1455 lines
34 KiB
C
1455 lines
34 KiB
C
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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) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <stdio.h>
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#include <math.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_camera_types.h"
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#include "DNA_key_types.h"
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#include "DNA_object_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_screen_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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#include "BKE_anim.h"
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#include "BKE_context.h"
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#include "BKE_image.h"
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#include "BKE_ipo.h"
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#include "BKE_key.h"
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#include "BKE_object.h"
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#include "BKE_global.h"
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#include "BKE_scene.h"
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#include "BKE_screen.h"
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#include "BKE_utildefines.h"
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#include "RE_pipeline.h" // make_stars
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "BMF_Api.h"
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#include "WM_api.h"
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#include "ED_screen.h"
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#include "ED_util.h"
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#include "UI_interface.h"
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#include "UI_interface_icons.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "view3d_intern.h" // own include
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static void star_stuff_init_func(void)
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{
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cpack(-1);
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glPointSize(1.0);
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glBegin(GL_POINTS);
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}
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static void star_stuff_vertex_func(float* i)
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{
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glVertex3fv(i);
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}
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static void star_stuff_term_func(void)
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{
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glEnd();
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}
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void circf(float x, float y, float rad)
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{
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GLUquadricObj *qobj = gluNewQuadric();
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gluQuadricDrawStyle(qobj, GLU_FILL);
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glPushMatrix();
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glTranslatef(x, y, 0.);
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gluDisk( qobj, 0.0, rad, 32, 1);
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glPopMatrix();
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gluDeleteQuadric(qobj);
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}
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void circ(float x, float y, float rad)
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{
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GLUquadricObj *qobj = gluNewQuadric();
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gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
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glPushMatrix();
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glTranslatef(x, y, 0.);
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gluDisk( qobj, 0.0, rad, 32, 1);
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glPopMatrix();
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gluDeleteQuadric(qobj);
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}
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/* ********* custom clipping *********** */
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static void view3d_draw_clipping(View3D *v3d)
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{
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BoundBox *bb= v3d->clipbb;
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UI_ThemeColorShade(TH_BACK, -8);
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glBegin(GL_QUADS);
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glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
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glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
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glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
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glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
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glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
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glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
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glEnd();
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}
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void view3d_set_clipping(View3D *v3d)
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{
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double plane[4];
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int a;
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for(a=0; a<4; a++) {
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QUATCOPY(plane, v3d->clip[a]);
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glClipPlane(GL_CLIP_PLANE0+a, plane);
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glEnable(GL_CLIP_PLANE0+a);
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}
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}
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void view3d_clr_clipping(void)
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{
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int a;
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for(a=0; a<4; a++) {
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glDisable(GL_CLIP_PLANE0+a);
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}
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}
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int view3d_test_clipping(View3D *v3d, float *vec)
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{
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/* vec in world coordinates, returns 1 if clipped */
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float view[3];
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VECCOPY(view, vec);
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if(0.0f < v3d->clip[0][3] + INPR(view, v3d->clip[0]))
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if(0.0f < v3d->clip[1][3] + INPR(view, v3d->clip[1]))
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if(0.0f < v3d->clip[2][3] + INPR(view, v3d->clip[2]))
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if(0.0f < v3d->clip[3][3] + INPR(view, v3d->clip[3]))
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return 0;
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return 1;
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}
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/* ********* end custom clipping *********** */
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static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
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{
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float fx, fy;
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x+= (wx);
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y+= (wy);
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fx= x/dx;
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fx= x-dx*floor(fx);
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while(fx< ar->winx) {
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fdrawline(fx, 0.0, fx, (float)ar->winy);
