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blender-archive/source/blender/editors/space_view3d/view3d_draw.c

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/**
2010-03-21 01:14:04 +00:00
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BKE_anim.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_unit.h"
#include "RE_pipeline.h" // make_stars
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "BLF_api.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_screen_types.h"
#include "ED_transform.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "view3d_intern.h" // own include
static void star_stuff_init_func(void)
{
cpack(-1);
glPointSize(1.0);
glBegin(GL_POINTS);
}
static void star_stuff_vertex_func(float* i)
{
glVertex3fv(i);
}
static void star_stuff_term_func(void)
{
glEnd();
}
void circf(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
void circ(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
/* ********* custom clipping *********** */
static void view3d_draw_clipping(RegionView3D *rv3d)
{
BoundBox *bb= rv3d->clipbb;
if(bb) {
UI_ThemeColorShade(TH_BACK, -8);
glBegin(GL_QUADS);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
glEnd();
}
}
void view3d_set_clipping(RegionView3D *rv3d)
{
double plane[4];
int a, tot=4;
if(rv3d->viewlock) tot= 6;
for(a=0; a<tot; a++) {
QUATCOPY(plane, rv3d->clip[a]);
glClipPlane(GL_CLIP_PLANE0+a, plane);
glEnable(GL_CLIP_PLANE0+a);
}
}
void view3d_clr_clipping(void)
{
int a;
for(a=0; a<6; a++) {
glDisable(GL_CLIP_PLANE0+a);
}
}
2009-11-23 09:28:42 +00:00
static int test_clipping(float *vec, float clip[][4])
{
float view[3];
copy_v3_v3(view, vec);
if(0.0f < clip[0][3] + INPR(view, clip[0]))
if(0.0f < clip[1][3] + INPR(view, clip[1]))
if(0.0f < clip[2][3] + INPR(view, clip[2]))
if(0.0f < clip[3][3] + INPR(view, clip[3]))
return 0;
return 1;
}
/* for 'local' ED_view3d_local_clipping must run first
* then all comparisons can be done in localspace */
int view3d_test_clipping(RegionView3D *rv3d, float *vec, int local)
{
return test_clipping(vec, local ? rv3d->clip_local : rv3d->clip);
}
/* ********* end custom clipping *********** */
static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
{
float v1[2], v2[2];
x+= (wx);
y+= (wy);
v1[1]= 0.0f;
v2[1]= (float)ar->winy;
v1[0] = v2[0] = x-dx*floor(x/dx);
glBegin(GL_LINES);
while(v1[0] < ar->winx) {
glVertex2fv(v1);
glVertex2fv(v2);
v1[0] = v2[0] = v1[0] + dx;
}
v1[0]= 0.0f;
v2[0]= (float)ar->winx;
v1[1]= v2[1]= y-dx*floor(y/dx);
while(v1[1] < ar->winy) {
glVertex2fv(v1);
glVertex2fv(v2);
v1[1] = v2[1] = v1[1] + dx;
}
glEnd();
}
#define GRID_MIN_PX 6.0f
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, char **grid_unit)
{
/* extern short bgpicmode; */
RegionView3D *rv3d= ar->regiondata;
float wx, wy, x, y, fw, fx, fy, dx;
float vec4[4];
char col[3], col2[3];
*grid_unit= NULL;
vec4[0]=vec4[1]=vec4[2]=0.0;
vec4[3]= 1.0;
mul_m4_v4(rv3d->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
wx= (ar->winx/2.0); /* because of rounding errors, grid at wrong location */
wy= (ar->winy/2.0);
x= (wx)*fx/fw;
y= (wy)*fy/fw;
vec4[0]=vec4[1]= (unit->system) ? 1.0 : v3d->grid;
vec4[2]= 0.0;
vec4[3]= 1.0;
mul_m4_v4(rv3d->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
dx= fabs(x-(wx)*fx/fw);
if(dx==0) dx= fabs(y-(wy)*fy/fw);
glDepthMask(0); // disable write in zbuffer
/* check zoom out */
UI_ThemeColor(TH_GRID);
if(unit->system) {
/* Use GRID_MIN_PX*2 for units because very very small grid
* items are less useful when dealing with units */
void *usys;
int len, i;
double scalar;
float dx_scalar;
float blend_fac;
bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH);
if(usys) {
i= len;
while(i--) {
scalar= bUnit_GetScaler(usys, i);
dx_scalar = dx * scalar / unit->scale_length;
if (dx_scalar < (GRID_MIN_PX*2))
continue;
/* Store the smallest drawn grid size units name so users know how big each grid cell is */
if(*grid_unit==NULL) {
*grid_unit= bUnit_GetNameDisplay(usys, i);
rv3d->gridview= (scalar * unit->scale_length);
}
blend_fac= 1-((GRID_MIN_PX*2)/dx_scalar);
/* tweak to have the fade a bit nicer */
blend_fac= (blend_fac * blend_fac) * 2.0f;
CLAMP(blend_fac, 0.3f, 1.0f);
UI_ThemeColorBlend(TH_BACK, TH_GRID, blend_fac);
drawgrid_draw(ar, wx, wy, x, y, dx_scalar);
}
}
}
else {
short sublines = v3d->gridsubdiv;
if(dx<GRID_MIN_PX) {
rv3d->gridview*= sublines;
dx*= sublines;
if(dx<GRID_MIN_PX) {
rv3d->gridview*= sublines;
dx*= sublines;
if(dx<GRID_MIN_PX) {
rv3d->gridview*= sublines;
dx*=sublines;
if(dx<GRID_MIN_PX);
else {
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx);
}
}
else { // start blending out
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
}
}
else { // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
}
}
else {
if(dx>(GRID_MIN_PX*10)) { // start blending in
rv3d->gridview/= sublines;
dx/= sublines;
if(dx>(GRID_MIN_PX*10)) { // start blending in
rv3d->gridview/= sublines;
dx/= sublines;
if(dx>(GRID_MIN_PX*10)) {
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx);
}
else {
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
}
}
else {
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
}
}
else {
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
drawgrid_draw(ar, wx, wy, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
}
}
}
x+= (wx);
y+= (wy);
UI_GetThemeColor3ubv(TH_GRID, col);
setlinestyle(0);
/* center cross */
if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
UI_make_axis_color(col, col2, 'y');
else UI_make_axis_color(col, col2, 'x');
glColor3ubv((GLubyte *)col2);
