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if(!ob || ob->id.lib) return;
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if(me==0 || me->mcol==0 || me->totface==0) return;
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paintcol= vpaint_get_current_col(&Gvp);
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to= (unsigned int *)me->mcol;
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a= 4*me->totface;
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while(a--) {
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*to= paintcol;
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to++;
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}
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BIF_undo_push("Clear vertex colors");
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DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
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}
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void clear_vpaint_selectedfaces(Scene *scene)
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{
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Mesh *me;
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MFace *mf;
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Object *ob;
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unsigned int paintcol, *mcol;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
ob= OBACT;
|
|
|
|
me= get_mesh(ob);
|
|
|
|
if(me==0 || me->totface==0) return;
|
|
|
|
|
|
|
|
if(!me->mcol)
|
|
|
|
make_vertexcol(scene, 0);
|
|
|
|
|
|
|
|
paintcol= vpaint_get_current_col(&Gvp);
|
|
|
|
|
|
|
|
mf = me->mface;
|
|
|
|
mcol = (unsigned int*)me->mcol;
|
|
|
|
for (i = 0; i < me->totface; i++, mf++, mcol+=4) {
|
|
|
|
if (mf->flag & ME_FACE_SEL) {
|
|
|
|
mcol[0] = paintcol;
|
|
|
|
mcol[1] = paintcol;
|
|
|
|
mcol[2] = paintcol;
|
|
|
|
mcol[3] = paintcol;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BIF_undo_push("Clear vertex colors");
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* fills in the selected faces with the current weight and vertex group */
|
|
|
|
void clear_wpaint_selectedfaces(Scene *scene)
|
|
|
|
{
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
float editbutvweight;
|
2009-01-07 19:23:22 +00:00
|
|
|
float paintweight= editbutvweight;
|
|
|
|
Mesh *me;
|
|
|
|
MFace *mface;
|
|
|
|
Object *ob;
|
|
|
|
MDeformWeight *dw, *uw;
|
|
|
|
int *indexar;
|
|
|
|
int index, vgroup;
|
|
|
|
unsigned int faceverts[5]={0,0,0,0,0};
|
|
|
|
unsigned char i;
|
|
|
|
int vgroup_mirror= -1;
|
|
|
|
|
|
|
|
ob= OBACT;
|
|
|
|
me= ob->data;
|
|
|
|
if(me==0 || me->totface==0 || me->dvert==0 || !me->mface) return;
|
|
|
|
|
|
|
|
indexar= get_indexarray();
|
|
|
|
for(index=0, mface=me->mface; index<me->totface; index++, mface++) {
|
|
|
|
if((mface->flag & ME_FACE_SEL)==0)
|
|
|
|
indexar[index]= 0;
|
|
|
|
else
|
|
|
|
indexar[index]= index+1;
|
|
|
|
}
|
|
|
|
|
|
|
|
vgroup= ob->actdef-1;
|
|
|
|
|
|
|
|
/* directly copied from weight_paint, should probaby split into a seperate function */
|
|
|
|
/* if mirror painting, find the other group */
|
|
|
|
if(Gwp.flag & VP_MIRROR_X) {
|
|
|
|
bDeformGroup *defgroup= BLI_findlink(&ob->defbase, ob->actdef-1);
|
|
|
|
if(defgroup) {
|
|
|
|
bDeformGroup *curdef;
|
|
|
|
int actdef= 0;
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
BLI_strncpy(name, defgroup->name, 32);
|
|
|
|
bone_flip_name(name, 0); /* 0 = don't strip off number extensions */
|
|
|
|
|
|
|
|
for (curdef = ob->defbase.first; curdef; curdef=curdef->next, actdef++)
|
|
|
|
if (!strcmp(curdef->name, name))
|
|
|
|
break;
|
|
|
|
if(curdef==NULL) {
|
|
|
|
int olddef= ob->actdef; /* tsk, add_defgroup sets the active defgroup */
|
|
|
|
curdef= add_defgroup_name (ob, name);
|
|
|
|
ob->actdef= olddef;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(curdef && curdef!=defgroup)
|
|
|
|
vgroup_mirror= actdef;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/* end copy from weight_paint*/
|
|
|
|
|
|
|
|
copy_wpaint_prev(&Gwp, me->dvert, me->totvert);
|
|
|
|
|
|
|
|
for(index=0; index<me->totface; index++) {
|
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
|
|
|
mface= me->mface + (indexar[index]-1);
|
|
|
|
/* just so we can loop through the verts */
|
|
|
|
faceverts[0]= mface->v1;
|
|
|
|
faceverts[1]= mface->v2;
|
|
|
|
faceverts[2]= mface->v3;
|
|
|
|
faceverts[3]= mface->v4;
|
|
|
|
for (i=0; i<3 || faceverts[i]; i++) {
|
|
|
|
if(!((me->dvert+faceverts[i])->flag)) {
|
|
|
|
dw= verify_defweight(me->dvert+faceverts[i], vgroup);
|
|
|
|
if(dw) {
|
|
|
|
uw= verify_defweight(Gwp.wpaint_prev+faceverts[i], vgroup);
|
|
|
|
uw->weight= dw->weight; /* set the undio weight */
|
|
|
|
dw->weight= paintweight;
|
|
|
|
|
|
|
|
if(Gwp.flag & VP_MIRROR_X) { /* x mirror painting */
|
|
|
|
int j= mesh_get_x_mirror_vert(ob, faceverts[i]);
|
|
|
|
if(j>=0) {
|
|
|
|
/* copy, not paint again */
|
|
|
|
if(vgroup_mirror != -1) {
|
|
|
|
dw= verify_defweight(me->dvert+j, vgroup_mirror);
|
|
|
|
uw= verify_defweight(Gwp.wpaint_prev+j, vgroup_mirror);
|
|
|
|
} else {
|
|
|
|
dw= verify_defweight(me->dvert+j, vgroup);
|
|
|
|
uw= verify_defweight(Gwp.wpaint_prev+j, vgroup);
|
|
|
|
}
|
|
|
|
uw->weight= dw->weight; /* set the undo weight */
|
|
|
|
dw->weight= paintweight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
(me->dvert+faceverts[i])->flag= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
index=0;
|
|
|
|
while (index<me->totvert) {
|
|
|
|
(me->dvert+index)->flag= 0;
|
|
|
|
index++;
|
|
|
|
}
|
|
|
|
|
|
|
|
MEM_freeN(indexar);
|
|
|
|
copy_wpaint_prev(&Gwp, NULL, 0);
|
|
|
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
BIF_undo_push("Set vertex weight");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void vpaint_dogamma(Scene *scene)