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fx+= dx;
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}
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fy= y/dx;
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fy= y-dx*floor(fy);
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while(fy< ar->winy) {
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fdrawline(0.0, fy, (float)ar->winx, fy);
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fy+= dx;
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}
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}
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// not intern, called in editobject for constraint axis too
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void make_axis_color(char *col, char *col2, char axis)
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{
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if(axis=='x') {
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col2[0]= col[0]>219?255:col[0]+36;
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col2[1]= col[1]<26?0:col[1]-26;
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col2[2]= col[2]<26?0:col[2]-26;
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}
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else if(axis=='y') {
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col2[0]= col[0]<46?0:col[0]-36;
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col2[1]= col[1]>189?255:col[1]+66;
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col2[2]= col[2]<46?0:col[2]-36;
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}
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else {
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col2[0]= col[0]<26?0:col[0]-26;
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col2[1]= col[1]<26?0:col[1]-26;
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col2[2]= col[2]>209?255:col[2]+46;
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}
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}
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static void drawgrid(ARegion *ar, View3D *v3d)
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{
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/* extern short bgpicmode; */
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float wx, wy, x, y, fw, fx, fy, dx;
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float vec4[4];
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char col[3], col2[3];
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short sublines = v3d->gridsubdiv;
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vec4[0]=vec4[1]=vec4[2]=0.0;
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vec4[3]= 1.0;
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Mat4MulVec4fl(v3d->persmat, vec4);
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fx= vec4[0];
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fy= vec4[1];
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fw= vec4[3];
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wx= (ar->winx/2.0); /* because of rounding errors, grid at wrong location */
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wy= (ar->winy/2.0);
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x= (wx)*fx/fw;
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y= (wy)*fy/fw;
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vec4[0]=vec4[1]=v3d->grid;
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vec4[2]= 0.0;
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vec4[3]= 1.0;
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Mat4MulVec4fl(v3d->persmat, vec4);
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fx= vec4[0];
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fy= vec4[1];
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fw= vec4[3];
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dx= fabs(x-(wx)*fx/fw);
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if(dx==0) dx= fabs(y-(wy)*fy/fw);
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glDepthMask(0); // disable write in zbuffer
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/* check zoom out */
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UI_ThemeColor(TH_GRID);
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if(dx<6.0) {
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v3d->gridview*= sublines;
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dx*= sublines;
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if(dx<6.0) {
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v3d->gridview*= sublines;
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dx*= sublines;
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if(dx<6.0) {
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v3d->gridview*= sublines;
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dx*=sublines;
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if(dx<6.0);
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else {
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UI_ThemeColor(TH_GRID);
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drawgrid_draw(ar, wx, wy, x, y, dx);
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}
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}
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else { // start blending out
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UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
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drawgrid_draw(ar, wx, wy, x, y, dx);
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UI_ThemeColor(TH_GRID);
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drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
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}
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}
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else { // start blending out (6 < dx < 60)
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UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
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drawgrid_draw(ar, wx, wy, x, y, dx);
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UI_ThemeColor(TH_GRID);
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drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
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}
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}
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else {
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if(dx>60.0) { // start blending in
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v3d->gridview/= sublines;
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dx/= sublines;
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if(dx>60.0) { // start blending in
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v3d->gridview/= sublines;
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dx/= sublines;
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if(dx>60.0) {
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UI_ThemeColor(TH_GRID);
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drawgrid_draw(ar, wx, wy, x, y, dx);
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}
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else {
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UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
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drawgrid_draw(ar, wx, wy, x, y, dx);
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UI_ThemeColor(TH_GRID);
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drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
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}
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}
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else {
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UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
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drawgrid_draw(ar, wx, wy, x, y, dx);
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UI_ThemeColor(TH_GRID);
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drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
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}
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}
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else {
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UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
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drawgrid_draw(ar, wx, wy, x, y, dx);