fdrawline(0.0, y, (float)ar->winx, y);
if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
UI_make_axis_color(col, col2, 'y');
else UI_make_axis_color(col, col2, 'z');
glColor3ubv((GLubyte *)col2);
fdrawline(x, 0.0, x, (float)ar->winy);
glDepthMask(1); // enable write in zbuffer
}
#undef GRID_MIN_PX
static void drawfloor(Scene *scene, View3D *v3d)
{
float vert[3], grid;
int a, gridlines, emphasise;
char col[3], col2[3];
short draw_line = 0;
vert[2]= 0.0;
if(v3d->gridlines<3) return;
if(v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select
gridlines= v3d->gridlines/2;
grid= gridlines*v3d->grid;
UI_GetThemeColor3ubv(TH_GRID, col);
UI_GetThemeColor3ubv(TH_BACK, col2);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
emphasise = 20;
else
emphasise = -10;
/* draw the Y axis and/or grid lines */
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show Y axis' preference */
if (v3d->gridflag & V3D_SHOW_Y) {
UI_make_axis_color(col, col2, 'y');
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[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) {
UI_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) {
UI_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 && scene->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, 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
* colors copied from transform_manipulator.c, we should keep these matching. */
static void draw_view_axis(RegionView3D *rv3d)
{
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 */
float vec[3];
float dx, dy;
/* thickness of lines is proportional to k */
glLineWidth(2);
/* X */
vec[0] = 1;
vec[1] = vec[2] = 0;
mul_qt_v3(rv3d->viewquat, vec);
dx = vec[0] * k;
dy = vec[1] * k;
glColor3ub(220, 0, 0);
glBegin(GL_LINES);
glVertex2f(start, start + ydisp);
glVertex2f(start + dx, start + dy + ydisp);
glEnd();
if (fabs(dx) > toll || fabs(dy) > toll) {
BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "x");
}
/* Y */
vec[1] = 1;
vec[0] = vec[2] = 0;
mul_qt_v3(rv3d->viewquat, vec);
dx = vec[0] * k;
dy = vec[1] * k;
glColor3ub(0, 220, 0);
glBegin(GL_LINES);
glVertex2f(start, start + ydisp);
glVertex2f(start + dx, start + dy + ydisp);
glEnd();
if (fabs(dx) > toll || fabs(dy) > toll) {
BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "y");
}
/* Z */
vec[2] = 1;
vec[1] = vec[0] = 0;
mul_qt_v3(rv3d->viewquat, vec);
dx = vec[0] * k;
dy = vec[1] * k;
glColor3ub(30, 30, 220);
glBegin(GL_LINES);
glVertex2f(start, start + ydisp);
glVertex2f(start + dx, start + dy + ydisp);
glEnd();
if (fabs(dx) > toll || fabs(dy) > toll) {
BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "z");
}
/* restore line-width */
glLineWidth(1.0);
}
static void draw_view_icon(RegionView3D *rv3d)
{
BIFIconID icon;
if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
icon= ICON_AXIS_TOP;
else if( ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
icon= ICON_AXIS_FRONT;
else if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
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);
}
static char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
{
char *name = NULL;
switch (rv3d->view) {
case RV3D_VIEW_FRONT:
if (rv3d->persp == RV3D_ORTHO) name = "Front Ortho";
else name = "Front Persp";
break;
case RV3D_VIEW_BACK:
if (rv3d->persp == RV3D_ORTHO) name = "Back Ortho";
else name = "Back Persp";
break;
case RV3D_VIEW_TOP:
if (rv3d->persp == RV3D_ORTHO) name = "Top Ortho";
else name = "Top Persp";
break;
case RV3D_VIEW_BOTTOM:
if (rv3d->persp == RV3D_ORTHO) name = "Bottom Ortho";
else name = "Bottom Persp";
break;
case RV3D_VIEW_RIGHT:
if (rv3d->persp == RV3D_ORTHO) name = "Right Ortho";
else name = "Right Persp";
break;
case RV3D_VIEW_LEFT:
if (rv3d->persp == RV3D_ORTHO) name = "Left Ortho";
else name = "Left Persp";
break;
default:
if (rv3d->persp==RV3D_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 = (rv3d->persp == RV3D_ORTHO) ? "User Ortho" : "User Persp";
}
break;
}
return name;
}
static void draw_viewport_name(ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d= ar->regiondata;
char *name = view3d_get_name(v3d, rv3d);
char *printable = NULL;
if (v3d->localvd) {
printable = MEM_mallocN(strlen(name) + strlen(" (Local)_"), "viewport_name"); /* '_' gives space for '\0' */
strcpy(printable, name);
strcat(printable, " (Local)");
} else {
printable = name;
}
if (printable) {
UI_ThemeColor(TH_TEXT_HI);
BLF_draw_default(22, ar->winy-17, 0.0f, printable);
}
if (v3d->localvd) {
MEM_freeN(printable);
}
}
/* 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= scene_find_marker_name(scene, CFRA);
/* 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(arm->edbo) {
if(arm->act_edbone)
name= ((EditBone *)arm->act_edbone)->name;
}
else if(ob->mode & OB_MODE_POSE) {
if(arm->act_bone) {
if(arm->act_bone->layer & arm->layer)
name= arm->act_bone->name;
}
}
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){
strcat(shapes, " (Pinned)");
}
}
}
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 */
if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/(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);
BLF_draw_default(offset, 10, 0.0f, info);
}
static void view3d_get_viewborder_size(Scene *scene, ARegion *ar, float size_r[2])
{
float winmax= MAX2(ar->winx, ar->winy);
float aspect= (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 view3d_calc_camera_border(Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, rctf *viewborder_r)
{
float zoomfac, size[2];
float dx= 0.0f, dy= 0.0f;
view3d_get_viewborder_size(scene, ar, size);
if (rv3d == NULL)
rv3d = ar->regiondata;
