This is the first step in a few changes to cleanup confusing/missing DM funcs
899 lines
23 KiB
C
899 lines
23 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation, full update, glsl support
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_view3d/drawmesh.c
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* \ingroup spview3d
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*/
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_edgehash.h"
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#include "BLI_editVert.h"
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#include "BLI_utildefines.h"
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#include "DNA_material_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_property_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_effect.h"
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#include "BKE_image.h"
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#include "BKE_material.h"
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#include "BKE_paint.h"
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#include "BKE_property.h"
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#include "BKE_tessmesh.h"
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#include "BKE_scene.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "UI_resources.h"
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#include "GPU_buffers.h"
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#include "GPU_extensions.h"
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#include "GPU_draw.h"
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#include "GPU_material.h"
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#include "ED_mesh.h"
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#include "ED_uvedit.h"
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#include "view3d_intern.h" // own include
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/**************************** Face Select Mode *******************************/
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/* Flags for marked edges */
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enum {
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eEdge_Visible = (1<<0),
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eEdge_Select = (1<<1),
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};
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/* Creates a hash of edges to flags indicating selected/visible */
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static void get_marked_edge_info__orFlags(EdgeHash *eh, int v0, int v1, int flags)
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{
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int *flags_p;
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if(!BLI_edgehash_haskey(eh, v0, v1))
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BLI_edgehash_insert(eh, v0, v1, NULL);
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flags_p = (int*) BLI_edgehash_lookup_p(eh, v0, v1);
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*flags_p |= flags;
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}
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static EdgeHash *get_tface_mesh_marked_edge_info(Mesh *me)
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{
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EdgeHash *eh = BLI_edgehash_new();
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MFace *mf;
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int i;
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for(i=0; i<me->totface; i++) {
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mf = &me->mface[i];
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if(!(mf->flag & ME_HIDE)) {
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unsigned int flags = eEdge_Visible;
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if(mf->flag & ME_FACE_SEL) flags |= eEdge_Select;
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get_marked_edge_info__orFlags(eh, mf->v1, mf->v2, flags);
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get_marked_edge_info__orFlags(eh, mf->v2, mf->v3, flags);
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if(mf->v4) {
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get_marked_edge_info__orFlags(eh, mf->v3, mf->v4, flags);
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get_marked_edge_info__orFlags(eh, mf->v4, mf->v1, flags);
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}
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else
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get_marked_edge_info__orFlags(eh, mf->v3, mf->v1, flags);
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}
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}
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return eh;
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}
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static int draw_mesh_face_select__setHiddenOpts(void *userData, int index)
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{
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struct { Mesh *me; EdgeHash *eh; } *data = userData;
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Mesh *me= data->me;
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MEdge *med = &me->medge[index];
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uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
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if(me->drawflag & ME_DRAWEDGES) {
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if(me->drawflag & ME_HIDDENEDGES)
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return 1;
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else
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return (flags & eEdge_Visible);
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}
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else
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return (flags & eEdge_Select);
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}
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static int draw_mesh_face_select__setSelectOpts(void *userData, int index)
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{
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struct { Mesh *me; EdgeHash *eh; } *data = userData;
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MEdge *med = &data->me->medge[index];
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uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
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return flags & eEdge_Select;
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}
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/* draws unselected */
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static int draw_mesh_face_select__drawFaceOptsInv(void *userData, int index)
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{
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Mesh *me = (Mesh*)userData;
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MPoly *mface = &me->mpoly[index];
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if(!(mface->flag&ME_HIDE) && !(mface->flag&ME_FACE_SEL))
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return 2; /* Don't set color */
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else
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return 0;
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}
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static void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
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{
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struct { Mesh *me; EdgeHash *eh; } data;
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data.me = me;
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data.eh = get_tface_mesh_marked_edge_info(me);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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bglPolygonOffset(rv3d->dist, 1.0);
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/* Draw (Hidden) Edges */
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setlinestyle(1);
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UI_ThemeColor(TH_EDGE_FACESEL);
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dm->drawMappedEdges(dm, draw_mesh_face_select__setHiddenOpts, &data);
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setlinestyle(0);
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/* Draw Selected Faces */
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if(me->drawflag & ME_DRAWFACES) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/* dull unselected faces so as not to get in the way of seeing color */
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glColor4ub(96, 96, 96, 64);
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dm->drawMappedFacesTex(dm, draw_mesh_face_select__drawFaceOptsInv, (void*)me);
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glDisable(GL_BLEND);
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}
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bglPolygonOffset(rv3d->dist, 1.0);
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/* Draw Stippled Outline for selected faces */
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glColor3ub(255, 255, 255);
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setlinestyle(1);
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dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
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setlinestyle(0);
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bglPolygonOffset(rv3d->dist, 0.0); // resets correctly now, even after calling accumulated offsets
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BLI_edgehash_free(data.eh, NULL);
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}
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/***************************** Texture Drawing ******************************/
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static Material *give_current_material_or_def(Object *ob, int matnr)
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{
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extern Material defmaterial; // render module abuse...