|
|
|
|
{
|
|
|
|
Mesh *me;
|
|
|
|
Object *ob;
|
|
|
|
float igam, fac;
|
|
|
|
int a, temp;
|
|
|
|
char *cp, gamtab[256];
|
|
|
|
|
|
|
|
if((G.f & G_VERTEXPAINT)==0) return;
|
|
|
|
|
|
|
|
ob= OBACT;
|
|
|
|
me= get_mesh(ob);
|
|
|
|
if(me==0 || me->mcol==0 || me->totface==0) return;
|
|
|
|
|
|
|
|
igam= 1.0/Gvp.gamma;
|
|
|
|
for(a=0; a<256; a++) {
|
|
|
|
|
|
|
|
fac= ((float)a)/255.0;
|
|
|
|
fac= Gvp.mul*pow( fac, igam);
|
|
|
|
|
|
|
|
temp= 255.9*fac;
|
|
|
|
|
|
|
|
if(temp<=0) gamtab[a]= 0;
|
|
|
|
else if(temp>=255) gamtab[a]= 255;
|
|
|
|
else gamtab[a]= temp;
|
|
|
|
}
|
|
|
|
|
|
|
|
a= 4*me->totface;
|
|
|
|
cp= (char *)me->mcol;
|
|
|
|
while(a--) {
|
|
|
|
|
|
|
|
cp[1]= gamtab[ cp[1] ];
|
|
|
|
cp[2]= gamtab[ cp[2] ];
|
|
|
|
cp[3]= gamtab[ cp[3] ];
|
|
|
|
|
|
|
|
cp+= 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* used for both 3d view and image window */
|
|
|
|
void sample_vpaint(Scene *scene, ARegion *ar) /* frontbuf */
|
|
|
|
{
|
|
|
|
unsigned int col;
|
|
|
|
int x, y;
|
|
|
|
short mval[2];
|
|
|
|
char *cp;
|
|
|
|
|
|
|
|
// getmouseco_areawin(mval);
|
|
|
|
x= mval[0]; y= mval[1];
|
|
|
|
|
|
|
|
if(x<0 || y<0) return;
|
|
|
|
if(x>=ar->winx || y>=ar->winy) return;
|
|
|
|
|
|
|
|
x+= ar->winrct.xmin;
|
|
|
|
y+= ar->winrct.ymin;
|
|
|
|
|
|
|
|
glReadBuffer(GL_FRONT);
|
|
|
|
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
|
|
|
|
glReadBuffer(GL_BACK);
|
|
|
|
|
|
|
|
cp = (char *)&col;
|
|
|
|
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_WEIGHTPAINT)) {
|
|
|
|
Gvp.r= cp[0]/255.0f;
|
|
|
|
Gvp.g= cp[1]/255.0f;
|
|
|
|
Gvp.b= cp[2]/255.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Brush *brush= scene->toolsettings->imapaint.brush;
|
|
|
|
|
|
|
|
if(brush) {
|
|
|
|
brush->rgb[0]= cp[0]/255.0f;
|
|
|
|
brush->rgb[1]= cp[1]/255.0f;
|
|
|
|
brush->rgb[2]= cp[2]/255.0f;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static unsigned int mcol_blend(unsigned int col1, unsigned int col2, int fac)
|
|
|
|
{
|
|
|
|
char *cp1, *cp2, *cp;
|
|
|
|
int mfac;
|
|
|
|
unsigned int col=0;
|
|
|
|
|
|
|
|
if(fac==0) return col1;
|
|
|
|
if(fac>=255) return col2;
|
|
|
|
|
|
|
|
mfac= 255-fac;
|
|
|
|
|
|
|
|
cp1= (char *)&col1;
|
|
|
|
cp2= (char *)&col2;
|
|
|
|
cp= (char *)&col;
|
|
|
|
|
|
|
|
cp[0]= 255;
|
|
|
|
cp[1]= (mfac*cp1[1]+fac*cp2[1])/255;
|
|
|
|
cp[2]= (mfac*cp1[2]+fac*cp2[2])/255;
|
|
|
|
cp[3]= (mfac*cp1[3]+fac*cp2[3])/255;
|
|
|
|
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
|
|
|
|
static unsigned int mcol_add(unsigned int col1, unsigned int col2, int fac)
|
|
|
|
{
|
|
|
|
char *cp1, *cp2, *cp;
|
|
|
|
int temp;
|
|
|
|
unsigned int col=0;
|
|
|
|
|
|
|
|
if(fac==0) return col1;
|
|
|
|
|
|
|
|
cp1= (char *)&col1;
|
|
|
|
cp2= (char *)&col2;
|
|
|
|
cp= (char *)&col;
|
|
|
|
|
|
|
|
cp[0]= 255;
|
|
|
|
temp= cp1[1] + ((fac*cp2[1])/255);
|
|
|
|
if(temp>254) cp[1]= 255; else cp[1]= temp;
|
|
|
|
temp= cp1[2] + ((fac*cp2[2])/255);
|
|
|
|
if(temp>254) cp[2]= 255; else cp[2]= temp;
|
|
|
|
temp= cp1[3] + ((fac*cp2[3])/255);
|
|
|
|
if(temp>254) cp[3]= 255; else cp[3]= temp;
|
|
|
|
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
|
|
|
|
static unsigned int mcol_sub(unsigned int col1, unsigned int col2, int fac)
|
|
|
|
{
|
|
|
|
char *cp1, *cp2, *cp;
|
|
|
|
int temp;
|
|
|
|
unsigned int col=0;
|
|
|
|
|
|
|
|
if(fac==0) return col1;
|
|
|
|
|
|
|
|
cp1= (char *)&col1;
|
|
|
|
cp2= (char *)&col2;
|
|
|
|
cp= (char *)&col;
|
|
|
|
|
|
|
|
cp[0]= 255;
|
|
|
|
temp= cp1[1] - ((fac*cp2[1])/255);
|
|
|
|
if(temp<0) cp[1]= 0; else cp[1]= temp;
|
|
|
|
temp= cp1[2] - ((fac*cp2[2])/255);
|
|
|
|
if(temp<0) cp[2]= 0; else cp[2]= temp;
|
|
|
|
temp= cp1[3] - ((fac*cp2[3])/255);
|
|
|
|
if(temp<0) cp[3]= 0; else cp[3]= temp;
|
|
|
|
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
|
|
|
|
static unsigned int mcol_mul(unsigned int col1, unsigned int col2, int fac)
|
|
|
|
{
|
|
|
|
char *cp1, *cp2, *cp;
|
|
|
|
int mfac;
|
|
|
|
unsigned int col=0;
|
|
|
|
|
|
|
|
if(fac==0) return col1;
|
|
|
|
|
|
|
|
mfac= 255-fac;
|
|
|
|
|
|
|
|
cp1= (char *)&col1;
|
|
|
|
cp2= (char *)&col2;
|
|
|
|
cp= (char *)&col;
|
|
|
|
|
|
|
|
/* first mul, then blend the fac */
|
|
|
|
cp[0]= 255;
|
|
|
|
cp[1]= (mfac*cp1[1] + fac*((cp2[1]*cp1[1])/255) )/255;
|
|
|
|
cp[2]= (mfac*cp1[2] + fac*((cp2[2]*cp1[2])/255) )/255;
|
|
|
|
cp[3]= (mfac*cp1[3] + fac*((cp2[3]*cp1[3])/255) )/255;
|
|
|
|
|
|
|
|
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
|
|
|
|
static unsigned int mcol_lighten(unsigned int col1, unsigned int col2, int fac)
|
|
|
|
{
|
|
|
|
char *cp1, *cp2, *cp;
|
|
|
|
int mfac;
|
|
|
|
unsigned int col=0;
|
|
|
|
|
|
|
|
if(fac==0) return col1;
|
|
|
|
if(fac>=255) return col2;
|
|
|
|
|
|
|
|
mfac= 255-fac;
|
|
|
|
|
|
|
|
cp1= (char *)&col1;
|
|
|
|
cp2= (char *)&col2;
|
|
|
|
cp= (char *)&col;
|
|
|
|
|
|
|
|
/* See if are lighter, if so mix, else dont do anything.
|
|
|
|
if the paint col is darker then the original, then ignore */
|
|
|
|
if (cp1[1]+cp1[2]+cp1[3] > cp2[1]+cp2[2]+cp2[3])
|
|
|
|
return col1;
|
|
|
|
|
|
|
|
cp[0]= 255;
|
|
|
|
cp[1]= (mfac*cp1[1]+fac*cp2[1])/255;
|
|
|
|
cp[2]= (mfac*cp1[2]+fac*cp2[2])/255;
|
|
|
|
cp[3]= (mfac*cp1[3]+fac*cp2[3])/255;
|
|
|
|
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
|
|
|
|
static unsigned int mcol_darken(unsigned int col1, unsigned int col2, int fac)
|
|
|
|
{
|
|
|
|
char *cp1, *cp2, *cp;
|
|
|
|
int mfac;
|
|
|
|
unsigned int col=0;
|
|
|
|
|
|
|
|
if(fac==0) return col1;
|
|
|
|
if(fac>=255) return col2;
|
|
|
|
|
|
|
|
mfac= 255-fac;
|
|
|
|
|
|
|
|
cp1= (char *)&col1;
|
|
|
|
cp2= (char *)&col2;
|
|
|
|
cp= (char *)&col;
|
|
|
|
|
|
|
|
/* See if were darker, if so mix, else dont do anything.
