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

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, full recode and added functions
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/drawobject.c
* \ingroup spview3d
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_constraint_types.h" // for drawing constraint
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_meta_types.h"
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_speaker_types.h"
#include "DNA_world_types.h"
#include "DNA_armature_types.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_edgehash.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BKE_anim.h" //for the where_on_path function
#include "BKE_camera.h"
#include "BKE_constraint.h" // for the get_constraint_target function
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_deform.h"
#include "BKE_displist.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
#include "BKE_unit.h"
#include "BKE_movieclip.h"
#include "BKE_tracking.h"
#include "BKE_tessmesh.h"
#include "smoke_API.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "ED_mesh.h"
#include "ED_particle.h"
#include "ED_screen.h"
#include "ED_sculpt.h"
#include "ED_types.h"
#include "ED_curve.h" /* for curve_editnurbs */
#include "UI_resources.h"
#include "WM_api.h"
#include "wm_subwindow.h"
#include "BLF_api.h"
#include "view3d_intern.h" // own include
/* this condition has been made more complex since editmode can draw textures */
#define CHECK_OB_DRAWTEXTURE(vd, dt) \
((ELEM(vd->drawtype, OB_TEXTURE, OB_MATERIAL) && dt>OB_SOLID) || \
(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
typedef enum eWireDrawMode {
OBDRAW_WIRE_OFF= 0,
OBDRAW_WIRE_ON= 1,
OBDRAW_WIRE_ON_DEPTH= 2
} eWireDrawMode;
/* user data structures for derived mesh callbacks */
typedef struct foreachScreenVert_userData {
void (*func)(void *userData, BMVert *eve, int x, int y, int index);
void *userData;
ViewContext vc;
eV3DClipTest clipVerts;
} foreachScreenVert_userData;
typedef struct foreachScreenEdge_userData {
void (*func)(void *userData, BMEdge *eed, int x0, int y0, int x1, int y1, int index);
void *userData;
ViewContext vc;
eV3DClipTest clipVerts;
} foreachScreenEdge_userData;
typedef struct foreachScreenFace_userData {
void (*func)(void *userData, BMFace *efa, int x, int y, int index);
void *userData;
ViewContext vc;
} foreachScreenFace_userData;
typedef struct drawDMVerts_userData {
BMEditMesh *em; /* BMESH BRANCH ONLY */
int sel;
BMVert *eve_act;
} drawDMVerts_userData;
typedef struct drawDMEdgesSel_userData {
BMEditMesh *em; /* BMESH BRANCH ONLY */
unsigned char *baseCol, *selCol, *actCol;
BMEdge *eed_act;
} drawDMEdgesSel_userData;
typedef struct drawDMFacesSel_userData {
unsigned char *cols[3];
DerivedMesh *dm; /* BMESH BRANCH ONLY */
BMEditMesh *em; /* BMESH BRANCH ONLY */
BMFace *efa_act;
int *orig_index;
} drawDMFacesSel_userData;
typedef struct drawDMNormal_userData {
BMEditMesh *em;
float normalsize;
} drawDMNormal_userData;
typedef struct bbsObmodeMeshVerts_userData {
void *offset;
MVert *mvert;
} bbsObmodeMeshVerts_userData;
static void draw_bounding_volume(Scene *scene, Object *ob, char type);
static void drawcube_size(float size);
static void drawcircle_size(float size);
static void draw_empty_sphere(float size);
static void draw_empty_cone(float size);
static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
return 0;
if (G.f & G_BACKBUFSEL)
return 0;
if ((vd->flag & V3D_ZBUF_SELECT) == 0)
return 1;
/* if its drawing textures with zbuf sel, then dont draw dots */
if (dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE)
return 0;
if (vd->drawtype>=OB_SOLID && vd->flag2 & V3D_SOLID_TEX)
return 0;
return 1;
}
/* ************* only use while object drawing **************
* or after running ED_view3d_init_mats_rv3d
* */
static void view3d_project_short_clip(ARegion *ar, const float vec[3], short adr[2], int is_local)
{
RegionView3D *rv3d= ar->regiondata;
float fx, fy, vec4[4];
adr[0]= IS_CLIPPED;
/* clipplanes in eye space */
if (rv3d->rflag & RV3D_CLIPPING) {
if (ED_view3d_clipping_test(rv3d, vec, is_local))
return;
}
copy_v3_v3(vec4, vec);
vec4[3]= 1.0;
mul_m4_v4(rv3d->persmatob, vec4);
/* clipplanes in window space */
if ( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if ( fx>0 && fx<ar->winx) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if (fy > 0.0f && fy < (float)ar->winy) {
adr[0]= (short)floorf(fx);
adr[1]= (short)floorf(fy);
}
}
}
}
/* BMESH NOTE: this function is unused in bmesh only */
/* only use while object drawing */
static void UNUSED_FUNCTION(view3d_project_short_noclip)(ARegion *ar, const float vec[3], short adr[2])
{
RegionView3D *rv3d= ar->regiondata;
float fx, fy, vec4[4];
adr[0]= IS_CLIPPED;
copy_v3_v3(vec4, vec);
vec4[3]= 1.0;
mul_m4_v4(rv3d->persmatob, vec4);
if ( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if ( fx>-32700 && fx<32700) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if (fy > -32700.0f && fy < 32700.0f) {
adr[0]= (short)floorf(fx);
adr[1]= (short)floorf(fy);
}
}
}
}
/* same as view3d_project_short_clip but use persmat instead of persmatob for projection */
static void view3d_project_short_clip_persmat(ARegion *ar, const float vec[3], short adr[2], int is_local)
{
RegionView3D *rv3d= ar->regiondata;
float fx, fy, vec4[4];
adr[0]= IS_CLIPPED;
/* clipplanes in eye space */
if (rv3d->rflag & RV3D_CLIPPING) {
if (ED_view3d_clipping_test(rv3d, vec, is_local))
return;
}
copy_v3_v3(vec4, vec);
vec4[3]= 1.0;
mul_m4_v4(rv3d->persmat, vec4);
/* clipplanes in window space */
if ( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if ( fx>0 && fx<ar->winx) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if (fy > 0.0f && fy < (float)ar->winy) {
adr[0]= (short)floorf(fx);
adr[1]= (short)floorf(fy);
}
}
}
}
/* ************************ */
/* check for glsl drawing */
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
{
if (!GPU_glsl_support())
return 0;
if (G.f & G_PICKSEL)
return 0;
if (!CHECK_OB_DRAWTEXTURE(v3d, dt))
return 0;
if (ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
return 0;
if (scene_use_new_shading_nodes(scene))
return 0;
return (scene->gm.matmode == GAME_MAT_GLSL) && (dt > OB_SOLID);
}
static int check_alpha_pass(Base *base)
{
if (base->flag & OB_FROMDUPLI)
return 0;
if (G.f & G_PICKSEL)
return 0;
return (base->object->dtx & OB_DRAWTRANSP);
}
/***/
static unsigned int colortab[24]=
{0x0, 0xFF88FF, 0xFFBBFF,
0x403000, 0xFFFF88, 0xFFFFBB,
0x104040, 0x66CCCC, 0x77CCCC,
0x104010, 0x55BB55, 0x66FF66,
0xFFFFFF
};
static float cube[8][3] = {
{-1.0, -1.0, -1.0},
{-1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0},
{-1.0, 1.0, -1.0},
{ 1.0, -1.0, -1.0},
{ 1.0, -1.0, 1.0},
{ 1.0, 1.0, 1.0},
{ 1.0, 1.0, -1.0},
};
/* ----------------- OpenGL Circle Drawing - Tables for Optimized Drawing Speed ------------------ */
/* 32 values of sin function (still same result!) */
#define CIRCLE_RESOL 32
static const float sinval[CIRCLE_RESOL] = {
0.00000000,
0.20129852,
0.39435585,
0.57126821,
0.72479278,
0.84864425,
0.93775213,
0.98846832,
0.99871650,
0.96807711,
0.89780453,
0.79077573,
0.65137248,
0.48530196,
0.29936312,
0.10116832,
-0.10116832,
-0.29936312,
-0.48530196,
-0.65137248,
-0.79077573,
-0.89780453,
-0.96807711,
-0.99871650,
-0.98846832,
-0.93775213,
-0.84864425,
-0.72479278,
-0.57126821,
-0.39435585,
-0.20129852,
0.00000000
};
/* 32 values of cos function (still same result!) */
static const float cosval[CIRCLE_RESOL] = {
1.00000000,
0.97952994,
0.91895781,
0.82076344,
0.68896691,
0.52896401,
0.34730525,
0.15142777,
-0.05064916,
-0.25065253,
-0.44039415,
-0.61210598,
-0.75875812,
-0.87434661,
-0.95413925,
-0.99486932,
-0.99486932,
-0.95413925,
-0.87434661,
-0.75875812,
-0.61210598,
-0.44039415,
-0.25065253,
-0.05064916,
0.15142777,
0.34730525,
0.52896401,
0.68896691,
0.82076344,
0.91895781,
0.97952994,
1.00000000
};
static void draw_xyz_wire(const float c[3], float size, int axis)
{
float v1[3]= {0.f, 0.f, 0.f}, v2[3] = {0.f, 0.f, 0.f};
float dim = size * 0.1f;
float dx[3], dy[3], dz[3];
dx[0]=dim; dx[1]=0.f; dx[2]=0.f;
dy[0]=0.f; dy[1]=dim; dy[2]=0.f;
dz[0]=0.f; dz[1]=0.f; dz[2]=dim;
switch(axis) {
case 0: /* x axis */
glBegin(GL_LINES);
/* bottom left to top right */
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to bottom right */
mul_v3_fl(dy, 2.f);
add_v3_v3(v1, dy);
sub_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 1: /* y axis */
glBegin(GL_LINES);
/* bottom left to top right */
mul_v3_fl(dx, 0.75f);
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to center */
mul_v3_fl(dy, 2.f);
add_v3_v3(v1, dy);
copy_v3_v3(v2, c);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 2: /* z axis */
glBegin(GL_LINE_STRIP);
/* start at top left */
sub_v3_v3v3(v1, c, dx);
add_v3_v3v3(v1, c, dz);
glVertex3fv(v1);
mul_v3_fl(dx, 2.f);
add_v3_v3(v1, dx);
glVertex3fv(v1);
mul_v3_fl(dz, 2.f);
sub_v3_v3(v1, dx);
sub_v3_v3(v1, dz);
glVertex3fv(v1);
add_v3_v3(v1, dx);
glVertex3fv(v1);
glEnd();
break;
}
}
void drawaxes(float size, char drawtype)
{
int axis;
float v1[3]= {0.0, 0.0, 0.0};
float v2[3]= {0.0, 0.0, 0.0};
float v3[3]= {0.0, 0.0, 0.0};
switch(drawtype) {
case OB_PLAINAXES:
for (axis=0; axis<3; axis++) {
glBegin(GL_LINES);
v1[axis]= size;
v2[axis]= -size;
glVertex3fv(v1);
glVertex3fv(v2);
/* reset v1 & v2 to zero */
v1[axis]= v2[axis]= 0.0f;
glEnd();
}
break;
case OB_SINGLE_ARROW:
glBegin(GL_LINES);
/* in positive z direction only */
v1[2]= size;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
/* square pyramid */
glBegin(GL_TRIANGLES);
v2[0]= size * 0.035f; v2[1] = size * 0.035f;
v3[0]= size * -0.035f; v3[1] = size * 0.035f;
v2[2]= v3[2]= size * 0.75f;
for (axis=0; axis<4; axis++) {
if (axis % 2 == 1) {
v2[0] = -v2[0];
v3[1] = -v3[1];
}
else {
v2[1] = -v2[1];
v3[0] = -v3[0];
}
glVertex3fv(v1);
glVertex3fv(v2);
glVertex3fv(v3);
}
glEnd();
break;
case OB_CUBE:
drawcube_size(size);
break;
case OB_CIRCLE:
drawcircle_size(size);
break;
case OB_EMPTY_SPHERE:
draw_empty_sphere(size);
break;
case OB_EMPTY_CONE:
draw_empty_cone(size);
break;
case OB_ARROWS:
default:
for (axis=0; axis<3; axis++) {
const int arrow_axis= (axis==0) ? 1:0;
glBegin(GL_LINES);
v2[axis]= size;
glVertex3fv(v1);
glVertex3fv(v2);
v1[axis]= size*0.85f;
v1[arrow_axis]= -size*0.08f;
glVertex3fv(v1);
glVertex3fv(v2);
v1[arrow_axis]= size*0.08f;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
v2[axis]+= size*0.125f;
draw_xyz_wire(v2, size, axis);
/* reset v1 & v2 to zero */
v1[arrow_axis]= v1[axis]= v2[axis]= 0.0f;
}
break;
}
}
/* Function to draw an Image on a empty Object */
static void draw_empty_image(Object *ob)
{
Image *ima = (Image*)ob->data;
ImBuf *ibuf = ima ? BKE_image_get_ibuf(ima, NULL) : NULL;
float scale, ofs_x, ofs_y, sca_x, sca_y;
int ima_x, ima_y;
if (ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
IMB_rect_from_float(ibuf);
}
/* Get the buffer dimensions so we can fallback to fake ones */
if (ibuf && ibuf->rect) {
ima_x= ibuf->x;
ima_y= ibuf->y;
}
else {
ima_x= 1;
ima_y= 1;
}
/* Get the image aspect even if the buffer is invalid */
if (ima) {
if (ima->aspx > ima->aspy) {
sca_x= 1.0f;
sca_y= ima->aspy / ima->aspx;
}
else if (ima->aspx < ima->aspy) {
sca_x= ima->aspx / ima->aspy;
sca_y= 1.0f;
}
else {
sca_x= 1.0f;
sca_y= 1.0f;
}
}
else {
sca_x= 1.0f;
sca_y= 1.0f;
}
/* Calculate the scale center based on objects origin */
ofs_x= ob->ima_ofs[0] * ima_x;
ofs_y= ob->ima_ofs[1] * ima_y;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
/* Make sure we are drawing at the origin */
glTranslatef(0.0f, 0.0f, 0.0f);
/* Calculate Image scale */
scale= (ob->empty_drawsize / (float)MAX2(ima_x * sca_x, ima_y * sca_y));
/* Set the object scale */
glScalef(scale * sca_x, scale * sca_y, 1.0f);
if (ibuf && ibuf->rect) {
/* Setup GL params */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* Use the object color and alpha */
glColor4fv(ob->col);
/* Draw the Image on the screen */
glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_UNSIGNED_BYTE, ibuf->rect);
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
glDisable(GL_BLEND);
}
UI_ThemeColor((ob->flag & SELECT) ? TH_SELECT : TH_WIRE);
/* Calculate the outline vertex positions */
glBegin(GL_LINE_LOOP);
glVertex2f(ofs_x, ofs_y);
glVertex2f(ofs_x + ima_x, ofs_y);
glVertex2f(ofs_x + ima_x, ofs_y + ima_y);
glVertex2f(ofs_x, ofs_y + ima_y);
glEnd();
/* Reset GL settings */
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, float tmat[][4])
{
float vx[3], vy[3];
float *viter= (float *)verts;
unsigned int a;
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
for (a=0; a < CIRCLE_RESOL; a++, viter += 3) {
viter[0]= cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
viter[1]= cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
viter[2]= cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
}
}
void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
{
float verts[CIRCLE_RESOL][3];
circball_array_fill(verts, cent, rad, tmat);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(mode, 0, CIRCLE_RESOL);
glDisableClientState(GL_VERTEX_ARRAY);
}
/* circle for object centers, special_color is for library or ob users */
static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, int special_color)
{
const float size= ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
float verts[CIRCLE_RESOL][3];
/* using gldepthfunc guarantees that it does write z values,
* but not checks for it, so centers remain visible independent order of drawing */
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
glEnable(GL_BLEND);
if (special_color) {
if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x55, 0xCC, 0xCC, 155);
}
else {
if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
}
circball_array_fill(verts, co, size, rv3d->viewinv);
/* enable vertex array */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
/* 1. draw filled, blended polygon */
glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
/* 2. draw outline */
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
/* finish up */
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
/* *********** text drawing for object/particles/armature ************* */
static ListBase CachedText[3];
static int CachedTextLevel= 0;
typedef struct ViewCachedString {
struct ViewCachedString *next, *prev;
float vec[3];
union {
unsigned char ub[4];
int pack;
} col;
short sco[2];
short xoffs;
short flag;
int str_len, pad;
/* str is allocated past the end */
} ViewCachedString;
void view3d_cached_text_draw_begin(void)
{
ListBase *strings= &CachedText[CachedTextLevel];
strings->first= strings->last= NULL;
CachedTextLevel++;
}
void view3d_cached_text_draw_add(const float co[3],
const char *str,
short xoffs, short flag,
const unsigned char col[4])
{
int alloc_len= strlen(str) + 1;
ListBase *strings= &CachedText[CachedTextLevel-1];
/* TODO, replace with more efficient malloc, perhaps memarena per draw? */
ViewCachedString *vos= MEM_callocN(sizeof(ViewCachedString) + alloc_len, "ViewCachedString");
BLI_addtail(strings, vos);
copy_v3_v3(vos->vec, co);
vos->col.pack= *((int *)col);
vos->xoffs= xoffs;
vos->flag= flag;
vos->str_len= alloc_len-1;
/* allocate past the end */
memcpy(++vos, str, alloc_len);
}
void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, float mat[][4])
{
RegionView3D *rv3d= ar->regiondata;
ListBase *strings= &CachedText[CachedTextLevel-1];
ViewCachedString *vos;
int tot= 0;
/* project first and test */
for (vos= strings->first; vos; vos= vos->next) {
if (mat && !(vos->flag & V3D_CACHE_TEXT_WORLDSPACE))
mul_m4_v3(mat, vos->vec);
if (vos->flag & V3D_CACHE_TEXT_GLOBALSPACE)
view3d_project_short_clip_persmat(ar, vos->vec, vos->sco, (vos->flag & V3D_CACHE_TEXT_LOCALCLIP) != 0);
else
view3d_project_short_clip(ar, vos->vec, vos->sco, (vos->flag & V3D_CACHE_TEXT_LOCALCLIP) != 0);
if (vos->sco[0]!=IS_CLIPPED)
tot++;
}
if (tot) {
int col_pack_prev= 0;
#if 0
bglMats mats; /* ZBuffer depth vars */
double ux, uy, uz;
float depth;
if (v3d->zbuf)
bgl_get_mats(&mats);
#endif
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
ED_region_pixelspace(ar);
if (depth_write) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
}
else {
glDepthMask(0);
}
for (vos= strings->first; vos; vos= vos->next) {
/* too slow, reading opengl info while drawing is very bad,
* better to see if we can use the zbuffer while in pixel space - campbell */
#if 0
if (v3d->zbuf && (vos->flag & V3D_CACHE_TEXT_ZBUF)) {
gluProject(vos->vec[0], vos->vec[1], vos->vec[2], mats.modelview, mats.projection, (GLint *)mats.viewport, &ux, &uy, &uz);
glReadPixels(ar->winrct.xmin+vos->mval[0]+vos->xoffs, ar->winrct.ymin+vos->mval[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
if (uz > depth)
continue;
}
#endif
if (vos->sco[0]!=IS_CLIPPED) {
const char *str= (char *)(vos+1);
if (col_pack_prev != vos->col.pack) {
glColor3ubv(vos->col.ub);
col_pack_prev= vos->col.pack;
}
((vos->flag & V3D_CACHE_TEXT_ASCII) ?