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UI_ThemeColor(TH_GRID);
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drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
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}
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}
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x+= (wx);
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y+= (wy);
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UI_GetThemeColor3ubv(TH_GRID, col);
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setlinestyle(0);
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/* center cross */
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if(v3d->view==3) make_axis_color(col, col2, 'y');
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else make_axis_color(col, col2, 'x');
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glColor3ubv((GLubyte *)col2);
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fdrawline(0.0, y, (float)ar->winx, y);
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if(v3d->view==7) make_axis_color(col, col2, 'y');
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else make_axis_color(col, col2, 'z');
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glColor3ubv((GLubyte *)col2);
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fdrawline(x, 0.0, x, (float)ar->winy);
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glDepthMask(1); // enable write in zbuffer
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}
|
||
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|
||
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static void drawfloor(View3D *v3d)
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{
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float vert[3], grid;
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int a, gridlines, emphasise;
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char col[3], col2[3];
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short draw_line = 0;
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vert[2]= 0.0;
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if(v3d->gridlines<3) return;
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if(v3d->zbuf && G.obedit) glDepthMask(0); // for zbuffer-select
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gridlines= v3d->gridlines/2;
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grid= gridlines*v3d->grid;
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UI_GetThemeColor3ubv(TH_GRID, col);
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UI_GetThemeColor3ubv(TH_BACK, col2);
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||
|
|
||
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/* emphasise division lines lighter instead of darker, if background is darker than grid */
|
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if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
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emphasise = 20;
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else
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emphasise = -10;
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/* draw the Y axis and/or grid lines */
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||
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for(a= -gridlines;a<=gridlines;a++) {
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if(a==0) {
|
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/* check for the 'show Y axis' preference */
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||
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if (v3d->gridflag & V3D_SHOW_Y) {
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make_axis_color(col, col2, 'y');
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glColor3ubv((GLubyte *)col2);
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draw_line = 1;
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} else if (v3d->gridflag & V3D_SHOW_FLOOR) {
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UI_ThemeColorShade(TH_GRID, emphasise);
|
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} else {
|
||
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draw_line = 0;
|
||
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}
|
||
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} else {
|
||
|
/* check for the 'show grid floor' preference */
|
||
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if (v3d->gridflag & V3D_SHOW_FLOOR) {
|
||
|
if( (a % 10)==0) {
|
||
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UI_ThemeColorShade(TH_GRID, emphasise);
|
||
|
}
|
||
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else UI_ThemeColorShade(TH_GRID, 10);
|
||
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|
||
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draw_line = 1;
|
||
|
} else {
|
||
|
draw_line = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (draw_line) {
|
||
|
glBegin(GL_LINE_STRIP);
|
||
|
vert[0]= a*v3d->grid;
|
||
|
vert[1]= grid;
|
||
|
glVertex3fv(vert);
|
||
|
vert[1]= -grid;
|
||
|
glVertex3fv(vert);
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* draw the X axis and/or grid lines */
|
||
|
for(a= -gridlines;a<=gridlines;a++) {
|
||
|
if(a==0) {
|
||
|
/* check for the 'show X axis' preference */
|
||
|
if (v3d->gridflag & V3D_SHOW_X) {
|
||
|
make_axis_color(col, col2, 'x');
|
||
|
glColor3ubv((GLubyte *)col2);
|
||
|
|
||
|
draw_line = 1;
|
||
|
} else if (v3d->gridflag & V3D_SHOW_FLOOR) {
|
||
|
UI_ThemeColorShade(TH_GRID, emphasise);
|
||
|
} else {
|
||
|
draw_line = 0;
|
||
|
}
|
||
|
} else {
|
||
|
/* check for the 'show grid floor' preference */
|
||
|
if (v3d->gridflag & V3D_SHOW_FLOOR) {
|
||
|
if( (a % 10)==0) {
|
||
|
UI_ThemeColorShade(TH_GRID, emphasise);
|
||
|
}
|
||
|
else UI_ThemeColorShade(TH_GRID, 10);
|
||
|
|
||
|
draw_line = 1;
|
||
|
} else {
|
||
|
draw_line = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (draw_line) {
|
||
|
glBegin(GL_LINE_STRIP);
|
||
|
vert[1]= a*v3d->grid;
|
||
|
vert[0]= grid;
|
||
|
glVertex3fv(vert );
|
||
|
vert[0]= -grid;
|
||
|
glVertex3fv(vert);
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* draw the Z axis line */
|
||
|
/* check for the 'show Z axis' preference */
|
||
|
if (v3d->gridflag & V3D_SHOW_Z) {
|
||
|
make_axis_color(col, col2, 'z');
|
||
|
glColor3ubv((GLubyte *)col2);
|
||
|
|
||
|
glBegin(GL_LINE_STRIP);
|
||
|
vert[0]= 0;
|
||
|
vert[1]= 0;
|
||
|
vert[2]= grid;
|
||
|
glVertex3fv(vert );
|
||
|
vert[2]= -grid;
|
||
|
glVertex3fv(vert);
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
if(v3d->zbuf && G.obedit) glDepthMask(1);
|
||
|
|
||
|
}
|
||
|
|
||
|
static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
|
||
|
{
|
||
|
short mx,my,co[2];
|
||
|
int flag;
|
||
|
|
||
|
/* we dont want the clipping for cursor */
|
||
|
flag= v3d->flag;
|
||
|
v3d->flag= 0;
|
||
|
project_short(ar, v3d, give_cursor(scene, v3d), co);
|
||
|
v3d->flag= flag;
|
||
|
|
||
|
mx = co[0];
|
||
|
my = co[1];
|
||
|
|
||
|
if(mx!=IS_CLIPPED) {
|
||
|
setlinestyle(0);
|
||
|
cpack(0xFF);
|
||
|
circ((float)mx, (float)my, 10.0);
|
||
|
setlinestyle(4);
|
||
|
cpack(0xFFFFFF);
|
||
|
circ((float)mx, (float)my, 10.0);
|
||
|
setlinestyle(0);
|
||
|
cpack(0x0);
|
||
|
|
||
|
sdrawline(mx-20, my, mx-5, my);
|
||
|
sdrawline(mx+5, my, mx+20, my);
|
||
|
sdrawline(mx, my-20, mx, my-5);
|
||
|
sdrawline(mx, my+5, mx, my+20);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Draw a live substitute of the view icon, which is always shown */
|
||
|
static void draw_view_axis(View3D *v3d)
|
||
|
{
|
||
|
const float k = U.rvisize; /* axis size */
|
||
|
const float toll = 0.5; /* used to see when view is quasi-orthogonal */
|
||
|
const float start = k + 1.0; /* axis center in screen coordinates, x=y */
|
||
|
float ydisp = 0.0; /* vertical displacement to allow obj info text */
|
||
|
|
||
|
/* rvibright ranges approx. from original axis icon color to gizmo color */
|
||
|
float bright = U.rvibright / 15.0f;
|
||
|
|
||
|
unsigned char col[3];
|
||
|
unsigned char gridcol[3];
|
||
|
float colf[3];
|
||
|
|
||
|
float vec[4];
|
||
|
float dx, dy;
|
||
|
float h, s, v;
|
||
|
|
||
|
/* thickness of lines is proportional to k */
|
||
|
/* (log(k)-1) gives a more suitable thickness, but fps decreased by about 3 fps */
|
||
|
glLineWidth(k / 10);
|
||
|
//glLineWidth(log(k)-1); // a bit slow
|
||
|
|
||
|
UI_GetThemeColor3ubv(TH_GRID, (char *)gridcol);
|
||
|
|
||
|
/* X */
|
||
|
vec[0] = vec[3] = 1;
|
||
|
vec[1] = vec[2] = 0;
|
||
|
QuatMulVecf(v3d->viewquat, vec);
|
||
|
|
||
|
make_axis_color((char *)gridcol, (char *)col, 'x');