|
|
|
|
if the paint col is brighter then the original, then ignore */
|
|
|
|
if (cp1[1]+cp1[2]+cp1[3] < cp2[1]+cp2[2]+cp2[3])
|
|
|
|
return col1;
|
|
|
|
|
|
|
|
cp[0]= 255;
|
|
|
|
cp[1]= (mfac*cp1[1]+fac*cp2[1])/255;
|
|
|
|
cp[2]= (mfac*cp1[2]+fac*cp2[2])/255;
|
|
|
|
cp[3]= (mfac*cp1[3]+fac*cp2[3])/255;
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void vpaint_blend( unsigned int *col, unsigned int *colorig, unsigned int paintcol, int alpha)
|
|
|
|
{
|
|
|
|
|
|
|
|
if(Gvp.mode==VP_MIX || Gvp.mode==VP_BLUR) *col= mcol_blend( *col, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_ADD) *col= mcol_add( *col, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_SUB) *col= mcol_sub( *col, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_MUL) *col= mcol_mul( *col, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_LIGHTEN) *col= mcol_lighten( *col, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_DARKEN) *col= mcol_darken( *col, paintcol, alpha);
|
|
|
|
|
|
|
|
/* if no spray, clip color adding with colorig & orig alpha */
|
|
|
|
if((Gvp.flag & VP_SPRAY)==0) {
|
|
|
|
unsigned int testcol=0, a;
|
|
|
|
char *cp, *ct, *co;
|
|
|
|
|
|
|
|
alpha= (int)(255.0*Gvp.a);
|
|
|
|
|
|
|
|
if(Gvp.mode==VP_MIX || Gvp.mode==VP_BLUR) testcol= mcol_blend( *colorig, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_ADD) testcol= mcol_add( *colorig, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_SUB) testcol= mcol_sub( *colorig, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_MUL) testcol= mcol_mul( *colorig, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_LIGHTEN) testcol= mcol_lighten( *colorig, paintcol, alpha);
|
|
|
|
else if(Gvp.mode==VP_DARKEN) testcol= mcol_darken( *colorig, paintcol, alpha);
|
|
|
|
|
|
|
|
cp= (char *)col;
|
|
|
|
ct= (char *)&testcol;
|
|
|
|
co= (char *)colorig;
|
|
|
|
|
|
|
|
for(a=0; a<4; a++) {
|
|
|
|
if( ct[a]<co[a] ) {
|
|
|
|
if( cp[a]<ct[a] ) cp[a]= ct[a];
|
|
|
|
else if( cp[a]>co[a] ) cp[a]= co[a];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if( cp[a]<co[a] ) cp[a]= co[a];
|
|
|
|
else if( cp[a]>ct[a] ) cp[a]= ct[a];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
static int sample_backbuf_area(ViewContext *vc, int *indexar, int totface, int x, int y, float size)
|
2009-01-07 19:23:22 +00:00
|
|
|
{
|
|
|
|
struct ImBuf *ibuf;
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
int a, tot=0, index;
|
2009-01-07 19:23:22 +00:00
|
|
|
|
|
|
|
if(totface+4>=MAXINDEX) return 0;
|
|
|
|
|
|
|
|
if(size>64.0) size= 64.0;
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
ibuf= view3d_read_backbuf(vc, x-size, y-size, x+size, y+size);
|
|
|
|
if(ibuf) {
|
|
|
|
unsigned int *rt= ibuf->rect;
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
memset(indexar, 0, sizeof(int)*totface+4); /* plus 2! first element is total, +2 was giving valgrind errors, +4 seems ok */
|
|
|
|
|
|
|
|
size= ibuf->x*ibuf->y;
|
|
|
|
while(size--) {
|
|
|
|
|
|
|
|
if(*rt) {
|
|
|
|
index= WM_framebuffer_to_index(*rt);
|
|
|
|
if(index>0 && index<=totface)
|
|
|
|
indexar[index] = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
rt++;
|
|
|
|
}
|
|
|
|
|
|
|
|
for(a=1; a<=totface; a++) {
|
|
|
|
if(indexar[a]) indexar[tot++]= a;
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
IMB_freeImBuf(ibuf);
|
|
|
|
}
|
2009-01-07 19:23:22 +00:00
|
|
|
|
|
|
|
return tot;
|
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
static int calc_vp_alpha_dl(VPaint *vp, ViewContext *vc, float vpimat[][3], float *vert_nor, short *mval)
|
2009-01-07 19:23:22 +00:00
|
|
|
{
|
|
|
|
float fac, dx, dy;
|
|
|
|
int alpha;
|
|
|
|
short vertco[2];
|
|
|
|
|
|
|
|
if(vp->flag & VP_SOFT) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
project_short_noclip(vc->ar, vc->v3d, vert_nor, vertco);
|
2009-01-07 19:23:22 +00:00
|
|
|
dx= mval[0]-vertco[0];
|
|
|
|
dy= mval[1]-vertco[1];
|
|
|
|
|
|
|
|
fac= sqrt(dx*dx + dy*dy);
|
|
|
|
if(fac > vp->size) return 0;
|
|
|
|
if(vp->flag & VP_HARD)
|
|
|
|
alpha= 255;
|
|
|
|
else
|
|
|
|
alpha= 255.0*vp->a*(1.0-fac/vp->size);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
alpha= 255.0*vp->a;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(vp->flag & VP_NORMALS) {
|
|
|
|
float *no= vert_nor+3;
|
|
|
|
|
|
|
|
/* transpose ! */
|
|
|
|
fac= vpimat[2][0]*no[0]+vpimat[2][1]*no[1]+vpimat[2][2]*no[2];
|
|
|
|
if(fac>0.0) {
|
|
|
|
dx= vpimat[0][0]*no[0]+vpimat[0][1]*no[1]+vpimat[0][2]*no[2];
|
|
|
|
dy= vpimat[1][0]*no[0]+vpimat[1][1]*no[1]+vpimat[1][2]*no[2];
|
|
|
|
|
|
|
|
alpha*= fac/sqrt(dx*dx + dy*dy + fac*fac);
|
|
|
|
}
|
|
|
|
else return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return alpha;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void wpaint_blend(MDeformWeight *dw, MDeformWeight *uw, float alpha, float paintval)
|
|
|
|
{
|
|
|
|
|
|
|
|
if(dw==NULL || uw==NULL) return;
|
|
|
|
|
|
|
|
if(Gwp.mode==VP_MIX || Gwp.mode==VP_BLUR)
|
|
|
|
dw->weight = paintval*alpha + dw->weight*(1.0-alpha);
|
|
|
|
else if(Gwp.mode==VP_ADD)
|
|
|
|
dw->weight += paintval*alpha;
|
|
|
|
else if(Gwp.mode==VP_SUB)
|
|
|
|
dw->weight -= paintval*alpha;
|
|
|
|
else if(Gwp.mode==VP_MUL)
|
|
|
|
/* first mul, then blend the fac */
|
|
|
|
dw->weight = ((1.0-alpha) + alpha*paintval)*dw->weight;
|
|
|
|
else if(Gwp.mode==VP_LIGHTEN) {
|
|
|
|
if (dw->weight < paintval)
|
|
|
|
dw->weight = paintval*alpha + dw->weight*(1.0-alpha);
|
|
|
|
} else if(Gwp.mode==VP_DARKEN) {
|
|
|
|
if (dw->weight > paintval)
|
|
|
|
dw->weight = paintval*alpha + dw->weight*(1.0-alpha);
|
|
|
|
}
|
|
|
|
CLAMP(dw->weight, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
/* if no spray, clip result with orig weight & orig alpha */
|
|
|
|
if((Gwp.flag & VP_SPRAY)==0) {
|
|
|
|