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Material *ma= give_current_material(ob, matnr);
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return ma?ma:&defmaterial;
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}
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/* Icky globals, fix with userdata parameter */
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static struct TextureDrawState {
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Object *ob;
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int islit, istex;
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int color_profile;
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unsigned char obcol[4];
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} Gtexdraw = {NULL, 0, 0, 0, {0, 0, 0, 0}};
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static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *ma, struct TextureDrawState gtexdraw)
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{
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static Material *c_ma;
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static int c_textured;
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static MTFace *c_texface;
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static int c_backculled;
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static int c_badtex;
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static int c_lit;
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Object *litob = NULL; //to get mode to turn off mipmap in painting mode
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int backculled = GEMAT_BACKCULL;
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int alphablend = 0;
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int textured = 0;
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int lit = 0;
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if (clearcache) {
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c_textured= c_lit= c_backculled= -1;
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c_texface= (MTFace*) -1;
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c_badtex= 0;
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} else {
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textured = gtexdraw.istex;
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litob = gtexdraw.ob;
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}
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/* convert number of lights into boolean */
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if (gtexdraw.islit) lit = 1;
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if (ma) {
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alphablend = ma->game.alpha_blend;
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if (ma->mode & MA_SHLESS) lit = 0;
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backculled = ma->game.flag & GEMAT_BACKCULL;
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}
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if (texface) {
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textured = textured && (texface->tpage);
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/* no material, render alpha if texture has depth=32 */
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if (!ma && BKE_image_has_alpha(texface->tpage))
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alphablend = GPU_BLEND_ALPHA;
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}
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else
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textured = 0;
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if (backculled!=c_backculled) {
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if (backculled) glEnable(GL_CULL_FACE);
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else glDisable(GL_CULL_FACE);
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c_backculled= backculled;
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}
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if (textured!=c_textured || texface!=c_texface) {
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if (textured ) {
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c_badtex= !GPU_set_tpage(texface, !(litob->mode & OB_MODE_TEXTURE_PAINT), alphablend);
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} else {
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GPU_set_tpage(NULL, 0, 0);
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c_badtex= 0;
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}
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c_textured= textured;
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c_texface= texface;
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}
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if (c_badtex) lit= 0;