BLF_draw_default_ascii :
BLF_draw_default
) ( (float)vos->sco[0] + vos->xoffs,
(float)vos->sco[1],
(depth_write) ? 0.0f: 2.0f,
str,
vos->str_len);
}
}
if (depth_write) {
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else glDepthMask(1);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_enable();
}
}
if (strings->first)
BLI_freelistN(strings);
CachedTextLevel--;
}
/* ******************** primitive drawing ******************* */
static void drawcube(void)
{
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
}
/* draws a cube on given the scaling of the cube, assuming that
* all required matrices have been set (used for drawing empties)
*/
static void drawcube_size(float size)
{
glBegin(GL_LINE_STRIP);
glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);
glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);
glVertex3f(size,-size,size); glVertex3f(size,size,size);
glVertex3f(size,size,-size); glVertex3f(size,-size,-size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size,-size,size); glVertex3f(size,-size,size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size,size,size); glVertex3f(size,size,size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size,size,-size); glVertex3f(size,size,-size);
glEnd();
}
/* this is an unused (old) cube-drawing function based on a given size */
#if 0
static void drawcube_size(const float size[3])
{
glPushMatrix();
glScalef(size[0], size[1], size[2]);
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
glPopMatrix();
}
#endif
static void drawshadbuflimits(Lamp *la, float mat[][4])
{
float sta[3], end[3], lavec[3];
negate_v3_v3(lavec, mat[2]);
normalize_v3(lavec);
madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
glBegin(GL_LINE_STRIP);
glVertex3fv(sta);
glVertex3fv(end);
glEnd();
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(sta);
bglVertex3fv(end);
bglEnd();
glPointSize(1.0);
}
static void spotvolume(float lvec[3], float vvec[3], const float inp)
{
/* camera is at 0,0,0 */
float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
normalize_v3(lvec);
normalize_v3(vvec); /* is this the correct vector ? */
cross_v3_v3v3(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
cross_v3_v3v3(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
/* vectors are exactly aligned, use the X axis, this is arbitrary */
if (normalize_v3(plane) == 0.0f)
plane[1]= 1.0f;
/* now we've got two equations: one of a cone and one of a plane, but we have
* three unknowns. We remove one unknown by rotating the plane to z=0 (the plane normal) */
/* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
/* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
/* translating this comment to english didnt really help me understanding the math! :-) (ton) */
q[1] = plane[1];
q[2] = -plane[0];
q[3] = 0;
normalize_v3(&q[1]);
angle = saacos(plane[2])/2.0f;
co = cosf(angle);
si = sqrtf(1-co*co);
q[0] = co;
q[1] *= si;
q[2] *= si;
q[3] = 0;
quat_to_mat3(mat1,q);
/* rotate lamp vector now over acos(inp) degrees */
copy_v3_v3(vvec, lvec);
unit_m3(mat2);
co = inp;
si = sqrtf(1.0f-inp*inp);
mat2[0][0] = co;
mat2[1][0] = -si;
mat2[0][1] = si;
mat2[1][1] = co;
mul_m3_m3m3(mat3,mat2,mat1);
mat2[1][0] = si;
mat2[0][1] = -si;
mul_m3_m3m3(mat4,mat2,mat1);
transpose_m3(mat1);
mul_m3_m3m3(mat2,mat1,mat3);
mul_m3_v3(mat2,lvec);
mul_m3_m3m3(mat2,mat1,mat4);
mul_m3_v3(mat2,vvec);
return;
}
static void draw_spot_cone(Lamp *la, float x, float z)
{
z= fabs(z);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, -x);
if (la->mode & LA_SQUARE) {
glVertex3f(z, z, 0);
glVertex3f(-z, z, 0);
glVertex3f(-z, -z, 0);
glVertex3f(z, -z, 0);
glVertex3f(z, z, 0);
}
else {
float angle;
int a;
for (a=0; a<33; a++) {
angle= a*M_PI*2/(33-1);
glVertex3f(z*cosf(angle), z*sinf(angle), 0);
}
}
glEnd();
}
static void draw_transp_spot_volume(Lamp *la, float x, float z)
{
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDepthMask(0);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
draw_spot_cone(la, x, z);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
draw_spot_cone(la, x, z);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask(1);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
Object *ob= base->object;
const float pixsize= ED_view3d_pixel_size(rv3d, ob->obmat[3]);
Lamp *la= ob->data;
float vec[3], lvec[3], vvec[3], circrad, x,y,z;
float lampsize;
float imat[4][4], curcol[4];
unsigned char col[4];
/* cone can't be drawn for duplicated lamps, because duplilist would be freed to */
/* the moment of view3d_draw_transp() call */
const short is_view= (rv3d->persp==RV3D_CAMOB && v3d->camera == base->object);
const short drawcone= ((dt > OB_WIRE) &&
!(G.f & G_PICKSEL) &&
(la->type == LA_SPOT) &&
(la->mode & LA_SHOW_CONE) &&
!(base->flag & OB_FROMDUPLI) &&
!is_view);
if (drawcone && !v3d->transp) {
/* in this case we need to draw delayed */
add_view3d_after(&v3d->afterdraw_transp, base, flag);
return;
}
/* we first draw only the screen aligned & fixed scale stuff */
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
/* lets calculate the scale: */
lampsize= pixsize*((float)U.obcenter_dia*0.5f);
/* and view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
/* for AA effects */
glGetFloatv(GL_CURRENT_COLOR, curcol);
curcol[3]= 0.6;
glColor4fv(curcol);
if (lampsize > 0.0f) {
if (ob->id.us>1) {
if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x77, 0xCC, 0xCC, 155);
}
/* Inner Circle */
glEnable(GL_BLEND);
drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
glDisable(GL_BLEND);
drawcircball(GL_POLYGON, vec, lampsize, imat);
/* restore */
if (ob->id.us>1)
glColor4fv(curcol);
/* Outer circle */
circrad = 3.0f*lampsize;
setlinestyle(3);
drawcircball(GL_LINE_LOOP, vec, circrad, imat);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type!=LA_HEMI) {
if ( (la->mode & LA_SHAD_RAY) ||
((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT))
) {
drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
}
}
}
else {
setlinestyle(3);
circrad = 0.0f;
}
/* draw the pretty sun rays */
if (la->type==LA_SUN) {
float v1[3], v2[3], mat[3][3];
short axis;
/* setup a 45 degree rotation matrix */
vec_rot_to_mat3(mat, imat[2], (float)M_PI/4.0f);
/* vectors */
mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
/* center */
glTranslatef(vec[0], vec[1], vec[2]);
setlinestyle(3);
glBegin(GL_LINES);
for (axis=0; axis<8; axis++) {
glVertex3fv(v1);
glVertex3fv(v2);
mul_m3_v3(mat, v1);
mul_m3_v3(mat, v2);
}
glEnd();
glTranslatef(-vec[0], -vec[1], -vec[2]);
}
if (la->type==LA_LOCAL) {
if (la->mode & LA_SPHERE) {
drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
}
/* yafray: for photonlight also draw lightcone as for spot */
}
glPopMatrix(); /* back in object space */
zero_v3(vec);
if (is_view) {
/* skip drawing extra info */
}
else if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
lvec[0]=lvec[1]= 0.0;
lvec[2] = 1.0;
x = rv3d->persmat[0][2];
y = rv3d->persmat[1][2];
z = rv3d->persmat[2][2];
vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];
y = cosf(la->spotsize*(float)(M_PI/360.0));
spotvolume(lvec, vvec, y);
x = -la->dist;
mul_v3_fl(lvec, x);
mul_v3_fl(vvec, x);
/* draw the angled sides of the cone */
glBegin(GL_LINE_STRIP);
glVertex3fv(vvec);
glVertex3fv(vec);
glVertex3fv(lvec);
glEnd();
z = x*sqrtf(1.0f - y*y);
x *= y;
/* draw the circle/square at the end of the cone */
glTranslatef(0.0, 0.0 , x);
if (la->mode & LA_SQUARE) {
float tvec[3];
float z_abs= fabs(z);
tvec[0]= tvec[1]= z_abs;
tvec[2]= 0.0;
glBegin(GL_LINE_LOOP);
glVertex3fv(tvec);
tvec[1]= -z_abs; /* neg */
glVertex3fv(tvec);
tvec[0]= -z_abs; /* neg */
glVertex3fv(tvec);
tvec[1]= z_abs; /* pos */
glVertex3fv(tvec);
glEnd();
}
else circ(0.0, 0.0, fabsf(z));
/* draw the circle/square representing spotbl */
if (la->type==LA_SPOT) {
float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (spotblcirc != 0 && spotblcirc != fabsf(z))
circ(0.0, 0.0, spotblcirc);
}
if (drawcone)
draw_transp_spot_volume(la, x, z);
/* draw clip start, useful for wide cones where its not obvious where the start is */
glTranslatef(0.0, 0.0 , -x); /* reverse translation above */
if (la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
float lvec_clip[3];
float vvec_clip[3];
float clipsta_fac= la->clipsta / -x;
interp_v3_v3v3(lvec_clip, vec, lvec, clipsta_fac);
interp_v3_v3v3(vvec_clip, vec, vvec, clipsta_fac);
glBegin(GL_LINE_STRIP);
glVertex3fv(lvec_clip);
glVertex3fv(vvec_clip);
glEnd();
}
}
else if ELEM(la->type, LA_HEMI, LA_SUN) {
/* draw the line from the circle along the dist */
glBegin(GL_LINE_STRIP);
vec[2] = -circrad;
glVertex3fv(vec);
vec[2]= -la->dist;
glVertex3fv(vec);
glEnd();
if (la->type==LA_HEMI) {
/* draw the hemisphere curves */
short axis, steps, dir;
float outdist, zdist, mul;
zero_v3(vec);
outdist = 0.14; mul = 1.4; dir = 1;
setlinestyle(4);
/* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
for (axis=0; axis<4; axis++) {
float v[3]= {0.0, 0.0, 0.0};
zdist = 0.02;
glBegin(GL_LINE_STRIP);
for (steps=0; steps<6; steps++) {
if (axis == 0 || axis == 1) { /* x axis up, x axis down */
/* make the arcs start at the edge of the energy circle */
if (steps == 0) v[0] = dir*circrad;
else v[0] = v[0] + dir*(steps*outdist);
}
else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
/* make the arcs start at the edge of the energy circle */
if (steps == 0) v[1] = dir*circrad;
else v[1] = v[1] + dir*(steps*outdist);
}
v[2] = v[2] - steps*zdist;
glVertex3fv(v);
zdist = zdist * mul;
}
glEnd();
/* flip the direction */
dir = -dir;
}
}
}
else if (la->type==LA_AREA) {
setlinestyle(3);
if (la->area_shape==LA_AREA_SQUARE)
fdrawbox(-la->area_size*0.5f, -la->area_size*0.5f, la->area_size*0.5f, la->area_size*0.5f);
else if (la->area_shape==LA_AREA_RECT)
fdrawbox(-la->area_size*0.5f, -la->area_sizey*0.5f, la->area_size*0.5f, la->area_sizey*0.5f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0,0.0,-circrad);
glVertex3f(0.0,0.0,-la->dist);
glEnd();
}
/* and back to viewspace */
glLoadMatrixf(rv3d->viewmat);
copy_v3_v3(vec, ob->obmat[3]);
setlinestyle(0);
if ((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == FALSE)) {
drawshadbuflimits(la, ob->obmat);
}
UI_GetThemeColor4ubv(TH_LAMP, col);
glColor4ubv(col);
glEnable(GL_BLEND);
if (vec[2]>0) vec[2] -= circrad;
else vec[2] += circrad;
glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
vec[2]= 0;
glVertex3fv(vec);
glEnd();
glPointSize(2.0);
glBegin(GL_POINTS);
glVertex3fv(vec);
glEnd();
glPointSize(1.0);
glDisable(GL_BLEND);
/* restore for drawing extra stuff */
glColor3fv(curcol);
}
static void draw_limit_line(float sta, float end, unsigned int col)
{
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(3.0);
glBegin(GL_POINTS);
cpack(col);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(1.0);
}
/* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
/* qdn: now also enabled for Blender to set focus point for defocus composite node */
static void draw_focus_cross(float dist, float size)
{
glBegin(GL_LINES);
glVertex3f(-size, 0.f, -dist);
glVertex3f(size, 0.f, -dist);
glVertex3f(0.f, -size, -dist);
glVertex3f(0.f, size, -dist);
glEnd();
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
float view3d_camera_border_hack_col[4];
short view3d_camera_border_hack_test= FALSE;
#endif
/* ****************** draw clip data *************** */
static void draw_bundle_sphere(void)
{
static GLuint displist= 0;
if (displist == 0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
qobj= gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 0.05, 8, 8);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
glCallList(displist);
}
static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D *v3d,
MovieClip *clip, MovieTrackingObject *tracking_object, int flag,
int *global_track_index, int draw_selected)
{
MovieTracking *tracking= &clip->tracking;
MovieTrackingTrack *track;
float mat[4][4], imat[4][4];
unsigned char col[4], scol[4];
int tracknr= *global_track_index;
ListBase *tracksbase= BKE_tracking_object_tracks(tracking, tracking_object);
UI_GetThemeColor4ubv(TH_TEXT, col);
UI_GetThemeColor4ubv(TH_SELECT, scol);
BKE_get_tracking_mat(scene, base->object, mat);
glPushMatrix();
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
/* current ogl matrix is translated in camera space, bundles should
* be rendered in world space, so camera matrix should be "removed"
* from current ogl matrix */
invert_m4_m4(imat, base->object->obmat);
glMultMatrixf(imat);
glMultMatrixf(mat);
}
else {
float obmat[4][4];
BKE_tracking_get_interpolated_camera(tracking, tracking_object, scene->r.cfra, obmat);
invert_m4_m4(imat, obmat);
glMultMatrixf(imat);
}
for (track= tracksbase->first; track; track= track->next) {
int selected= TRACK_SELECTED(track);
if ((draw_selected && !selected) || (draw_selected && !selected))
continue;
if ((track->flag&TRACK_HAS_BUNDLE)==0)
continue;
if (flag&DRAW_PICKING)
glLoadName(base->selcol + (tracknr<<16));
glPushMatrix();
glTranslatef(track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
glScalef(v3d->bundle_size/0.05f, v3d->bundle_size/0.05f, v3d->bundle_size/0.05f);
if (v3d->drawtype==OB_WIRE) {
glDisable(GL_LIGHTING);
if (selected) {
if (base==BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
}
else {
if (track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_WIRE);
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
else if (v3d->drawtype>OB_WIRE) {
if (v3d->bundle_drawtype==OB_EMPTY_SPHERE) {
/* selection outline */
if (selected) {
if (base==BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
glLineWidth(2.f);
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
draw_bundle_sphere();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glLineWidth(1.f);
}
if (track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_BUNDLE_SOLID);
draw_bundle_sphere();
}
else {
glDisable(GL_LIGHTING);
if (selected) {
if (base==BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
}
else {
if (track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_WIRE);
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
}
glPopMatrix();
if ((flag & DRAW_PICKING)==0 && (v3d->flag2&V3D_SHOW_BUNDLENAME)) {
float pos[3];
unsigned char tcol[4];
if (selected) memcpy(tcol, scol, sizeof(tcol));
else memcpy(tcol, col, sizeof(tcol));
mul_v3_m4v3(pos, mat, track->bundle_pos);
view3d_cached_text_draw_add(pos, track->name, 10, V3D_CACHE_TEXT_GLOBALSPACE, tcol);
}
tracknr++;
}
if ((flag & DRAW_PICKING)==0) {
if ((v3d->flag2&V3D_SHOW_CAMERAPATH) && (tracking_object->flag&TRACKING_OBJECT_CAMERA)) {
MovieTrackingReconstruction *reconstruction;
reconstruction= BKE_tracking_object_reconstruction(tracking, tracking_object);
if (reconstruction->camnr) {
MovieReconstructedCamera *camera= reconstruction->cameras;
int a= 0;
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_CAMERA_PATH);
glLineWidth(2.0f);
glBegin(GL_LINE_STRIP);
for (a= 0; a<reconstruction->camnr; a++, camera++) {
glVertex3fv(camera->mat[3]);
}
glEnd();
glLineWidth(1.0f);
glEnable(GL_LIGHTING);
}
}
}
glPopMatrix();
*global_track_index= tracknr;
}
static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d, MovieClip *clip,
int flag, int draw_selected)
{
MovieTracking *tracking= &clip->tracking;
MovieTrackingObject *tracking_object;
float curcol[4];
int global_track_index= 1;
if ((v3d->flag2&V3D_SHOW_RECONSTRUCTION)==0)
return;
if (v3d->flag2&V3D_RENDER_OVERRIDE)
return;
glGetFloatv(GL_CURRENT_COLOR, curcol);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
tracking_object= tracking->objects.first;
while (tracking_object) {
draw_viewport_object_reconstruction(scene, base, v3d, clip, tracking_object,
flag, &global_track_index, draw_selected);
tracking_object= tracking_object->next;
}
/* restore */
glShadeModel(GL_FLAT);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glColor4fv(curcol);
if (flag&DRAW_PICKING)
glLoadName(base->selcol);
}
/* flag similar to draw_object() */
static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int flag)
{
/* a standing up pyramid with (0,0,0) as top */
Camera *cam;
Object *ob= base->object;
float tvec[3];
float vec[4][3], asp[2], shift[2], scale[3];
int i;
float drawsize;
const short is_view= (rv3d->persp==RV3D_CAMOB && ob==v3d->camera);
MovieClip *clip= object_get_movieclip(scene, base->object, 0);
/* draw data for movie clip set as active for scene */
if (clip) {
draw_viewport_reconstruction(scene, base, v3d, clip, flag, FALSE);
draw_viewport_reconstruction(scene, base, v3d, clip, flag, TRUE);
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (is_view && !(G.f & G_PICKSEL)) {
glGetFloatv(GL_CURRENT_COLOR, view3d_camera_border_hack_col);
view3d_camera_border_hack_test= TRUE;
return;
}
#endif
cam= ob->data;
scale[0]= 1.0f / len_v3(ob->obmat[0]);
scale[1]= 1.0f / len_v3(ob->obmat[1]);
scale[2]= 1.0f / len_v3(ob->obmat[2]);
camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
/* camera frame */
glBegin(GL_LINE_LOOP);
glVertex3fv(vec[0]);
glVertex3fv(vec[1]);
glVertex3fv(vec[2]);
glVertex3fv(vec[3]);
glEnd();
if (is_view)
return;
zero_v3(tvec);
/* center point to camera frame */
glBegin(GL_LINE_STRIP);
glVertex3fv(vec[1]);
glVertex3fv(tvec);
glVertex3fv(vec[0]);
glVertex3fv(vec[3]);
glVertex3fv(tvec);
glVertex3fv(vec[2]);
glEnd();
/* arrow on top */
tvec[2]= vec[1][2]; /* copy the depth */
/* draw an outline arrow for inactive cameras and filled
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (i=0;i<2;i++) {
if (i==0) glBegin(GL_LINE_LOOP);
else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
else break;
tvec[0]= shift[0] + ((-0.7f * drawsize) * scale[0]);
tvec[1]= shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
glVertex3fv(tvec); /* left */
tvec[0]= shift[0] + ((0.7f * drawsize) * scale[0]);
glVertex3fv(tvec); /* right */
tvec[0]= shift[0];
tvec[1]= shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
glVertex3fv(tvec); /* top */
glEnd();
}
if (flag==0) {
if (cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
float nobmat[4][4];
World *wrld;
/* draw in normalized object matrix space */
copy_m4_m4(nobmat, ob->obmat);
normalize_m4(nobmat);
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
glMultMatrixf(nobmat);
if (cam->flag & CAM_SHOWLIMITS) {
draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
/* qdn: was yafray only, now also enabled for Blender to be used with defocus composite node */
draw_focus_cross(object_camera_dof_distance(ob), cam->drawsize);
}
wrld= scene->world;
if (cam->flag & CAM_SHOWMIST)
if (wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
glPopMatrix();
}
}
}
/* flag similar to draw_object() */
static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d),
Object *UNUSED(ob), int UNUSED(flag))
{
//Speaker *spk = ob->data;
float vec[3];
int i, j;
glEnable(GL_BLEND);
for (j = 0; j < 3; j++) {
vec[2] = 0.25f * j -0.125f;
glBegin(GL_LINE_LOOP);
for (i = 0; i < 16; i++) {
vec[0] = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
vec[1] = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
glVertex3fv(vec);
}
glEnd();
}
for (j = 0; j < 4; j++) {
vec[0] = (((j + 1) % 2) * (j - 1)) * 0.5f;
vec[1] = ((j % 2) * (j - 2)) * 0.5f;
glBegin(GL_LINE_STRIP);
for (i = 0; i < 3; i++) {
if (i == 1) {
vec[0] *= 0.5f;
vec[1] *= 0.5f;
}
vec[2] = 0.25f * i -0.125f;
glVertex3fv(vec);
}
glEnd();
}
glDisable(GL_BLEND);
}
static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
{
BPoint *bp = lt->def;
float *co = dl?dl->verts:NULL;
int u, v, w;
UI_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
for (w=0; w<lt->pntsw; w++) {
int wxt = (w==0 || w==lt->pntsw-1);
for (v=0; v<lt->pntsv; v++) {
int vxt = (v==0 || v==lt->pntsv-1);
for (u=0; u<lt->pntsu; u++, bp++, co+=3) {
int uxt = (u==0 || u==lt->pntsu-1);
if (!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
if (bp->hide==0) {
if ((bp->f1 & SELECT)==sel) {
bglVertex3fv(dl?co:bp->vec);
}
}
}
}
}
}
glPointSize(1.0);
bglEnd();
}
void lattice_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
{
Object *obedit= vc->obedit;
Lattice *lt= obedit->data;
BPoint *bp = lt->editlatt->latt->def;
DispList *dl = find_displist(&obedit->disp, DL_VERTS);
float *co = dl?dl->verts:NULL;
int i, N = lt->editlatt->latt->pntsu*lt->editlatt->latt->pntsv*lt->editlatt->latt->pntsw;
short s[2] = {IS_CLIPPED, 0};
ED_view3d_clipping_local(vc->rv3d, obedit->obmat); /* for local clipping lookups */
for (i=0; i<N; i++, bp++, co+=3) {
if (bp->hide==0) {
view3d_project_short_clip(vc->ar, dl?co:bp->vec, s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, bp, s[0], s[1]);
}
}
}
static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
{
int index = ((w*lt->pntsv + v)*lt->pntsu) + u;
if (use_wcol) {
float col[3];
MDeformWeight *mdw= defvert_find_index (lt->dvert+index, use_wcol-1);
weight_to_rgb(col, mdw?mdw->weight:0.0f);
glColor3fv(col);
}
if (dl) {
glVertex3fv(&dl->verts[index*3]);
}
else {
glVertex3fv(lt->def[index].vec);
}
}
/* lattice color is hardcoded, now also shows weightgroup values in edit mode */
static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
{
Lattice *lt= ob->data;
DispList *dl;
int u, v, w;
int use_wcol= 0, is_edit= (lt->editlatt != NULL);
/* now we default make displist, this will modifiers work for non animated case */
if (ob->disp.first==NULL)
lattice_calc_modifiers(scene, ob);
dl= find_displist(&ob->disp, DL_VERTS);
if (is_edit) {
lt= lt->editlatt->latt;
cpack(0x004000);
if (ob->defbase.first && lt->dvert) {
use_wcol= ob->actdef;
glShadeModel(GL_SMOOTH);
}
}
glBegin(GL_LINES);
for (w=0; w<lt->pntsw; w++) {
int wxt = (w==0 || w==lt->pntsw-1);
for (v=0; v<lt->pntsv; v++) {
int vxt = (v==0 || v==lt->pntsv-1);
for (u=0; u<lt->pntsu; u++) {
int uxt = (u==0 || u==lt->pntsu-1);
if (w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v, w-1, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
if (v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v-1, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
if (u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u-1, v, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
}
}
}
glEnd();
/* restoration for weight colors */
if (use_wcol)
glShadeModel(GL_FLAT);
if (is_edit) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
lattice_draw_verts(lt, dl, 0);
lattice_draw_verts(lt, dl, 1);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
/* ***************** ******************** */
/* Note! - foreach funcs should be called while drawing or directly after
* if not, ED_view3d_init_mats_rv3d() can be used for selection tools
* but would not give correct results with dupli's for eg. which dont
* use the object matrix in the usual way */
static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
{
foreachScreenVert_userData *data = userData;
BMVert *eve = EDBM_get_vert_for_index(data->vc.em, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
short s[2]= {IS_CLIPPED, 0};
if (data->clipVerts != V3D_CLIP_TEST_OFF) {
view3d_project_short_clip(data->vc.ar, co, s, TRUE);
}
else {
float co2[2];
mul_v3_m4v3(co2, data->vc.obedit->obmat, co);
project_short_noclip(data->vc.ar, co2, s);
}
if (s[0]!=IS_CLIPPED)
data->func(data->userData, eve, s[0], s[1], index);
}
}
void mesh_foreachScreenVert(
ViewContext *vc,
void (*func)(void *userData, BMVert *eve, int x, int y, int index),
void *userData, eV3DClipTest clipVerts)
{
foreachScreenVert_userData data;
DerivedMesh *dm = editbmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
data.vc= *vc;
data.func = func;
data.userData = userData;
data.clipVerts = clipVerts;
if (clipVerts != V3D_CLIP_TEST_OFF)
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_init_index_arrays(vc->em, 1, 0, 0);
dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
EDBM_free_index_arrays(vc->em);
dm->release(dm);
}
/* draw callback */
static void drawSelectedVertices__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
{
MVert *mv = &((MVert *)userData)[index];
if (!(mv->flag & ME_HIDE)) {
const char sel= mv->flag & SELECT;
// TODO define selected color
if (sel) {
glColor3f(1.0f, 1.0f, 0.0f);
}
else {
glColor3f(0.0f, 0.0f, 0.0f);
}
glVertex3fv(co);
}
}
static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
{
glBegin(GL_POINTS);
dm->foreachMappedVert(dm, drawSelectedVertices__mapFunc, me->mvert);
glEnd();
}
static int is_co_in_region(ARegion *ar, const short co[2])
{
return ( (co[0] != IS_CLIPPED) && /* may be the only initialized value, check first */
(co[0] >= 0) &&
(co[0] < ar->winx) &&
(co[1] >= 0) &&
(co[1] < ar->winy));
}
static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
{
foreachScreenEdge_userData *data = userData;
BMEdge *eed = EDBM_get_edge_for_index(data->vc.em, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
short s[2][2];
if (data->clipVerts == V3D_CLIP_TEST_RV3D_CLIPPING) {
view3d_project_short_clip(data->vc.ar, v0co, s[0], TRUE);
view3d_project_short_clip(data->vc.ar, v1co, s[1], TRUE);
}
else {
float v1_co[3], v2_co[3];
mul_v3_m4v3(v1_co, data->vc.obedit->obmat, v0co);
mul_v3_m4v3(v2_co, data->vc.obedit->obmat, v1co);
project_short_noclip(data->vc.ar, v1_co, s[0]);
project_short_noclip(data->vc.ar, v2_co, s[1]);
if (data->clipVerts == V3D_CLIP_TEST_REGION) {
if ( !is_co_in_region(data->vc.ar, s[0]) &&
!is_co_in_region(data->vc.ar, s[1]))
{
return;
}
}
}
data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
}
}
void mesh_foreachScreenEdge(
ViewContext *vc,
void (*func)(void *userData, BMEdge *eed, int x0, int y0, int x1, int y1, int index),
void *userData, eV3DClipTest clipVerts)
{
foreachScreenEdge_userData data;
DerivedMesh *dm = editbmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
data.vc= *vc;
data.func = func;
data.userData = userData;
data.clipVerts = clipVerts;
if (clipVerts != V3D_CLIP_TEST_OFF)
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_init_index_arrays(vc->em, 0, 1, 0);
dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
EDBM_free_index_arrays(vc->em);
dm->release(dm);
}
static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *UNUSED(no))
{
foreachScreenFace_userData *data = userData;
BMFace *efa = EDBM_get_face_for_index(data->vc.em, index);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
float cent2[3];
short s[2];
mul_v3_m4v3(cent2, data->vc.obedit->obmat, cent);
project_short(data->vc.ar, cent2, s);
if (s[0] != IS_CLIPPED) {
data->func(data->userData, efa, s[0], s[1], index);
}
}
}
void mesh_foreachScreenFace(
ViewContext *vc,
void (*func)(void *userData, BMFace *efa, int x, int y, int index),
void *userData)
{
foreachScreenFace_userData data;
DerivedMesh *dm = editbmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
data.vc= *vc;
data.func = func;
data.userData = userData;
//if (clipVerts)
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_init_index_arrays(vc->em, 0, 0, 1);
dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
EDBM_free_index_arrays(vc->em);
dm->release(dm);
}
void nurbs_foreachScreenVert(
ViewContext *vc,
void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y),
void *userData)
{
Curve *cu= vc->obedit->data;
short s[2] = {IS_CLIPPED, 0};
Nurb *nu;
int i;
ListBase *nurbs= curve_editnurbs(cu);
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
for (nu= nurbs->first; nu; nu=nu->next) {
if (nu->type == CU_BEZIER) {
for (i=0; i<nu->pntsu; i++) {
BezTriple *bezt = &nu->bezt[i];
if (bezt->hide==0) {
if (cu->drawflag & CU_HIDE_HANDLES) {
view3d_project_short_clip(vc->ar, bezt->vec[1], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 1, s[0], s[1]);
}
else {
view3d_project_short_clip(vc->ar, bezt->vec[0], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 0, s[0], s[1]);
view3d_project_short_clip(vc->ar, bezt->vec[1], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 1, s[0], s[1]);
view3d_project_short_clip(vc->ar, bezt->vec[2], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 2, s[0], s[1]);
}
}
}
}
else {
for (i=0; i<nu->pntsu*nu->pntsv; i++) {
BPoint *bp = &nu->bp[i];
if (bp->hide==0) {
view3d_project_short_clip(vc->ar, bp->vec, s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, bp, NULL, -1, s[0], s[1]);
}
}
}
}
}
/* ************** DRAW MESH ****************** */
/* First section is all the "simple" draw routines,
* ones that just pass some sort of primitive to GL,
* with perhaps various options to control lighting,
* color, etc.