/* 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 + rv3d->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*rv3d->camdx*zoomfac*2.0f;
dy= ar->winy*rv3d->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)
{
RegionView3D *rv3d= ar->regiondata;
float size[2];
int im_width= (scene->r.size*scene->r.xsch)/100;
view3d_get_viewborder_size(scene, ar, size);
rv3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
rv3d->camzoom= CLAMPIS(rv3d->camzoom, RV3D_CAMZOOM_MIN, RV3D_CAMZOOM_MAX);
}
static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
{
float fac, a;
float x1, x2, y1, y2;
float x1i, x2i, y1i, y2i;
float x3, y3, x4, y4;
rctf viewborder;
Camera *ca= NULL;
RegionView3D *rv3d= (RegionView3D *)ar->regiondata;
if(v3d->camera==NULL)
return;
if(v3d->camera->type==OB_CAMERA)
ca = v3d->camera->data;
view3d_calc_camera_border(scene, ar, rv3d, v3d, &viewborder);
/* the offsets */
x1= viewborder.xmin;
y1= viewborder.ymin;
x2= viewborder.xmax;
y2= viewborder.ymax;
/* apply offsets so the real 3D camera shows through */
x1i= (int)(x1 - 1.0f);
y1i= (int)(y1 - 1.0f);
x2i= (int)(x2 + 1.0f);
y2i= (int)(y2 + 1.0f);
/* 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 (x1i > 0.0)
glRectf(0.0, (float)ar->winy, x1i, 0.0);
if (x2i < (float)ar->winx)
glRectf(x2i, (float)ar->winy, (float)ar->winx, 0.0);
if (y2i < (float)ar->winy)
glRectf(x1i, (float)ar->winy, x2i, y2i);
if (y2i > 0.0)
glRectf(x1i, y1i, x2i, 0.0);
glDisable(GL_BLEND);
}
/* edge */
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(0);
UI_ThemeColor(TH_BACK);
glRectf(x1i, y1i, x2i, y2i);
setlinestyle(3);
UI_ThemeColor(TH_WIRE);
glRectf(x1i, y1i, x2i, y2i);
/* 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);
uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
}
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
/* camera name - draw in highlighted text color */
if (ca && (ca->flag & CAM_SHOWNAME)) {
UI_ThemeColor(TH_TEXT_HI);
BLF_draw_default(x1i, y1i-15, 0.0f, v3d->camera->id.name+2);
UI_ThemeColor(TH_WIRE);
}
}
/* *********************** backdraw for selection *************** */
static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d= ar->regiondata;
struct Base *base = scene->basact;
rcti winrct;
if(base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) ||
paint_facesel_test(base->object)));
else if((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) &&
scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE));
else if((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
else if(scene->obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
else {
v3d->flag &= ~V3D_INVALID_BACKBUF;
return;
}
if( !(v3d->flag & V3D_INVALID_BACKBUF) ) return;
// if(test) {
// if(qtest()) {
// addafterqueue(ar->win, BACKBUFDRAW, 1);
// return;
// }
// }
if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE;
glDisable(GL_DITHER);
region_scissor_winrct(ar, &winrct);
glScissor(winrct.xmin, winrct.ymin, winrct.xmax - winrct.xmin, winrct.ymax - winrct.ymin);
glClearColor(0.0, 0.0, 0.0, 0.0);
if(v3d->zbuf) {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else {
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
if(rv3d->rflag & RV3D_CLIPPING)
view3d_set_clipping(rv3d);
G.f |= G_BACKBUFSEL;
if(base && (base->lay & v3d->lay)) {
draw_object_backbufsel(scene, v3d, rv3d, base->object);
}
v3d->flag &= ~V3D_INVALID_BACKBUF;
ar->swap= 0; /* mark invalid backbuf for wm draw */
G.f &= ~G_BACKBUFSEL;
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
if(rv3d->rflag & RV3D_CLIPPING)
view3d_clr_clipping();
/* it is important to end a view in a transform compatible with buttons */
// persp(PERSP_WIN); // set ortho
}
void view3d_validate_backbuf(ViewContext *vc)
{
if(vc->v3d->flag & V3D_INVALID_BACKBUF)
backdrawview3d(vc->scene, vc->ar, vc->v3d);
}
/* samples a single pixel (copied from vpaint) */
unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y)
{
unsigned int col;
if(x >= vc->ar->winx || y >= vc->ar->winy) return 0;
x+= vc->ar->winrct.xmin;
y+= vc->ar->winrct.ymin;
view3d_validate_backbuf(vc);
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col);
return WM_framebuffer_to_index(col);
}
/* reads full rect, converts indices */
ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *rd;
struct ImBuf *ibuf, *ibuf1;
int a;
short xminc, yminc, xmaxc, ymaxc, xs, ys;
/* clip */
if(xmin<0) xminc= 0; else xminc= xmin;
if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax;
if(xminc > xmaxc) return NULL;
if(ymin<0) yminc= 0; else yminc= ymin;
if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax;
if(yminc > ymaxc) return NULL;
ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect);
view3d_validate_backbuf(vc);
glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glReadBuffer(GL_BACK);
if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
dr= ibuf->rect;
while(a--) {
if(*dr) *dr= WM_framebuffer_to_index(*dr);
dr++;
}
/* put clipped result back, if needed */
if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax)
return ibuf;
ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect);
rd= ibuf->rect;
dr= ibuf1->rect;
for(ys= ymin; ys<=ymax; ys++) {
for(xs= xmin; xs<=xmax; xs++, dr++) {
if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
*dr= *rd;
rd++;
}
}
}
IMB_freeImBuf(ibuf);
return ibuf1;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int view3d_sample_backbuf_rect(ViewContext *vc, short mval[2], int size,
unsigned int min, unsigned int max, int *dist, short strict,
void *handle, unsigned int (*indextest)(void *handle, unsigned int index))
{