float testw=0.0f;
|
|
|
|
|
|
|
|
alpha= Gwp.a;
|
|
|
|
if(Gwp.mode==VP_MIX || Gwp.mode==VP_BLUR)
|
|
|
|
testw = paintval*alpha + uw->weight*(1.0-alpha);
|
|
|
|
else if(Gwp.mode==VP_ADD)
|
|
|
|
testw = uw->weight + paintval*alpha;
|
|
|
|
else if(Gwp.mode==VP_SUB)
|
|
|
|
testw = uw->weight - paintval*alpha;
|
|
|
|
else if(Gwp.mode==VP_MUL)
|
|
|
|
/* first mul, then blend the fac */
|
|
|
|
testw = ((1.0-alpha) + alpha*paintval)*uw->weight;
|
|
|
|
else if(Gwp.mode==VP_LIGHTEN) {
|
|
|
|
if (uw->weight < paintval)
|
|
|
|
testw = paintval*alpha + uw->weight*(1.0-alpha);
|
|
|
|
else
|
|
|
|
testw = uw->weight;
|
|
|
|
} else if(Gwp.mode==VP_DARKEN) {
|
|
|
|
if (uw->weight > paintval)
|
|
|
|
testw = paintval*alpha + uw->weight*(1.0-alpha);
|
|
|
|
else
|
|
|
|
testw = uw->weight;
|
|
|
|
}
|
|
|
|
CLAMP(testw, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
if( testw<uw->weight ) {
|
|
|
|
if(dw->weight < testw) dw->weight= testw;
|
|
|
|
else if(dw->weight > uw->weight) dw->weight= uw->weight;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(dw->weight > testw) dw->weight= testw;
|
|
|
|
else if(dw->weight < uw->weight) dw->weight= uw->weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ----------------------------------------------------- */
|
|
|
|
|
|
|
|
/* used for 3d view, on active object, assumes me->dvert exists */
|
|
|
|
/* if mode==1: */
|
|
|
|
/* samples cursor location, and gives menu with vertex groups to activate */
|
|
|
|
/* else */
|
|
|
|
/* sets editbutvweight to the closest weight value to vertex */
|
|
|
|
/* note: we cant sample frontbuf, weight colors are interpolated too unpredictable */
|
|
|
|
static void sample_wpaint(Scene *scene, ARegion *ar, View3D *v3d, int mode)
|
|
|
|
{
|
|
|
|
ViewContext vc;
|
|
|
|
Object *ob= OBACT;
|
|
|
|
Mesh *me= get_mesh(ob);
|
|
|
|
int index;
|
|
|
|
short mval[2], sco[2];
|
|
|
|
|
|
|
|
if (!me) return;
|
|
|
|
|
|
|
|
// getmouseco_areawin(mval);
|
|
|
|
index= view3d_sample_backbuf(&vc, mval[0], mval[1]);
|
|
|
|
|
|
|
|
if(index && index<=me->totface) {
|
|
|
|
MFace *mface;
|
|
|
|
|
|
|
|
mface= ((MFace *)me->mface) + index-1;
|
|
|
|
|
|
|
|
if(mode==1) { /* sampe which groups are in here */
|
|
|
|
MDeformVert *dv;
|
|
|
|
int a, totgroup;
|
|
|
|
|
|
|
|
totgroup= BLI_countlist(&ob->defbase);
|
|
|
|
if(totgroup) {
|
|
|
|
int totmenu=0;
|
|
|
|
int *groups=MEM_callocN(totgroup*sizeof(int), "groups");
|
|
|
|
|
|
|
|
dv= me->dvert+mface->v1;
|
|
|
|
for(a=0; a<dv->totweight; a++) {
|
|
|
|
if (dv->dw[a].def_nr<totgroup)
|
|
|
|
groups[dv->dw[a].def_nr]= 1;
|
|
|
|
}
|
|
|
|
dv= me->dvert+mface->v2;
|
|
|
|
for(a=0; a<dv->totweight; a++) {
|
|
|
|
if (dv->dw[a].def_nr<totgroup)
|
|
|
|
groups[dv->dw[a].def_nr]= 1;
|
|
|
|
}
|
|
|
|
dv= me->dvert+mface->v3;
|
|
|
|
for(a=0; a<dv->totweight; a++) {
|
|
|
|
if (dv->dw[a].def_nr<totgroup)
|
|
|
|
groups[dv->dw[a].def_nr]= 1;
|
|
|
|
}
|
|
|
|
if(mface->v4) {
|
|
|
|
dv= me->dvert+mface->v4;
|
|
|
|
for(a=0; a<dv->totweight; a++) {
|
|
|
|
if (dv->dw[a].def_nr<totgroup)
|
|
|
|
groups[dv->dw[a].def_nr]= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for(a=0; a<totgroup; a++)
|
|
|
|
if(groups[a]) totmenu++;
|
|
|
|
|
|
|
|
if(totmenu==0) {
|
|
|
|
//notice("No Vertex Group Selected");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
bDeformGroup *dg;
|
|
|
|
short val;
|
|
|
|
char item[40], *str= MEM_mallocN(40*totmenu+40, "menu");
|
|
|
|
|
|
|
|
strcpy(str, "Vertex Groups %t");
|
|
|
|
for(a=0, dg=ob->defbase.first; dg && a<totgroup; a++, dg= dg->next) {
|
|
|
|
if(groups[a]) {
|
|
|
|
sprintf(item, "|%s %%x%d", dg->name, a);
|
|
|
|
strcat(str, item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
val= 0; // XXX pupmenu(str);
|
|
|
|
if(val>=0) {
|
|
|
|
ob->actdef= val+1;
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
}
|
|
|
|
MEM_freeN(str);
|
|
|
|
}
|
|
|
|
MEM_freeN(groups);
|
|
|
|
}
|
|
|
|
// else notice("No Vertex Groups in Object");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DerivedMesh *dm;
|
|
|
|
MDeformWeight *dw;
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
float editbutvweight;
|
2009-01-07 19:23:22 +00:00
|
|
|
float w1, w2, w3, w4, co[3], fac;
|
|
|
|
|
|
|
|
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
|
|
|
|
if(dm->getVertCo==NULL) {
|
|
|
|
//notice("Not supported yet");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* calc 3 or 4 corner weights */
|
|
|
|
dm->getVertCo(dm, mface->v1, co);
|
|
|
|
project_short_noclip(ar, v3d, co, sco);
|
|
|
|
w1= ((mval[0]-sco[0])*(mval[0]-sco[0]) + (mval[1]-sco[1])*(mval[1]-sco[1]));
|
|
|
|
|
|
|
|
dm->getVertCo(dm, mface->v2, co);
|
|
|
|
project_short_noclip(ar, v3d, co, sco);
|
|
|
|
w2= ((mval[0]-sco[0])*(mval[0]-sco[0]) + (mval[1]-sco[1])*(mval[1]-sco[1]));
|
|
|
|
|
|
|
|
dm->getVertCo(dm, mface->v3, co);
|
|
|
|
project_short_noclip(ar, v3d, co, sco);
|
|
|
|
w3= ((mval[0]-sco[0])*(mval[0]-sco[0]) + (mval[1]-sco[1])*(mval[1]-sco[1]));
|
|
|
|
|
|
|
|
if(mface->v4) {
|
|
|
|
dm->getVertCo(dm, mface->v4, co);
|
|
|
|
project_short_noclip(ar, v3d, co, sco);
|
|
|
|
w4= ((mval[0]-sco[0])*(mval[0]-sco[0]) + (mval[1]-sco[1])*(mval[1]-sco[1]));
|
|
|
|
}
|
|
|
|
else w4= 1.0e10;
|
|
|
|
|
|
|
|
fac= MIN4(w1, w2, w3, w4);
|
|
|
|
if(w1==fac) {
|
|
|
|
dw= get_defweight(me->dvert+mface->v1, ob->actdef-1);
|
|
|
|
if(dw) editbutvweight= dw->weight; else editbutvweight= 0.0f;
|
|
|
|
}
|
|
|
|
else if(w2==fac) {
|
|
|
|
dw= get_defweight(me->dvert+mface->v2, ob->actdef-1);
|
|
|
|
if(dw) editbutvweight= dw->weight; else editbutvweight= 0.0f;
|
|
|
|
}
|
|
|
|
else if(w3==fac) {
|
|
|
|
dw= get_defweight(me->dvert+mface->v3, ob->actdef-1);
|
|
|
|
if(dw) editbutvweight= dw->weight; else editbutvweight= 0.0f;
|
|
|
|
}
|
