Small tweaks to make 3d drawing a tad more interactive, and; something
for our interactive 3d artists! - AL+Z (potato) texture view now draws objects without Texture Faces compliant with (new) default in engine. Meaning lit faces, using Material RGB for diffuse and specular. It used to draw these as 'shaded' which is quite useless. Per definition, Potato mode is supposed to show what engine draws. (Note; this only for Mesh objects) - Added a couple of more calls to ensure Shaded drawmode updates on changing RGB sliders, moving lamps to layers, or switch layers This based on feedback from Mal, who'll also give it all good tests.
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@@ -160,7 +160,24 @@ static void shade_buttons_change_3d(void)
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if(v3d->drawtype >= OB_SOLID) addqueue(sa->win, REDRAW, 0);
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if(v3d->drawtype == OB_SHADED) {
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if(ob->type==OB_LAMP) reshadeall_displist();
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else freedisplist(&ob->disp);
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else {
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/* all objects using material */
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Base *base= FIRSTBASE;
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Material *ma= give_current_material(ob, ob->actcol);
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int a;
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while(base) {
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if(base->lay & G.vd->lay) {
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for(a=1; a<=ob->totcol; a++) {
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if(ma == give_current_material(base->object, a)) {
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freedisplist(&(base->object->disp));
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break;
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}
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}
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}
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base= base->next;
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}
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}
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}
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}
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}
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@@ -864,7 +864,7 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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int a, mode;
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short islight, istex;
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if (!me || !me->tface) return;
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if(me==NULL) return;
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glShadeModel(GL_SMOOTH);
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@@ -913,9 +913,69 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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mface= me->mface;
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tface= me->tface;
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}
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// tface can be NULL
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if(tface==NULL) return;
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// tface can be NULL
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if(tface==NULL) {
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for (a=0; a<totface; a++) {
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int v1idx, v2idx, v3idx, v4idx, mf_smooth, matnr;
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float *v1, *v2, *v3, *v4;
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MFace *mf= &mface[a];
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v1idx= mf->v1;
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v2idx= mf->v2;
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v3idx= mf->v3;
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v4idx= mf->v4;
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mf_smooth= mf->flag & ME_SMOOTH;
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matnr= mf->mat_nr;
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if(v3idx==0) continue;
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set_draw_settings_cached(0, 0, NULL, 1, ob, matnr, TF_TWOSIDE);
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if (extverts) {
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v1= extverts+3*v1idx;
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v2= extverts+3*v2idx;
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v3= extverts+3*v3idx;
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v4= v4idx?(extverts+3*v4idx):NULL;
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} else {
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v1= (mvert+v1idx)->co;
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v2= (mvert+v2idx)->co;
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v3= (mvert+v3idx)->co;
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v4= v4idx?(mvert+v4idx)->co:NULL;
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}
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{
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Material *ma= give_current_material(ob, matnr);
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if(ma) glColor3f(ma->r, ma->g, ma->b);
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else glColor3f(0.5, 0.5, 0.5);
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}
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glBegin(v4?GL_QUADS:GL_TRIANGLES);
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if (!mf_smooth) {
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float nor[3];
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CalcNormFloat(v1, v2, v3, nor);
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glNormal3fv(nor);
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}
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if (mf_smooth) glNormal3sv(mvert[v1idx].no);
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glVertex3fv(v1);
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if (mf_smooth) glNormal3sv(mvert[v2idx].no);
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glVertex3fv(v2);
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if (mf_smooth) glNormal3sv(mvert[v3idx].no);
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glVertex3fv(v3);
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if(v4) {
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if (mf_smooth) glNormal3sv(mvert[v4idx].no);
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glVertex3fv(v4);
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}
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glEnd();
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}
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}
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else { // has tfaces
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for (a=0; a<totface; a++, tface++) {