|
||
|
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
|
||
|
s = s<0.5 ? s+0.5 : 1.0;
|
||
|
v = 0.3;
|
||
|
v = (v<1.0-(bright) ? v+bright : 1.0);
|
||
|
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
|
||
|
glColor3fv(colf);
|
||
|
|
||
|
dx = vec[0] * k;
|
||
|
dy = vec[1] * k;
|
||
|
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
|
||
|
if (fabs(dx) > toll || fabs(dy) > toll) {
|
||
|
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
|
||
|
BMF_DrawString(G.fonts, "x");
|
||
|
}
|
||
|
|
||
|
/* Y */
|
||
|
vec[1] = vec[3] = 1;
|
||
|
vec[0] = vec[2] = 0;
|
||
|
QuatMulVecf(v3d->viewquat, vec);
|
||
|
|
||
|
make_axis_color((char *)gridcol, (char *)col, 'y');
|
||
|
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
|
||
|
s = s<0.5 ? s+0.5 : 1.0;
|
||
|
v = 0.3;
|
||
|
v = (v<1.0-(bright) ? v+bright : 1.0);
|
||
|
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
|
||
|
glColor3fv(colf);
|
||
|
|
||
|
dx = vec[0] * k;
|
||
|
dy = vec[1] * k;
|
||
|
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
|
||
|
if (fabs(dx) > toll || fabs(dy) > toll) {
|
||
|
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
|
||
|
BMF_DrawString(G.fonts, "y");
|
||
|
}
|
||
|
|
||
|
/* Z */
|
||
|
vec[2] = vec[3] = 1;
|
||
|
vec[1] = vec[0] = 0;
|
||
|
QuatMulVecf(v3d->viewquat, vec);
|
||
|
|
||
|
make_axis_color((char *)gridcol, (char *)col, 'z');
|
||
|
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
|
||
|
s = s<0.5 ? s+0.5 : 1.0;
|
||
|
v = 0.5;
|
||
|
v = (v<1.0-(bright) ? v+bright : 1.0);
|
||
|
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
|
||
|
glColor3fv(colf);
|
||
|
|
||
|
dx = vec[0] * k;
|
||
|
dy = vec[1] * k;
|
||
|
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
|
||
|
if (fabs(dx) > toll || fabs(dy) > toll) {
|
||
|
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
|
||
|
BMF_DrawString(G.fonts, "z");
|
||
|
}
|
||
|
|
||
|
/* restore line-width */
|
||
|
glLineWidth(1.0);
|
||
|
}
|
||
|
|
||
|
|
||
|
static void draw_view_icon(View3D *v3d)
|
||
|
{
|
||
|
BIFIconID icon;
|
||
|
|
||
|
if(v3d->view==7) icon= ICON_AXIS_TOP;
|
||
|
else if(v3d->view==1) icon= ICON_AXIS_FRONT;
|
||
|
else if(v3d->view==3) icon= ICON_AXIS_SIDE;
|
||
|
else return ;
|
||
|
|
||
|
glEnable(GL_BLEND);
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
||
|
UI_icon_draw(5.0, 5.0, icon);
|
||
|
|
||
|
glDisable(GL_BLEND);
|
||
|
}
|
||
|
|
||
|
char *view3d_get_name(View3D *v3d)
|
||
|
{
|
||
|
char *name = NULL;
|
||
|
|
||
|
switch (v3d->view) {
|
||
|
case 1:
|
||
|
if (v3d->persp == V3D_ORTHO)
|
||
|
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Ortho" : "Front Ortho";
|
||
|
else
|
||
|
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Persp" : "Front Persp";
|
||
|
break;
|
||
|
case 3:
|
||
|
if (v3d->persp == V3D_ORTHO)
|
||
|
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Ortho" : "Right Ortho";
|
||
|
else
|
||
|
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Persp" : "Right Persp";
|
||
|
break;
|
||
|
case 7:
|
||
|
if (v3d->persp == V3D_ORTHO)
|
||
|
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Ortho" : "Top Ortho";
|
||
|
else
|
||
|
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Persp" : "Top Persp";
|
||
|
break;
|
||
|
default:
|
||
|
if (v3d->persp==V3D_CAMOB) {
|
||
|
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
|
||
|
Camera *cam;
|
||
|
cam = v3d->camera->data;
|
||
|
name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho";
|
||
|
} else {
|
||
|
name = "Object as Camera";
|
||
|
}
|
||
|
} else {
|
||
|
name = (v3d->persp == V3D_ORTHO) ? "User Ortho" : "User Persp";
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return name;
|
||
|
}
|
||
|
|
||
|
static void draw_viewport_name(ARegion *ar, View3D *v3d)
|
||
|
{
|
||
|
char *name = view3d_get_name(v3d);
|
||
|
char *printable = NULL;
|
||
|
|
||
|
if (v3d->localview) {
|
||
|
printable = malloc(strlen(name) + strlen(" (Local)_")); /* '_' gives space for '\0' */
|
||
|
strcpy(printable, name);
|
||
|
strcat(printable, " (Local)");
|
||
|
} else {
|
||
|
printable = name;
|
||
|
}
|
||
|
|
||
|
if (printable) {
|
||
|
UI_ThemeColor(TH_TEXT_HI);
|
||
|
glRasterPos2i(10, ar->winy-20);
|
||
|
BMF_DrawString(G.fonts, printable);
|
||
|
}
|
||
|
|
||
|
if (v3d->localview) {
|
||
|
free(printable);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static char *get_cfra_marker_name(Scene *scene)
|
||
|
{
|
||
|
ListBase *markers= &scene->markers;
|
||
|
TimeMarker *m1, *m2;
|
||
|
|
||
|
/* search through markers for match */
|
||
|
for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
|
||
|
if (m1->frame==CFRA)
|
||
|
return m1->name;
|
||
|
|
||
|
if (m1 == m2)
|
||
|
break;
|
||
|
|
||
|
if (m2->frame==CFRA)
|
||
|
return m2->name;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/* draw info beside axes in bottom left-corner:
|
||
|
* framenum, object name, bone name (if available), marker name (if available)
|
||
|
*/
|
||
|
static void draw_selected_name(Scene *scene, Object *ob, View3D *v3d)
|
||
|
{
|
||
|
char info[256], *markern;
|
||
|
short offset=30;
|
||
|
|
||
|
/* get name of marker on current frame (if available) */
|
||
|
markern= get_cfra_marker_name(scene);
|
||
|
|
||
|
/* check if there is an object */
|
||
|
if(ob) {
|
||
|
/* name(s) to display depends on type of object */
|
||
|
if(ob->type==OB_ARMATURE) {
|
||
|
bArmature *arm= ob->data;
|
||
|
char *name= NULL;
|
||
|
|
||
|
/* show name of active bone too (if possible) */
|
||
|
if(ob==G.obedit) {
|
||
|
// XXX EditBone *ebo;
|
||
|
// for (ebo=G.edbo.first; ebo; ebo=ebo->next){
|
||
|
// if ((ebo->flag & BONE_ACTIVE) && (ebo->layer & arm->layer)) {
|
||
|
// name= ebo->name;
|
||
|
// break;
|
||
|
// }
|
||
|
// }
|
||
|
}
|
||
|
else if(ob->pose && (ob->flag & OB_POSEMODE)) {
|
||
|
bPoseChannel *pchan;
|
||
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
||
|
if((pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) {
|
||
|
name= pchan->name;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if(name && markern)
|
||
|
sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern);
|
||
|
else if(name)
|
||
|
sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
|
||
|
else
|
||
|
sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
|
||
|
}
|
||
|
else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
|
||
|
Key *key= NULL;
|
||
|
KeyBlock *kb = NULL;
|
||
|
char shapes[75];
|
||
|
|
||
|
/* try to display active shapekey too */
|
||
|
shapes[0] = 0;
|
||
|
key = ob_get_key(ob);
|
||
|
if(key){
|
||
|
kb = BLI_findlink(&key->block, ob->shapenr-1);
|
||
|
if(kb){
|
||
|
sprintf(shapes, ": %s ", kb->name);
|
||
|
if(ob->shapeflag == OB_SHAPE_LOCK){
|
||
|
sprintf(shapes, "%s (Pinned)",shapes);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(markern)
|
||
|
sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern);
|
||
|
else
|
||
|
sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, shapes);
|
||
|
}
|
||
|
else {
|
||
|
/* standard object */
|
||
|
if (markern)
|
||
|
sprintf(info, "(%d) %s <%s>", CFRA, ob->id.name+2, markern);
|
||
|
else
|
||
|
sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
|
||
|
}
|
||
|
|
||
|
/* colour depends on whether there is a keyframe */
|
||
|
// XXX if (id_frame_has_keyframe((ID *)ob, frame_to_float(CFRA), v3d->keyflags))
|
||
|
// UI_ThemeColor(TH_VERTEX_SELECT);
|
||
|
// else
|
||
|
UI_ThemeColor(TH_TEXT_HI);
|
||
|
}
|
||
|
else {
|
||
|
/* no object */
|
||
|
if (markern)
|
||
|
sprintf(info, "(%d) <%s>", CFRA, markern);
|
||
|
else
|
||
|
sprintf(info, "(%d)", CFRA);
|
||
|
|
||
|
/* colour is always white */
|
||
|
UI_ThemeColor(TH_TEXT_HI);
|
||
|
}
|
||
|
|
||
|
if (U.uiflag & USER_SHOW_ROTVIEWICON)
|
||
|
offset = 14 + (U.rvisize * 2);
|
||
|
|
||
|
glRasterPos2i(offset, 10);
|
||
|
BMF_DrawString(G.fonts, info);
|
||
|
}
|
||
|
|
||
|
static void view3d_get_viewborder_size(Scene *scene, ARegion *ar, float size_r[2])
|
||
|
{
|
||
|
float winmax= MAX2(ar->winx, ar->winy);
|
||
|
float aspect= (float) (scene->r.xsch*scene->r.xasp)/(scene->r.ysch*scene->r.yasp);
|
||
|
|
||
|
if(aspect>1.0) {
|
||
|
size_r[0]= winmax;
|
||
|
size_r[1]= winmax/aspect;
|
||
|
} else {
|
||
|
size_r[0]= winmax*aspect;
|
||
|
size_r[1]= winmax;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void calc_viewborder(Scene *scene, ARegion *ar, View3D *v3d, rctf *viewborder_r)
|
||
|
{
|
||
|
float zoomfac, size[2];
|
||
|
float dx= 0.0f, dy= 0.0f;
|
||
|
|
||
|
view3d_get_viewborder_size(scene, ar, size);
|
||
|
|
||
|
/* magic zoom calculation, no idea what
|
||
|
* it signifies, if you find out, tell me! -zr
|
||
|
*/
|
||
|
/* simple, its magic dude!