|
|
|
else if(w4==fac) {
|
|
|
|
if(mface->v4) {
|
|
|
|
dw= get_defweight(me->dvert+mface->v4, ob->actdef-1);
|
|
|
|
if(dw) editbutvweight= dw->weight; else editbutvweight= 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
dm->release(dm);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static void do_weight_paint_vertex(Object *ob, int index, int alpha, float paintweight, int vgroup_mirror)
|
|
|
|
{
|
|
|
|
Mesh *me= ob->data;
|
|
|
|
MDeformWeight *dw, *uw;
|
|
|
|
int vgroup= ob->actdef-1;
|
|
|
|
|
|
|
|
if(Gwp.flag & VP_ONLYVGROUP) {
|
|
|
|
dw= get_defweight(me->dvert+index, vgroup);
|
|
|
|
uw= get_defweight(Gwp.wpaint_prev+index, vgroup);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
dw= verify_defweight(me->dvert+index, vgroup);
|
|
|
|
uw= verify_defweight(Gwp.wpaint_prev+index, vgroup);
|
|
|
|
}
|
|
|
|
if(dw==NULL || uw==NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
wpaint_blend(dw, uw, (float)alpha/255.0, paintweight);
|
|
|
|
|
|
|
|
if(Gwp.flag & VP_MIRROR_X) { /* x mirror painting */
|
|
|
|
int j= mesh_get_x_mirror_vert(ob, index);
|
|
|
|
if(j>=0) {
|
|
|
|
/* copy, not paint again */
|
|
|
|
if(vgroup_mirror != -1)
|
|
|
|
uw= verify_defweight(me->dvert+j, vgroup_mirror);
|
|
|
|
else
|
|
|
|
uw= verify_defweight(me->dvert+j, vgroup);
|
|
|
|
|
|
|
|
uw->weight= dw->weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
|
2009-01-07 19:23:22 +00:00
|
|
|
void weight_paint(Scene *scene, ARegion *ar, View3D *v3d)
|
|
|
|
{
|
|
|
|
ViewContext vc;
|
|
|
|
float editbutvweight; // XXX
|
|
|
|
Object *ob;
|
|
|
|
Mesh *me;
|
|
|
|
MFace *mface;
|
|
|
|
float mat[4][4], imat[4][4], paintweight, *vertexcosnos;
|
|
|
|
float vpimat[3][3];
|
|
|
|
int *indexar, index, totindex, alpha, totw;
|
|
|
|
int vgroup_mirror= -1;
|
|
|
|
short mval[2], mvalo[2], firsttime=1;
|
|
|
|
|
|
|
|
if((G.f & G_WEIGHTPAINT)==0) return;
|
|
|
|
if(scene->obedit) return;
|
|
|
|
// XXX if(multires_level1_test()) return;
|
|
|
|
|
|
|
|
ob= OBACT;
|
|
|
|
if(!ob || ob->id.lib) return;
|
|
|
|
|
|
|
|
me= get_mesh(ob);
|
|
|
|
if(me==NULL || me->totface==0) return;
|
|
|
|
|
|
|
|
/* if nothing was added yet, we make dverts and a vertex deform group */
|
|
|
|
// if (!me->dvert)
|
|
|
|
// create_dverts(&me->id);
|
|
|
|
|
|
|
|
// if(qual & LR_CTRLKEY) {
|
|
|
|
sample_wpaint(scene, ar, v3d, 0);
|
|
|
|
// return;
|
|
|
|
// }
|
|
|
|
// if(qual & LR_SHIFTKEY) {
|
|
|
|
// sample_wpaint(scene, ar, v3d, 1);
|
|
|
|
// return;
|
|
|
|
// }
|
|
|
|
|
|
|
|
/* ALLOCATIONS! no return after this line */
|
|
|
|
/* painting on subsurfs should give correct points too, this returns me->totvert amount */
|
|
|
|
vertexcosnos= mesh_get_mapped_verts_nors(scene, ob);
|
|
|
|
indexar= get_indexarray();
|
|
|
|
copy_wpaint_prev(&Gwp, me->dvert, me->totvert);
|
|
|
|
|
|
|
|
/* this happens on a Bone select, when no vgroup existed yet */
|
|
|
|
if(ob->actdef<=0) {
|
|
|
|
Object *modob;
|
|
|
|
if((modob = modifiers_isDeformedByArmature(ob))) {
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
for(pchan= modob->pose->chanbase.first; pchan; pchan= pchan->next)
|
|
|
|
if(pchan->bone->flag & SELECT)
|
|
|
|
break;
|
|
|
|
if(pchan) {
|
|
|
|
bDeformGroup *dg= get_named_vertexgroup(ob, pchan->name);
|
|
|
|
if(dg==NULL)
|
|
|
|
dg= add_defgroup_name(ob, pchan->name); /* sets actdef */
|
|
|
|
else
|
|
|
|
ob->actdef= get_defgroup_num(ob, dg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(ob->defbase.first==NULL) {
|
|
|
|
add_defgroup(ob);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ob->lay & v3d->lay); else error("Active object is not in this layer");
|
|
|
|
|
|
|
|
// XXX persp(PERSP_VIEW);
|
|
|
|
/* imat for normals */
|
|
|
|
Mat4MulMat4(mat, ob->obmat, v3d->viewmat);
|
|
|
|
Mat4Invert(imat, mat);
|
|
|
|
Mat3CpyMat4(vpimat, imat);
|
|
|
|
|
|
|
|
/* load projection matrix */
|
|
|
|
wmMultMatrix(ob->obmat);
|
|
|
|
wmGetSingleMatrix(mat);
|
|
|
|
wmLoadMatrix(v3d->viewmat);
|
|
|
|
|
|
|
|
// getmouseco_areawin(mvalo);
|
|
|
|
|
|
|
|
// getmouseco_areawin(mval);
|
|
|
|
mvalo[0]= mval[0];
|
|
|
|
mvalo[1]= mval[1];
|
|
|
|
|
|
|
|
/* if mirror painting, find the other group */
|
|
|
|
if(Gwp.flag & VP_MIRROR_X) {
|
|
|
|
bDeformGroup *defgroup= BLI_findlink(&ob->defbase, ob->actdef-1);
|
|
|
|
if(defgroup) {
|
|
|
|
bDeformGroup *curdef;
|
|
|
|
int actdef= 0;
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
BLI_strncpy(name, defgroup->name, 32);
|
|
|
|
bone_flip_name(name, 0); /* 0 = don't strip off number extensions */
|
|
|
|
|
|
|
|
for (curdef = ob->defbase.first; curdef; curdef=curdef->next, actdef++)
|
|
|
|
if (!strcmp(curdef->name, name))
|
|
|
|
break;
|
|
|
|
if(curdef==NULL) {
|
|
|
|
int olddef= ob->actdef; /* tsk, add_defgroup sets the active defgroup */
|
|
|
|
curdef= add_defgroup_name (ob, name);
|
|
|
|
ob->actdef= olddef;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(curdef && curdef!=defgroup)
|
|
|
|
vgroup_mirror= actdef;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
while (get_mbut() & 0) {
|
|
|
|
// getmouseco_areawin(mval);
|
|
|
|
|
|
|
|
if(firsttime || mval[0]!=mvalo[0] || mval[1]!=mvalo[1]) {
|
|
|
|
firsttime= 0;
|
|
|
|
|
|
|
|
/* which faces are involved */
|
|
|
|
if(Gwp.flag & VP_AREA) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
totindex= sample_backbuf_area(&vc, indexar, me->totface, mval[0], mval[1], Gwp.size);
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
indexar[0]= view3d_sample_backbuf(&vc, mval[0], mval[1]);
|
|
|
|
if(indexar[0]) totindex= 1;
|
|
|
|
else totindex= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
MTC_Mat4SwapMat4(v3d->persmat, mat);
|
|
|
|
|
|
|
|
if(Gwp.flag & VP_COLINDEX) {
|
|
|
|
for(index=0; index<totindex; index++) {
|