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if (lit!=c_lit || ma!=c_ma) {
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if (lit) {
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float spec[4];
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if (!ma)ma= give_current_material_or_def(NULL, 0); //default material
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spec[0]= ma->spec*ma->specr;
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spec[1]= ma->spec*ma->specg;
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spec[2]= ma->spec*ma->specb;
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spec[3]= 1.0;
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(ma->har, 0, 128));
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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}
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else {
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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c_lit= lit;
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}
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return c_badtex;
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}
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static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
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{
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unsigned char obcol[4];
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int istex, solidtex;
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// XXX scene->obedit warning
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/* texture draw is abused for mask selection mode, do this so wire draw
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* with face selection in weight paint is not lit. */
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if((v3d->drawtype <= OB_WIRE) && (ob->mode & OB_MODE_WEIGHT_PAINT)) {
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solidtex= FALSE;
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Gtexdraw.islit= 0;
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}
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else if(v3d->drawtype==OB_SOLID || ((ob->mode & OB_MODE_EDIT) && v3d->drawtype!=OB_TEXTURE)) {
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/* draw with default lights in solid draw mode and edit mode */
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solidtex= TRUE;
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Gtexdraw.islit= -1;
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}
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else {
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/* draw with lights in the scene otherwise */
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solidtex= FALSE;
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Gtexdraw.islit= GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
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}
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obcol[0]= CLAMPIS(ob->col[0]*255, 0, 255);
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obcol[1]= CLAMPIS(ob->col[1]*255, 0, 255);
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obcol[2]= CLAMPIS(ob->col[2]*255, 0, 255);
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obcol[3]= CLAMPIS(ob->col[3]*255, 0, 255);
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glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
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if(solidtex || v3d->drawtype==OB_TEXTURE) istex= 1;
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else istex= 0;
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Gtexdraw.ob = ob;
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Gtexdraw.istex = istex;
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Gtexdraw.color_profile = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
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memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
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set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
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glShadeModel(GL_SMOOTH);
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}
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static void draw_textured_end(void)
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{
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/* switch off textures */
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GPU_set_tpage(NULL, 0, 0);
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glShadeModel(GL_FLAT);
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glDisable(GL_CULL_FACE);
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/* XXX, bad patch - GPU_default_lights() calls
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* glLightfv(GL_LIGHT_POSITION, ...) which