*
* These routines should not have user interface related
* logic!!!
*/
static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
{
drawDMNormal_userData *data = userData;
BMFace *efa = EDBM_get_face_for_index(data->em, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
glVertex3fv(cent);
glVertex3f(cent[0] + no[0] * data->normalsize,
cent[1] + no[1] * data->normalsize,
cent[2] + no[2] * data->normalsize);
}
}
static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.em = em;
data.normalsize = scene->toolsettings->normalsize;
glBegin(GL_LINES);
dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, &data);
glEnd();
}
static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *UNUSED(no))
{
BMFace *efa = EDBM_get_face_for_index(((void **)userData)[0], index);
int sel = *(((int **)userData)[1]);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN) && BM_elem_flag_test(efa, BM_ELEM_SELECT)==sel) {
bglVertex3fv(cent);
}
}
static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, int sel)
{
void *ptrs[2] = {em, &sel};
bglBegin(GL_POINTS);
dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, ptrs);
bglEnd();
}
static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
drawDMNormal_userData *data = userData;
BMVert *eve = EDBM_get_vert_for_index(data->em, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
glVertex3fv(co);
if (no_f) {
glVertex3f(co[0] + no_f[0] * data->normalsize,
co[1] + no_f[1] * data->normalsize,
co[2] + no_f[2] * data->normalsize);
}
else {
glVertex3f(co[0] + no_s[0] * (data->normalsize / 32767.0f),
co[1] + no_s[1] * (data->normalsize / 32767.0f),
co[2] + no_s[2] * (data->normalsize / 32767.0f));
}
}
}
static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.em = em;
data.normalsize = scene->toolsettings->normalsize;
glBegin(GL_LINES);
dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, &data);
glEnd();
}
/* Draw verts with color set based on selection */
static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
{
drawDMVerts_userData * data = userData;
BMVert *eve = EDBM_get_vert_for_index(data->em, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN) && BM_elem_flag_test(eve, BM_ELEM_SELECT)==data->sel) {
/* draw active larger - need to stop/start point drawing for this :/ */
if (eve==data->eve_act) {
float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
UI_ThemeColor4(TH_EDITMESH_ACTIVE);
bglEnd();
glPointSize(size);
bglBegin(GL_POINTS);
bglVertex3fv(co);
bglEnd();
UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
glPointSize(size);
bglBegin(GL_POINTS);
}
else {
bglVertex3fv(co);
}
}
}
static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, int sel, BMVert *eve_act)
{
drawDMVerts_userData data;
data.sel = sel;
data.eve_act = eve_act;
data.em = em;
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
bglEnd();
}
/* Draw edges with color set based on selection */
static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
{
BMEdge *eed;
//unsigned char **cols = userData, *col;
drawDMEdgesSel_userData * data = userData;
unsigned char *col;
eed = EDBM_get_edge_for_index(data->em, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
if (eed==data->eed_act) {
glColor4ubv(data->actCol);
}
else {
if (BM_elem_flag_test(eed, BM_ELEM_SELECT)) {
col = data->selCol;
}
else {
col = data->baseCol;
}
/* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
if (col[3]==0) return 0;
glColor4ubv(col);
}
return 1;
}
else {
return 0;
}
}
static void draw_dm_edges_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, BMEdge *eed_act)
{
drawDMEdgesSel_userData data;
data.baseCol = baseCol;
data.selCol = selCol;
data.actCol = actCol;
data.em = em;
data.eed_act = eed_act;
dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
}
/* Draw edges */
static int draw_dm_edges__setDrawOptions(void *userData, int index)
{
return !BM_elem_flag_test(EDBM_get_edge_for_index(userData, index), BM_ELEM_HIDDEN);
}
static void draw_dm_edges(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, em);
}
/* Draw edges with color interpolated based on selection */
static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
{
return !BM_elem_flag_test(EDBM_get_edge_for_index(((void**)userData)[0], index), BM_ELEM_HIDDEN);
}
static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
{
BMEdge *eed = EDBM_get_edge_for_index(((void**)userData)[0], index);
unsigned char **cols = userData;
unsigned char *col0 = cols[(BM_elem_flag_test(eed->v1, BM_ELEM_SELECT))?2:1];
unsigned char *col1 = cols[(BM_elem_flag_test(eed->v2, BM_ELEM_SELECT))?2:1];
glColor4ub( col0[0] + (col1[0]-col0[0])*t,
col0[1] + (col1[1]-col0[1])*t,
col0[2] + (col1[2]-col0[2])*t,
col0[3] + (col1[3]-col0[3])*t);
}
static void draw_dm_edges_sel_interp(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
{
void *cols[3] = {em, baseCol, selCol};
dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
}
/* Draw only seam edges */
static int draw_dm_edges_seams__setDrawOptions(void *userData, int index)
{
BMEdge *eed = EDBM_get_edge_for_index(userData, index);
return !BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && BM_elem_flag_test(eed, BM_ELEM_SEAM);
}
static void draw_dm_edges_seams(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, em);
}
/* Draw only sharp edges */
static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
{
BMEdge *eed = EDBM_get_edge_for_index(userData, index);
return !BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && !BM_elem_flag_test(eed, BM_ELEM_SMOOTH);
}
static void draw_dm_edges_sharp(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, em);
}
/* Draw faces with color set based on selection
* return 2 for the active face so it renders with stipple enabled */
static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *UNUSED(drawSmooth_r))
{
drawDMFacesSel_userData * data = userData;
BMFace *efa = EDBM_get_face_for_index(data->em, index);
unsigned char *col;
if (!efa)
return 0;
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
if (efa == data->efa_act) {
glColor4ubv(data->cols[2]);
return 2; /* stipple */
}
else {
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT)?1:0];
if (col[3]==0) return 0;
glColor4ubv(col);
return 1;
}
}
return 0;
}
static int draw_dm_faces_sel__compareDrawOptions(void *userData, int index, int next_index)
{
drawDMFacesSel_userData *data = userData;
BMFace *efa;
BMFace *next_efa;
unsigned char *col, *next_col;
if (!data->orig_index)
return 0;
efa= EDBM_get_face_for_index(data->em, data->orig_index[index]);
next_efa= EDBM_get_face_for_index(data->em, data->orig_index[next_index]);
if (efa == next_efa)
return 1;
if (efa == data->efa_act || next_efa == data->efa_act)
return 0;
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT)?1:0];
next_col = data->cols[BM_elem_flag_test(next_efa, BM_ELEM_SELECT)?1:0];
if (col[3]==0 || next_col[3]==0)
return 0;
return col == next_col;
}
/* also draws the active face */
static void draw_dm_faces_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, BMFace *efa_act)
{
drawDMFacesSel_userData data;
data.dm= dm;
data.cols[0] = baseCol;
data.em = em;
data.cols[1] = selCol;
data.cols[2] = actCol;
data.efa_act = efa_act;
data.orig_index = DM_get_tessface_data_layer(dm, CD_ORIGINDEX);
dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, GPU_enable_material, draw_dm_faces_sel__compareDrawOptions, &data, 0);
}
static int draw_dm_creases__setDrawOptions(void *userData, int index)
{
BMEditMesh *em = userData;
BMEdge *eed = EDBM_get_edge_for_index(userData, index);
float *crease = eed ? (float *)CustomData_bmesh_get(&em->bm->edata, eed->head.data, CD_CREASE) : NULL;
if (!crease)
return 0;
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && *crease!=0.0f) {
UI_ThemeColorBlend(TH_WIRE, TH_EDGE_CREASE, *crease);
return 1;
}
else {
return 0;
}
}
static void draw_dm_creases(BMEditMesh *em, DerivedMesh *dm)
{
glLineWidth(3.0);
dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, em);
glLineWidth(1.0);
}
static int draw_dm_bweights__setDrawOptions(void *userData, int index)
{
BMEditMesh *em = userData;
BMEdge *eed = EDBM_get_edge_for_index(userData, index);
float *bweight = (float *)CustomData_bmesh_get(&em->bm->edata, eed->head.data, CD_BWEIGHT);
if (!bweight)
return 0;
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && *bweight!=0.0f) {
UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, *bweight);
return 1;
}
else {
return 0;
}
}
static void draw_dm_bweights__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
{
BMEditMesh *em = userData;
BMVert *eve = EDBM_get_vert_for_index(userData, index);
float *bweight = (float *)CustomData_bmesh_get(&em->bm->vdata, eve->head.data, CD_BWEIGHT);
if (!bweight)
return;
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN) && *bweight!=0.0f) {
UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, *bweight);
bglVertex3fv(co);
}
}
static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
{
ToolSettings *ts= scene->toolsettings;
if (ts->selectmode & SCE_SELECT_VERTEX) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, em);
bglEnd();
}
else {
glLineWidth(3.0);
dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, em);
glLineWidth(1.0);
}
}
/* Second section of routines: Combine first sets to form fancy
* drawing routines (for example rendering twice to get overlays).
*
* Also includes routines that are basic drawing but are too
* specialized to be split out (like drawing creases or measurements).