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
|
|
|
|
|
|
|
mface= ((MFace *)me->mface) + (indexar[index]-1);
|
|
|
|
|
|
|
|
if(mface->mat_nr!=ob->actcol-1) {
|
|
|
|
indexar[index]= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if((G.f & G_FACESELECT) && me->mface) {
|
|
|
|
for(index=0; index<totindex; index++) {
|
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
|
|
|
|
|
|
|
mface= ((MFace *)me->mface) + (indexar[index]-1);
|
|
|
|
|
|
|
|
if((mface->flag & ME_FACE_SEL)==0) {
|
|
|
|
indexar[index]= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* make sure each vertex gets treated only once */
|
|
|
|
/* and calculate filter weight */
|
|
|
|
totw= 0;
|
|
|
|
if(Gwp.mode==VP_BLUR)
|
|
|
|
paintweight= 0.0f;
|
|
|
|
else
|
|
|
|
paintweight= editbutvweight;
|
|
|
|
|
|
|
|
for(index=0; index<totindex; index++) {
|
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
|
|
|
mface= me->mface + (indexar[index]-1);
|
|
|
|
|
|
|
|
(me->dvert+mface->v1)->flag= 1;
|
|
|
|
(me->dvert+mface->v2)->flag= 1;
|
|
|
|
(me->dvert+mface->v3)->flag= 1;
|
|
|
|
if(mface->v4) (me->dvert+mface->v4)->flag= 1;
|
|
|
|
|
|
|
|
if(Gwp.mode==VP_BLUR) {
|
|
|
|
MDeformWeight *dw, *(*dw_func)(MDeformVert *, int) = verify_defweight;
|
|
|
|
|
|
|
|
if(Gwp.flag & VP_ONLYVGROUP)
|
|
|
|
dw_func= get_defweight;
|
|
|
|
|
|
|
|
dw= dw_func(me->dvert+mface->v1, ob->actdef-1);
|
|
|
|
if(dw) {paintweight+= dw->weight; totw++;}
|
|
|
|
dw= dw_func(me->dvert+mface->v2, ob->actdef-1);
|
|
|
|
if(dw) {paintweight+= dw->weight; totw++;}
|
|
|
|
dw= dw_func(me->dvert+mface->v3, ob->actdef-1);
|
|
|
|
if(dw) {paintweight+= dw->weight; totw++;}
|
|
|
|
if(mface->v4) {
|
|
|
|
dw= dw_func(me->dvert+mface->v4, ob->actdef-1);
|
|
|
|
if(dw) {paintweight+= dw->weight; totw++;}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(Gwp.mode==VP_BLUR)
|
|
|
|
paintweight/= (float)totw;
|
|
|
|
|
|
|
|
for(index=0; index<totindex; index++) {
|
|
|
|
|
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
|
|
|
mface= me->mface + (indexar[index]-1);
|
|
|
|
|
|
|
|
if((me->dvert+mface->v1)->flag) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
alpha= calc_vp_alpha_dl(&Gwp, &vc, vpimat, vertexcosnos+6*mface->v1, mval);
|
2009-01-07 19:23:22 +00:00
|
|
|
if(alpha) {
|
|
|
|
do_weight_paint_vertex(ob, mface->v1, alpha, paintweight, vgroup_mirror);
|
|
|
|
}
|
|
|
|
(me->dvert+mface->v1)->flag= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if((me->dvert+mface->v2)->flag) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
alpha= calc_vp_alpha_dl(&Gwp, &vc, vpimat, vertexcosnos+6*mface->v2, mval);
|
2009-01-07 19:23:22 +00:00
|
|
|
if(alpha) {
|
|
|
|
do_weight_paint_vertex(ob, mface->v2, alpha, paintweight, vgroup_mirror);
|
|
|
|
}
|
|
|
|
(me->dvert+mface->v2)->flag= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if((me->dvert+mface->v3)->flag) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
alpha= calc_vp_alpha_dl(&Gwp, &vc, vpimat, vertexcosnos+6*mface->v3, mval);
|
2009-01-07 19:23:22 +00:00
|
|
|
if(alpha) {
|
|
|
|
do_weight_paint_vertex(ob, mface->v3, alpha, paintweight, vgroup_mirror);
|
|
|
|
}
|
|
|
|
(me->dvert+mface->v3)->flag= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if((me->dvert+mface->v4)->flag) {
|
|
|
|
if(mface->v4) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
alpha= calc_vp_alpha_dl(&Gwp, &vc, vpimat, vertexcosnos+6*mface->v4, mval);
|
2009-01-07 19:23:22 +00:00
|
|
|
if(alpha) {
|
|
|
|
do_weight_paint_vertex(ob, mface->v4, alpha, paintweight, vgroup_mirror);
|
|
|
|
}
|
|
|
|
(me->dvert+mface->v4)->flag= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
MTC_Mat4SwapMat4(v3d->persmat, mat);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1]) {
|
|
|
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
|
|
|
|
if(Gwp.flag & (VP_AREA|VP_SOFT)) {
|
|
|
|
/* draw circle in backbuf! */
|
|
|
|
// XXX persp(PERSP_WIN);
|
|
|
|
// XXX fdrawXORcirc((float)mval[0], (float)mval[1], Gwp.size);
|
|
|
|
// XXX persp(PERSP_VIEW);
|
|
|
|
}
|
|
|
|
|
|
|
|
mvalo[0]= mval[0];
|
|
|
|
mvalo[1]= mval[1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(vertexcosnos)
|
|
|
|
MEM_freeN(vertexcosnos);
|
|
|
|
MEM_freeN(indexar);
|
|
|
|
copy_wpaint_prev(&Gwp, NULL, 0);
|
|
|
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
|
|
|
|
/* and particles too */
|
|
|
|
if(ob->particlesystem.first) {
|
|
|
|
ParticleSystem *psys;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
psys= ob->particlesystem.first;
|
|
|
|
while(psys) {
|
|
|
|
for(i=0; i<PSYS_TOT_VG; i++) {
|
|
|
|
if(psys->vgroup[i]==ob->actdef) {
|
|
|
|
psys->recalc |= PSYS_RECALC_HAIR;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
psys= psys->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BIF_undo_push("Weight Paint");
|
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
void set_wpaint(bContext *C, wmOperator *op) /* toggle */
|
|
|
|
{
|
|
|
|
Object *ob= CTX_data_active_object(C);
|
|
|
|
Scene *scene= CTX_data_scene(C);
|
2009-01-07 19:23:22 +00:00
|
|
|
Mesh *me;
|
|
|
|
|
|
|
|
ob= OBACT;
|
|
|
|
if(!ob || ob->id.lib) return;
|
|
|
|
me= get_mesh(ob);
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
if(me && me->totface>=MAXINDEX) {
|
|
|
|
error("Maximum number of faces: %d", MAXINDEX-1);
|
|
|
|
G.f &= ~G_WEIGHTPAINT;
|
|
|
|
return;
|
|
|
|
}
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
if(G.f & G_WEIGHTPAINT) G.f &= ~G_WEIGHTPAINT;
|
|
|
|
else G.f |= G_WEIGHTPAINT;
|
2009-01-07 19:23:22 +00:00
|
|
|
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
/* Weightpaint works by overriding colors in mesh,
|
|
|
|
* so need to make sure we recalc on enter and
|
|
|
|
* exit (exit needs doing regardless because we
|
|
|
|
* should redeform).