|
||
|
* well, to be honest, this gives a natural feeling zooming
|
||
|
* with multiple keypad presses (ton)
|
||
|
*/
|
||
|
|
||
|
zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
|
||
|
zoomfac= (zoomfac*zoomfac)*0.25;
|
||
|
|
||
|
size[0]= size[0]*zoomfac;
|
||
|
size[1]= size[1]*zoomfac;
|
||
|
|
||
|
/* center in window */
|
||
|
viewborder_r->xmin= 0.5*ar->winx - 0.5*size[0];
|
||
|
viewborder_r->ymin= 0.5*ar->winy - 0.5*size[1];
|
||
|
viewborder_r->xmax= viewborder_r->xmin + size[0];
|
||
|
viewborder_r->ymax= viewborder_r->ymin + size[1];
|
||
|
|
||
|
dx= ar->winx*v3d->camdx*zoomfac*2.0f;
|
||
|
dy= ar->winy*v3d->camdy*zoomfac*2.0f;
|
||
|
|
||
|
/* apply offset */
|
||
|
viewborder_r->xmin-= dx;
|
||
|
viewborder_r->ymin-= dy;
|
||
|
viewborder_r->xmax-= dx;
|
||
|
viewborder_r->ymax-= dy;
|
||
|
|
||
|
if(v3d->camera && v3d->camera->type==OB_CAMERA) {
|
||
|
Camera *cam= v3d->camera->data;
|
||
|
float w = viewborder_r->xmax - viewborder_r->xmin;
|
||
|
float h = viewborder_r->ymax - viewborder_r->ymin;
|
||
|
float side = MAX2(w, h);
|
||
|
|
||
|
viewborder_r->xmin+= cam->shiftx*side;
|
||
|
viewborder_r->xmax+= cam->shiftx*side;
|
||
|
viewborder_r->ymin+= cam->shifty*side;
|
||
|
viewborder_r->ymax+= cam->shifty*side;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void view3d_set_1_to_1_viewborder(Scene *scene, ARegion *ar, View3D *v3d)
|
||
|
{
|
||
|
float size[2];
|
||
|
int im_width= (scene->r.size*scene->r.xsch)/100;
|
||
|
|
||
|
view3d_get_viewborder_size(scene, ar, size);
|
||
|
|
||
|
v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
|
||
|
v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
|
||
|
}
|
||
|
|
||
|
|
||
|
static void drawviewborder_flymode(ARegion *ar)
|
||
|
{
|
||
|
/* draws 4 edge brackets that frame the safe area where the
|
||
|
mouse can move during fly mode without spinning the view */
|
||
|
float x1, x2, y1, y2;
|
||
|
|
||
|
x1= 0.45*(float)ar->winx;
|
||
|
y1= 0.45*(float)ar->winy;
|
||
|
x2= 0.55*(float)ar->winx;
|
||
|
y2= 0.55*(float)ar->winy;
|
||
|
cpack(0);
|
||
|
|
||
|
|
||
|
glBegin(GL_LINES);
|
||
|
/* bottom left */
|
||
|
glVertex2f(x1,y1);
|
||
|
glVertex2f(x1,y1+5);
|
||
|
|
||
|
glVertex2f(x1,y1);
|
||
|
glVertex2f(x1+5,y1);
|
||
|
|
||
|
/* top right */
|
||
|
glVertex2f(x2,y2);
|
||
|
glVertex2f(x2,y2-5);
|
||
|
|
||
|
glVertex2f(x2,y2);
|
||
|
glVertex2f(x2-5,y2);
|
||
|
|
||
|
/* top left */
|
||
|
glVertex2f(x1,y2);
|
||
|
glVertex2f(x1,y2-5);
|
||
|
|
||
|
glVertex2f(x1,y2);
|
||
|
glVertex2f(x1+5,y2);
|
||
|
|
||
|
/* bottom right */
|
||
|
glVertex2f(x2,y1);
|
||
|
glVertex2f(x2,y1+5);
|
||
|
|
||
|
glVertex2f(x2,y1);
|
||
|
glVertex2f(x2-5,y1);
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
|
||
|
static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
|
||
|
{
|
||
|
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); // interface_panel.c
|
||
|
float fac, a;
|
||
|
float x1, x2, y1, y2;
|
||
|
float x3, y3, x4, y4;
|
||
|
rctf viewborder;
|
||
|
Camera *ca= NULL;
|
||
|
|
||
|
if(v3d->camera==NULL)
|
||
|
return;
|
||
|
if(v3d->camera->type==OB_CAMERA)
|
||
|
ca = v3d->camera->data;
|
||
|
|
||
|
calc_viewborder(scene, ar, v3d, &viewborder);
|
||
|
x1= viewborder.xmin;
|
||
|
y1= viewborder.ymin;
|
||
|
x2= viewborder.xmax;
|
||
|
y2= viewborder.ymax;
|
||
|
|
||
|
/* passepartout, specified in camera edit buttons */
|
||
|
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001) {
|
||
|
if (ca->passepartalpha == 1.0) {
|
||
|
glColor3f(0, 0, 0);
|
||
|
} else {
|
||
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||
|
glEnable(GL_BLEND);
|
||
|
glColor4f(0, 0, 0, ca->passepartalpha);
|
||
|
}
|
||
|
if (x1 > 0.0)
|
||
|
glRectf(0.0, (float)ar->winy, x1, 0.0);
|
||
|
if (x2 < (float)ar->winx)
|
||
|
glRectf(x2, (float)ar->winy, (float)ar->winx, 0.0);
|
||
|
if (y2 < (float)ar->winy)
|
||
|
glRectf(x1, (float)ar->winy, x2, y2);
|
||
|
if (y2 > 0.0)
|
||
|
glRectf(x1, y1, x2, 0.0);
|
||
|
|
||
|
glDisable(GL_BLEND);
|
||
|
}
|
||
|
|
||
|
/* edge */
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
|
|
||
|
setlinestyle(0);
|
||
|
UI_ThemeColor(TH_BACK);
|
||
|
glRectf(x1, y1, x2, y2);
|
||
|
|
||
|
setlinestyle(3);
|
||
|
UI_ThemeColor(TH_WIRE);
|
||
|
glRectf(x1, y1, x2, y2);
|
||
|
|
||
|
/* camera name - draw in highlighted text color */
|
||
|
if (ca && (ca->flag & CAM_SHOWNAME)) {
|
||
|
UI_ThemeColor(TH_TEXT_HI);
|
||
|
glRasterPos2f(x1, y1-15);
|
||
|
|
||
|