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* is transformed by the current matrix... we
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* need to make sure that matrix is identity.
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*
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* It would be better if drawmesh.c kept track
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* of and restored the light settings it changed.
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* - zr
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*/
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glPushMatrix();
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glLoadIdentity();
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GPU_default_lights();
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glPopMatrix();
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}
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static int draw_tface__set_draw_legacy(MTFace *tface, int has_mcol, int matnr)
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{
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Material *ma= give_current_material(Gtexdraw.ob, matnr+1);
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int validtexture=0;
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if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
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validtexture = set_draw_settings_cached(0, tface, ma, Gtexdraw);
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if (tface && validtexture) {
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glColor3ub(0xFF, 0x00, 0xFF);
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return 2; /* Don't set color */
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} else if (ma && ma->shade_flag&MA_OBCOLOR) {
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glColor3ubv(Gtexdraw.obcol);
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return 2; /* Don't set color */
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} else if (!has_mcol) {
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if (tface) glColor3f(1.0, 1.0, 1.0);
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else {
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if(ma) {
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float col[3];
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if(Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
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else copy_v3_v3(col, &ma->r);
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glColor3fv(col);
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}
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else glColor3f(1.0, 1.0, 1.0);
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}
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return 2; /* Don't set color */
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} else {
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return 1; /* Set color from mcol */
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}
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}
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static int draw_mcol__set_draw_legacy(MTFace *UNUSED(tface), int has_mcol, int UNUSED(matnr))
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{
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if (has_mcol) return 1;
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else return 2;
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}
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static int draw_tface__set_draw(MTFace *tface, int has_mcol, int matnr)
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{
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Material *ma= give_current_material(Gtexdraw.ob, matnr+1);
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if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
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if (tface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
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return 2; /* Don't set color */
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} else if (tface && tface->mode&TF_OBCOL) {
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return 2; /* Don't set color */
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} else if (!has_mcol) {
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return 1; /* Don't set color */
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} else {
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return 1; /* Set color from mcol */
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}
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}
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static void add_tface_color_layer(DerivedMesh *dm)
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{