|
|
|
|
*/
|
|
|
|
if (me) {
|
|
|
|
DAG_object_flush_update(scene, OBACT, OB_RECALC_DATA);
|
|
|
|
}
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
if(G.f & G_WEIGHTPAINT) {
|
|
|
|
Object *par;
|
|
|
|
|
|
|
|
mesh_octree_table(ob, NULL, NULL, 's');
|
|
|
|
|
|
|
|
/* verify if active weight group is also active bone */
|
|
|
|
par= modifiers_isDeformedByArmature(ob);
|
|
|
|
if(par && (par->flag & OB_POSEMODE)) {
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
for(pchan= par->pose->chanbase.first; pchan; pchan= pchan->next)
|
|
|
|
if(pchan->bone->flag & BONE_ACTIVE)
|
|
|
|
break;
|
|
|
|
// if(pchan)
|
|
|
|
// XXX vertexgroup_select_by_name(ob, pchan->name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
mesh_octree_table(ob, NULL, NULL, 'e');
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ************ set / clear vertex paint mode ********** */
|
|
|
|
|
|
|
|
/* retrieve whether cursor should be set or operator should be done */
|
|
|
|
static int vp_poll(bContext *C)
|
|
|
|
{
|
|
|
|
if(G.f & G_VERTEXPAINT) {
|
|
|
|
ScrArea *sa= CTX_wm_area(C);
|
|
|
|
if(sa->spacetype==SPACE_VIEW3D) {
|
|
|
|
ARegion *ar= CTX_wm_region(C);
|
|
|
|
if(ar->regiontype==RGN_TYPE_WINDOW)
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void vp_drawcursor(bContext *C, int x, int y)
|
|
|
|
{
|
|
|
|
glTranslatef((float)x, (float)y, 0.0f);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
glColor4ub(255, 255, 255, 128);
|
|
|
|
glEnable( GL_LINE_SMOOTH );
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glutil_draw_lined_arc(0.0, M_PI*2.0, Gvp.size, 40);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable( GL_LINE_SMOOTH );
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
glTranslatef((float)-x, (float)-y, 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int set_vpaint(bContext *C, wmOperator *op) /* toggle */
|
|
|
|
{
|
|
|
|
Object *ob= CTX_data_active_object(C);
|
|
|
|
Scene *scene= CTX_data_scene(C);
|
|
|
|
Mesh *me;
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
if(object_data_is_libdata(ob)) {
|
|
|
|
G.f &= ~G_VERTEXPAINT;
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
me= get_mesh(ob);
|
|
|
|
|
|
|
|
if(me && me->totface>=MAXINDEX) {
|
|
|
|
error("Maximum number of faces: %d", MAXINDEX-1);
|
|
|
|
G.f &= ~G_VERTEXPAINT;
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(me && me->mcol==NULL) make_vertexcol(scene, 0);
|
|
|
|
|
|
|
|
/* toggle: end vpaint */
|
|
|
|
if(G.f & G_VERTEXPAINT){
|
|
|
|
G.f &= ~G_VERTEXPAINT;
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
WM_paint_cursor_end(CTX_wm_manager(C), Gvp.paintcursor);
|
|
|
|
Gvp.paintcursor= NULL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
G.f |= G_VERTEXPAINT;
|
|
|
|
/* Turn off weight painting */
|
|
|
|
if (G.f & G_WEIGHTPAINT)
|
|
|
|
set_wpaint(C, op);
|
|
|
|
|
|
|
|
Gvp.paintcursor = WM_paint_cursor_activate(CTX_wm_manager(C), vp_poll, vp_drawcursor);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (me)
|
|
|
|
/* update modifier stack for mapping requirements */
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
|
|
|
|
WM_event_add_notifier(C, NC_SCENE|ND_MODE, ob);
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VIEW3D_OT_vpaint_toggle(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
|
|
|
|
/* identifiers */
|
|
|
|
ot->name= "Vpaint mode";
|
|
|
|
ot->idname= "VIEW3D_OT_vpaint_toggle";
|
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->exec= set_vpaint;
|
|
|
|
ot->poll= ED_operator_object_active;
|
|
|
|
|
|
|
|
}
|
2009-01-07 19:23:22 +00:00
|
|
|
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
|
|
|
|
/* ********************** vertex paint operator ******************* */
|
|
|
|
|
|
|
|
/* Implementation notes:
|
|
|
|
|
|
|
|
Operator->invoke()
|
|
|
|
- validate context (add mcol)
|
|
|
|
- create customdata storage
|
|
|
|
- call paint once (mouse click)
|
|
|
|
- add modal handler
|
|
|
|
|
|
|
|
Operator->modal()
|
|
|
|
- for every mousemove, apply vertex paint
|
|
|
|
- exit on mouse release, free customdata
|
|
|
|
(return OPERATOR_FINISHED also removes handler and operator)
|
|
|
|
|
|
|
|
For future:
|
|
|
|
- implement a stroke event (or mousemove with past positons)
|
|
|
|
- revise whether customdata should be added in object, in set_vpaint
|
|
|
|
- store Gvp locally (in scene?)