*/
/* EditMesh drawing routines*/
static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
BMEditMesh *em, DerivedMesh *cageDM, BMVert *eve_act)
{
ToolSettings *ts= scene->toolsettings;
int sel;
if (v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
for (sel=0; sel<2; sel++) {
unsigned char col[4], fcol[4];
int pass;
UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);
for (pass=0; pass<2; pass++) {
float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
if (pass==0) {
if (v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
}
else {
continue;
}
size = (size > 2.1f ? size/2.0f:size);
fsize = (fsize > 2.1f ? fsize/2.0f:fsize);
col[3] = fcol[3] = 100;
}
else {
col[3] = fcol[3] = 255;
}
if (ts->selectmode & SCE_SELECT_VERTEX) {
glPointSize(size);
glColor4ubv(col);
draw_dm_verts(em, cageDM, sel, eve_act);
}
if (check_ob_drawface_dot(scene, v3d, obedit->dt)) {
glPointSize(fsize);
glColor4ubv(fcol);
draw_dm_face_centers(em, cageDM, sel);
}
if (pass==0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
}
if (v3d->zbuf) glDepthMask(1);
glPointSize(1.0);
}
static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
Mesh *me, DerivedMesh *cageDM, short sel_only,
BMEdge *eed_act)
{
ToolSettings *ts= scene->toolsettings;
int pass;
unsigned char wireCol[4], selCol[4], actCol[4];
/* since this function does transparant... */
UI_GetThemeColor4ubv(TH_EDGE_SELECT, selCol);
UI_GetThemeColor4ubv(TH_WIRE, wireCol);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, actCol);
/* when sel only is used, dont render wire, only selected, this is used for
* textured draw mode when the 'edges' option is disabled */
if (sel_only)
wireCol[3] = 0;
for (pass=0; pass<2; pass++) {
/* show wires in transparant when no zbuf clipping for select */
if (pass==0) {
if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) {
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
selCol[3] = 85;
if (!sel_only) wireCol[3] = 85;
}
else {
continue;
}
}
else {
selCol[3] = 255;
if (!sel_only) wireCol[3] = 255;
}
if (ts->selectmode == SCE_SELECT_FACE) {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
else if ( (me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE) ) {
if (cageDM->drawMappedEdgesInterp && (ts->selectmode & SCE_SELECT_VERTEX)) {
glShadeModel(GL_SMOOTH);
draw_dm_edges_sel_interp(em, cageDM, wireCol, selCol);
glShadeModel(GL_FLAT);
}
else {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
}
else {
if (!sel_only) {
glColor4ubv(wireCol);
draw_dm_edges(em, cageDM);
}
}
if (pass==0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
}
static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitSettings *unit)
{
const short txt_flag = V3D_CACHE_TEXT_ASCII | V3D_CACHE_TEXT_LOCALCLIP;
Mesh *me= ob->data;
float v1[3], v2[3], v3[3], vmid[3], fvec[3];
char numstr[32]; /* Stores the measurement display text here */
const char *conv_float; /* Use a float conversion matching the grid size */
unsigned char col[4]= {0, 0, 0, 255}; /* color of the text to draw */
float area; /* area of the face */
float grid= unit->system ? unit->scale_length : v3d->grid;
const int do_split= unit->flag & USER_UNIT_OPT_SPLIT;
const int do_global= v3d->flag & V3D_GLOBAL_STATS;
const int do_moving= G.moving;
BMIter iter;
int i;
/* make the precision of the pronted value proportionate to the gridsize */
if (grid < 0.01f) conv_float= "%.6g";
else if (grid < 0.1f) conv_float= "%.5g";
else if (grid < 1.0f) conv_float= "%.4g";
else if (grid < 10.0f) conv_float= "%.3g";
else conv_float= "%.2g";
if (me->drawflag & ME_DRAWEXTRA_EDGELEN) {
BMEdge *eed;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
eed = BM_iter_new(&iter, em->bm, BM_EDGES_OF_MESH, NULL);
for (; eed; eed=BM_iter_step(&iter)) {
/* draw selected edges, or edges next to selected verts while draging */
if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
(do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
BM_elem_flag_test(eed->v2, BM_ELEM_SELECT))))
{
copy_v3_v3(v1, eed->v1->co);
copy_v3_v3(v2, eed->v2->co);
mid_v3_v3v3(vmid, v1, v2);
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
}
if (unit->system) {
bUnit_AsString(numstr, sizeof(numstr), len_v3v3(v1, v2) * unit->scale_length, 3,
unit->system, B_UNIT_LENGTH, do_split, FALSE);
}
else {
sprintf(numstr, conv_float, len_v3v3(v1, v2));
}
view3d_cached_text_draw_add(vmid, numstr, 0, txt_flag, col);
}
}
}
if (me->drawflag & ME_DRAWEXTRA_FACEAREA) {
/* would be nice to use BM_face_area_calc, but that is for 2d faces
* so instead add up tessellationf triangle areas */
BMFace *f;
int n;
#define DRAW_EM_MEASURE_STATS_FACEAREA() \
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { \
mul_v3_fl(vmid, 1.0/n); \
if (unit->system) \
bUnit_AsString(numstr, sizeof(numstr), area*unit->scale_length, \
3, unit->system, B_UNIT_LENGTH, do_split, FALSE); \
else \
BLI_snprintf(numstr, sizeof(numstr), conv_float, area); \
view3d_cached_text_draw_add(vmid, numstr, 0, txt_flag, col); \
}
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
f = NULL;
area = 0.0;
zero_v3(vmid);
n = 0;
for (i = 0; i < em->tottri; i++) {
BMLoop **l = em->looptris[i];
if (f && l[0]->f != f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
zero_v3(vmid);
area = 0.0;
n = 0;
}
f = l[0]->f;
copy_v3_v3(v1, l[0]->v->co);
copy_v3_v3(v2, l[1]->v->co);
copy_v3_v3(v3, l[2]->v->co);
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
}
area += area_tri_v3(v1, v2, v3);
add_v3_v3(vmid, v1);
add_v3_v3(vmid, v2);
add_v3_v3(vmid, v3);
n += 3;
}
if (f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
}
#undef DRAW_EM_MEASURE_STATS_FACEAREA
}
if (me->drawflag & ME_DRAWEXTRA_FACEANG) {
BMFace *efa;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
for (efa = BM_iter_new(&iter, em->bm, BM_FACES_OF_MESH, NULL);
efa; efa=BM_iter_step(&iter)) {
BMIter liter;
BMLoop *loop;
BM_face_center_bounds_calc(em->bm, efa, vmid);
for (loop = BM_iter_new(&liter, em->bm, BM_LOOPS_OF_FACE, efa);
loop; loop = BM_iter_step(&liter)) {
float v1[3], v2[3], v3[3];
copy_v3_v3(v1, loop->prev->v->co);
copy_v3_v3(v2, loop->v->co);
copy_v3_v3(v3, loop->next->v->co);
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
}
if ( (BM_elem_flag_test(efa, BM_ELEM_SELECT)) ||
(do_moving && BM_elem_flag_test(loop->v, BM_ELEM_SELECT)))
{
BLI_snprintf(numstr, sizeof(numstr), "%.3g", RAD2DEGF(angle_v3v3v3(v1, v2, v3)));
interp_v3_v3v3(fvec, vmid, v2, 0.8f);
view3d_cached_text_draw_add(fvec, numstr, 0, txt_flag, col);
}
}
}
}
}
static void draw_em_indices(BMEditMesh *em)
{
const short txt_flag = V3D_CACHE_TEXT_ASCII | V3D_CACHE_TEXT_LOCALCLIP;
BMEdge *e;
BMFace *f;
BMVert *v;
int i;
char numstr[32];
float pos[3];
unsigned char col[4];
BMIter iter;
BMesh *bm= em->bm;
/* For now, reuse appropriate theme colors from stats text colors */
i= 0;
if (em->selectmode & SCE_SELECT_VERTEX) {
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
BM_ITER(v, &iter, bm, BM_VERTS_OF_MESH, NULL) {
if (BM_elem_flag_test(v, BM_ELEM_SELECT)) {
sprintf(numstr, "%d", i);
view3d_cached_text_draw_add(v->co, numstr, 0, txt_flag, col);
}
i++;
}
}
if (em->selectmode & SCE_SELECT_EDGE) {
i= 0;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
BM_ITER(e, &iter, bm, BM_EDGES_OF_MESH, NULL) {
if (BM_elem_flag_test(e, BM_ELEM_SELECT)) {
sprintf(numstr, "%d", i);
mid_v3_v3v3(pos, e->v1->co, e->v2->co);
view3d_cached_text_draw_add(pos, numstr, 0, txt_flag, col);
}
i++;
}
}
if (em->selectmode & SCE_SELECT_FACE) {
i= 0;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
BM_ITER(f, &iter, bm, BM_FACES_OF_MESH, NULL) {
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
BM_face_center_mean_calc(bm, f, pos);
sprintf(numstr, "%d", i);
view3d_cached_text_draw_add(pos, numstr, 0, txt_flag, col);
}
i++;
}
}
}
static int draw_em_fancy__setFaceOpts(void *userData, int index, int *UNUSED(drawSmooth_r))
{
BMFace *efa = EDBM_get_face_for_index(userData, index);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
GPU_enable_material(efa->mat_nr+1, NULL);
return 1;
}
else
return 0;
}
static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
{
BMFace *efa = EDBM_get_face_for_index(userData, index);
return !BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
}
static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
{
Mesh *me = ob->data;
BMFace *efa_act = BM_active_face_get(em->bm, FALSE); /* annoying but active faces is stored differently */
BMEdge *eed_act = NULL;
BMVert *eve_act = NULL;
if (em->bm->selected.last) {
BMEditSelection *ese= em->bm->selected.last;
/* face is handeled above */
#if 0
if (ese->type == BM_FACE ) {
efa_act = (BMFace *)ese->data;
}
else
#endif
if ( ese->htype == BM_EDGE ) {
eed_act = (BMEdge *)ese->ele;
}
else if ( ese->htype == BM_VERT ) {
eve_act = (BMVert *)ese->ele;
}
}
EDBM_init_index_arrays(em, 1, 1, 1);
if (dt>OB_WIRE) {
if (CHECK_OB_DRAWTEXTURE(v3d, dt)) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
draw_em_fancy__setGLSLFaceOpts, em);
GPU_disable_material();
glFrontFace(GL_CCW);
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
}
}
else {
/* 3 floats for position,
* 3 for normal and times two because the faces may actually be quads instead of triangles */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, GPU_enable_material, NULL, me->edit_btmesh, 0);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
// Setup for drawing wire over, disable zbuffer
// write to show selected edge wires better
UI_ThemeColor(TH_WIRE);
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0);
}
else {
if (cageDM!=finalDM) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
finalDM->drawEdges(finalDM, 1, 0);
}
}
if (me->drawflag & ME_DRAWFACES) { /* transp faces */
unsigned char col1[4], col2[4], col3[4];
UI_GetThemeColor4ubv(TH_FACE, col1);
UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
/* dont draw unselected faces, only selected, this is MUCH nicer when texturing */
if CHECK_OB_DRAWTEXTURE(v3d, dt)
col1[3] = 0;
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
}
else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
* Make all other faces zero alpha except for the active
* */
unsigned char col1[4], col2[4], col3[4];
col1[3] = col2[3] = 0; /* dont draw */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
}
/* here starts all fancy draw-extra over */
if ((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
/* we are drawing textures and 'ME_DRAWEDGES' is disabled, dont draw any edges */
/* only draw selected edges otherwise there is no way of telling if a face is selected */
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 1, eed_act);
}
else {
if (me->drawflag & ME_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
glLineWidth(2);
draw_dm_edges_seams(em, cageDM);
glColor3ub(0,0,0);
glLineWidth(1);
}
if (me->drawflag & ME_DRAWSHARP) {
UI_ThemeColor(TH_EDGE_SHARP);
glLineWidth(2);
draw_dm_edges_sharp(em, cageDM);
glColor3ub(0,0,0);
glLineWidth(1);
}
if (me->drawflag & ME_DRAWCREASES && CustomData_has_layer(&em->bm->edata, CD_CREASE)) {
draw_dm_creases(em, cageDM);
}
if (me->drawflag & ME_DRAWBWEIGHTS) {
draw_dm_bweights(em, scene, cageDM);
}
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 0, eed_act);
}
if (em) {
draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act);
if (me->drawflag & ME_DRAWNORMALS) {
UI_ThemeColor(TH_NORMAL);
draw_dm_face_normals(em, scene, cageDM);
}
if (me->drawflag & ME_DRAW_VNORMALS) {
UI_ThemeColor(TH_VNORMAL);
draw_dm_vert_normals(em, scene, cageDM);
}
if ( (me->drawflag & (ME_DRAWEXTRA_EDGELEN|ME_DRAWEXTRA_FACEAREA|ME_DRAWEXTRA_FACEANG)) &&
!(v3d->flag2 & V3D_RENDER_OVERRIDE))
{
draw_em_measure_stats(v3d, ob, em, &scene->unit);
}
if ((G.f & G_DEBUG) && (me->drawflag & ME_DRAWEXTRA_INDICES) &&
!(v3d->flag2 & V3D_RENDER_OVERRIDE)) {
draw_em_indices(em);
}
}
if (dt>OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
GPU_disable_material();
}
EDBM_free_index_arrays(em);
}
/* Mesh drawing routines */
static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
{
if (v3d->transp==0) { // not when we draw the transparent pass
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
glDepthMask(0);
/* if transparent, we cannot draw the edges for solid select... edges have no material info.
* drawFacesSolid() doesn't draw the transparent faces */
if (ob->dtx & OB_DRAWTRANSP) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GPU_disable_material();
}
else {
dm->drawEdges(dm, 0, 1);
}
glLineWidth(1.0);
glDepthMask(1);
}
}
static int wpaint__setSolidDrawOptions(void *UNUSED(userData), int UNUSED(index), int *drawSmooth_r)
{
*drawSmooth_r = 1;
return 1;
}
static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
Object *ob= base->object;
Mesh *me = ob->data;
Material *ma= give_current_material(ob, 1);
const short hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO));
eWireDrawMode draw_wire= OBDRAW_WIRE_OFF;
int /* totvert,*/ totedge, totface;
DerivedMesh *dm= mesh_get_derived_final(scene, ob, scene->customdata_mask);
const short is_obact= (ob == OBACT);
int draw_flags = (is_obact && paint_facesel_test(ob)) ? DRAW_FACE_SELECT : 0;
if (!dm)
return;
/* Check to draw dynamic paint colors (or weights from WeightVG modifiers).
* Note: Last "preview-active" modifier in stack will win! */
if (DM_get_tessface_data_layer(dm, CD_WEIGHT_MCOL) && modifiers_isPreview(ob))
draw_flags |= DRAW_MODIFIERS_PREVIEW;
/* Unwanted combination */
if (draw_flags & DRAW_FACE_SELECT) {
draw_wire= OBDRAW_WIRE_OFF;
}
else if (ob->dtx & OB_DRAWWIRE) {
draw_wire= OBDRAW_WIRE_ON_DEPTH; /* draw wire after solid using zoffset and depth buffer adjusment */
}
/* totvert = dm->getNumVerts(dm); */ /*UNUSED*/
totedge = dm->getNumEdges(dm);
totface = dm->getNumTessFaces(dm);
/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
if (dt==OB_BOUNDBOX) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
else if (hasHaloMat || (totface==0 && totedge==0)) {
glPointSize(1.5);
dm->drawVerts(dm);
glPointSize(1.0);
}
else if (dt==OB_WIRE || totface==0) {
draw_wire= OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
}
else if ( (draw_flags & DRAW_FACE_SELECT || (is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
CHECK_OB_DRAWTEXTURE(v3d, dt))
{
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
(base->flag & SELECT) &&
!(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
(draw_wire == OBDRAW_WIRE_OFF))
{
draw_mesh_object_outline(v3d, ob, dm);
}
if (draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
dm->drawFacesGLSL(dm, GPU_enable_material);
// if (get_ob_property(ob, "Text"))
// XXX draw_mesh_text(ob, 1);
GPU_disable_material();
glFrontFace(GL_CCW);
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);
}
if (!(draw_flags & DRAW_FACE_SELECT)) {
if (base->flag & SELECT)
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
else
UI_ThemeColor(TH_WIRE);
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
dm->drawLooseEdges(dm);
}
}
else if (dt==OB_SOLID) {
if (is_obact && ob->mode & OB_MODE_WEIGHT_PAINT) {
/* weight paint in solid mode, special case. focus on making the weights clear
* rather than the shading, this is also forced in wire view */
GPU_enable_material(0, NULL);
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, GPU_enable_material, NULL, me->mpoly, 1);
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
glEnable(GL_BLEND);
glColor4ub(255, 255, 255, 96);
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0xAAAA);
dm->drawEdges(dm, 1, 1);
bglPolygonOffset(rv3d->dist, 0.0);
glDepthMask(1);
glDisable(GL_LINE_STIPPLE);
glDisable(GL_BLEND);
GPU_disable_material();
/* since we already draw wire as wp guide, dont draw over the top */
draw_wire= OBDRAW_WIRE_OFF;
}
else if (draw_flags & DRAW_MODIFIERS_PREVIEW) {
/* for object selection draws no shade */
if (flag & (DRAW_PICKING|DRAW_CONSTCOLOR)) {
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
}
else {
/* draw outline */
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
/* materials arent compatible with vertex colors */
GPU_end_object_materials();
GPU_enable_material(0, NULL);
/* set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
glColor3ub(120, 120, 120);
glDisable(GL_COLOR_MATERIAL);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
dm->drawMappedFaces(dm, NULL, GPU_enable_material, NULL, NULL, 1);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_disable_material();
}
}
else {
Paint *p;
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
if (ob->sculpt && (p=paint_get_active(scene))) {
float planes[4][4];
float (*fpl)[4] = NULL;
int fast= (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
sculpt_get_redraw_planes(planes, ar, rv3d, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
}
dm->drawFacesSolid(dm, fpl, fast, GPU_enable_material);
}
else
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
GPU_disable_material();
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
if (base->flag & SELECT) {
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
}
else {
UI_ThemeColor(TH_WIRE);
}
if (!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
dm->drawLooseEdges(dm);
}
}
else if (dt==OB_PAINT) {
if (is_obact) {
if (ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
/* enforce default material settings */
GPU_enable_material(0, NULL);
/* but set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
glColor3ub(120, 120, 120);
glDisable(GL_COLOR_MATERIAL);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, GPU_enable_material, NULL, me->mpoly, 1);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_disable_material();
}
else if (ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_TEXTURE_PAINT)) {
if (me->mloopcol)
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, GPU_enable_material, NULL, NULL, 1);
else {
glColor3f(1.0f, 1.0f, 1.0f);
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, GPU_enable_material, NULL, NULL, 0);
}
}
}
}
/* set default draw color back for wire or for draw-extra later on */
if (dt!=OB_WIRE) {
if (base->flag & SELECT) {
if (is_obact && ob->flag & OB_FROMGROUP)
UI_ThemeColor(TH_GROUP_ACTIVE);
else if (ob->flag & OB_FROMGROUP)
UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
else if (flag!=DRAW_CONSTCOLOR)
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
else
glColor3ub(80,80,80);
}
else {
if (ob->flag & OB_FROMGROUP)
UI_ThemeColor(TH_GROUP);
else {
if (ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
glColor3ub(80,80,80);
else
UI_ThemeColor(TH_WIRE);
}
}
}
if (draw_wire != OBDRAW_WIRE_OFF) {
/* When using wireframe object traw in particle edit mode
* the mesh gets in the way of seeing the particles, fade the wire color
* with the background. */
if (is_obact && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
float col_wire[4], col_bg[4], col[3];
UI_GetThemeColor3fv(TH_BACK, col_bg);
glGetFloatv(GL_CURRENT_COLOR, col_wire);
interp_v3_v3v3(col, col_bg, col_wire, 0.15);
glColor3fv(col);
}
/* If drawing wire and drawtype is not OB_WIRE then we are
* overlaying the wires.
*
* UPDATE bug #10290 - With this wire-only objects can draw
* behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
*
* if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
*/
if (dt!=OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
dm->drawEdges(dm, (dt==OB_WIRE || totface==0), me->drawflag & ME_ALLEDGES);
if (dt!=OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
}
}
if (is_obact && paint_vertsel_test(ob)) {
glColor3f(0.0f, 0.0f, 0.0f);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
drawSelectedVertices(dm, ob->data);
glPointSize(1.0f);
}
dm->release(dm);
}