BMF_DrawString(G.font, v3d->camera->id.name+2);
|
||
|
UI_ThemeColor(TH_WIRE);
|
||
|
}
|
||
|
|
||
|
|
||
|
/* border */
|
||
|
if(scene->r.mode & R_BORDER) {
|
||
|
|
||
|
cpack(0);
|
||
|
x3= x1+ scene->r.border.xmin*(x2-x1);
|
||
|
y3= y1+ scene->r.border.ymin*(y2-y1);
|
||
|
x4= x1+ scene->r.border.xmax*(x2-x1);
|
||
|
y4= y1+ scene->r.border.ymax*(y2-y1);
|
||
|
|
||
|
cpack(0x4040FF);
|
||
|
glRectf(x3, y3, x4, y4);
|
||
|
}
|
||
|
|
||
|
/* safety border */
|
||
|
if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
|
||
|
fac= 0.1;
|
||
|
|
||
|
a= fac*(x2-x1);
|
||
|
x1+= a;
|
||
|
x2-= a;
|
||
|
|
||
|
a= fac*(y2-y1);
|
||
|
y1+= a;
|
||
|
y2-= a;
|
||
|
|
||
|
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
|
||
|
|
||
|
uiSetRoundBox(15);
|
||
|
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
|
||
|
}
|
||
|
|
||
|
setlinestyle(0);
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
|
|
||
|
}
|
||
|
|
||
|
static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
|
||
|
{
|
||
|
BGpic *bgpic;
|
||
|
Image *ima;
|
||
|
ImBuf *ibuf= NULL;
|
||
|
float vec[4], fac, asp, zoomx, zoomy;
|
||
|
float x1, y1, x2, y2, cx, cy;
|
||
|
|
||
|
bgpic= v3d->bgpic;
|
||
|
if(bgpic==NULL) return;
|
||
|
|
||
|
ima= bgpic->ima;
|
||
|
|
||
|
if(ima)
|
||
|
ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
|
||
|
if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) )
|
||
|
return;
|
||
|
if(ibuf->channels!=4)
|
||
|
return;
|
||
|
if(ibuf->rect==NULL)
|
||
|
IMB_rect_from_float(ibuf);
|
||
|
|
||
|
if(v3d->persp==2) {
|
||
|
rctf vb;
|
||
|
|
||
|
calc_viewborder(scene, ar, v3d, &vb);
|
||
|
|
||
|
x1= vb.xmin;
|
||
|
y1= vb.ymin;
|
||
|
x2= vb.xmax;
|
||
|
y2= vb.ymax;
|
||
|
}
|
||
|
else {
|
||
|
float sco[2];
|
||
|
|
||
|
/* calc window coord */
|
||
|
initgrabz(v3d, 0.0, 0.0, 0.0);
|
||
|
window_to_3d(ar, v3d, vec, 1, 0);
|
||
|
fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
|
||
|
fac= 1.0/fac;
|
||
|
|
||
|
asp= ( (float)ibuf->y)/(float)ibuf->x;
|
||
|
|
||
|
vec[0] = vec[1] = vec[2] = 0.0;
|
||
|
view3d_project_float(ar, vec, sco, v3d->persmat);
|
||
|
cx = sco[0];
|
||
|
cy = sco[1];
|
||
|
|
||
|
x1= cx+ fac*(bgpic->xof-bgpic->size);
|
||
|
y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
|
||
|
x2= cx+ fac*(bgpic->xof+bgpic->size);
|
||
|
y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
|
||
|
}
|
||
|
|
||
|
/* complete clip? */
|
||
|
|
||
|
if(x2 < 0 ) return;
|
||
|
if(y2 < 0 ) return;
|
||
|
if(x1 > ar->winx ) return;
|
||
|
if(y1 > ar->winy ) return;
|
||
|
|
||
|
zoomx= (x2-x1)/ibuf->x;
|
||
|
zoomy= (y2-y1)/ibuf->y;
|
||
|
|
||
|
/* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
|
||
|
if(zoomx < 1.0f || zoomy < 1.0f) {
|
||
|
float tzoom= MIN2(zoomx, zoomy);
|
||
|
int mip= 0;
|
||
|
|
||
|
if(ibuf->mipmap[0]==NULL)
|
||
|
IMB_makemipmap(ibuf, 0);
|
||
|
|
||
|
while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) {
|
||
|
tzoom*= 2.0f;
|
||
|
zoomx*= 2.0f;
|
||
|
zoomy*= 2.0f;
|
||
|
mip++;
|
||
|
}
|
||
|
if(mip>0)
|
||
|
ibuf= ibuf->mipmap[mip-1];
|
||
|
}
|
||
|
|
||
|
if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
|
||
|
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glPushMatrix();
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glPushMatrix();
|
||
|
|
||
|
glaDefine2DArea(&ar->winrct);
|
||
|
|
||
|
glEnable(GL_BLEND);
|
||
|
|
||
|
glPixelZoom(zoomx, zoomy);
|
||
|
glColor4f(1.0, 1.0, 1.0, 1.0-bgpic->blend);
|
||
|
glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
|
||
|
|
||
|
glPixelZoom(1.0, 1.0);
|
||
|
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
|
||
|
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glPopMatrix();
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glDisable(GL_BLEND);
|
||
|
if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
|
||
|
|
||
|
// XXX areawinset(ar->win); // restore viewport / scissor
|
||
|
}
|
||
|
|
||
|
void view3d_update_depths(ARegion *ar, View3D *v3d)
|
||
|
{
|
||
|
/* Create storage for, and, if necessary, copy depth buffer */
|
||
|
if(!v3d->depths) v3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
|
||
|
if(v3d->depths) {
|
||
|
ViewDepths *d= v3d->depths;
|
||
|
if(d->w != ar->winx ||
|
||
|
d->h != ar->winy ||
|
||
|
!d->depths) {
|
||
|
d->w= ar->winx;
|
||
|
d->h= ar->winy;
|
||
|
if(d->depths)
|
||
|
MEM_freeN(d->depths);
|
||
|
d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths");
|
||
|
d->damaged= 1;
|
||
|
}
|
||