struct ImBuf *buf;
unsigned int *bufmin, *bufmax, *tbuf;
int minx, miny;
int a, b, rc, nr, amount, dirvec[4][2];
int distance=0;
unsigned int index = 0;
short indexok = 0;
amount= (size-1)/2;
minx = mval[0]-(amount+1);
miny = mval[1]-(amount+1);
buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1);
if (!buf) return 0;
rc= 0;
dirvec[0][0]= 1; dirvec[0][1]= 0;
dirvec[1][0]= 0; dirvec[1][1]= -size;
dirvec[2][0]= -1; dirvec[2][1]= 0;
dirvec[3][0]= 0; dirvec[3][1]= size;
bufmin = buf->rect;
tbuf = buf->rect;
bufmax = buf->rect + size*size;
tbuf+= amount*size+ amount;
for(nr=1; nr<=size; nr++) {
for(a=0; a<2; a++) {
for(b=0; b<nr; b++, distance++) {
if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
if(strict){
indexok = indextest(handle, *tbuf - min+1);
if(indexok){
*dist= (short) sqrt( (float)distance );
index = *tbuf - min+1;
goto exit;
}
}
else{
*dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong -
index = *tbuf - min+1; // messy yah, but indices start at 1
goto exit;
}
}
tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
if(tbuf<bufmin || tbuf>=bufmax) {
goto exit;
}
}
rc++;
rc &= 3;
}
}
exit:
IMB_freeImBuf(buf);
return index;
}
/* ************************************************************* */
static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
{
RegionView3D *rv3d= ar->regiondata;
BGpic *bgpic;
Image *ima;
ImBuf *ibuf= NULL;
float vec[4], fac, asp, zoomx, zoomy;
float x1, y1, x2, y2, cx, cy;
for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) {
if( (bgpic->view == 0) || /* zero for any */
(bgpic->view & (1<<rv3d->view)) || /* check agaist flags */
(rv3d->persp==RV3D_CAMOB && bgpic->view == (1<<RV3D_VIEW_CAMERA))
) {
ima= bgpic->ima;
if(ima==NULL)
continue;
BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0);
ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) )
continue;
if(ibuf->channels!=4)
continue;
if(ibuf->rect==NULL)
IMB_rect_from_float(ibuf);
if(rv3d->persp==RV3D_CAMOB) {
rctf vb;
view3d_calc_camera_border(scene, ar, rv3d, v3d, &vb);
x1= vb.xmin;
y1= vb.ymin;
x2= vb.xmax;
y2= vb.ymax;
}
else {
float sco[2];
/* calc window coord */
initgrabz(rv3d, 0.0, 0.0, 0.0);
window_to_3d_delta(ar, 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, rv3d->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 ) continue;
if(y2 < 0 ) continue;
if(x1 > ar->winx ) continue;
if(y1 > ar->winy ) continue;
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);
glDepthMask(0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
ED_region_pixelspace(ar);
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);
glDepthMask(1);
if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
}
/* ****************** View3d afterdraw *************** */
typedef struct View3DAfter {
struct View3DAfter *next, *prev;
struct Base *base;
int flag;
} View3DAfter;
/* temp storage of Objects that need to be drawn as last */
void add_view3d_after(ListBase *lb, Base *base, int flag)
{
View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
BLI_addtail(lb, v3da);
v3da->base= base;
v3da->flag= flag;
}
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
{
View3DAfter *v3da, *next;
glDepthMask(0);
v3d->transp= TRUE;
for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
next= v3da->next;
draw_object(scene, ar, v3d, v3da->base, v3da->flag);
BLI_remlink(&v3d->afterdraw_transp, v3da);
MEM_freeN(v3da);
}
v3d->transp= FALSE;
glDepthMask(1);
}
/* clears zbuffer and draws it over */
static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear)
{
View3DAfter *v3da, *next;
if(clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray= TRUE;
for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
next= v3da->next;
draw_object(scene, ar, v3d, v3da->base, v3da->flag);
BLI_remlink(&v3d->afterdraw_xray, v3da);
MEM_freeN(v3da);
}
v3d->xray= FALSE;
}
/* clears zbuffer and draws it over */
static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int clear)
{
View3DAfter *v3da, *next;
if(clear && v3d->zbuf)
glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray= TRUE;
v3d->transp= TRUE;
for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
next= v3da->next;
draw_object(scene, ar, v3d, v3da->base, v3da->flag);
BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
MEM_freeN(v3da);
}
v3d->transp= FALSE;
v3d->xray= FALSE;
}
/* *********************** */
/*
In most cases call draw_dupli_objects,
draw_dupli_objects_color was added because when drawing set dupli's
we need to force the color
*/
#if 0
int dupli_ob_sort(void *arg1, void *arg2)
{
void *p1= ((DupliObject *)arg1)->ob;
void *p2= ((DupliObject *)arg2)->ob;
int val = 0;
if (p1 < p2) val = -1;
else if (p1 > p2) val = 1;
return val;
}
#endif
static DupliObject *dupli_step(DupliObject *dob)
{
while(dob && dob->no_draw)
dob= dob->next;
return dob;
}
static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
{
RegionView3D *rv3d= ar->regiondata;
ListBase *lb;
DupliObject *dob_prev= NULL, *dob, *dob_next;
Base tbase;
BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
GLuint displist=0;
short transflag, use_displist= -1; /* -1 is initialize */
char dt, dtx;
if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
tbase.flag= OB_FROMDUPLI|base->flag;
lb= object_duplilist(scene, base->object);
// BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
dob=dupli_step(lb->first);
if(dob) dob_next= dupli_step(dob->next);
for( ; dob ; dob_prev= dob, dob= dob_next, dob_next= dob_next ? dupli_step(dob_next->next) : NULL) {
tbase.object= dob->ob;
/* extra service: draw the duplicator in drawtype of parent */