/* returns 1 if nothing was drawn, for detecting to draw an object center */
static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
Object *ob= base->object;
Object *obedit= scene->obedit;
Mesh *me= ob->data;
BMEditMesh *em= me->edit_btmesh;
int do_alpha_after= 0, drawlinked= 0, retval= 0, glsl, check_alpha, i;
/* If we are drawing shadows and any of the materials don't cast a shadow,
* then don't draw the object */
if (v3d->flag2 & V3D_RENDER_SHADOW) {
for (i=0; i<ob->totcol; ++i) {
Material *ma= give_current_material(ob, i);
if (ma && !(ma->mode & MA_SHADBUF)) {
return 1;
}
}
}
if (obedit && ob!=obedit && ob->data==obedit->data) {
if (ob_get_key(ob) || ob_get_key(obedit));
else if (ob->modifiers.first || obedit->modifiers.first);
else drawlinked= 1;
}
if (ob==obedit || drawlinked) {
DerivedMesh *finalDM, *cageDM;
if (obedit!=ob)
finalDM = cageDM = editbmesh_get_derived_base(ob, em);
else
cageDM = editbmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
scene->customdata_mask);
if (dt>OB_WIRE) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
}
draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
GPU_end_object_materials();
if (obedit!=ob && finalDM)
finalDM->release(finalDM);
}
else {
/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
if (me->totpoly <= 4 || ED_view3d_boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
check_alpha = check_alpha_pass(base);
if (dt==OB_SOLID || glsl) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
(check_alpha)? &do_alpha_after: NULL);
}
draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, flag);
GPU_end_object_materials();
if (me->totvert==0) retval= 1;
}
}
/* GPU_begin_object_materials checked if this is needed */
if (do_alpha_after) {
if (ob->dtx & OB_DRAWXRAY) {
add_view3d_after(&v3d->afterdraw_xraytransp, base, flag);
}
else {
add_view3d_after(&v3d->afterdraw_transp, base, flag);
}
}
else if (ob->dtx & OB_DRAWXRAY && ob->dtx & OB_DRAWTRANSP) {
/* special case xray+transp when alpha is 1.0, without this the object vanishes */
if (v3d->xray == 0 && v3d->transp == 0) {
add_view3d_after(&v3d->afterdraw_xray, base, flag);
}
}
return retval;
}
/* ************** DRAW DISPLIST ****************** */
static int draw_index_wire= 1;
static int index3_nors_incr= 1;
/* returns 1 when nothing was drawn */
static int drawDispListwire(ListBase *dlbase)
{
DispList *dl;
int parts, nr;
float *data;
if (dlbase==NULL) return 1;
glEnableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (dl= dlbase->first; dl; dl= dl->next) {
if (dl->parts==0 || dl->nr==0)
continue;
data= dl->verts;
switch(dl->type) {
case DL_SEGM:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
break;
case DL_POLY:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
break;
case DL_SURF:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts=0; parts<dl->parts; parts++) {
if (dl->flag & DL_CYCL_U)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
else
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
}
for (nr=0; nr<dl->nr; nr++) {
int ofs= 3*dl->nr;
data= ( dl->verts )+3*nr;
parts= dl->parts;
if (dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
while (parts--) {
glVertex3fv(data);
data+=ofs;
}
glEnd();
/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
// glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
// if (dl->flag & DL_CYCL_V)
// glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
// else
// glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
}
break;
case DL_INDEX3:
if (draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX4:
if (draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return 0;
}
static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
{
DispList *dl;
GPUVertexAttribs gattribs;
float *data, curcol[4];
float *ndata;
if (lb==NULL) return;
/* for drawing wire */
glGetFloatv(GL_CURRENT_COLOR, curcol);
glEnable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
if (ob->type==OB_MBALL) { // mball always smooth shaded
glShadeModel(GL_SMOOTH);
}
dl= lb->first;
while (dl) {
data= dl->verts;
ndata= dl->nors;
switch(dl->type) {
case DL_SEGM:
if (ob->type==OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
glColor3fv(curcol);
// glVertexPointer(3, GL_FLOAT, 0, dl->verts);
// glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
glBegin(GL_LINE_STRIP);
for (nr= dl->nr; nr; nr--, data+=3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
}
break;
case DL_POLY:
if (ob->type==OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
/* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
//glVertexPointer(3, GL_FLOAT, 0, dl->verts);
//glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
glBegin(GL_LINE_LOOP);
for (nr= dl->nr; nr; nr--, data+=3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
break;
}
case DL_SURF:
if (dl->index) {
GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
if (dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
glDisableClientState(GL_NORMAL_ARRAY);
}
break;
case DL_INDEX3:
GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
/* voor polys only one normal needed */
if (index3_nors_incr) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, dl->nors);
}
else
glNormal3fv(ndata);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
if (index3_nors_incr)
glDisableClientState(GL_NORMAL_ARRAY);
break;
case DL_INDEX4:
GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
glDisableClientState(GL_NORMAL_ARRAY);
break;
}
dl= dl->next;
}
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glFrontFace(GL_CCW);
}
static void drawCurveDMWired(Object *ob)
{
DerivedMesh *dm = ob->derivedFinal;
dm->drawEdges (dm, 1, 0);
}
/* return 1 when nothing was drawn */
static int drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
{
Object *ob= base->object;
DerivedMesh *dm = ob->derivedFinal;
if (!dm) {
return 1;
}
if (dt>OB_WIRE && dm->getNumTessFaces(dm)) {
int glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
if (!glsl) {
glEnable(GL_LIGHTING);
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
glDisable(GL_LIGHTING);
}
else
dm->drawFacesGLSL(dm, GPU_enable_material);
GPU_end_object_materials();
}
else {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
drawCurveDMWired (ob);
}
return 0;
}
/* returns 1 when nothing was drawn */
static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
{
Object *ob= base->object;
ListBase *lb=NULL;
DispList *dl;
Curve *cu;
const short render_only= (v3d->flag2 & V3D_RENDER_OVERRIDE);
const short solid= (dt > OB_WIRE);
int retval= 0;
if (drawCurveDerivedMesh(scene, v3d, rv3d, base, dt) == 0) {
return 0;
}
switch(ob->type) {
case OB_FONT:
case OB_CURVE:
cu= ob->data;
lb= &ob->disp;
if (solid) {
dl= lb->first;
if (dl==NULL) return 1;
if (dl->nors==NULL) addnormalsDispList(lb);
index3_nors_incr= 0;
if ( displist_has_faces(lb)==0) {
if (!render_only) {
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
}
else {
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, 0);
GPU_end_object_materials();
}
if (cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0f && cu->ext2 == 0.0f) {
cpack(0);
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
}
index3_nors_incr= 1;
}
else {
if (!render_only || (render_only && displist_has_faces(lb))) {
draw_index_wire= 0;
retval= drawDispListwire(lb);
draw_index_wire= 1;
}
}
break;
case OB_SURF:
lb= &ob->disp;
if (solid) {
dl= lb->first;
if (dl==NULL) return 1;
if (dl->nors==NULL) addnormalsDispList(lb);
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, 0);
GPU_end_object_materials();
}
}
else {
retval= drawDispListwire(lb);
}
break;
case OB_MBALL:
if ( is_basis_mball(ob)) {
lb= &ob->disp;
if (lb->first==NULL) makeDispListMBall(scene, ob);
if (lb->first==NULL) return 1;
if (solid) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, 0);
GPU_end_object_materials();
}
}
else{
/* MetaBalls use DL_INDEX4 type of DispList */
retval= drawDispListwire(lb);
}
}
break;
}
return retval;
}
/* *********** drawing for particles ************* */
static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int select)
{
/* draw created data arrays */
switch(draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
glDrawArrays(GL_LINES, 0, 6*totpoint);
break;
case PART_DRAW_LINE:
glDrawArrays(GL_LINES, 0, 2*totpoint);
break;
case PART_DRAW_BB:
if (ob_dt<=OB_WIRE || select)
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawArrays(GL_QUADS, 0, 4*totpoint);
break;
default:
glDrawArrays(GL_POINTS, 0, totpoint);
break;
}
}
static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize,
float imat[4][4], float *draw_line, ParticleBillboardData *bb, ParticleDrawData *pdd)
{
float vec[3], vec2[3];
float *vd = NULL;
float *cd = NULL;
float ma_col[3]= {0.0f, 0.0f, 0.0f};
/* null only for PART_DRAW_CIRC */
if (pdd) {
vd = pdd->vd;
cd = pdd->cd;
if (pdd->ma_col) {
copy_v3_v3(ma_col, pdd->ma_col);
}
}
switch(draw_as) {
case PART_DRAW_DOT:
{
if (vd) {
copy_v3_v3(vd,state->co); pdd->vd+=3;
}
if (cd) {
copy_v3_v3(cd, pdd->ma_col);
pdd->cd+=3;
}
break;
}
case PART_DRAW_CROSS:
case PART_DRAW_AXIS:
{
vec[0]=2.0f*pixsize;
vec[1]=vec[2]=0.0;
mul_qt_v3(state->rot,vec);
if (draw_as==PART_DRAW_AXIS) {
if (cd) {
cd[1]=cd[2]=cd[4]=cd[5]=0.0;
cd[0]=cd[3]=1.0;
cd[6]=cd[8]=cd[9]=cd[11]=0.0;
cd[7]=cd[10]=1.0;
cd[13]=cd[12]=cd[15]=cd[16]=0.0;
cd[14]=cd[17]=1.0;
pdd->cd+=18;
}
copy_v3_v3(vec2,state->co);
}
else {
if (cd) {
cd[0]=cd[3]=cd[6]=cd[ 9]=cd[12]=cd[15]= ma_col[0];
cd[1]=cd[4]=cd[7]=cd[10]=cd[13]=cd[16]= ma_col[1];
cd[2]=cd[5]=cd[8]=cd[11]=cd[14]=cd[17]= ma_col[2];
pdd->cd+=18;
}
sub_v3_v3v3(vec2, state->co, vec);
}
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd,vec); pdd->vd+=3;
copy_v3_v3(pdd->vd,vec2); pdd->vd+=3;
vec[1]=2.0f*pixsize;
vec[0]=vec[2]=0.0;
mul_qt_v3(state->rot,vec);
if (draw_as==PART_DRAW_AXIS) {
copy_v3_v3(vec2,state->co);
}
else sub_v3_v3v3(vec2, state->co, vec);
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd,vec); pdd->vd+=3;
copy_v3_v3(pdd->vd,vec2); pdd->vd+=3;
vec[2]=2.0f*pixsize;
vec[0]=vec[1]=0.0;
mul_qt_v3(state->rot,vec);
if (draw_as==PART_DRAW_AXIS) {
copy_v3_v3(vec2,state->co);
}
else sub_v3_v3v3(vec2, state->co, vec);
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd,vec); pdd->vd+=3;
copy_v3_v3(pdd->vd,vec2); pdd->vd+=3;
break;
}
case PART_DRAW_LINE:
{
copy_v3_v3(vec,state->vel);
normalize_v3(vec);
if (draw & PART_DRAW_VEL_LENGTH)
mul_v3_fl(vec,len_v3(state->vel));
madd_v3_v3v3fl(pdd->vd, state->co, vec, -draw_line[0]); pdd->vd+=3;
madd_v3_v3v3fl(pdd->vd, state->co, vec, draw_line[1]); pdd->vd+=3;
if (cd) {
cd[0]=cd[3]= ma_col[0];
cd[1]=cd[4]= ma_col[1];
cd[2]=cd[5]= ma_col[2];
pdd->cd+=6;
}
break;
}
case PART_DRAW_CIRC:
{
drawcircball(GL_LINE_LOOP, state->co, pixsize, imat);
break;
}
case PART_DRAW_BB:
{
float xvec[3], yvec[3], zvec[3], bb_center[3];
if (cd) {
cd[0]=cd[3]=cd[6]=cd[ 9]= ma_col[0];
cd[1]=cd[4]=cd[7]=cd[10]= ma_col[1];
cd[2]=cd[5]=cd[8]=cd[11]= ma_col[2];
pdd->cd+=12;
}
copy_v3_v3(bb->vec, state->co);
copy_v3_v3(bb->vel, state->vel);
psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
add_v3_v3v3(pdd->vd, bb_center, xvec);
add_v3_v3(pdd->vd, yvec); pdd->vd+=3;
sub_v3_v3v3(pdd->vd, bb_center, xvec);
add_v3_v3(pdd->vd, yvec); pdd->vd+=3;
sub_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd,yvec); pdd->vd+=3;
add_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd+=3;
copy_v3_v3(pdd->nd, zvec); pdd->nd+=3;
copy_v3_v3(pdd->nd, zvec); pdd->nd+=3;
copy_v3_v3(pdd->nd, zvec); pdd->nd+=3;
copy_v3_v3(pdd->nd, zvec); pdd->nd+=3;
break;
}
}
}
/* unified drawing of all new particle systems draw types except dupli ob & group */
/* mostly tries to use vertex arrays for speed */
/* 1. check that everything is ok & updated */
/* 2. start initializing things */
/* 3. initialize according to draw type */
/* 4. allocate drawing data arrays */
/* 5. start filling the arrays */
/* 6. draw the arrays */
/* 7. clean up */
static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Base *base, ParticleSystem *psys, int ob_dt)
{
Object *ob=base->object;
ParticleEditSettings *pset = PE_settings(scene);
ParticleSettings *part = psys->part;
ParticleData *pars = psys->particles;
ParticleData *pa;
ParticleKey state, *states=NULL;
ParticleBillboardData bb;
ParticleSimulationData sim= {NULL};
ParticleDrawData *pdd = psys->pdd;
Material *ma;
float vel[3], imat[4][4];
float timestep, pixsize_scale, pa_size, r_tilt, r_length;
float pa_time, pa_birthtime, pa_dietime, pa_health, intensity;
float cfra;
float ma_col[3]= {0.0f, 0.0f, 0.0f};
int a, totpart, totpoint=0, totve=0, drawn, draw_as, totchild=0;
int select=ob->flag&SELECT, create_cdata=0, need_v=0;
GLint polygonmode[2];
char numstr[32];
unsigned char tcol[4]= {0, 0, 0, 255};
/* 1. */
if (part==NULL || !psys_check_enabled(ob, psys))
return;
if (pars==NULL) return;
/* don't draw normal paths in edit mode */
if (psys_in_edit_mode(scene, psys) && (pset->flag & PE_DRAW_PART)==0)
return;
if (part->draw_as == PART_DRAW_REND)
draw_as = part->ren_as;
else
draw_as = part->draw_as;
if (draw_as == PART_DRAW_NOT)
return;
/* 2. */
sim.scene= scene;
sim.ob= ob;
sim.psys= psys;
sim.psmd = psys_get_modifier(ob,psys);
if (part->phystype==PART_PHYS_KEYED) {
if (psys->flag&PSYS_KEYED) {
psys_count_keyed_targets(&sim);
if (psys->totkeyed==0)
return;
}
}
if (select) {
select=0;
if (psys_get_current(ob)==psys)
select=1;
}
psys->flag|=PSYS_DRAWING;
if (part->type==PART_HAIR && !psys->childcache)
totchild=0;
else
totchild=psys->totchild*part->disp/100;
ma= give_current_material(ob,part->omat);
if (v3d->zbuf) glDepthMask(1);
if ((ma) && (part->draw_col == PART_DRAW_COL_MAT)) {
rgb_float_to_uchar(tcol, &(ma->r));
copy_v3_v3(ma_col, &ma->r);
}
glColor3ubv(tcol);
timestep= psys_get_timestep(&sim);
if ( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
float mat[4][4];
mult_m4_m4m4(mat, ob->obmat, psys->imat);
glMultMatrixf(mat);
}
/* needed for text display */
invert_m4_m4(ob->imat, ob->obmat);
totpart=psys->totpart;
cfra= BKE_curframe(scene);
if (draw_as==PART_DRAW_PATH && psys->pathcache==NULL && psys->childcache==NULL)
draw_as=PART_DRAW_DOT;
/* 3. */
switch(draw_as) {
case PART_DRAW_DOT:
if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
break;
case PART_DRAW_CIRC:
/* calculate view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
/* no break! */
case PART_DRAW_CROSS:
case PART_DRAW_AXIS:
/* lets calculate the scale: */
if (part->draw_size == 0.0)
pixsize_scale = 2.0f;
else
pixsize_scale = part->draw_size;
if (draw_as==PART_DRAW_AXIS)
create_cdata = 1;
break;
case PART_DRAW_OB:
if (part->dup_ob==NULL)
draw_as=PART_DRAW_DOT;
else
draw_as=0;
break;
case PART_DRAW_GR:
if (part->dup_group==NULL)
draw_as=PART_DRAW_DOT;
else
draw_as=0;
break;
case PART_DRAW_BB:
if (v3d->camera==NULL && part->bb_ob==NULL) {
printf("Billboards need an active camera or a target object!\n");
draw_as=part->draw_as=PART_DRAW_DOT;
if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
}
else if (part->bb_ob)
bb.ob=part->bb_ob;
else
bb.ob=v3d->camera;
bb.align = part->bb_align;
bb.anim = part->bb_anim;
bb.lock = part->draw & PART_DRAW_BB_LOCK;
break;
case PART_DRAW_PATH:
break;
case PART_DRAW_LINE:
need_v=1;
break;
}
if (part->draw & PART_DRAW_SIZE && part->draw_as!=PART_DRAW_CIRC) {
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
}
if (ELEM3(draw_as, PART_DRAW_DOT, PART_DRAW_CROSS, PART_DRAW_LINE)
&& part->draw_col > PART_DRAW_COL_MAT)
create_cdata = 1;
if (!create_cdata && pdd && pdd->cdata) {
MEM_freeN(pdd->cdata);
pdd->cdata = pdd->cd = NULL;
}
/* 4. */
if (draw_as && ELEM(draw_as, PART_DRAW_PATH, PART_DRAW_CIRC)==0) {
int tot_vec_size = (totpart + totchild) * 3 * sizeof(float);
int create_ndata = 0;
if (!pdd)
pdd = psys->pdd = MEM_callocN(sizeof(ParticleDrawData), "ParticlDrawData");
if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
tot_vec_size *= part->trail_count;
psys_make_temp_pointcache(ob, psys);
}
switch(draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
tot_vec_size *= 6;
if (draw_as != PART_DRAW_CROSS)
create_cdata = 1;
break;
case PART_DRAW_LINE:
tot_vec_size *= 2;
break;
case PART_DRAW_BB:
tot_vec_size *= 4;
create_ndata = 1;
break;
}
if (pdd->tot_vec_size != tot_vec_size)
psys_free_pdd(psys);
if (!pdd->vdata)
pdd->vdata = MEM_callocN(tot_vec_size, "particle_vdata");
if (create_cdata && !pdd->cdata)
pdd->cdata = MEM_callocN(tot_vec_size, "particle_cdata");
if (create_ndata && !pdd->ndata)
pdd->ndata = MEM_callocN(tot_vec_size, "particle_ndata");
if (part->draw & PART_DRAW_VEL && draw_as != PART_DRAW_LINE) {
if (!pdd->vedata)
pdd->vedata = MEM_callocN(2 * (totpart + totchild) * 3 * sizeof(float), "particle_vedata");
need_v = 1;
}
else if (pdd->vedata) {
/* velocity data not needed, so free it */
MEM_freeN(pdd->vedata);
pdd->vedata= NULL;
}
pdd->vd= pdd->vdata;
pdd->ved= pdd->vedata;
pdd->cd= pdd->cdata;
pdd->nd= pdd->ndata;
pdd->tot_vec_size= tot_vec_size;
}
else if (psys->pdd) {
psys_free_pdd(psys);
MEM_freeN(psys->pdd);
pdd = psys->pdd = NULL;
}
if (pdd) {
pdd->ma_col= ma_col;
}
psys->lattice= psys_get_lattice(&sim);
/* circles don't use drawdata, so have to add a special case here */
if ((pdd || draw_as==PART_DRAW_CIRC) && draw_as!=PART_DRAW_PATH) {
/* 5. */
if (pdd && (pdd->flag & PARTICLE_DRAW_DATA_UPDATED)
&& (pdd->vedata || part->draw & (PART_DRAW_SIZE|PART_DRAW_NUM|PART_DRAW_HEALTH))==0) {
totpoint = pdd->totpoint; /* draw data is up to date */
}
else for (a=0,pa=pars; a<totpart+totchild; a++, pa++) {
/* setup per particle individual stuff */
if (a<totpart) {
if (totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
if (pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
pa_time=(cfra-pa->time)/pa->lifetime;
pa_birthtime=pa->time;
pa_dietime = pa->dietime;
pa_size=pa->size;
if (part->phystype==PART_PHYS_BOIDS)
pa_health = pa->boid->data.health;
else
pa_health = -1.0;
r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
r_length = PSYS_FRAND(a + 22);
if (part->draw_col > PART_DRAW_COL_MAT) {
switch(part->draw_col) {
case PART_DRAW_COL_VEL:
intensity = len_v3(pa->state.vel)/part->color_vec_max;
break;
case PART_DRAW_COL_ACC:
intensity = len_v3v3(pa->state.vel, pa->prev_state.vel) / ((pa->state.time - pa->prev_state.time) * part->color_vec_max);
break;
default:
intensity= 1.0f; /* should never happen */
}
CLAMP(intensity, 0.f, 1.f);
weight_to_rgb(ma_col, intensity);
}
}
else{
ChildParticle *cpa= &psys->child[a-totpart];
pa_time=psys_get_child_time(psys,cpa,cfra,&pa_birthtime,&pa_dietime);
pa_size=psys_get_child_size(psys,cpa,cfra,NULL);
pa_health = -1.0;
r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
r_length = PSYS_FRAND(a + 22);
}
drawn = 0;
if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
float length = part->path_end * (1.0f - part->randlength * r_length);
int trail_count = part->trail_count * (1.0f - part->randlength * r_length);
float ct = ((part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time) - length;
float dt = length / (trail_count ? (float)trail_count : 1.0f);
int i=0;
ct+=dt;
for (i=0; i < trail_count; i++, ct += dt) {
float pixsize;
if (part->draw & PART_ABS_PATH_TIME) {
if (ct < pa_birthtime || ct > pa_dietime)
continue;
}
else if (ct < 0.0f || ct > 1.0f)
continue;
state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : -(pa_birthtime + ct * (pa_dietime - pa_birthtime));
psys_get_particle_on_path(&sim,a,&state,need_v);
if (psys->parent)
mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
if (draw_as == PART_DRAW_BB) {
bb.offset[0] = part->bb_offset[0];
bb.offset[1] = part->bb_offset[1];
bb.size[0] = part->bb_size[0] * pa_size;