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MTFace *tface = DM_get_poly_data_layer(dm, CD_MTFACE);
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MFace *mface = dm->getTessFaceArray(dm);
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MCol *finalCol;
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int i,j;
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MCol *mcol = dm->getTessFaceDataArray(dm, CD_WEIGHT_MCOL);
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if(!mcol)
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mcol = dm->getTessFaceDataArray(dm, CD_MCOL);
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finalCol = MEM_mallocN(sizeof(MCol)*4*dm->getNumTessFaces(dm),"add_tface_color_layer");
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for(i=0;i<dm->getNumTessFaces(dm);i++) {
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Material *ma= give_current_material(Gtexdraw.ob, mface[i].mat_nr+1);
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if (ma && (ma->game.flag&GEMAT_INVISIBLE)) {
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if( mcol )
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memcpy(&finalCol[i*4],&mcol[i*4],sizeof(MCol)*4);
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else
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for(j=0;j<4;j++) {
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finalCol[i*4+j].b = 255;
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finalCol[i*4+j].g = 255;
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finalCol[i*4+j].r = 255;
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}
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}
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else if (tface && mface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
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for(j=0;j<4;j++) {
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finalCol[i*4+j].b = 255;
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finalCol[i*4+j].g = 0;
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finalCol[i*4+j].r = 255;
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}
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} else if (tface && tface->mode&TF_OBCOL) {
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for(j=0;j<4;j++) {
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finalCol[i*4+j].b = FTOCHAR(Gtexdraw.obcol[0]);
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finalCol[i*4+j].g = FTOCHAR(Gtexdraw.obcol[1]);
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finalCol[i*4+j].r = FTOCHAR(Gtexdraw.obcol[2]);
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}
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} else if (!mcol) {
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if (tface) {
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for(j=0;j<4;j++) {
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finalCol[i*4+j].b = 255;
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finalCol[i*4+j].g = 255;
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finalCol[i*4+j].r = 255;
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}
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}
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else {
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float col[3];
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Material *ma= give_current_material(Gtexdraw.ob, mface[i].mat_nr+1);
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if(ma) {
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if(Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
|
|
else copy_v3_v3(col, &ma->r);
|
|
|
|
for(j=0;j<4;j++) {
|
|
finalCol[i*4+j].b = FTOCHAR(col[0]);
|
|
finalCol[i*4+j].g = FTOCHAR(col[1]);
|
|
finalCol[i*4+j].r = FTOCHAR(col[2]);
|
|
}
|
|
}
|
|
else
|
|
for(j=0;j<4;j++) {
|
|
finalCol[i*4+j].b = 255;
|
|
finalCol[i*4+j].g = 255;
|
|
finalCol[i*4+j].r = 255;
|
|
}
|
|
}
|
|
} else {
|
|
for(j=0;j<4;j++) {
|
|
finalCol[i*4+j].r = mcol[i*4+j].r;
|
|
finalCol[i*4+j].g = mcol[i*4+j].g;
|
|
finalCol[i*4+j].b = mcol[i*4+j].b;
|
|
}
|
|
}
|
|
}
|
|
CustomData_add_layer( &dm->faceData, CD_TEXTURE_MCOL, CD_ASSIGN, finalCol, dm->numFaceData );
|
|
}
|
|
|
|
static int draw_tface_mapped__set_draw(void *userData, int index)
|
|
{
|
|
Mesh *me = (Mesh*)userData;
|
|
MTexPoly *tpoly = (me->mtpoly)? &me->mtpoly[index]: NULL;
|
|
MPoly *mpoly = (me->mpoly)? &me->mpoly[index]: NULL;
|
|
MTFace mtf;
|
|
int matnr = me->mpoly[index].mat_nr;
|
|
|
|
BLI_assert(index >= 0 && index < me->totpoly);
|
|
|
|
if (mpoly && mpoly->flag&ME_HIDE) return 0;
|
|
|
|
memset(&mtf, 0, sizeof(mtf));
|
|
if (tpoly) {
|
|
mtf.flag = tpoly->flag;
|
|
mtf.tpage = tpoly->tpage;
|
|
mtf.transp = tpoly->transp;
|
|
mtf.mode = tpoly->mode;
|
|
mtf.tile = tpoly->tile;
|
|
mtf.unwrap = tpoly->unwrap;
|
|
}
|
|
|
|