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
/* negative scale flag has to propagate */
transflag= tbase.object->transflag;
if(base->object->transflag & OB_NEG_SCALE)
tbase.object->transflag ^= OB_NEG_SCALE;
UI_ThemeColorBlend(color, TH_BACK, 0.5);
/* generate displist, test for new object */
if(dob_prev && dob_prev->ob != dob->ob) {
if(use_displist==1)
glDeleteLists(displist, 1);
use_displist= -1;
}
/* generate displist */
if(use_displist == -1) {
/* note, since this was added, its checked dob->type==OB_DUPLIGROUP
* however this is very slow, it was probably needed for the NLA
* offset feature (used in group-duplicate.blend but no longer works in 2.5)
* so for now it should be ok to - campbell */
if( (dob_next==NULL || dob_next->ob != dob->ob) || /* if this is the last no need to make a displist */
(dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */
(dob->type == OB_DUPLIGROUP && dob->animated) ||
!(bb_tmp= object_get_boundbox(dob->ob))
) {
// printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2);
use_displist= 0;
}
else {
// printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2);
bb= *bb_tmp; /* must make a copy */
/* disable boundbox check for list creation */
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
/* need this for next part of code */
unit_m4(dob->ob->obmat); /* obmat gets restored */
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
glEndList();
use_displist= 1;
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
}
}
if(use_displist) {
glMultMatrixf(dob->mat);
if(boundbox_clip(rv3d, dob->mat, &bb))
glCallList(displist);
glLoadMatrixf(rv3d->viewmat);
}
else {
copy_m4_m4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
}
tbase.object->dt= dt;
tbase.object->dtx= dtx;
tbase.object->transflag= transflag;
}
/* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
free_object_duplilist(lb); /* does restore */
if(use_displist)
glDeleteLists(displist, 1);
}
static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
/* debug */
if(base->object->dup_group && base->object->dup_group->id.us<1)
color= TH_REDALERT;
draw_dupli_objects_color(scene, ar, v3d, base, color);
}
void view3d_update_depths(ARegion *ar)
{
RegionView3D *rv3d= ar->regiondata;
/* Create storage for, and, if necessary, copy depth buffer */
if(!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
if(rv3d->depths) {
ViewDepths *d= rv3d->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;
}
}
}
void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
{
short zbuf= v3d->zbuf;
RegionView3D *rv3d= ar->regiondata;
setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
glLoadMatrixf(rv3d->viewmat);
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
draw_gpencil_view3d_ext(scene, v3d, ar, 1);
v3d->zbuf= zbuf;
}
void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
{
RegionView3D *rv3d= ar->regiondata;
Base *base;
Scene *sce;
short zbuf= v3d->zbuf;
short flag= v3d->flag;
float glalphaclip= U.glalphaclip;
int obcenter_dia= U.obcenter_dia;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
v3d->flag &= ~V3D_SELECT_OUTLINE;
U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
U.obcenter_dia= 0;
setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
glLoadMatrixf(rv3d->viewmat);
// persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
if(rv3d->rflag & RV3D_CLIPPING) {
view3d_set_clipping(rv3d);
}
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
/* draw set first */
if(scene->set) {
for(SETLOOPER(scene->set, base)) {
if(v3d->lay & base->lay) {
if (func == NULL || func(base)) {
draw_object(scene, ar, v3d, base, 0);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
}
}
}
}
}
for(base= scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
if (func == NULL || func(base)) {
/* dupli drawing */
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(scene, ar, v3d, base);
}
draw_object(scene, ar, v3d, base, 0);
}
}
}
/* this isnt that nice, draw xray objects as if they are normal */
if ( v3d->afterdraw_transp.first ||
v3d->afterdraw_xray.first ||
v3d->afterdraw_xraytransp.first
) {
View3DAfter *v3da, *next;
int mask_orig;
v3d->xray= TRUE;
/* transp materials can change the depth mask, see #21388 */
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
if(v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
next= v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
}
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
}
/* draw 3 passes, transp/xray/xraytransp */
v3d->xray= FALSE;
v3d->transp= TRUE;
for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
next= v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
BLI_remlink(&v3d->afterdraw_transp, v3da);
MEM_freeN(v3da);
}
v3d->xray= TRUE;
v3d->transp= FALSE;
for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
next= v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
BLI_remlink(&v3d->afterdraw_xray, v3da);
MEM_freeN(v3da);
}
v3d->xray= TRUE;
v3d->transp= TRUE;
for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
next= v3da->next;
draw_object(scene, ar, v3d, v3da->base, 0);
BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
MEM_freeN(v3da);
}
v3d->xray= FALSE;
v3d->transp= FALSE;
glDepthMask(mask_orig);
}
2010-02-12 11:03:41 +00:00
if(rv3d->rflag & RV3D_CLIPPING)
view3d_clr_clipping();
v3d->zbuf = zbuf;
2010-02-12 11:03:41 +00:00
if(!v3d->zbuf) glDisable(GL_DEPTH_TEST);
U.glalphaclip = glalphaclip;
v3d->flag = flag;
U.obcenter_dia= obcenter_dia;
}
typedef struct View3DShadow {
struct View3DShadow *next, *prev;
GPULamp *lamp;
} View3DShadow;