if (part->bb_align==PART_BB_VEL) {
float pa_vel = len_v3(state.vel);
float head = part->bb_vel_head*pa_vel;
float tail = part->bb_vel_tail*pa_vel;
bb.size[1] = part->bb_size[1]*pa_size + head + tail;
/* use offset to adjust the particle center. this is relative to size, so need to divide! */
if (bb.size[1] > 0.0f)
bb.offset[1] += (head-tail) / bb.size[1];
}
else
bb.size[1] = part->bb_size[1] * pa_size;
bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
bb.time = ct;
}
pixsize = ED_view3d_pixel_size(rv3d, state.co) * pixsize_scale;
draw_particle(&state, draw_as, part->draw, pixsize, imat, part->draw_line, &bb, psys->pdd);
totpoint++;
drawn = 1;
}
}
else {
state.time=cfra;
if (psys_get_particle_state(&sim,a,&state,0)) {
float pixsize;
if (psys->parent)
mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
if (draw_as == PART_DRAW_BB) {
bb.offset[0] = part->bb_offset[0];
bb.offset[1] = part->bb_offset[1];
bb.size[0] = part->bb_size[0] * pa_size;
if (part->bb_align==PART_BB_VEL) {
float pa_vel = len_v3(state.vel);
float head = part->bb_vel_head*pa_vel;
float tail = part->bb_vel_tail*pa_vel;
bb.size[1] = part->bb_size[1]*pa_size + head + tail;
/* use offset to adjust the particle center. this is relative to size, so need to divide! */
if (bb.size[1] > 0.0f)
bb.offset[1] += (head-tail) / bb.size[1];
}
else
bb.size[1] = part->bb_size[1] * pa_size;
bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
bb.time = pa_time;
}
pixsize = ED_view3d_pixel_size(rv3d, state.co) * pixsize_scale;
draw_particle(&state, draw_as, part->draw, pixsize, imat, part->draw_line, &bb, pdd);
totpoint++;
drawn = 1;
}
}
if (drawn) {
/* additional things to draw for each particle */
/* (velocity, size and number) */
if ((part->draw & PART_DRAW_VEL) && pdd && pdd->vedata) {
copy_v3_v3(pdd->ved,state.co);
pdd->ved += 3;
mul_v3_v3fl(vel, state.vel, timestep);
add_v3_v3v3(pdd->ved, state.co, vel);
pdd->ved+=3;
totve++;
}
if (part->draw & PART_DRAW_SIZE) {
setlinestyle(3);
drawcircball(GL_LINE_LOOP, state.co, pa_size, imat);
setlinestyle(0);
}
if ((part->draw & PART_DRAW_NUM || part->draw & PART_DRAW_HEALTH) &&
(v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
{
float vec_txt[3];
char *val_pos= numstr;
numstr[0]= '\0';
if (part->draw&PART_DRAW_NUM) {
if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype==PART_PHYS_BOIDS)) {
sprintf(val_pos, "%d:%.2f", a, pa_health);
}
else {
sprintf(val_pos, "%d", a);
}
}
else {
if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype==PART_PHYS_BOIDS)) {
sprintf(val_pos, "%.2f", pa_health);
}
}
/* in path drawing state.co is the end point */
/* use worldspace beause object matrix is already applied */
mul_v3_m4v3(vec_txt, ob->imat, state.co);
view3d_cached_text_draw_add(vec_txt, numstr, 10, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, tcol);
}
}
}
}
/* 6. */
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
glEnableClientState(GL_VERTEX_ARRAY);
if (draw_as==PART_DRAW_PATH) {
ParticleCacheKey **cache, *path;
float /* *cd2=NULL, */ /* UNUSED */ *cdata2=NULL;
/* setup gl flags */
if (1) { //ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
if (part->draw_col == PART_DRAW_COL_MAT)
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
#if 0
else {
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_WIRE);
}
#endif
if (totchild && (part->draw&PART_DRAW_PARENT)==0)
totpart=0;
else if (psys->pathcache==NULL)
totpart=0;
/* draw actual/parent particles */
cache=psys->pathcache;
for (a=0, pa=psys->particles; a<totpart; a++, pa++) {
path=cache[a];
if (path->steps > 0) {
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
if (part->draw_col == PART_DRAW_COL_MAT)
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
}
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
}
}
/* draw child particles */
cache=psys->childcache;
for (a=0; a<totchild; a++) {
path=cache[a];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
if (part->draw_col == PART_DRAW_COL_MAT)
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
}
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
}
/* restore & clean up */
if (1) { //ob_dt > OB_WIRE) {
if (part->draw_col == PART_DRAW_COL_MAT)
glDisable(GL_COLOR_ARRAY);
glDisable(GL_COLOR_MATERIAL);
}
if (cdata2)
MEM_freeN(cdata2);
/* cd2= */ /* UNUSED */ cdata2=NULL;
glLineWidth(1.0f);
if ((part->draw & PART_DRAW_NUM) && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
cache=psys->pathcache;
for (a=0, pa=psys->particles; a<totpart; a++, pa++) {
float vec_txt[3];
BLI_snprintf(numstr, sizeof(numstr), "%i", a);
/* use worldspace beause object matrix is already applied */
mul_v3_m4v3(vec_txt, ob->imat, cache[a]->co);
view3d_cached_text_draw_add(vec_txt, numstr, 10, V3D_CACHE_TEXT_WORLDSPACE|V3D_CACHE_TEXT_ASCII, tcol);
}
}
}
else if (pdd && ELEM(draw_as, 0, PART_DRAW_CIRC)==0) {
glDisableClientState(GL_COLOR_ARRAY);
/* enable point data array */
if (pdd->vdata) {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, pdd->vdata);
}
else
glDisableClientState(GL_VERTEX_ARRAY);
if (select) {
UI_ThemeColor(TH_ACTIVE);
if (part->draw_size)
glPointSize(part->draw_size + 2);
else
glPointSize(4.0);
glLineWidth(3.0);
draw_particle_arrays(draw_as, totpoint, ob_dt, 1);
}
/* restore from select */
glColor3fv(ma_col);
glPointSize(part->draw_size ? part->draw_size : 2.0);
glLineWidth(1.0);
/* enable other data arrays */
/* billboards are drawn this way */
if (pdd->ndata && ob_dt>OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, pdd->ndata);
glEnable(GL_LIGHTING);
}
else{
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_LIGHTING);
}
if (pdd->cdata) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
}
draw_particle_arrays(draw_as, totpoint, ob_dt, 0);
pdd->flag |= PARTICLE_DRAW_DATA_UPDATED;
pdd->totpoint = totpoint;
}
if (pdd && pdd->vedata) {
glDisableClientState(GL_COLOR_ARRAY);
cpack(0xC0C0C0);
glVertexPointer(3, GL_FLOAT, 0, pdd->vedata);
glDrawArrays(GL_LINES, 0, 2*totve);
}
glPolygonMode(GL_FRONT, polygonmode[0]);
glPolygonMode(GL_BACK, polygonmode[1]);
/* 7. */
glDisable(GL_LIGHTING);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (states)
MEM_freeN(states);
psys->flag &= ~PSYS_DRAWING;
/* draw data can't be saved for billboards as they must update to target changes */
if (draw_as == PART_DRAW_BB) {
psys_free_pdd(psys);
pdd->flag &= ~PARTICLE_DRAW_DATA_UPDATED;
}
if (psys->lattice) {
end_latt_deform(psys->lattice);
psys->lattice= NULL;
}
if (pdd) {
/* drop references to stack memory */
pdd->ma_col= NULL;
}
if ( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
glLoadMatrixf(rv3d->viewmat);
}
}
static void draw_update_ptcache_edit(Scene *scene, Object *ob, PTCacheEdit *edit)
{
if (edit->psys && edit->psys->flag & PSYS_HAIR_UPDATED)
PE_update_object(scene, ob, 0);
/* create path and child path cache if it doesn't exist already */
if (edit->pathcache == NULL)
psys_cache_edit_paths(scene, ob, edit, CFRA);
}
static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
{
ParticleCacheKey **cache, *path, *pkey;
PTCacheEditPoint *point;
PTCacheEditKey *key;
ParticleEditSettings *pset = PE_settings(scene);
int i, k, totpoint = edit->totpoint, timed = pset->flag & PE_FADE_TIME ? pset->fade_frames : 0;
int steps=1;
float sel_col[3];
float nosel_col[3];
float *pathcol = NULL, *pcol;
if (edit->pathcache == NULL)
return;
PE_hide_keys_time(scene, edit, CFRA);
/* opengl setup */
if ((v3d->flag & V3D_ZBUF_SELECT)==0)
glDisable(GL_DEPTH_TEST);
/* get selection theme colors */
UI_GetThemeColor3fv(TH_VERTEX_SELECT, sel_col);
UI_GetThemeColor3fv(TH_VERTEX, nosel_col);
/* draw paths */
if (timed) {
glEnable(GL_BLEND);
steps = (*edit->pathcache)->steps + 1;
pathcol = MEM_callocN(steps*4*sizeof(float), "particle path color data");
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
if (pset->brushtype == PE_BRUSH_WEIGHT) {
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
}
cache=edit->pathcache;
for (i=0; i<totpoint; i++) {
path = cache[i];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (timed) {
for (k=0, pcol=pathcol, pkey=path; k<steps; k++, pkey++, pcol+=4) {
copy_v3_v3(pcol, pkey->col);
pcol[3] = 1.0f - fabsf((float)(CFRA) - pkey->time)/(float)pset->fade_frames;
}
glColorPointer(4, GL_FLOAT, 4*sizeof(float), pathcol);
}
else
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
}
if (pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }
/* draw edit vertices */
if (pset->selectmode!=SCE_SELECT_PATH) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
if (pset->selectmode==SCE_SELECT_POINT) {
float *pd=NULL,*pdata=NULL;
float *cd=NULL,*cdata=NULL;
int totkeys = 0;
for (i=0, point=edit->points; i<totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
totkeys += point->totkey;
if (edit->points && !(edit->points->keys->flag & PEK_USE_WCO))
pd=pdata=MEM_callocN(totkeys*3*sizeof(float), "particle edit point data");
cd=cdata=MEM_callocN(totkeys*(timed?4:3)*sizeof(float), "particle edit color data");
for (i=0, point=edit->points; i<totpoint; i++, point++) {
if (point->flag & PEP_HIDE)
continue;
for (k=0, key=point->keys; k<point->totkey; k++, key++) {
if (pd) {
copy_v3_v3(pd, key->co);
pd += 3;
}
if (key->flag&PEK_SELECT) {
copy_v3_v3(cd,sel_col);
}
else{
copy_v3_v3(cd,nosel_col);
}
if (timed)
*(cd+3) = 1.0f - fabsf((float)CFRA - *key->time)/(float)pset->fade_frames;
cd += (timed?4:3);
}
}
cd=cdata;
pd=pdata;
for (i=0, point=edit->points; i<totpoint; i++, point++) {
if (point->flag & PEP_HIDE)
continue;
if (point->keys->flag & PEK_USE_WCO)
glVertexPointer(3, GL_FLOAT, sizeof(PTCacheEditKey), point->keys->world_co);
else
glVertexPointer(3, GL_FLOAT, 3*sizeof(float), pd);
glColorPointer((timed?4:3), GL_FLOAT, (timed?4:3)*sizeof(float), cd);
glDrawArrays(GL_POINTS, 0, point->totkey);
pd += pd ? 3 * point->totkey : 0;
cd += (timed?4:3) * point->totkey;
}
if (pdata) { MEM_freeN(pdata); pd=pdata=NULL; }
if (cdata) { MEM_freeN(cdata); cd=cdata=NULL; }
}
else if (pset->selectmode == SCE_SELECT_END) {
for (i=0, point=edit->points; i<totpoint; i++, point++) {
if ((point->flag & PEP_HIDE)==0) {
key = point->keys + point->totkey - 1;
if (key->flag & PEK_SELECT)
glColor3fv(sel_col);
else
glColor3fv(nosel_col);
/* has to be like this.. otherwise selection won't work, have try glArrayElement later..*/
glBegin(GL_POINTS);
glVertex3fv(key->flag & PEK_USE_WCO ? key->world_co : key->co);
glEnd();
}
}
}
}
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glLineWidth(1.0f);
glPointSize(1.0);
}
//static void ob_draw_RE_motion(float com[3],float rotscale[3][3],float tw,float th)
static void ob_draw_RE_motion(float com[3],float rotscale[3][3],float itw,float ith,float drw_size)
{
float tr[3][3];
float root[3],tip[3];
float tw,th;
/* take a copy for not spoiling original */
copy_m3_m3(tr,rotscale);
tw = itw * drw_size;
th = ith * drw_size;
glColor4ub(0x7F, 0x00, 0x00, 155);
glBegin(GL_LINES);
root[1] = root[2] = 0.0f;
root[0] = -drw_size;
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
tip[1] = tip[2] = 0.0f;
tip[0] = drw_size;
mul_m3_v3(tr,tip);
add_v3_v3(tip, com);
glVertex3fv(tip);
glEnd();
root[1] =0.0f; root[2] = tw;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[1] =0.0f; root[2] = -tw;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[1] = tw; root[2] = 0.0f;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[1] =-tw; root[2] = 0.0f;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
glColor4ub(0x00, 0x7F, 0x00, 155);
glBegin(GL_LINES);
root[0] = root[2] = 0.0f;
root[1] = -drw_size;
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
tip[0] = tip[2] = 0.0f;
tip[1] = drw_size;
mul_m3_v3(tr,tip);
add_v3_v3(tip, com);
glVertex3fv(tip);
glEnd();
root[0] =0.0f; root[2] = tw;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = 0.0f; root[2] = -tw;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = tw; root[2] = 0.0f;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] =-tw; root[2] = 0.0f;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
glColor4ub(0x00, 0x00, 0x7F, 155);
glBegin(GL_LINES);
root[0] = root[1] = 0.0f;
root[2] = -drw_size;
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
tip[0] = tip[1] = 0.0f;
tip[2] = drw_size;
mul_m3_v3(tr,tip);
add_v3_v3(tip, com);
glVertex3fv(tip);
glEnd();
root[0] =0.0f; root[1] = tw;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] =0.0f; root[1] = -tw;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = tw; root[1] = 0.0f;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = -tw; root[1] = 0.0f;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
}
/*place to add drawers */
static void tekenhandlesN(Nurb *nu, short sel, short hide_handles)
{
BezTriple *bezt;
float *fp;
int a;
if (nu->hide || hide_handles) return;
glBegin(GL_LINES);
if (nu->type == CU_BEZIER) {
#define TH_HANDLE_COL_TOT ((TH_HANDLE_SEL_FREE - TH_HANDLE_FREE) + 1)
/* use MIN2 when indexing to ensure newer files dont read outside the array */
unsigned char handle_cols[TH_HANDLE_COL_TOT][3];
const int basecol= sel ? TH_HANDLE_SEL_FREE : TH_HANDLE_FREE;
for (a=0; a < TH_HANDLE_COL_TOT; a++) {
UI_GetThemeColor3ubv(basecol + a, handle_cols[a]);
}
bezt= nu->bezt;
a= nu->pntsu;
while (a--) {
if (bezt->hide==0) {
if ( (bezt->f2 & SELECT)==sel) {
fp= bezt->vec[0];
glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp);
glVertex3fv(fp+3);
glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp+3);
glVertex3fv(fp+6);
}
else if ( (bezt->f1 & SELECT)==sel) {
fp= bezt->vec[0];
glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp);
glVertex3fv(fp+3);
}
else if ( (bezt->f3 & SELECT)==sel) {
fp= bezt->vec[1];
glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp);
glVertex3fv(fp+3);
}
}
bezt++;
}
#undef TH_HANDLE_COL_TOT
}
glEnd();
}
static void tekenhandlesN_active(Nurb *nu)
{
BezTriple *bezt;
float *fp;
int a;
if (nu->hide) return;
UI_ThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2);
glBegin(GL_LINES);
if (nu->type == CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while (a--) {
if (bezt->hide==0) {
fp= bezt->vec[0];
glVertex3fv(fp);
glVertex3fv(fp+3);
glVertex3fv(fp+3);
glVertex3fv(fp+6);
}
bezt++;
}
}
glEnd();
glColor3ub(0,0,0);
glLineWidth(1);
}
static void tekenvertsN(Nurb *nu, short sel, short hide_handles, void *lastsel)
{
BezTriple *bezt;
BPoint *bp;
float size;
int a, color;
if (nu->hide) return;
if (sel) color= TH_VERTEX_SELECT;
else color= TH_VERTEX;
UI_ThemeColor(color);
size= UI_GetThemeValuef(TH_VERTEX_SIZE);
glPointSize(size);
bglBegin(GL_POINTS);
if (nu->type == CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while (a--) {
if (bezt->hide==0) {
if (sel == 1 && bezt == lastsel) {
UI_ThemeColor(TH_LASTSEL_POINT);
bglVertex3fv(bezt->vec[1]);
if (!hide_handles) {
if (bezt->f1 & SELECT) bglVertex3fv(bezt->vec[0]);
if (bezt->f3 & SELECT) bglVertex3fv(bezt->vec[2]);
}
UI_ThemeColor(color);
}
else if (hide_handles) {
if ((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
}
else {
if ((bezt->f1 & SELECT)==sel) bglVertex3fv(bezt->vec[0]);
if ((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
if ((bezt->f3 & SELECT)==sel) bglVertex3fv(bezt->vec[2]);
}
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while (a--) {
if (bp->hide==0) {
if (bp == lastsel) {
UI_ThemeColor(TH_LASTSEL_POINT);
bglVertex3fv(bp->vec);
UI_ThemeColor(color);
}
else {
if ((bp->f1 & SELECT)==sel) bglVertex3fv(bp->vec);
}
}
bp++;
}
}
bglEnd();
glPointSize(1.0);
}
static void editnurb_draw_active_poly(Nurb *nu)
{
BPoint *bp;
int a, b;
UI_ThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2);
bp= nu->bp;
for (b=0; b<nu->pntsv; b++) {
if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
for (a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
glEnd();
}
glColor3ub(0,0,0);
glLineWidth(1);
}
static void editnurb_draw_active_nurbs(Nurb *nu)
{
BPoint *bp, *bp1;
int a, b, ofs;
UI_ThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2);
glBegin(GL_LINES);
bp= nu->bp;
for (b=0; b<nu->pntsv; b++) {
bp1= bp;
bp++;
for (a=nu->pntsu-1; a>0; a--, bp++) {
if (bp->hide==0 && bp1->hide==0) {
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
}
bp1= bp;
}
}
if (nu->pntsv > 1) { /* surface */
ofs= nu->pntsu;
for (b=0; b<nu->pntsu; b++) {
bp1= nu->bp+b;
bp= bp1+ofs;
for (a=nu->pntsv-1; a>0; a--, bp+=ofs) {
if (bp->hide==0 && bp1->hide==0) {
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
}
bp1= bp;
}
}
}
glEnd();
glColor3ub(0,0,0);
glLineWidth(1);
}
static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
{
Nurb *nu;
BPoint *bp, *bp1;
int a, b, ofs, index;
Curve *cu= (Curve*)ob->data;
index= 0;
nu= nurb;
while (nu) {
if (nu->hide==0) {
switch(nu->type) {
case CU_POLY:
if (!sel && index== cu->actnu) {
/* we should draw active spline highlight below everything */
editnurb_draw_active_poly(nu);
}
UI_ThemeColor(TH_NURB_ULINE);
bp= nu->bp;
for (b=0; b<nu->pntsv; b++) {
if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
for (a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
glEnd();
}
break;
case CU_NURBS:
if (!sel && index== cu->actnu) {
/* we should draw active spline highlight below everything */
editnurb_draw_active_nurbs(nu);
}
bp= nu->bp;
for (b=0; b<nu->pntsv; b++) {
bp1= bp;
bp++;
for (a=nu->pntsu-1; a>0; a--, bp++) {
if (bp->hide==0 && bp1->hide==0) {
if (sel) {
if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT ) ) {
UI_ThemeColor(TH_NURB_SEL_ULINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
else {
UI_ThemeColor(TH_NURB_ULINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1= bp;
}
}
if (nu->pntsv > 1) { /* surface */
ofs= nu->pntsu;
for (b=0; b<nu->pntsu; b++) {
bp1= nu->bp+b;
bp= bp1+ofs;
for (a=nu->pntsv-1; a>0; a--, bp+=ofs) {
if (bp->hide==0 && bp1->hide==0) {
if (sel) {
if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) ) {
UI_ThemeColor(TH_NURB_SEL_VLINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
else {
UI_ThemeColor(TH_NURB_VLINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1= bp;
}
}
}
break;
}
}
++index;
nu= nu->next;
}
}
static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb, int dt)
{
ToolSettings *ts= scene->toolsettings;
Object *ob= base->object;
Curve *cu = ob->data;
Nurb *nu;
BevList *bl;
short hide_handles = (cu->drawflag & CU_HIDE_HANDLES);
int index;
/* DispList */
UI_ThemeColor(TH_WIRE);
drawDispList(scene, v3d, rv3d, base, dt);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* first non-selected and active handles */
index= 0;
for (nu=nurb; nu; nu=nu->next) {
if (nu->type == CU_BEZIER) {
if (index == cu->actnu && !hide_handles)
tekenhandlesN_active(nu);
tekenhandlesN(nu, 0, hide_handles);
}
++index;
}
draw_editnurb(ob, nurb, 0);
draw_editnurb(ob, nurb, 1);
/* selected handles */
for (nu=nurb; nu; nu=nu->next) {
if (nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES)==0)
tekenhandlesN(nu, 1, hide_handles);
tekenvertsN(nu, 0, hide_handles, NULL);
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* direction vectors for 3d curve paths
* when at its lowest, dont render normals */
if (cu->flag & CU_3D && ts->normalsize > 0.0015f && (cu->drawflag & CU_HIDE_NORMALS)==0) {
UI_ThemeColor(TH_WIRE);
for (bl=cu->bev.first,nu=nurb; nu && bl; bl=bl->next,nu=nu->next) {
BevPoint *bevp= (BevPoint *)(bl+1);
int nr= bl->nr;
int skip= nu->resolu/16;
while (nr-->0) { /* accounts for empty bevel lists */
const float fac= bevp->radius * ts->normalsize;
float vec_a[3]; // Offset perpendicular to the curve
float vec_b[3]; // Delta along the curve
vec_a[0]= fac;
vec_a[1]= 0.0f;
vec_a[2]= 0.0f;
vec_b[0]= -fac;
vec_b[1]= 0.0f;
vec_b[2]= 0.0f;
mul_qt_v3(bevp->quat, vec_a);
mul_qt_v3(bevp->quat, vec_b);