|
|
||
|
if(d->damaged) {
|
||
|
glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h,
|
||
|
GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
|
||
|
|
||
|
glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
|
||
|
|
||
|
d->damaged= 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Enable sculpting in wireframe mode by drawing sculpt object only to the depth buffer */
|
||
|
static void draw_sculpt_depths(Scene *scene, View3D *v3d)
|
||
|
{
|
||
|
Object *ob = OBACT;
|
||
|
|
||
|
int dt= MIN2(v3d->drawtype, ob->dt);
|
||
|
if(v3d->zbuf==0 && dt>OB_WIRE)
|
||
|
dt= OB_WIRE;
|
||
|
if(dt == OB_WIRE) {
|
||
|
GLboolean depth_on;
|
||
|
int orig_vdt = v3d->drawtype;
|
||
|
int orig_zbuf = v3d->zbuf;
|
||
|
int orig_odt = ob->dt;
|
||
|
|
||
|
glGetBooleanv(GL_DEPTH_TEST, &depth_on);
|
||
|
v3d->drawtype = ob->dt = OB_SOLID;
|
||
|
v3d->zbuf = 1;
|
||
|
|
||
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
// XXX draw_object(BASACT, 0);
|
||
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||
|
if(!depth_on)
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
|
||
|
v3d->drawtype = orig_vdt;
|
||
|
v3d->zbuf = orig_zbuf;
|
||
|
ob->dt = orig_odt;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d)
|
||
|
{
|
||
|
Base *base;
|
||
|
Object *ob;
|
||
|
Scene *scene= CTX_data_scene(C), *sce;
|
||
|
char retopo= 0, sculptparticle= 0;
|
||
|
Object *obact = OBACT;
|
||
|
|
||
|
/* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual,
|
||
|
no layer check here, gets correct flushed */
|
||
|
/* sets first, we allow per definition current scene to have dependencies on sets */
|
||
|
if(scene->set) {
|
||
|
for(SETLOOPER(scene->set, base))
|
||
|
object_handle_update(base->object); // bke_object.h
|
||
|
}
|
||
|
|
||
|
v3d->lay_used = 0;
|
||
|
for(base= scene->base.first; base; base= base->next) {
|
||
|
object_handle_update(base->object); // bke_object.h
|
||
|
v3d->lay_used |= base->lay;
|
||
|
}
|
||
|
|
||
|
/* shadow buffers, before we setup matrices */
|
||
|
// if(draw_glsl_material(NULL, v3d->drawtype))
|
||
|
// gpu_update_lamps_shadows(scene, v3d);
|
||
|
|
||
|
setwinmatrixview3d(CTX_wm_window(C), v3d, ar->winx, ar->winy, NULL); /* 0= no pick rect */
|
||
|
setviewmatrixview3d(v3d); /* note: calls where_is_object for camera... */
|
||
|
|
||
|
Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat);
|
||
|
Mat4Invert(v3d->persinv, v3d->persmat);
|
||
|
Mat4Invert(v3d->viewinv, v3d->viewmat);
|
||
|
|
||
|
/* calculate pixelsize factor once, is used for lamps and obcenters */
|
||
|
{
|
||
|
float len1, len2, vec[3];
|
||
|
|
||
|
VECCOPY(vec, v3d->persinv[0]);
|
||
|
len1= Normalize(vec);
|
||
|
VECCOPY(vec, v3d->persinv[1]);
|
||
|
len2= Normalize(vec);
|
||
|
|
||
|
v3d->pixsize= 2.0f*(len1>len2?len1:len2);
|
||
|
|
||
|
/* correct for window size */
|
||
|
if(ar->winx > ar->winy) v3d->pixsize/= (float)ar->winx;
|
||
|
else v3d->pixsize/= (float)ar->winy;
|
||
|
}
|
||
|
|
||
|
if(v3d->drawtype > OB_WIRE) {
|
||
|
float col[3];
|
||
|
UI_GetThemeColor3fv(TH_BACK, col);
|
||
|
glClearColor(col[0], col[1], col[2], 0.0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
glLoadIdentity();
|
||
|
}
|
||
|
else {
|
||
|
float col[3];
|
||
|
UI_GetThemeColor3fv(TH_BACK, col);
|
||
|
glClearColor(col[0], col[1], col[2], 0.0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||
|
}
|
||
|
|
||
|
wmLoadMatrix(CTX_wm_window(C), v3d->viewmat);
|
||
|
|
||
|
if(v3d->flag & V3D_CLIPPING)
|
||
|
view3d_draw_clipping(v3d);
|
||
|
|
||
|
/* set zbuffer after we draw clipping region */
|
||
|
if(v3d->drawtype > OB_WIRE) {
|
||
|
v3d->zbuf= TRUE;
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
}
|
||
|
|
||
|
// needs to be done always, gridview is adjusted in drawgrid() now
|
||
|
v3d->gridview= v3d->grid;
|
||
|
|
||
|
if(v3d->view==0 || v3d->persp!=0) {
|
||
|
drawfloor(v3d);
|
||
|
if(v3d->persp==2) {
|
||
|
if(scene->world) {
|
||
|
if(scene->world->mode & WO_STARS) {
|
||
|
RE_make_stars(NULL, star_stuff_init_func, star_stuff_vertex_func,
|
||
|
star_stuff_term_func);
|
||
|
}
|
||
|
}
|
||
|
if(v3d->flag & V3D_DISPBGPIC) draw_bgpic(scene, ar, v3d);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
ED_region_pixelspace(C, ar);
|
||
|
drawgrid(ar, v3d);
|
||
|
/* XXX make function? replaces persp(1) */
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
wmLoadMatrix(CTX_wm_window(C), v3d->winmat);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