static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows)
{
GPULamp *lamp;
Lamp *la = (Lamp*)ob->data;
View3DShadow *shadow;
lamp = GPU_lamp_from_blender(scene, ob, par);
if(lamp) {
GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");
shadow->lamp = lamp;
BLI_addtail(shadows, shadow);
}
}
}
static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
{
ListBase shadows;
View3DShadow *shadow;
Scene *sce;
Base *base;
Object *ob;
ARegion ar;
RegionView3D rv3d;
shadows.first= shadows.last= NULL;
/* update lamp transform and gather shadow lamps */
for(SETLOOPER(scene, base)) {
ob= base->object;
if(ob->type == OB_LAMP)
gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows);
if (ob->transflag & OB_DUPLI) {
DupliObject *dob;
ListBase *lb = object_duplilist(scene, ob);
for(dob=lb->first; dob; dob=dob->next)
if(dob->ob->type==OB_LAMP)
gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows);
free_object_duplilist(lb);
}
}
/* render shadows after updating all lamps, nested object_duplilist
* don't work correct since it's replacing object matrices */
for(shadow=shadows.first; shadow; shadow=shadow->next) {
/* this needs to be done better .. */
float viewmat[4][4], winmat[4][4];
int drawtype, lay, winsize, flag2=v3d->flag2;
drawtype= v3d->drawtype;
lay= v3d->lay;
v3d->drawtype = OB_SOLID;
v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
v3d->flag2 &= ~V3D_SOLID_TEX;
v3d->flag2 |= V3D_RENDER_OVERRIDE;
GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
memset(&ar, 0, sizeof(ar));
memset(&rv3d, 0, sizeof(rv3d));
ar.regiondata= &rv3d;
ar.regiontype= RGN_TYPE_WINDOW;
rv3d.persp= RV3D_CAMOB;
copy_m4_m4(rv3d.winmat, winmat);
copy_m4_m4(rv3d.viewmat, viewmat);
invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
mul_m4_m4m4(rv3d.persmat, rv3d.viewmat, rv3d.winmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat);
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
v3d->drawtype= drawtype;
v3d->lay= lay;
v3d->flag2 = flag2;
}
BLI_freelistN(&shadows);
}
/* *********************** customdata **************** */
/* goes over all modes and view3d settings */
static CustomDataMask get_viewedit_datamask(bScreen *screen, Scene *scene, Object *ob)
{
CustomDataMask mask = CD_MASK_BAREMESH;
ScrArea *sa;
/* check if we need tfaces & mcols due to face select or texture paint */
if(paint_facesel_test(ob) || (ob && ob->mode & OB_MODE_TEXTURE_PAINT))
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
/* check if we need tfaces & mcols due to view mode */
for(sa = screen->areabase.first; sa; sa = sa->next) {
if(sa->spacetype == SPACE_VIEW3D) {
View3D *view = sa->spacedata.first;
if(view->drawtype == OB_SHADED) {
/* this includes normals for mesh_create_shadedColors */
mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
}
if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
if(scene->gm.matmode == GAME_MAT_GLSL)
mask |= CD_MASK_ORCO;
}
}
}
/* check if we need mcols due to vertex paint or weightpaint */
if(ob) {
if(ob->mode & OB_MODE_VERTEX_PAINT)
mask |= CD_MASK_MCOL;
if(ob->mode & OB_MODE_WEIGHT_PAINT)
mask |= CD_MASK_WEIGHT_MCOL;
}
return mask;
}
static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4])
{
RegionView3D *rv3d= ar->regiondata;
/* setup window matrices */
if(winmat)
copy_m4_m4(rv3d->winmat, winmat);
else
setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */
/* setup view matrix */
if(viewmat)
copy_m4_m4(rv3d->viewmat, viewmat);
else
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
/* update utilitity matrices */
mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
* because of float point precission problems at large values [#23908] */
float v1[3]= {rv3d->persmat[0][0], rv3d->persmat[1][0], rv3d->persmat[2][0]};
float v2[3]= {rv3d->persmat[0][1], rv3d->persmat[1][1], rv3d->persmat[2][1]};
float len1= 1.0f / len_v3(v1);
float len2= 1.0f / len_v3(v2);
rv3d->pixsize = (2.0f * MAX2(len1, len2)) / (float)MAX2(ar->winx, ar->winy);
}
/* set for opengl */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(rv3d->viewmat);
}
void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4])
{
Scene *sce;
Base *base;
float backcol[3];
int bwinx, bwiny;
rcti brect;
glPushMatrix();
/* set temporary new size */
bwinx= ar->winx;
bwiny= ar->winy;
brect= ar->winrct;
ar->winx= winx;
ar->winy= winy;
ar->winrct.xmin= 0;
ar->winrct.ymin= 0;
ar->winrct.xmax= winx;
ar->winrct.ymax= winy;
/* set flags */
G.f |= G_RENDER_OGL;
/* free images which can have changed on frame-change
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
/* set background color, fallback on the view background color */
if(scene->world) {
if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
else
copy_v3_v3(backcol, &scene->world->horr);
glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
}
else {
UI_ThemeClearColor(TH_BACK);
}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
/* setup view matrices */
view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
/* set zbuffer */
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
else
v3d->zbuf= FALSE;
/* draw set first */
if(scene->set) {
for(SETLOOPER(scene->set, base)) {
if(v3d->lay & base->lay) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
if(base->object->transflag & OB_DUPLI)
draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
}
}
}
/* 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)
draw_dupli_objects(scene, ar, v3d, base);
draw_object(scene, ar, v3d, base, 0);
}
}
/* transp and X-ray afterdraw stuff */
if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used!