add_v3_v3(vec_a, bevp->vec);
add_v3_v3(vec_b, bevp->vec);
madd_v3_v3fl(vec_a, bevp->dir, -fac);
madd_v3_v3fl(vec_b, bevp->dir, -fac);
glBegin(GL_LINE_STRIP);
glVertex3fv(vec_a);
glVertex3fv(bevp->vec);
glVertex3fv(vec_b);
glEnd();
bevp += skip+1;
nr -= skip;
}
}
}
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (nu=nurb; nu; nu=nu->next) {
tekenvertsN(nu, 1, hide_handles, cu->lastsel);
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
/* draw a sphere for use as an empty drawtype */
static void draw_empty_sphere (float size)
{
static GLuint displist=0;
if (displist == 0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
glPushMatrix();
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
gluDisk(qobj, 0.0, 1, 16, 1);
glRotatef(90, 0, 1, 0);
gluDisk(qobj, 0.0, 1, 16, 1);
glRotatef(90, 1, 0, 0);
gluDisk(qobj, 0.0, 1, 16, 1);
gluDeleteQuadric(qobj);
glPopMatrix();
glEndList();
}
glScalef(size, size, size);
glCallList(displist);
glScalef(1.0f/size, 1.0f/size, 1.0f/size);
}
/* draw a cone for use as an empty drawtype */
static void draw_empty_cone (float size)
{
float cent=0;
float radius;
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
glPushMatrix();
radius = size;
glTranslatef(cent,cent, cent);
glScalef(radius, size * 2.0f, radius);
glRotatef(-90., 1.0, 0.0, 0.0);
gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
/* draw points on curve speed handles */
#if 0 // XXX old animation system stuff
static void curve_draw_speed(Scene *scene, Object *ob)
{
Curve *cu= ob->data;
IpoCurve *icu;
BezTriple *bezt;
float loc[4], dir[3];
int a;
if (cu->ipo==NULL)
return;
icu= cu->ipo->curve.first;
if (icu==NULL || icu->totvert<2)
return;
glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) );
bglBegin(GL_POINTS);
for (a=0, bezt= icu->bezt; a<icu->totvert; a++, bezt++) {
if ( where_on_path(ob, bezt->vec[1][1], loc, dir)) {
UI_ThemeColor((bezt->f2 & SELECT) && ob==OBACT?TH_VERTEX_SELECT:TH_VERTEX);
bglVertex3fv(loc);
}
}
glPointSize(1.0);
bglEnd();
}
#endif // XXX old animation system stuff
static void draw_textcurs(float textcurs[4][2])
{
cpack(0);
set_inverted_drawing(1);
glBegin(GL_QUADS);
glVertex2fv(textcurs[0]);
glVertex2fv(textcurs[1]);
glVertex2fv(textcurs[2]);
glVertex2fv(textcurs[3]);
glEnd();
set_inverted_drawing(0);
}
static void drawspiral(const float cent[3], float rad, float tmat[][4], int start)
{
float vec[3], vx[3], vy[3];
const float tot_inv= (1.0f / (float)CIRCLE_RESOL);
int a;
char inverse= FALSE;
float x, y, fac;
if (start < 0) {
inverse = TRUE;
start= -start;
}
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
glBegin(GL_LINE_STRIP);
if (inverse==0) {
copy_v3_v3(vec, cent);
glVertex3fv(vec);
for (a=0; a<CIRCLE_RESOL; a++) {
if (a+start>=CIRCLE_RESOL)
start=-a + 1;
fac= (float)a * tot_inv;
x= sinval[a+start] * fac;
y= cosval[a+start] * fac;
vec[0]= cent[0] + (x * vx[0] + y * vy[0]);
vec[1]= cent[1] + (x * vx[1] + y * vy[1]);
vec[2]= cent[2] + (x * vx[2] + y * vy[2]);
glVertex3fv(vec);
}
}
else {
fac= (float)(CIRCLE_RESOL-1) * tot_inv;
x= sinval[start] * fac;
y= cosval[start] * fac;
vec[0]= cent[0] + (x * vx[0] + y * vy[0]);
vec[1]= cent[1] + (x * vx[1] + y * vy[1]);
vec[2]= cent[2] + (x * vx[2] + y * vy[2]);
glVertex3fv(vec);
for (a=0; a<CIRCLE_RESOL; a++) {
if (a+start>=CIRCLE_RESOL)
start=-a + 1;
fac= (float)(-a+(CIRCLE_RESOL-1)) * tot_inv;
x= sinval[a+start] * fac;
y= cosval[a+start] * fac;
vec[0]= cent[0] + (x * vx[0] + y * vy[0]);
vec[1]= cent[1] + (x * vx[1] + y * vy[1]);
vec[2]= cent[2] + (x * vx[2] + y * vy[2]);
glVertex3fv(vec);
}
}
glEnd();
}
/* draws a circle on x-z plane given the scaling of the circle, assuming that
* all required matrices have been set (used for drawing empties)
*/
static void drawcircle_size(float size)
{
float x, y;
short degrees;
glBegin(GL_LINE_LOOP);
/* coordinates are: cos(degrees*11.25)=x, sin(degrees*11.25)=y, 0.0f=z */
for (degrees=0; degrees<CIRCLE_RESOL; degrees++) {
x= cosval[degrees];
y= sinval[degrees];
glVertex3f(x*size, 0.0f, y*size);
}
glEnd();
}
/* needs fixing if non-identity matrice used */
static void drawtube(const float vec[3], float radius, float height, float tmat[][4])
{
float cur[3];
drawcircball(GL_LINE_LOOP, vec, radius, tmat);
copy_v3_v3(cur,vec);
cur[2]+=height;
drawcircball(GL_LINE_LOOP, cur, radius, tmat);
glBegin(GL_LINES);
glVertex3f(vec[0]+radius,vec[1],vec[2]);
glVertex3f(cur[0]+radius,cur[1],cur[2]);
glVertex3f(vec[0]-radius,vec[1],vec[2]);
glVertex3f(cur[0]-radius,cur[1],cur[2]);
glVertex3f(vec[0],vec[1]+radius,vec[2]);
glVertex3f(cur[0],cur[1]+radius,cur[2]);
glVertex3f(vec[0],vec[1]-radius,vec[2]);
glVertex3f(cur[0],cur[1]-radius,cur[2]);
glEnd();
}
/* needs fixing if non-identity matrice used */
static void drawcone(const float vec[3], float radius, float height, float tmat[][4])
{
float cur[3];
copy_v3_v3(cur,vec);
cur[2]+=height;
drawcircball(GL_LINE_LOOP, cur, radius, tmat);
glBegin(GL_LINES);
glVertex3f(vec[0],vec[1],vec[2]);
glVertex3f(cur[0]+radius,cur[1],cur[2]);
glVertex3f(vec[0],vec[1],vec[2]);
glVertex3f(cur[0]-radius,cur[1],cur[2]);
glVertex3f(vec[0],vec[1],vec[2]);
glVertex3f(cur[0],cur[1]+radius,cur[2]);
glVertex3f(vec[0],vec[1],vec[2]);
glVertex3f(cur[0],cur[1]-radius,cur[2]);
glEnd();
}
/* return 1 if nothing was drawn */
static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
{
Object *ob= base->object;
MetaBall *mb;
MetaElem *ml;
float imat[4][4];
int code= 1;
mb= ob->data;
if (mb->editelems) {
UI_ThemeColor(TH_WIRE);
if ((G.f & G_PICKSEL)==0 ) drawDispList(scene, v3d, rv3d, base, dt);
ml= mb->editelems->first;
}
else {
if ((base->flag & OB_FROMDUPLI)==0)
drawDispList(scene, v3d, rv3d, base, dt);
ml= mb->elems.first;
}
if (ml==NULL) return 1;
if (v3d->flag2 & V3D_RENDER_OVERRIDE) return 0;
/* in case solid draw, reset wire colors */
if (ob->flag & SELECT) {
if (ob==OBACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
}
else UI_ThemeColor(TH_WIRE);
invert_m4_m4(imat, rv3d->viewmatob);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
while (ml) {
/* draw radius */
if (mb->editelems) {
if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) cpack(0xA0A0F0);
else cpack(0x3030A0);
if (G.f & G_PICKSEL) {
ml->selcol1= code;
glLoadName(code++);
}
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad, imat);
/* draw stiffness */
if (mb->editelems) {
if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0);
else cpack(0x30A030);
if (G.f & G_PICKSEL) {
ml->selcol2= code;
glLoadName(code++);
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad*atanf(ml->s)/(float)M_PI_2, imat);
}
ml= ml->next;
}
return 0;
}
static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
{
PartDeflect *pd= ob->pd;
float imat[4][4], tmat[4][4];
float vec[3]= {0.0, 0.0, 0.0};
int curcol;
float size;
/* XXX why? */
if (ob!=scene->obedit && (ob->flag & SELECT)) {
if (ob==OBACT) curcol= TH_ACTIVE;
else curcol= TH_SELECT;
}
else curcol= TH_WIRE;
/* scale size of circle etc with the empty drawsize */
if (ob->type == OB_EMPTY) size = ob->empty_drawsize;
else size = 1.0;
/* calculus here, is reused in PFIELD_FORCE */
invert_m4_m4(imat, rv3d->viewmatob);
// normalize_v3(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
// normalize_v3(imat[1]);
if (pd->forcefield == PFIELD_WIND) {
float force_val;
unit_m4(tmat);
UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
//if (has_ipo_code(ob->ipo, OB_PD_FSTR))
// force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra);
//else
force_val = pd->f_strength;
force_val *= 0.1f;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2]= 0.5f * force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2]= 1.0f * force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2]= 1.5f * force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2] = 0.0f; /* reset vec for max dist circle */
}
else if (pd->forcefield == PFIELD_FORCE) {
float ffall_val;
//if (has_ipo_code(ob->ipo, OB_PD_FFALL))
// ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, scene->r.cfra);
//else
ffall_val = pd->f_power;
UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
drawcircball(GL_LINE_LOOP, vec, size, imat);
UI_ThemeColorBlend(curcol, TH_BACK, 0.9f - 0.4f / powf(1.5f, ffall_val));
drawcircball(GL_LINE_LOOP, vec, size * 1.5f, imat);
UI_ThemeColorBlend(curcol, TH_BACK, 0.9f - 0.4f / powf(2.0f, ffall_val));
drawcircball(GL_LINE_LOOP, vec, size*2.0f, imat);
}
else if (pd->forcefield == PFIELD_VORTEX) {
float /*ffall_val,*/ force_val;
unit_m4(tmat);
//if (has_ipo_code(ob->ipo, OB_PD_FFALL))
// ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, scene->r.cfra);
//else
// ffall_val = pd->f_power;
//if (has_ipo_code(ob->ipo, OB_PD_FSTR))
// force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra);
//else
force_val = pd->f_strength;
UI_ThemeColorBlend(curcol, TH_BACK, 0.7f);
if (force_val < 0) {
drawspiral(vec, size, tmat, 1);
drawspiral(vec, size, tmat, 16);
}
else {
drawspiral(vec, size, tmat, -1);
drawspiral(vec, size, tmat, -16);
}
}
else if (pd->forcefield == PFIELD_GUIDE && ob->type==OB_CURVE) {
Curve *cu= ob->data;
if ((cu->flag & CU_PATH) && cu->path && cu->path->data) {
float mindist, guidevec1[4], guidevec2[3];
//if (has_ipo_code(ob->ipo, OB_PD_FSTR))
// mindist = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra);
//else
mindist = pd->f_strength;
/*path end*/
setlinestyle(3);
where_on_path(ob, 1.0f, guidevec1, guidevec2, NULL, NULL, NULL);
UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
/*path beginning*/
setlinestyle(0);
where_on_path(ob, 0.0f, guidevec1, guidevec2, NULL, NULL, NULL);
UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
copy_v3_v3(vec, guidevec1); /* max center */
}
}
setlinestyle(3);
UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
if (pd->falloff==PFIELD_FALL_SPHERE) {
/* as last, guide curve alters it */
if (pd->flag & PFIELD_USEMAX)
drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat);
if (pd->flag & PFIELD_USEMIN)
drawcircball(GL_LINE_LOOP, vec, pd->mindist, imat);
}
else if (pd->falloff==PFIELD_FALL_TUBE) {
float radius,distance;
unit_m4(tmat);
vec[0]=vec[1]=0.0f;
radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f;
distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f;
vec[2]=distance;
distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance;
if (pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR))
drawtube(vec,radius,distance,tmat);
radius=(pd->flag&PFIELD_USEMINR)?pd->minrad:1.0f;
distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f;
vec[2]=distance;
distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance;
if (pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR))
drawtube(vec,radius,distance,tmat);
}
else if (pd->falloff==PFIELD_FALL_CONE) {
float radius,distance;
unit_m4(tmat);
radius= DEG2RADF((pd->flag&PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f;
if (pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR)) {
drawcone(vec, distance * sinf(radius),distance * cosf(radius), tmat);
if ((pd->flag & PFIELD_POSZ)==0)
drawcone(vec, distance * sinf(radius),-distance * cosf(radius),tmat);
}
radius= DEG2RADF((pd->flag&PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f;
if (pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR)) {
drawcone(vec,distance*sinf(radius),distance*cosf(radius),tmat);
if ((pd->flag & PFIELD_POSZ)==0)
drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
}
}
setlinestyle(0);
}
static void draw_box(float vec[8][3])
{
glBegin(GL_LINE_STRIP);
glVertex3fv(vec[0]); glVertex3fv(vec[1]);glVertex3fv(vec[2]); glVertex3fv(vec[3]);
glVertex3fv(vec[0]); glVertex3fv(vec[4]);glVertex3fv(vec[5]); glVertex3fv(vec[6]);
glVertex3fv(vec[7]); glVertex3fv(vec[4]);
glEnd();
glBegin(GL_LINES);
glVertex3fv(vec[1]); glVertex3fv(vec[5]);
glVertex3fv(vec[2]); glVertex3fv(vec[6]);
glVertex3fv(vec[3]); glVertex3fv(vec[7]);
glEnd();
}
/* uses boundbox, function used by Ketsji */
#if 0
static void get_local_bounds(Object *ob, float center[3], float size[3])
{
BoundBox *bb= object_get_boundbox(ob);
if (bb==NULL) {
zero_v3(center);
copy_v3_v3(size, ob->size);
}
else {
size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
center[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
center[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
center[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
}
}
#endif
static void draw_bb_quadric(BoundBox *bb, char type)
{
float size[3], cent[3];
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
size[0]= 0.5f*fabsf(bb->vec[0][0] - bb->vec[4][0]);
size[1]= 0.5f*fabsf(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5f*fabsf(bb->vec[0][2] - bb->vec[1][2]);
cent[0]= 0.5f*(bb->vec[0][0] + bb->vec[4][0]);
cent[1]= 0.5f*(bb->vec[0][1] + bb->vec[2][1]);
cent[2]= 0.5f*(bb->vec[0][2] + bb->vec[1][2]);
glPushMatrix();
if (type==OB_BOUND_SPHERE) {
glTranslatef(cent[0], cent[1], cent[2]);
glScalef(size[0], size[1], size[2]);
gluSphere(qobj, 1.0, 8, 5);
}
else if (type==OB_BOUND_CYLINDER) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[1], cent[2]-size[2]);
glScalef(radius, radius, 2.0f * size[2]);
gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1);
}
else if (type==OB_BOUND_CONE) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[1], cent[2]-size[2]);
glScalef(radius, radius, 2.0f * size[2]);
gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
}
glPopMatrix();
gluDeleteQuadric(qobj);
}
static void draw_bounding_volume(Scene *scene, Object *ob, char type)
{
BoundBox *bb= NULL;
if (ob->type==OB_MESH) {
bb= mesh_get_bb(ob);
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
bb= ob->bb ? ob->bb : ( (Curve *)ob->data )->bb;
}
else if (ob->type==OB_MBALL) {
if (is_basis_mball(ob)) {
bb= ob->bb;
if (bb==NULL) {
makeDispListMBall(scene, ob);
bb= ob->bb;
}
}
}
else {
drawcube();
return;
}
if (bb==NULL) return;
if (type==OB_BOUND_BOX) draw_box(bb->vec);
else draw_bb_quadric(bb, type);
}
static void drawtexspace(Object *ob)
{
float vec[8][3], loc[3], size[3];
if (ob->type==OB_MESH) {
mesh_get_texspace(ob->data, loc, NULL, size);
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
Curve *cu= ob->data;
copy_v3_v3(size, cu->size);
copy_v3_v3(loc, cu->loc);
}
else if (ob->type==OB_MBALL) {
MetaBall *mb= ob->data;
copy_v3_v3(size, mb->size);
copy_v3_v3(loc, mb->loc);
}
else return;
vec[0][0]=vec[1][0]=vec[2][0]=vec[3][0]= loc[0]-size[0];
vec[4][0]=vec[5][0]=vec[6][0]=vec[7][0]= loc[0]+size[0];
vec[0][1]=vec[1][1]=vec[4][1]=vec[5][1]= loc[1]-size[1];
vec[2][1]=vec[3][1]=vec[6][1]=vec[7][1]= loc[1]+size[1];
vec[0][2]=vec[3][2]=vec[4][2]=vec[7][2]= loc[2]-size[2];
vec[1][2]=vec[2][2]=vec[5][2]=vec[6][2]= loc[2]+size[2];
setlinestyle(2);
draw_box(vec);
setlinestyle(0);
}
/* draws wire outline */
static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
RegionView3D *rv3d= ar->regiondata;
Object *ob= base->object;
glLineWidth(2.0);
glDepthMask(0);
if (ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
DerivedMesh *dm = ob->derivedFinal;
int hasfaces= 0;
if (dm) {
hasfaces= dm->getNumTessFaces(dm);
}
else {
hasfaces= displist_has_faces(&ob->disp);
}
if (hasfaces && ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
draw_index_wire= 0;
if (dm) {
draw_mesh_object_outline(v3d, ob, dm);
}
else {
drawDispListwire(&ob->disp);
}
draw_index_wire= 1;
}
}
else if (ob->type==OB_MBALL) {
if (is_basis_mball(ob)) {
if ((base->flag & OB_FROMDUPLI)==0)
drawDispListwire(&ob->disp);
}
}
else if (ob->type==OB_ARMATURE) {
if (!(ob->mode & OB_MODE_POSE && base == scene->basact))
draw_armature(scene, v3d, ar, base, OB_WIRE, FALSE, TRUE);
}
glLineWidth(1.0);
glDepthMask(1);
}
static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob)
{
if (ob!=scene->obedit && (ob->flag & SELECT)) {
if (ob==OBACT) {
if (ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP_ACTIVE);
else UI_ThemeColor(TH_ACTIVE);
}
else if (ob->flag & OB_FROMGROUP)
UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
else
UI_ThemeColor(TH_SELECT);
}
else {
if (ob->flag & OB_FROMGROUP)
UI_ThemeColor(TH_GROUP);
else {
if (ob->dtx & OB_DRAWWIRE) {
glColor3ub(80,80,80);
}
else {
UI_ThemeColor(TH_WIRE);
}
}
}
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
if (ob->type==OB_CURVE)
draw_index_wire= 0;
if (ob->derivedFinal) {
drawCurveDMWired(ob);
}
else {
drawDispListwire(&ob->disp);
}
if (ob->type==OB_CURVE)
draw_index_wire= 1;
}
}
else if (ob->type==OB_MBALL) {
if (is_basis_mball(ob)) {
drawDispListwire(&ob->disp);
}
}
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
}
/* should be called in view space */
static void draw_hooks(Object *ob)
{
ModifierData *md;
float vec[3];
for (md=ob->modifiers.first; md; md=md->next) {
if (md->type==eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData*) md;
mul_v3_m4v3(vec, ob->obmat, hmd->cent);
if (hmd->object) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(hmd->object->obmat[3]);
glVertex3fv(vec);
glEnd();
setlinestyle(0);
}
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(vec);
bglEnd();
glPointSize(1.0);
}
}
}
static void drawRBpivot(bRigidBodyJointConstraint *data)
{
const char *axis_str[3] = {"px", "py", "pz"};
int axis;
float mat[4][4];
/* color */
float curcol[4];
unsigned char tcol[4];
glGetFloatv(GL_CURRENT_COLOR, curcol);
rgb_float_to_uchar(tcol, curcol);
tcol[3]= 255;
eul_to_mat4(mat,&data->axX);
glLineWidth (4.0f);
setlinestyle(2);
for (axis=0; axis<3; axis++) {
float dir[3] = {0,0,0};
float v[3];
copy_v3_v3(v, &data->pivX);
dir[axis] = 1.f;
glBegin(GL_LINES);
mul_m4_v3(mat,dir);
add_v3_v3(v, dir);
glVertex3fv(&data->pivX);
glVertex3fv(v);
glEnd();
view3d_cached_text_draw_add(v, axis_str[axis], 0, V3D_CACHE_TEXT_ASCII, tcol);
}
glLineWidth (1.0f);
setlinestyle(0);
}
/* flag can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET */
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
{
static int warning_recursive= 0;
ModifierData *md = NULL;
Object *ob= base->object;
Curve *cu;
RegionView3D *rv3d= ar->regiondata;
float vec1[3], vec2[3];
unsigned int col=0;
int /*sel, drawtype,*/ colindex= 0;
int i, selstart, selend, empty_object=0;
short dt, dtx, zbufoff= 0;
const short is_obact= (ob == OBACT);
/* only once set now, will be removed too, should become a global standard */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (ob!=scene->obedit) {
if (ob->restrictflag & OB_RESTRICT_VIEW)
return;
if ((ob->restrictflag & OB_RESTRICT_RENDER) &&
(v3d->flag2 & V3D_RENDER_OVERRIDE))
return;
}
/* XXX particles are not safe for simultaneous threaded render */
if (G.rendering && ob->particlesystem.first)
return;
/* xray delay? */
if ((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) {
/* don't do xray in particle mode, need the z-buffer */
if (!(ob->mode & OB_MODE_PARTICLE_EDIT)) {
/* xray and transp are set when it is drawing the 2nd/3rd pass */
if (!v3d->xray && !v3d->transp && (ob->dtx & OB_DRAWXRAY) && !(ob->dtx & OB_DRAWTRANSP)) {
add_view3d_after(&v3d->afterdraw_xray, base, flag);
return;
}
}
}
/* no return after this point, otherwise leaks */
view3d_cached_text_draw_begin();
/* patch? children objects with a timeoffs change the parents. How to solve! */
/* if ( ((int)ob->ctime) != F_(scene->r.cfra)) where_is_object(scene, ob); */
/* draw motion paths (in view space) */
if (ob->mpath && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
bAnimVizSettings *avs= &ob->avs;
/* setup drawing environment for paths */
draw_motion_paths_init(v3d, ar);
/* draw motion path for object */
draw_motion_path_instance(scene, ob, NULL, avs, ob->mpath);
/* cleanup after drawing */
draw_motion_paths_cleanup(v3d);
}
/* multiply view with object matrix.