return draw_tface__set_draw(&mtf, (me->mcol != NULL), matnr);
|
|
}
|
|
|
|
static int draw_em_tf_mapped__set_draw(void *userData, int index)
|
|
{
|
|
struct {BMEditMesh *em; short has_mcol; short has_mtface;} *data = userData;
|
|
BMEditMesh *em = data->em;
|
|
BMFace *efa= EDBM_get_face_for_index(em, index);
|
|
|
|
if (efa==NULL || BM_TestHFlag(efa, BM_HIDDEN)) {
|
|
return 0;
|
|
}
|
|
else {
|
|
MTFace mtf= {{{0}}};
|
|
int matnr = efa->mat_nr;
|
|
|
|
if (data->has_mtface) {
|
|
MTexPoly *tpoly = CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
|
|
mtf.flag = tpoly->flag;
|
|
mtf.tpage = tpoly->tpage;
|
|
mtf.transp = tpoly->transp;
|
|
mtf.mode = tpoly->mode;
|
|
mtf.tile = tpoly->tile;
|
|
mtf.unwrap = tpoly->unwrap;
|
|
|
|
}
|
|
|
|
return draw_tface__set_draw_legacy(&mtf, data->has_mcol, matnr);
|
|
}
|
|
}
|
|
|
|
static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
|
|
{
|
|
Mesh *me = (Mesh*)userData;
|
|
|
|
if (me->mat && me->mpoly) {
|
|
Material *ma= me->mat[me->mpoly[index].mat_nr];
|
|
if (ma && (ma->game.flag & GEMAT_INVISIBLE)) {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
*drawSmooth_r = 1;
|
|
return 1;
|
|
}
|
|
|
|
static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
|
|
{
|
|
Mesh *me = ob->data;
|
|
DerivedMesh *ddm;
|
|
MFace *mf, *mface= me->mface;
|
|
MTFace *tface= me->mtface;
|
|
MCol *mcol= me->mcol; /* why does mcol exist? */
|
|
bProperty *prop = get_ob_property(ob, "Text");
|
|
GPUVertexAttribs gattribs;
|
|
int a, totface= me->totface;
|
|
|
|
/* don't draw without tfaces */
|
|
if(!tface)
|
|
return;
|
|
|
|
/* don't draw when editing */
|
|
if(ob->mode & OB_MODE_EDIT)
|
|
return;
|
|
else if(ob==OBACT)
|
|
if(paint_facesel_test(ob) || paint_vertsel_test(ob))
|
|
return;
|
|
|
|
ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
|
|
|
|
for(a=0, mf=mface; a<totface; a++, tface++, mf++) {
|
|
short matnr= mf->mat_nr;
|
|
int mf_smooth= mf->flag & ME_SMOOTH;
|
|
Material *mat = me->mat[matnr];
|
|
int mode= mat->game.flag;
|
|
|
|
if (!(mode&GEMAT_INVISIBLE) && (mode&GEMAT_TEXT)) {
|
|
float v1[3], v2[3], v3[3], v4[3];
|
|
char string[MAX_PROPSTRING];
|
|
int characters, i, glattrib= -1, badtex= 0;
|
|
|
|
if(glsl) {
|
|
GPU_enable_material(matnr+1, &gattribs);
|
|
|
|
for(i=0; i<gattribs.totlayer; i++) {
|
|
if(gattribs.layer[i].type == CD_MTFACE) {
|
|
glattrib = gattribs.layer[i].glindex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
badtex = set_draw_settings_cached(0, tface, mat, Gtexdraw);
|
|
if (badtex) {
|
|
if (mcol) mcol+=4;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
ddm->getVertCo(ddm, mf->v1, v1);
|
|
ddm->getVertCo(ddm, mf->v2, v2);
|
|
ddm->getVertCo(ddm, mf->v3, v3);
|
|
if (mf->v4) ddm->getVertCo(ddm, mf->v4, v4);
|
|
|
|
// The BM_FONT handling is in the gpu module, shared with the
|
|
// game engine, was duplicated previously
|
|
|
|
set_property_valstr(prop, string);
|
|
characters = strlen(string);
|
|
|
|
if(!BKE_image_get_ibuf(tface->tpage, NULL))
|
|
characters = 0;
|
|
|
|
if (!mf_smooth) {
|
|
float nor[3];
|
|
|
|
normal_tri_v3( nor,v1, v2, v3);
|
|
|
|
glNormal3fv(nor);
|
|
}
|
|
|
|
GPU_render_text(tface, mode, string, characters,
|
|
(unsigned int*)mcol, v1, v2, v3, (mf->v4? v4: NULL), glattrib);
|
|
}
|
|
if (mcol) {
|
|
mcol+=4;
|
|
}
|
|
}
|
|
|
|
ddm->release(ddm);
|
|
}
|
|
|
|
void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
|
|
{
|
|
Mesh *me= ob->data;
|
|
|
|
/* correct for negative scale */
|
|
if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
|
|
else glFrontFace(GL_CCW);
|
|
|
|
/* draw the textured mesh */
|
|
draw_textured_begin(scene, v3d, rv3d, ob);
|
|
|
|
glColor4f(1.0f,1.0f,1.0f,1.0f);
|
|
|
|
if(ob->mode & OB_MODE_EDIT) {
|
|
struct {BMEditMesh *em; short has_mcol; short has_mtface;} data;
|
|
|
|
data.em= me->edit_btmesh;
|
|
data.has_mcol= CustomData_has_layer(&me->edit_btmesh->bm->ldata, CD_MLOOPCOL);
|
|
data.has_mtface= CustomData_has_layer(&me->edit_btmesh->bm->pdata, CD_MTEXPOLY);
|
|
|
|
dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, &data);
|
|
}
|
|
else if(draw_flags & DRAW_FACE_SELECT) {
|
|
if(ob->mode & OB_MODE_WEIGHT_PAINT)
|
|
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me, 1, GPU_enable_material, NULL);
|
|
else
|
|
dm->drawMappedFacesTex(dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, me);
|
|
}
|
|
else {
|
|
if(GPU_buffer_legacy(dm)) {
|
|
if (draw_flags & DRAW_DYNAMIC_PAINT_PREVIEW)
|
|
dm->drawFacesTex(dm, draw_mcol__set_draw_legacy);
|
|
else
|
|
dm->drawFacesTex(dm, draw_tface__set_draw_legacy);
|
|
}
|
|
else {
|
|
if(!CustomData_has_layer(&dm->faceData,CD_TEXTURE_MCOL))
|
|
add_tface_color_layer(dm);
|
|
|
|
dm->drawFacesTex(dm, draw_tface__set_draw);
|
|
}
|
|
}
|
|
|
|
/* draw game engine text hack */
|
|
if(get_ob_property(ob, "Text"))
|
|
draw_mesh_text(scene, ob, 0);
|
|
|
|
draw_textured_end();
|
|
|
|
/* draw edges and selected faces over textured mesh */