if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
/* cleanup */
if(v3d->zbuf) {
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
/* draw grease-pencil stuff */
draw_gpencil_view3d_ext(scene, v3d, ar, 1);
ED_region_pixelspace(ar);
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
draw_gpencil_view3d_ext(scene, v3d, ar, 0);
/* freeing the images again here could be done after the operator runs, leaving for now */
GPU_free_images_anim();
/* restore size */
ar->winx= bwinx;
ar->winy= bwiny;
ar->winrct = brect;
glPopMatrix();
glColor4ub(255, 255, 255, 255); // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
G.f &= ~G_RENDER_OGL;
}
/* utility func for ED_view3d_draw_offscreen */
ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag)
{
RegionView3D *rv3d= ar->regiondata;
ImBuf *ibuf;
GPUOffScreen *ofs;
/* bind */
ofs= GPU_offscreen_create(sizex, sizey);
if(ofs == NULL)
return NULL;
GPU_offscreen_bind(ofs);
/* render 3d view */
if(rv3d->persp==RV3D_CAMOB && v3d->camera) {
float winmat[4][4];
float _clipsta, _clipend, _lens, _yco, _dx, _dy;
rctf _viewplane;
object_camera_matrix(&scene->r, v3d->camera, sizex, sizey, 0, winmat, &_viewplane, &_clipsta, &_clipend, &_lens, &_yco, &_dx, &_dy);
ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat);
}
else {
ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL);
}
/* read in pixels & stamp */
ibuf= IMB_allocImBuf(sizex, sizey, 32, flag);
if(ibuf->rect_float)
glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, ibuf->rect_float);
else if(ibuf->rect)
glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
//if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
// BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
/* unbind */
GPU_offscreen_unbind(ofs);
GPU_offscreen_free(ofs);
if(ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);
return ibuf;
}
/* creates own 3d views, used by the sequencer */
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, int width, int height, unsigned int flag, int drawtype)
{
View3D v3d;
ARegion ar;
RegionView3D rv3d;
memset(&v3d, 0, sizeof(v3d));
memset(&ar, 0, sizeof(ar));
memset(&rv3d, 0, sizeof(rv3d));
/* connect data */
v3d.regionbase.first= v3d.regionbase.last= &ar;
ar.regiondata= &rv3d;
ar.regiontype= RGN_TYPE_WINDOW;
v3d.camera= scene->camera;
v3d.lay= scene->lay;
v3d.drawtype = drawtype;
v3d.flag2 = V3D_RENDER_OVERRIDE;
rv3d.persp= RV3D_CAMOB;
copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
normalize_m4(rv3d.viewinv);
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
{
float _yco, _dx, _dy;
rctf _viewplane;
object_camera_matrix(&scene->r, v3d.camera, width, height, 0, rv3d.winmat, &_viewplane, &v3d.near, &v3d.far, &v3d.lens, &_yco, &_dx, &_dy);
}
mul_m4_m4m4(rv3d.persmat, rv3d.viewmat, rv3d.winmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag);
// seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty);
}
/* NOTE: the info that this uses is updated in ED_refresh_viewport_fps(),
* which currently gets called during SCREEN_OT_animation_step.