* local viewmat and persmat, to calculate projections */
ED_view3d_init_mats_rv3d_gl(ob, rv3d);
/* which wire color */
if ((flag & DRAW_CONSTCOLOR) == 0) {
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
* note: no theme yet for 'colindex' */
int theme_id= TH_WIRE;
int theme_shade= 0;
project_short(ar, ob->obmat[3], &base->sx);
if ( (scene->obedit == NULL) &&
(G.moving & G_TRANSFORM_OBJ) &&
(base->flag & (SELECT+BA_WAS_SEL)))
{
theme_id= TH_TRANSFORM;
}
else {
/* Sets the 'colindex' */
if (ob->id.lib) {
colindex= (base->flag & (SELECT+BA_WAS_SEL)) ? 4 : 3;
}
else if (warning_recursive==1) {
if (base->flag & (SELECT+BA_WAS_SEL)) {
colindex= (scene->basact==base) ? 8 : 7;
}
else {
colindex = 6;
}
}
/* Sets the 'theme_id' or fallback to wire */
else {
if (ob->flag & OB_FROMGROUP) {
if (base->flag & (SELECT+BA_WAS_SEL)) {
/* uses darker active color for non-active + selected*/
theme_id= TH_GROUP_ACTIVE;
if (scene->basact != base) {
theme_shade= -16;
}
}
else {
theme_id= TH_GROUP;
}
}
else {
if (base->flag & (SELECT+BA_WAS_SEL)) {
theme_id= scene->basact == base ? TH_ACTIVE : TH_SELECT;
}
else {
if (ob->type==OB_LAMP) theme_id= TH_LAMP;
else if (ob->type==OB_SPEAKER) theme_id= TH_SPEAKER;
/* fallback to TH_WIRE */
}
}
}
}
/* finally set the color */
if (colindex == 0) {
if (theme_shade == 0) UI_ThemeColor(theme_id);
else UI_ThemeColorShade(theme_id, theme_shade);
}
else {
col= colortab[colindex];
cpack(col);
}
}
/* maximum drawtype */
dt= v3d->drawtype;
if (dt==OB_RENDER) dt= OB_SOLID;
dt= MIN2(dt, ob->dt);
if (v3d->zbuf==0 && dt>OB_WIRE) dt= OB_WIRE;
dtx= 0;
/* faceselect exception: also draw solid when dt==wire, except in editmode */
if (is_obact && (ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))) {
if (ob->type==OB_MESH) {
if (ob->mode & OB_MODE_EDIT) {
/* pass */
}
else {
if (dt<OB_SOLID) {
zbufoff= 1;
dt= OB_SOLID;
}
else {
dt= OB_PAINT;
}
glEnable(GL_DEPTH_TEST);
}
}
else {
if (dt<OB_SOLID) {
dt= OB_SOLID;
glEnable(GL_DEPTH_TEST);
zbufoff= 1;
}
}
}
/* draw-extra supported for boundbox drawmode too */
if (dt>=OB_BOUNDBOX ) {
dtx= ob->dtx;
if (ob->mode & OB_MODE_EDIT) {
// the only 2 extra drawtypes alowed in editmode
dtx= dtx & (OB_DRAWWIRE|OB_TEXSPACE);
}
}
/* bad exception, solve this! otherwise outline shows too late */
if (ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
/* still needed for curves hidden in other layers. depgraph doesnt handle that yet */
if (ob->disp.first==NULL) makeDispListCurveTypes(scene, ob, 0);
}
/* draw outline for selected objects, mesh does itself */
if ((v3d->flag & V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && ob->type!=OB_MESH) {
if (dt>OB_WIRE && (ob->mode & OB_MODE_EDIT)==0 && (flag & DRAW_SCENESET)==0) {
if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) {
drawObjectSelect(scene, v3d, ar, base);
}
}
}
switch( ob->type) {
case OB_MESH:
empty_object= draw_mesh_object(scene, ar, v3d, rv3d, base, dt, flag);
if (flag!=DRAW_CONSTCOLOR) dtx &= ~OB_DRAWWIRE; // mesh draws wire itself
break;
case OB_FONT:
cu= ob->data;
if (cu->editfont) {
draw_textcurs(cu->editfont->textcurs);
if (cu->flag & CU_FAST) {
cpack(0xFFFFFF);
set_inverted_drawing(1);
drawDispList(scene, v3d, rv3d, base, OB_WIRE);
set_inverted_drawing(0);
}
else {
drawDispList(scene, v3d, rv3d, base, dt);
}
if (cu->linewidth != 0.0f) {
UI_ThemeColor(TH_WIRE);
copy_v3_v3(vec1, ob->orig);
copy_v3_v3(vec2, ob->orig);
vec1[0] += cu->linewidth;
vec2[0] += cu->linewidth;
vec1[1] += cu->linedist * cu->fsize;
vec2[1] -= cu->lines * cu->linedist * cu->fsize;
setlinestyle(3);
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
setlinestyle(0);
}
setlinestyle(3);
for (i=0; i<cu->totbox; i++) {
if (cu->tb[i].w != 0.0f) {
UI_ThemeColor(i == (cu->actbox-1) ? TH_ACTIVE : TH_WIRE);
vec1[0] = (cu->xof * cu->fsize) + cu->tb[i].x;
vec1[1] = (cu->yof * cu->fsize) + cu->tb[i].y + cu->fsize;
vec1[2] = 0.001;
glBegin(GL_LINE_STRIP);
glVertex3fv(vec1);
vec1[0] += cu->tb[i].w;
glVertex3fv(vec1);
vec1[1] -= cu->tb[i].h;
glVertex3fv(vec1);
vec1[0] -= cu->tb[i].w;
glVertex3fv(vec1);
vec1[1] += cu->tb[i].h;
glVertex3fv(vec1);
glEnd();
}
}
setlinestyle(0);
if (BKE_font_getselection(ob, &selstart, &selend) && cu->selboxes) {
float selboxw;
cpack(0xffffff);
set_inverted_drawing(1);
for (i=0; i<(selend-selstart+1); i++) {
SelBox *sb = &(cu->selboxes[i]);
if (i<(selend-selstart)) {
if (cu->selboxes[i+1].y == sb->y)
selboxw= cu->selboxes[i+1].x - sb->x;
else
selboxw= sb->w;
}
else {
selboxw= sb->w;
}
glBegin(GL_QUADS);
glVertex3f(sb->x, sb->y, 0.001);
glVertex3f(sb->x+selboxw, sb->y, 0.001);
glVertex3f(sb->x+selboxw, sb->y+sb->h, 0.001);
glVertex3f(sb->x, sb->y+sb->h, 0.001);
glEnd();
}
set_inverted_drawing(0);
}
}
else if (dt==OB_BOUNDBOX) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE) == 0) {
draw_bounding_volume(scene, ob, ob->boundtype);
}
}
else if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
empty_object= drawDispList(scene, v3d, rv3d, base, dt);
}
break;
case OB_CURVE:
case OB_SURF:
cu= ob->data;
if (cu->editnurb) {
ListBase *nurbs= curve_editnurbs(cu);
drawnurb(scene, v3d, rv3d, base, nurbs->first, dt);
}
else if (dt==OB_BOUNDBOX) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
else if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
empty_object= drawDispList(scene, v3d, rv3d, base, dt);
//XXX old animsys if (cu->path)
// curve_draw_speed(scene, ob);
}
break;
case OB_MBALL:
{
MetaBall *mb= ob->data;
if (mb->editelems)
drawmball(scene, v3d, rv3d, base, dt);
else if (dt==OB_BOUNDBOX) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
else
empty_object= drawmball(scene, v3d, rv3d, base, dt);
break;
}
case OB_EMPTY:
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
draw_empty_image(ob);
}
else {
drawaxes(ob->empty_drawsize, ob->empty_drawtype);
}
}
break;
case OB_LAMP:
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawlamp(scene, v3d, rv3d, base, dt, flag);
if (dtx || (base->flag & SELECT)) glMultMatrixf(ob->obmat);
}
break;
case OB_CAMERA:
if ( (v3d->flag2 & V3D_RENDER_OVERRIDE)==0 ||
(rv3d->persp==RV3D_CAMOB && v3d->camera==ob)) /* special exception for active camera */
{
drawcamera(scene, v3d, rv3d, base, flag);
break;
}
case OB_SPEAKER:
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
drawspeaker(scene, v3d, rv3d, ob, flag);
break;
case OB_LATTICE:
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawlattice(scene, v3d, ob);
}
break;
case OB_ARMATURE:
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
if (dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
empty_object= draw_armature(scene, v3d, ar, base, dt, flag, FALSE);
if (dt>OB_WIRE) GPU_disable_material();
}
break;
default:
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawaxes(1.0, OB_ARROWS);
}
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
if (ob->soft /*&& flag & OB_SBMOTION*/) {
float mrt[3][3],msc[3][3],mtr[3][3];
SoftBody *sb= NULL;
float tipw = 0.5f, tiph = 0.5f,drawsize = 4.0f;
if ((sb= ob->soft)) {
if (sb->solverflags & SBSO_ESTIMATEIPO) {
glLoadMatrixf(rv3d->viewmat);
copy_m3_m3(msc,sb->lscale);
copy_m3_m3(mrt,sb->lrot);
mul_m3_m3m3(mtr,mrt,msc);
ob_draw_RE_motion(sb->lcom,mtr,tipw,tiph,drawsize);
glMultMatrixf(ob->obmat);
}
}
}
if (ob->pd && ob->pd->forcefield) {
draw_forcefield(scene, ob, rv3d);
}
}
/* code for new particle system */
if ( (warning_recursive==0) &&
(ob->particlesystem.first) &&
(flag & DRAW_PICKING)==0 &&
(ob!=scene->obedit)
) {
ParticleSystem *psys;
if (col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */
//glDepthMask(GL_FALSE);
glLoadMatrixf(rv3d->viewmat);
view3d_cached_text_draw_begin();
for (psys=ob->particlesystem.first; psys; psys=psys->next) {
/* run this so that possible child particles get cached */
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
if (edit && edit->psys == psys)
draw_update_ptcache_edit(scene, ob, edit);
}
draw_new_particle_system(scene, v3d, rv3d, base, psys, dt);
}
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 0, NULL);
glMultMatrixf(ob->obmat);
//glDepthMask(GL_TRUE);
if (col) cpack(col);
}
/* draw edit particles last so that they can draw over child particles */
if ( (warning_recursive==0) &&
(flag & DRAW_PICKING)==0 &&
(!scene->obedit))
{
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
if (edit) {
glLoadMatrixf(rv3d->viewmat);
draw_update_ptcache_edit(scene, ob, edit);
draw_ptcache_edit(scene, v3d, edit);
glMultMatrixf(ob->obmat);
}
}
}
/* draw code for smoke */
if ((md = modifiers_findByType(ob, eModifierType_Smoke))) {
SmokeModifierData *smd = (SmokeModifierData *)md;
// draw collision objects
if ((smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll) {
#if 0
SmokeCollSettings *scs = smd->coll;
if (scs->points) {
size_t i;
glLoadMatrixf(rv3d->viewmat);
if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
// glPointSize(3.0);
bglBegin(GL_POINTS);
for (i = 0; i < scs->numpoints; i++)
{
bglVertex3fv(&scs->points[3*i]);
}
bglEnd();
glPointSize(1.0);
glMultMatrixf(ob->obmat);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
if (col) cpack(col);
}
#endif
}
// only draw domains
if (smd->domain && smd->domain->fluid) {
if (CFRA < smd->domain->point_cache[0]->startframe)
; /* don't show smoke before simulation starts, this could be made an option in the future */
else if (!smd->domain->wt || !(smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG))
{
// #if 0
smd->domain->tex = NULL;
GPU_create_smoke(smd, 0);
draw_volume(ar, smd->domain->tex,
smd->domain->p0, smd->domain->p1,
smd->domain->res, smd->domain->dx,
smd->domain->tex_shadow);
GPU_free_smoke(smd);
// #endif
#if 0
int x, y, z;
float *density = smoke_get_density(smd->domain->fluid);
glLoadMatrixf(rv3d->viewmat);
// glMultMatrixf(ob->obmat);
if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
// glPointSize(3.0);
bglBegin(GL_POINTS);
for (x = 0; x < smd->domain->res[0]; x++)
for (y = 0; y < smd->domain->res[1]; y++)
for (z = 0; z < smd->domain->res[2]; z++)
{
float tmp[3];
int index = smoke_get_index(x, smd->domain->res[0], y, smd->domain->res[1], z);
if (density[index] > FLT_EPSILON) {
float color[3];
copy_v3_v3(tmp, smd->domain->p0);
tmp[0] += smd->domain->dx * x + smd->domain->dx * 0.5;
tmp[1] += smd->domain->dx * y + smd->domain->dx * 0.5;
tmp[2] += smd->domain->dx * z + smd->domain->dx * 0.5;
color[0] = color[1] = color[2] = density[index];
glColor3fv(color);
bglVertex3fv(tmp);
}
}
bglEnd();
glPointSize(1.0);
glMultMatrixf(ob->obmat);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
if (col) cpack(col);
#endif
}
else if (smd->domain->wt && (smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
smd->domain->tex = NULL;
GPU_create_smoke(smd, 1);
draw_volume(ar, smd->domain->tex,
smd->domain->p0, smd->domain->p1,
smd->domain->res_wt, smd->domain->dx_wt,
smd->domain->tex_shadow);
GPU_free_smoke(smd);
}
}
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
bConstraint *con;
for (con=ob->constraints.first; con; con= con->next) {
if (con->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint*)con->data;
if (data->flag&CONSTRAINT_DRAW_PIVOT)
drawRBpivot(data);
}
}
if (ob->gameflag & OB_BOUNDS) {
if (ob->boundtype!=ob->collision_boundtype || (dtx & OB_BOUNDBOX)==0) {
setlinestyle(2);
draw_bounding_volume(scene, ob, ob->collision_boundtype);
setlinestyle(0);
}
}
/* draw extra: after normal draw because of makeDispList */
if (dtx && (G.f & G_RENDER_OGL)==0) {
if (dtx & OB_AXIS) {
drawaxes(1.0f, OB_ARROWS);
}
if (dtx & OB_BOUNDBOX) {
draw_bounding_volume(scene, ob, ob->boundtype);
}
if (dtx & OB_TEXSPACE) {
drawtexspace(ob);
}
if (dtx & OB_DRAWNAME) {
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
/* but, we also dont draw names for sets or duplicators */
if (flag == 0) {
float zero[3]= {0,0,0};
float curcol[4];
unsigned char tcol[4];
glGetFloatv(GL_CURRENT_COLOR, curcol);
rgb_float_to_uchar(tcol, curcol);
tcol[3]= 255;
view3d_cached_text_draw_add(zero, ob->id.name+2, 10, 0, tcol);
}
}
/*if (dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
if ((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) {
drawWireExtra(scene, rv3d, ob);
}
}
}
if (dt<=OB_SOLID && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
if ((ob->gameflag & OB_DYNAMIC) ||
((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE)))
{
float imat[4][4], vec[3]= {0.0f, 0.0f, 0.0f};
invert_m4_m4(imat, rv3d->viewmatob);
setlinestyle(2);
drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
setlinestyle(0);
}
}
/* return warning, this is cached text draw */
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 1, NULL);
glLoadMatrixf(rv3d->viewmat);
if (zbufoff) {
glDisable(GL_DEPTH_TEST);
}
if ((warning_recursive) ||
(base->flag & OB_FROMDUPLI) ||
(v3d->flag2 & V3D_RENDER_OVERRIDE))
{
return;
}
/* object centers, need to be drawn in viewmat space for speed, but OK for picking select */
if (!is_obact || !(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))) {
int do_draw_center= -1; /* defines below are zero or positive... */
if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
/* dont draw */
}
else if ((scene->basact)==base)
do_draw_center= ACTIVE;
else if (base->flag & SELECT)
do_draw_center= SELECT;
else if (empty_object || (v3d->flag & V3D_DRAW_CENTERS))
do_draw_center= DESELECT;
if (do_draw_center != -1) {
if (flag & DRAW_PICKING) {
/* draw a single point for opengl selection */
glBegin(GL_POINTS);
glVertex3fv(ob->obmat[3]);
glEnd();
}
else if ((flag & DRAW_CONSTCOLOR)==0) {
/* we don't draw centers for duplicators and sets */
if (U.obcenter_dia > 0) {
/* check > 0 otherwise grease pencil can draw into the circle select which is annoying. */
drawcentercircle(v3d, rv3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1);
}
}
}
}
/* not for sets, duplicators or picking */
if (flag==0 && (v3d->flag & V3D_HIDE_HELPLINES)== 0 && (v3d->flag2 & V3D_RENDER_OVERRIDE)== 0) {
ListBase *list;
/* draw hook center and offset line */
if (ob!=scene->obedit) draw_hooks(ob);
/* help lines and so */
if (ob!=scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ob->obmat[3]);
glVertex3fv(ob->orig);
glEnd();
setlinestyle(0);
}
/* Drawing the constraint lines */
if (ob->constraints.first) {
bConstraint *curcon;
bConstraintOb *cob;
unsigned char col1[4], col2[4];
list = &ob->constraints;
UI_GetThemeColor3ubv(TH_GRID, col1);
UI_make_axis_color(col1, col2, 'Z');
glColor3ubv(col2);
cob= constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
for (curcon = list->first; curcon; curcon=curcon->next) {
bConstraintTypeInfo *cti= constraint_get_typeinfo(curcon);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (ELEM(cti->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
/* special case for object solver and follow track constraints because they don't fill
* constraint targets properly (design limitation -- scene is needed for their target
* but it can't be accessed from get_targets callvack) */
Object *camob= NULL;
if (cti->type==CONSTRAINT_TYPE_FOLLOWTRACK) {
bFollowTrackConstraint *data= (bFollowTrackConstraint *)curcon->data;
camob= data->camera ? data->camera : scene->camera;
}
else if (cti->type==CONSTRAINT_TYPE_OBJECTSOLVER) {
bObjectSolverConstraint *data= (bObjectSolverConstraint *)curcon->data;
camob= data->camera ? data->camera : scene->camera;
}
if (camob) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(camob->obmat[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
}
else if ((curcon->flag & CONSTRAINT_EXPAND) && (cti) && (cti->get_constraint_targets)) {
cti->get_constraint_targets(curcon, &targets);
for (ct= targets.first; ct; ct= ct->next) {
/* calculate target's matrix */
if (cti->get_target_matrix)
cti->get_target_matrix(curcon, cob, ct, BKE_curframe(scene));
else
unit_m4(ct->matrix);
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ct->matrix[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(curcon, &targets, 1);
}
}
constraints_clear_evalob(cob);
}
}
free_old_images();
}
/* ***************** BACKBUF SEL (BBS) ********* */
static void bbs_obmode_mesh_verts__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
{
bbsObmodeMeshVerts_userData *data = userData;
MVert *mv = &data->mvert[index];
int offset = (intptr_t) data->offset;
if (!(mv->flag & ME_HIDE)) {
WM_set_framebuffer_index_color(offset+index);
bglVertex3fv(co);
}
}
static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
{
bbsObmodeMeshVerts_userData data;
Mesh *me = ob->data;
MVert *mvert = me->mvert;
data.mvert = mvert;
data.offset = (void*)(intptr_t) offset;
glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) );
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, bbs_obmode_mesh_verts__mapFunc, &data);
bglEnd();
glPointSize(1.0);
}
static void bbs_mesh_verts__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
{
void **ptrs = userData;
int offset = (intptr_t) ptrs[0];
BMVert *eve = EDBM_get_vert_for_index(ptrs[1], index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
WM_set_framebuffer_index_color(offset+index);
bglVertex3fv(co);
}
}
static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
{
void *ptrs[2] = {(void*)(intptr_t) offset, em};
glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) );
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, ptrs);
bglEnd();
glPointSize(1.0);
}
static int bbs_mesh_wire__setDrawOptions(void *userData, int index)
{
void **ptrs = userData;
int offset = (intptr_t) ptrs[0];
BMEdge *eed = EDBM_get_edge_for_index(ptrs[1], index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
WM_set_framebuffer_index_color(offset+index);
return 1;
}
else {
return 0;
}
}
static void bbs_mesh_wire(BMEditMesh *em, DerivedMesh *dm, int offset)
{
void *ptrs[2] = {(void*)(intptr_t) offset, em};
dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, ptrs);
}
static int bbs_mesh_solid__setSolidDrawOptions(void *userData, int index, int *UNUSED(drawSmooth_r))
{
BMFace *efa = EDBM_get_face_for_index(((void**)userData)[0], index);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
if (((void**)userData)[1]) {
WM_set_framebuffer_index_color(index+1);
}
return 1;
}
else {
return 0;
}
}
static void bbs_mesh_solid__drawCenter(void *userData, int index, float *cent, float *UNUSED(no))
{
BMFace *efa = EDBM_get_face_for_index(((void**)userData)[0], index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
WM_set_framebuffer_index_color(index+1);
bglVertex3fv(cent);
}
}
/* two options, facecolors or black */
static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
Object *ob, DerivedMesh *dm, int facecol)
{
void *ptrs[2] = {em, NULL}; //second one being null means to draw black
cpack(0);
if (facecol) {
ptrs[1] = (void*)(intptr_t) 1;
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, ptrs, 0);
if (check_ob_drawface_dot(scene, v3d, ob->dt)) {
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
bglBegin(GL_POINTS);
dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, ptrs);
bglEnd();
}
}
else {
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, ptrs, 0);
}
}
static int bbs_mesh_solid__setDrawOpts(void *UNUSED(userData), int index, int *UNUSED(drawSmooth_r))
{
WM_set_framebuffer_index_color(index+1);
return 1;
}
static int bbs_mesh_solid_hide__setDrawOpts(void *userData, int index, int *UNUSED(drawSmooth_r))
{
Mesh *me = userData;
if (!(me->mpoly[index].flag&ME_HIDE)) {
WM_set_framebuffer_index_color(index+1);
return 1;
}
else {
return 0;
}
}
// must have called WM_set_framebuffer_index_color beforehand
static int bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index, int *UNUSED(drawSmooth_r))
{
Mesh *me = userData;
if (!(me->mpoly[index].flag & ME_HIDE)) {
return 1;
}
else {
return 0;
}
}
static void bbs_mesh_solid(Scene *scene, Object *ob)
{
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
Mesh *me = (Mesh*)ob->data;
glColor3ub(0, 0, 0);
if ((me->editflag & ME_EDIT_PAINT_MASK))
dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, GPU_enable_material, NULL, me, 0);
else
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, GPU_enable_material, NULL, me, 0);
dm->release(dm);
}
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
ToolSettings *ts= scene->toolsettings;
glMultMatrixf(ob->obmat);
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
switch( ob->type) {
case OB_MESH:
if (ob->mode & OB_MODE_EDIT) {
Mesh *me= ob->data;
BMEditMesh *em= me->edit_btmesh;
DerivedMesh *dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
EDBM_init_index_arrays(em, 1, 1, 1);
bbs_mesh_solid_EM(em, scene, v3d, ob, dm, ts->selectmode & SCE_SELECT_FACE);
if (ts->selectmode & SCE_SELECT_FACE)
bm_solidoffs = 1+em->bm->totface;
else
bm_solidoffs= 1;
bglPolygonOffset(rv3d->dist, 1.0);
// we draw edges always, for loop (select) tools
bbs_mesh_wire(em, dm, bm_solidoffs);
bm_wireoffs= bm_solidoffs + em->bm->totedge;
// we draw verts if vert select mode or if in transform (for snap).
if (ts->selectmode & SCE_SELECT_VERTEX || G.moving & G_TRANSFORM_EDIT) {
bbs_mesh_verts(em, dm, bm_wireoffs);
bm_vertoffs= bm_wireoffs + em->bm->totvert;
}
else bm_vertoffs= bm_wireoffs;
bglPolygonOffset(rv3d->dist, 0.0);
dm->release(dm);
EDBM_free_index_arrays(em);
}
else {
Mesh *me= ob->data;
if ( (me->editflag & ME_EDIT_VERT_SEL) &&
/* currently vertex select only supports weight paint */
(ob->mode & OB_MODE_WEIGHT_PAINT))
{
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
glColor3ub(0, 0, 0);
dm->drawMappedFaces(dm, bbs_mesh_solid_hide2__setDrawOpts, GPU_enable_material, NULL, me, 0);
bbs_obmode_mesh_verts(ob, dm, 1);
bm_vertoffs = me->totvert+1;
dm->release(dm);
}
else {
bbs_mesh_solid(scene, ob);
}
}
break;
case OB_CURVE:
case OB_SURF:
break;
}
glLoadMatrixf(rv3d->viewmat);
}
/* ************* draw object instances for bones, for example ****************** */
/* assumes all matrices/etc set OK */
/* helper function for drawing object instances - meshes */
static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Object *ob, int dt, int outline)
{
Mesh *me= ob->data;
DerivedMesh *dm=NULL, *edm=NULL;
int glsl;
if (ob->mode & OB_MODE_EDIT)
edm= editbmesh_get_derived_base(ob, me->edit_btmesh);
else
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
if (dt<=OB_WIRE) {
if (dm)
dm->drawEdges(dm, 1, 0);
else if (edm)
edm->drawEdges(edm, 1, 0);
}
else {
if (outline)
draw_mesh_object_outline(v3d, ob, dm?dm:edm);
if (dm) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
}
else {
glEnable(GL_COLOR_MATERIAL);
UI_ThemeColor(TH_BONE_SOLID);
glDisable(GL_COLOR_MATERIAL);
}
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
glEnable(GL_LIGHTING);
if (dm) {
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
GPU_end_object_materials();
}
else if (edm)
edm->drawMappedFaces(edm, NULL, GPU_enable_material, NULL, NULL, 0);
glDisable(GL_LIGHTING);
}
if (edm) edm->release(edm);
if (dm) dm->release(dm);
}
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int dt, int outline)
{
if (ob == NULL)
return;
switch (ob->type) {
case OB_MESH:
draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
break;
case OB_EMPTY:
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
draw_empty_image(ob);
}
else {
drawaxes(ob->empty_drawsize, ob->empty_drawtype);
}
break;
}
}