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int v1idx, v2idx, v3idx, v4idx, mf_smooth, matnr, badtex;
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float *v1, *v2, *v3, *v4;
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@@ -956,7 +1016,6 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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// The BM_FONT handling code is duplicated in the gameengine
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// Search for 'Frank van Beek' ;-)
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// string = "Frank van Beek";
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set_property_valstr(prop, string);
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@@ -1059,6 +1118,7 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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/* switch off textures */
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set_tpage(0);
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}
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}
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glShadeModel(GL_FLAT);
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glDisable(GL_CULL_FACE);
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@@ -4237,14 +4237,11 @@ void draw_object(Base *base)
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else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob);
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else if(dt==OB_WIRE || me->totface==0) drawmeshwire(ob);
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else if(ma && (ma->mode & MA_HALO)) drawmeshwire(ob);
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else if(me->tface) {
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if(G.f & G_FACESELECT || G.vd->drawtype==OB_TEXTURE) {
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else if(G.f & G_FACESELECT || G.vd->drawtype==OB_TEXTURE) {
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draw_tface_mesh(ob, ob->data, dt);
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}
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else drawDispList(ob, dt);
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}
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else drawDispList(ob, dt);
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}
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if( (ob!=G.obedit) && ((G.f & (G_PICKSEL)) == 0) ) {
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paf = give_parteff(ob);
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@@ -200,7 +200,10 @@ void add_object_draw(int type) /* for toolbox or menus, only non-editmode stuff
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base_init_from_view3d(BASACT, G.vd);
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if(type==OB_EMPTY) BIF_undo_push("Add Empty");
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else if(type==OB_LAMP) BIF_undo_push("Add Lamp");
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else if(type==OB_LAMP) {
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BIF_undo_push("Add Lamp");
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if(G.vd->drawtype == OB_SHADED) reshadeall_displist();
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}
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else if(type==OB_LATTICE) BIF_undo_push("Add Lattice");
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else BIF_undo_push("Add Camera");
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@@ -247,6 +250,7 @@ void free_and_unlink_base(Base *base)
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void delete_obj(int ok)
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{
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Base *base;
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int islamp= 0;
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if(G.obpose) return;
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if(G.obedit) return;
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@@ -258,6 +262,7 @@ void delete_obj(int ok)
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if TESTBASE(base) {
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if(ok==0 && (ok=okee("Erase selected"))==0) return;
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if(base->object->type==OB_LAMP) islamp= 1;
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free_and_unlink_base(base);
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}
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@@ -269,6 +274,8 @@ void delete_obj(int ok)
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G.f &= ~(G_VERTEXPAINT+G_FACESELECT+G_TEXTUREPAINT+G_WEIGHTPAINT);
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setcursor_space(SPACE_VIEW3D, CURSOR_STD);
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if(islamp && G.vd->drawtype==OB_SHADED) reshadeall_displist();
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test_scene_constraints();
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allqueue(REDRAWVIEW3D, 0);
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redraw_test_buttons(OBACT);
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@@ -1832,6 +1839,7 @@ void movetolayer(void)
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{
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Base *base;
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unsigned int lay= 0, local;
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int islamp= 0;
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if(G.scene->id.lib) return;
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@@ -1852,11 +1860,14 @@ void movetolayer(void)
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/* upper byte is used for local view */
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local= base->lay & 0xFF000000;
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base->lay= lay + local;
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base->object->lay= lay;
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if(base->object->type==OB_LAMP) islamp= 1;
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}
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base= base->next;
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}
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if(islamp && G.vd->drawtype == OB_SHADED) reshadeall_displist();
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countall();
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allqueue(REDRAWBUTSEDIT, 0);
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allqueue(REDRAWVIEW3D, 0);
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@@ -176,7 +176,7 @@ void do_layer_buttons(short event)
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scrarea_queue_headredraw(curarea);
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if(curarea->spacetype==SPACE_OOPS) allqueue(REDRAWVIEW3D, 1); /* 1==also do headwin */
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if(G.vd->drawtype == OB_SHADED) reshadeall_displist();
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}
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static void do_view3d_view_cameracontrolsmenu(void *arg, int event)
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