*/
static void draw_viewport_fps(Scene *scene, ARegion *ar)
{
ScreenFrameRateInfo *fpsi= scene->fps_info;
float fps;
char printable[16];
int i, tot;
if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
return;
printable[0] = '\0';
#if 0
/* this is too simple, better do an average */
fps = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime))
#else
fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime));
for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
if (fpsi->redrawtimes_fps[i]) {
fps += fpsi->redrawtimes_fps[i];
tot++;
}
}
if (tot) {
fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
//fpsi->redrawtime_index++;
//if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
// fpsi->redrawtime = 0;
fps = fps / tot;
}
#endif
2010-04-15 16:44:38 +00:00
/* is this more then half a frame behind? */
if (fps+0.5 < FPS) {
UI_ThemeColor(TH_REDALERT);
BLI_snprintf(printable, sizeof(printable), "fps: %.2f", (float)fps);
}
else {
UI_ThemeColor(TH_TEXT_HI);
BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5));
}
BLF_draw_default(22, ar->winy-17, 0.0f, printable);
}
void view3d_main_area_draw(const bContext *C, ARegion *ar)
{
Scene *scene= CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
Scene *sce;
Base *base;
Object *ob;
float backcol[3];
int retopo= 0, sculptparticle= 0;
unsigned int lay_used;
Object *obact = OBACT;
char *grid_unit= NULL;
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/* from now on all object derived meshes check this */
v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C), scene, obact);
/* shadow buffers, before we setup matrices */
if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows(scene, v3d);
/* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
GPU_default_lights();
}
/* clear background */
if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) {
if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
else
copy_v3_v3(backcol, &scene->world->horr);
glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
}
else
UI_ThemeClearColor(TH_BACK);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
/* setup view matrices */
view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
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ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
if(rv3d->rflag & RV3D_CLIPPING)
view3d_draw_clipping(rv3d);
/* set zbuffer after we draw clipping region */
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
else
v3d->zbuf= FALSE;
/* enables anti-aliasing for 3D view drawing */
/*if (!(U.gameflags & USER_DISABLE_AA))
glEnable(GL_MULTISAMPLE_ARB);*/
// needs to be done always, gridview is adjusted in drawgrid() now
rv3d->gridview= v3d->grid;
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
if(rv3d->view==0 || rv3d->persp != RV3D_ORTHO) {
drawfloor(scene, v3d);
if(rv3d->persp==RV3D_CAMOB) {
if(scene->world) {
if(scene->world->mode & WO_STARS) {
RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func,
star_stuff_term_func);
}
}
if(v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d);
}
}
else {
ED_region_pixelspace(ar);
drawgrid(&scene->unit, ar, v3d, &grid_unit);
/* XXX make function? replaces persp(1) */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(rv3d->viewmat);
if(v3d->flag & V3D_DISPBGPICS) {
draw_bgpic(scene, ar, v3d);
}
}
}
if(rv3d->rflag & RV3D_CLIPPING)
view3d_set_clipping(rv3d);
/* draw set first */
if(scene->set) {
for(SETLOOPER(scene->set, base)) {
if(v3d->lay & base->lay) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
}
}
}
/* Transp and X-ray afterdraw stuff for sets is done later */
}
lay_used= 0;
/* then draw not selected and the duplis, but skip editmode object */
for(base= scene->base.first; base; base= base->next) {
lay_used |= base->lay & ((1<<20)-1);
if(v3d->lay & base->lay) {
/* dupli drawing */
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(scene, ar, v3d, base);
}
if((base->flag & SELECT)==0) {
if(base->object!=scene->obedit)
draw_object(scene, ar, v3d, base, 0);
}
}
}
if(v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
ARegion *ar;
ScrArea *sa= CTX_wm_area(C);
/* find header and force tag redraw */
for(ar= sa->regionbase.first; ar; ar= ar->next)
if(ar->regiontype==RGN_TYPE_HEADER) {
ED_region_tag_redraw(ar);
break;
}
v3d->lay_used= lay_used;
}
// retopo= retopo_mesh_check() || retopo_curve_check();
sculptparticle= (obact && obact->mode & (OB_MODE_PARTICLE_EDIT)) && !scene->obedit;
if(retopo)
view3d_update_depths(ar);
/* draw selected and editmode */
for(base= scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
if (base->object==scene->obedit || ( base->flag & SELECT) )
draw_object(scene, ar, v3d, base, 0);
}
}
if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) {
view3d_update_depths(ar);
}
// REEB_draw();
/* Transp and X-ray afterdraw stuff */
if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used!
if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) {
view3d_update_depths(ar);
}
if(rv3d->rflag & RV3D_CLIPPING)
view3d_clr_clipping();
BIF_draw_manipulator(C);
/* Disable back anti-aliasing */
/*if (!(U.gameflags & USER_DISABLE_AA))
glDisable(GL_MULTISAMPLE_ARB);*/
if(v3d->zbuf) {
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
/* draw grease-pencil stuff (3d-space strokes) */
//if (v3d->flag2 & V3D_DISPGP)
draw_gpencil_view3d((bContext *)C, 1);
BDR_drawSketch(C);
}
ED_region_pixelspace(ar);
// retopo_paint_view_update(v3d);
// retopo_draw_paint_lines();
/* Draw particle edit brush XXX (removed) */
if(rv3d->persp==RV3D_CAMOB)
drawviewborder(scene, ar, v3d);
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
// if (v3d->flag2 & V3D_DISPGP)
draw_gpencil_view3d((bContext *)C, 0);
drawcursor(scene, ar, v3d);
}
if(U.uiflag & USER_SHOW_ROTVIEWICON)
draw_view_axis(rv3d);
else
draw_view_icon(rv3d);
if((U.uiflag & USER_SHOW_FPS) && (CTX_wm_screen(C)->animtimer)) {
draw_viewport_fps(scene, ar);
}
else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(ar, v3d);
}
if (grid_unit) { /* draw below the viewport name */
UI_ThemeColor(TH_TEXT_HI);
BLF_draw_default(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, grid_unit);
}
ob= OBACT;
if(U.uiflag & USER_DRAWVIEWINFO)
draw_selected_name(scene, ob, v3d);
/* XXX here was the blockhandlers for floating panels */
v3d->flag |= V3D_INVALID_BACKBUF;
}