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
struct VPaintData {
|
|
|
|
ViewContext vc;
|
|
|
|
unsigned int paintcol;
|
|
|
|
int *indexar;
|
|
|
|
float *vertexcosnos;
|
|
|
|
float vpimat[3][3];
|
|
|
|
};
|
|
|
|
|
|
|
|
static void vpaint_exit(bContext *C, wmOperator *op)
|
|
|
|
{
|
|
|
|
struct VPaintData *vpd= op->customdata;
|
|
|
|
|
|
|
|
if(vpd->vertexcosnos)
|
|
|
|
MEM_freeN(vpd->vertexcosnos);
|
|
|
|
MEM_freeN(vpd->indexar);
|
|
|
|
|
|
|
|
/* frees prev buffer */
|
|
|
|
copy_vpaint_prev(&Gvp, NULL, 0);
|
|
|
|
|
|
|
|
ED_undo_push(C, "Vertex Paint");
|
|
|
|
|
|
|
|
MEM_freeN(vpd);
|
|
|
|
op->customdata= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int vpaint_modal(bContext *C, wmOperator *op, wmEvent *event)
|
|
|
|
{
|
|
|
|
|
|
|
|
switch(event->type) {
|
|
|
|
case LEFTMOUSE:
|
|
|
|
if(event->val==0) { /* release */
|
|
|
|
vpaint_exit(C, op);
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
/* pass on, first press gets painted too */
|
|
|
|
|
|
|
|
case MOUSEMOVE:
|
|
|
|
{
|
|
|
|
struct VPaintData *vpd= op->customdata;
|
|
|
|
ViewContext *vc= &vpd->vc;
|
|
|
|
Object *ob= vc->obact;
|
|
|
|
Mesh *me= ob->data;
|
|
|
|
float mat[4][4];
|
|
|
|
int *indexar= vpd->indexar;
|
|
|
|
int totindex, index;
|
|
|
|
short mval[2];
|
|
|
|
|
|
|
|
view3d_operator_needs_opengl(C);
|
|
|
|
|
|
|
|
/* load projection matrix */
|
|
|
|
wmMultMatrix(ob->obmat);
|
|
|
|
wmGetSingleMatrix(mat);
|
|
|
|
wmLoadMatrix(vc->v3d->viewmat);
|
|
|
|
|
|
|
|
mval[0]= event->x - vc->ar->winrct.xmin;
|
|
|
|
mval[1]= event->y - vc->ar->winrct.ymin;
|
|
|
|
|
2009-01-07 19:23:22 +00:00
|
|
|
/* which faces are involved */
|
|
|
|
if(Gvp.flag & VP_AREA) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
totindex= sample_backbuf_area(vc, indexar, me->totface, mval[0], mval[1], Gvp.size);
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
else {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
indexar[0]= view3d_sample_backbuf(vc, mval[0], mval[1]);
|
2009-01-07 19:23:22 +00:00
|
|
|
if(indexar[0]) totindex= 1;
|
|
|
|
else totindex= 0;
|
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
MTC_Mat4SwapMat4(vc->v3d->persmat, mat);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
|
|
|
if(Gvp.flag & VP_COLINDEX) {
|
|
|
|
for(index=0; index<totindex; index++) {
|
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
MFace *mface= ((MFace *)me->mface) + (indexar[index]-1);
|
|
|
|
|
2009-01-07 19:23:22 +00:00
|
|
|
if(mface->mat_nr!=ob->actcol-1) {
|
|
|
|
indexar[index]= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if((G.f & G_FACESELECT) && me->mface) {
|
|
|
|
for(index=0; index<totindex; index++) {
|
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
MFace *mface= ((MFace *)me->mface) + (indexar[index]-1);
|
|
|
|
|
2009-01-07 19:23:22 +00:00
|
|
|
if((mface->flag & ME_FACE_SEL)==0)
|
|
|
|
indexar[index]= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
|
2009-01-07 19:23:22 +00:00
|
|
|
for(index=0; index<totindex; index++) {
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
if(indexar[index] && indexar[index]<=me->totface) {
|
|
|
|
MFace *mface= ((MFace *)me->mface) + (indexar[index]-1);
|
|
|
|
unsigned int *mcol= ( (unsigned int *)me->mcol) + 4*(indexar[index]-1);
|
|
|
|
unsigned int *mcolorig= ( (unsigned int *)Gvp.vpaint_prev) + 4*(indexar[index]-1);
|
|
|
|
int alpha;
|
|
|
|
|
2009-01-07 19:23:22 +00:00
|
|
|
if(Gvp.mode==VP_BLUR) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
unsigned int fcol1= mcol_blend( mcol[0], mcol[1], 128);
|
2009-01-07 19:23:22 +00:00
|
|
|
if(mface->v4) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
unsigned int fcol2= mcol_blend( mcol[2], mcol[3], 128);
|
|
|
|
vpd->paintcol= mcol_blend( fcol1, fcol2, 128);
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
else {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
vpd->paintcol= mcol_blend( mcol[2], fcol1, 170);
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
alpha= calc_vp_alpha_dl(&Gvp, vc, vpd->vpimat, vpd->vertexcosnos+6*mface->v1, mval);
|
|
|
|
if(alpha) vpaint_blend( mcol, mcolorig, vpd->paintcol, alpha);
|
|
|
|
|
|
|
|
alpha= calc_vp_alpha_dl(&Gvp, vc, vpd->vpimat, vpd->vertexcosnos+6*mface->v2, mval);
|
|
|
|
if(alpha) vpaint_blend( mcol+1, mcolorig+1, vpd->paintcol, alpha);
|
|
|
|
|
|
|
|
alpha= calc_vp_alpha_dl(&Gvp, vc, vpd->vpimat, vpd->vertexcosnos+6*mface->v3, mval);
|
|
|
|
if(alpha) vpaint_blend( mcol+2, mcolorig+2, vpd->paintcol, alpha);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
|
|
|
if(mface->v4) {
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
alpha= calc_vp_alpha_dl(&Gvp, vc, vpd->vpimat, vpd->vertexcosnos+6*mface->v4, mval);
|
|
|
|
if(alpha) vpaint_blend( mcol+3, mcolorig+3, vpd->paintcol, alpha);
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
|
|
|
|
MTC_Mat4SwapMat4(vc->v3d->persmat, mat);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
|
|
|
do_shared_vertexcol(me);
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
ED_region_tag_redraw(vc->ar);
|
|
|
|
|
|
|
|
DAG_object_flush_update(vc->scene, ob, OB_RECALC_DATA);
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
break;
|
|
|
|
}
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
return OPERATOR_RUNNING_MODAL;
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
static int vpaint_invoke(bContext *C, wmOperator *op, wmEvent *event)
|
|
|
|
{
|
|
|
|
struct VPaintData *vpd;
|
|
|
|
Object *ob= CTX_data_active_object(C);
|
2009-01-07 19:23:22 +00:00
|
|
|
Mesh *me;
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
float mat[4][4], imat[4][4];
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
/* context checks could be a poll() */
|
2009-01-07 19:23:22 +00:00
|
|
|
me= get_mesh(ob);
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
if(me==NULL || me->totface==0) return OPERATOR_CANCELLED;
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
if(me->mcol==NULL) make_vertexcol(CTX_data_scene(C), 0);
|
|
|
|
if(me->mcol==NULL) return OPERATOR_CANCELLED;
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
/* make customdata storage */
|
|
|
|
op->customdata= vpd= MEM_callocN(sizeof(struct VPaintData), "VPaintData");
|
|
|
|
view3d_set_viewcontext(C, &vpd->vc);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
vpd->vertexcosnos= mesh_get_mapped_verts_nors(vpd->vc.scene, ob);
|
|
|
|
vpd->indexar= get_indexarray();
|
|
|
|
vpd->paintcol= vpaint_get_current_col(&Gvp);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
/* for filtering */
|
|
|
|
copy_vpaint_prev(&Gvp, (unsigned int *)me->mcol, me->totface);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
/* some old cruft to sort out later */
|
|
|
|
Mat4MulMat4(mat, ob->obmat, vpd->vc.v3d->viewmat);
|
|
|
|
Mat4Invert(imat, mat);
|
|
|
|
Mat3CpyMat4(vpd->vpimat, imat);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
/* do paint once for click only paint */
|
|
|
|
vpaint_modal(C, op, event);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
/* add modal handler */
|
|
|
|
WM_event_add_modal_handler(C, &CTX_wm_window(C)->handlers, op);
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
return OPERATOR_RUNNING_MODAL;
|
|
|
|
}
|
2009-01-07 19:23:22 +00:00
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
void VIEW3D_OT_vpaint(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
|
|
|
|
/* identifiers */
|
|
|
|
ot->name= "Vpaint";
|
|
|
|
ot->idname= "VIEW3D_OT_vpaint";
|
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->invoke= vpaint_invoke;
|
|
|
|
ot->modal= vpaint_modal;
|
|
|
|
/* ot->exec= vpaint_exec; <-- needs stroke property */
|
|
|
|
ot->poll= vp_poll;
|
|
|
|
|
2009-01-07 19:23:22 +00:00
|
|
|
}
|
|
|
|
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
|