|
|
if(!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
|
|
draw_mesh_face_select(rv3d, me, dm);
|
|
|
|
/* reset from negative scale correction */
|
|
glFrontFace(GL_CCW);
|
|
|
|
/* in editmode, the blend mode needs to be set incase it was ADD */
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
/************************** NEW SHADING NODES ********************************/
|
|
|
|
typedef struct TexMatCallback {
|
|
Scene *scene;
|
|
Object *ob;
|
|
Mesh *me;
|
|
DerivedMesh *dm;
|
|
} TexMatCallback;
|
|
|
|
static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
|
|
{
|
|
/* all we have to do here is simply enable the GLSL material, but note
|
|
that the GLSL code will give different result depending on the drawtype,
|
|
in texture draw mode it will output the active texture node, in material
|
|
draw mode it will show the full material. */
|
|
GPU_enable_material(mat_nr, attribs);
|
|
}
|
|
|
|
static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
|
|
{
|
|
/* texture draw mode without GLSL */
|
|
TexMatCallback *data= (TexMatCallback*)userData;
|
|
GPUVertexAttribs *gattribs = attribs;
|
|
Image *ima;
|
|
ImageUser *iuser;
|
|
bNode *node;
|
|
int texture_set= 0;
|
|
|
|
/* draw image texture if we find one */
|
|
if(ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node)) {
|
|
/* get openl texture */
|
|
int mipmap= 1;
|
|
int bindcode= (ima)? GPU_verify_image(ima, iuser, 0, 0, mipmap): 0;
|
|
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
if(bindcode) {
|
|
NodeTexBase *texbase= node->storage;
|
|
|
|
/* disable existing material */
|
|
GPU_disable_material();
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
|
|
|
|
/* bind texture */
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadMatrixf(texbase->tex_mapping.mat);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
/* use active UV texture layer */
|
|
memset(gattribs, 0, sizeof(*gattribs));
|
|
|
|
gattribs->layer[0].type= CD_MTFACE;
|
|
gattribs->layer[0].name[0]= '\0';
|
|
gattribs->layer[0].gltexco= 1;
|
|
gattribs->totlayer= 1;
|
|
|
|
texture_set= 1;
|
|
}
|
|
}
|
|
|
|
if(!texture_set) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
/* disable texture */
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
/* draw single color */
|
|
GPU_enable_material(mat_nr, attribs);
|
|
}
|
|
}
|
|
|
|
static int tex_mat_set_face_mesh_cb(void *userData, int index)
|
|
{
|
|
/* faceselect mode face hiding */
|
|
TexMatCallback *data= (TexMatCallback*)userData;
|
|
Mesh *me = (Mesh*)data->me;
|
|
MPoly *mface = &me->mpoly[index];
|
|
|
|
return !(mface->flag & ME_HIDE);
|
|
}
|
|
|
|
static int tex_mat_set_face_editmesh_cb(void *userData, int index)
|
|
{
|
|
/* editmode face hiding */
|
|
TexMatCallback *data= (TexMatCallback*)userData;
|
|
Mesh *me = (Mesh*)data->me;
|
|
BMFace *efa= EDBM_get_face_for_index(me->edit_btmesh, index);
|
|
|
|
return !BM_TestHFlag(efa, BM_HIDDEN);
|
|
}
|
|
|
|
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
|
|
{
|
|
if((!scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_DYNAMIC_PAINT_PREVIEW)) {
|
|
draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
|
|
return;
|
|
}
|
|
|
|
/* set opengl state for negative scale & color */
|
|
if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
|
|
else glFrontFace(GL_CCW);
|
|
|
|
glEnable(GL_LIGHTING);
|
|
|
|
if(ob->mode & OB_MODE_WEIGHT_PAINT) {
|
|
/* weight paint mode exception */
|
|
int useColors= 1;
|
|
|
|
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions,
|
|
ob->data, useColors, GPU_enable_material, NULL);
|
|
}
|
|
else {
|
|
Mesh *me= ob->data;
|
|
TexMatCallback data = {scene, ob, me, dm};
|
|
int (*set_face_cb)(void*, int);
|
|
int glsl;
|
|
|
|
/* face hiding callback depending on mode */
|
|
if(ob == scene->obedit)
|
|
set_face_cb= tex_mat_set_face_editmesh_cb;
|
|
else if(draw_flags & DRAW_FACE_SELECT)
|
|
set_face_cb= tex_mat_set_face_mesh_cb;
|
|
else
|
|
set_face_cb= NULL;
|
|
|
|
/* test if we can use glsl */
|
|
glsl= (v3d->drawtype == OB_MATERIAL) && GPU_glsl_support();
|
|
|
|
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
|
|
|
|
if(glsl) {
|
|
/* draw glsl */
|
|
dm->drawMappedFacesMat(dm,
|
|
tex_mat_set_material_cb,
|
|
set_face_cb, &data);
|
|
}
|
|
else {
|
|
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
/* draw textured */
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
|
|
|
|
dm->drawMappedFacesMat(dm,
|
|
tex_mat_set_texture_cb,
|
|
set_face_cb, &data);
|
|
}
|
|
|
|
GPU_end_object_materials();
|
|
}
|
|
|
|
/* reset opengl state */
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_LIGHTING);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glFrontFace(GL_CCW);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
/* faceselect mode drawing over textured mesh */
|
|
if(!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
|
|
draw_mesh_face_select(rv3d, ob->data, dm);
|
|
}
|
|
|