wmLoadMatrix(CTX_wm_window(C), v3d->viewmat);
|
||
|
|
||
|
if(v3d->flag & V3D_DISPBGPIC) {
|
||
|
draw_bgpic(scene, ar, v3d);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(v3d->flag & V3D_CLIPPING)
|
||
|
view3d_set_clipping(v3d);
|
||
|
|
||
|
/* draw set first */
|
||
|
if(scene->set) {
|
||
|
for(SETLOOPER(scene->set, base)) {
|
||
|
|
||
|
if(v3d->lay & base->lay) {
|
||
|
|
||
|
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
|
||
|
// XXX draw_object(base, DRAW_CONSTCOLOR|DRAW_SCENESET);
|
||
|
|
||
|
if(base->object->transflag & OB_DUPLI) {
|
||
|
// XXX draw_dupli_objects_color(v3d, base, TH_WIRE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Transp and X-ray afterdraw stuff for sets is done later */
|
||
|
}
|
||
|
|
||
|
/* then draw not selected and the duplis, but skip editmode object */
|
||
|
for(base= scene->base.first; base; base= base->next) {
|
||
|
if(v3d->lay & base->lay) {
|
||
|
|
||
|
/* dupli drawing */
|
||
|
if(base->object->transflag & OB_DUPLI) {
|
||
|
// XXX draw_dupli_objects(v3d, base);
|
||
|
}
|
||
|
if((base->flag & SELECT)==0) {
|
||
|
// XXX if(base->object!=G.obedit) draw_object(base, 0);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// retopo= retopo_mesh_check() || retopo_curve_check();
|
||
|
// sculptparticle= (G.f & (G_SCULPTMODE|G_PARTICLEEDIT)) && !G.obedit;
|
||
|
if(retopo)
|
||
|
view3d_update_depths(ar, v3d);
|
||
|
|
||
|
/* draw selected and editmode */
|
||
|
for(base= scene->base.first; base; base= base->next) {
|
||
|
if(v3d->lay & base->lay) {
|
||
|
// if (base->object==G.obedit || ( base->flag & SELECT) )
|
||
|
// XXX draw_object(base, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) {
|
||
|
if(G.f & G_SCULPTMODE)
|
||
|
draw_sculpt_depths(scene, v3d);
|
||
|
view3d_update_depths(ar, v3d);
|
||
|
}
|
||
|
|
||
|
if(G.moving) {
|
||
|
// BIF_drawConstraint();
|
||
|
// if(G.obedit || (G.f & G_PARTICLEEDIT))
|
||
|
// BIF_drawPropCircle(); // only editmode and particles have proportional edit
|
||
|
// BIF_drawSnap();
|
||
|
}
|
||
|
|
||
|
// REEB_draw();
|
||
|
|
||
|
// if(scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
|
||
|
|
||
|
/* Transp and X-ray afterdraw stuff */
|
||
|
// view3d_draw_transp(v3d);
|
||
|
// view3d_draw_xray(v3d, 1); // clears zbuffer if it is used!
|
||
|
|
||
|
if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) {
|
||
|
if(G.f & G_SCULPTMODE)
|
||
|
draw_sculpt_depths(scene, v3d);
|
||
|
view3d_update_depths(ar, v3d);
|
||
|
}
|
||
|
|
||
|
if(v3d->flag & V3D_CLIPPING)
|
||
|
view3d_clr_clipping();
|
||
|
|
||
|
// BIF_draw_manipulator(ar);
|
||
|
|
||
|
if(v3d->zbuf) {
|
||
|
v3d->zbuf= FALSE;
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
}
|
||
|
|
||
|
/* draw grease-pencil stuff */
|
||
|
// if (v3d->flag2 & V3D_DISPGP)
|
||
|
// draw_gpencil_3dview(ar, 1);
|
||
|
|
||
|
ED_region_pixelspace(C, ar);
|
||
|
|
||
|
/* Draw Sculpt Mode brush XXX (removed) */
|
||
|
|
||
|
// retopo_paint_view_update(v3d);
|
||
|
// retopo_draw_paint_lines();
|
||
|
|
||
|
/* Draw particle edit brush XXX (removed) */
|
||
|
|
||
|
if(v3d->persp>1) drawviewborder(scene, ar, v3d);
|
||
|
if(v3d->flag2 & V3D_FLYMODE) drawviewborder_flymode(ar);
|
||
|
|
||
|
/* draw grease-pencil stuff */
|
||
|
// if (v3d->flag2 & V3D_DISPGP)
|
||
|
// draw_gpencil_3dview(ar, 0);
|
||
|
|
||
|
if(!(G.f & G_PLAYANIM)) drawcursor(scene, ar, v3d);
|
||
|
if(U.uiflag & USER_SHOW_ROTVIEWICON)
|
||
|
draw_view_axis(v3d);
|
||
|
else
|
||
|
draw_view_icon(v3d);
|
||
|
|
||
|
/* XXX removed viewport fps */
|
||
|
if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
|
||
|
draw_viewport_name(ar, v3d);
|
||
|
}
|
||
|
|
||
|
ob= OBACT;
|
||
|
if(U.uiflag & USER_DRAWVIEWINFO)
|
||
|
draw_selected_name(scene, ob, v3d);
|
||
|
|
||
|
// draw_area_emboss(ar);
|
||
|
|
||
|
/* XXX here was the blockhandlers for floating panels */
|
||
|
|
||
|
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT) {
|
||
|
v3d->flag |= V3D_NEEDBACKBUFDRAW;
|
||
|
// XXX addafterqueue(ar->win, BACKBUFDRAW, 1);
|
||
|
}
|
||
|
// test for backbuf select
|
||
|
if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) {
|
||
|
|
||
|
v3d->flag |= V3D_NEEDBACKBUFDRAW;
|
||
|
// XXX if(afterqtest(ar->win, BACKBUFDRAW)==0) {
|
||
|
// addafterqueue(ar->win, BACKBUFDRAW, 1);
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
#ifndef DISABLE_PYTHON
|
||
|
/* XXX here was scriptlink */
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|