7118 lines
		
	
	
		
			177 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			7118 lines
		
	
	
		
			177 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 recode and added functions
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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/drawobject.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 "DNA_camera_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_constraint_types.h" // for drawing constraint
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#include "DNA_dynamicpaint_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_lattice_types.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_meta_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_speaker_types.h"
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#include "DNA_world_types.h"
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#include "DNA_armature_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_editVert.h"
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#include "BLI_edgehash.h"
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#include "BLI_rand.h"
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#include "BLI_utildefines.h"
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#include "BKE_anim.h"			//for the where_on_path function
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#include "BKE_camera.h"
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#include "BKE_constraint.h" // for the get_constraint_target function
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#include "BKE_curve.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_deform.h"
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#include "BKE_displist.h"
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#include "BKE_font.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_key.h"
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#include "BKE_lattice.h"
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#include "BKE_mesh.h"
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#include "BKE_material.h"
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#include "BKE_mball.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_particle.h"
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#include "BKE_pointcache.h"
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#include "BKE_scene.h"
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#include "BKE_unit.h"
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#include "BKE_movieclip.h"
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#include "BKE_tracking.h"
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#include "smoke_API.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "ED_mesh.h"
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#include "ED_particle.h"
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#include "ED_screen.h"
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#include "ED_sculpt.h"
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#include "ED_types.h"
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#include "ED_curve.h" /* for curve_editnurbs */
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#include "UI_resources.h"
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#include "WM_api.h"
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#include "wm_subwindow.h"
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#include "BLF_api.h"
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#include "view3d_intern.h"	// own include
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/* this condition has been made more complex since editmode can draw textures */
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#define CHECK_OB_DRAWTEXTURE(vd, dt)                                          \
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	((ELEM(vd->drawtype, OB_TEXTURE, OB_MATERIAL) && dt>OB_SOLID) ||          \
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	(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
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typedef enum eWireDrawMode {
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	OBDRAW_WIRE_OFF= 0,
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	OBDRAW_WIRE_ON= 1,
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	OBDRAW_WIRE_ON_DEPTH= 2
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} eWireDrawMode;
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static void draw_bounding_volume(Scene *scene, Object *ob, char type);
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static void drawcube_size(float size);
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static void drawcircle_size(float size);
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static void draw_empty_sphere(float size);
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static void draw_empty_cone(float size);
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static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
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{
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	if((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
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		return 0;
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	if(G.f & G_BACKBUFSEL)
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		return 0;
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	if((vd->flag & V3D_ZBUF_SELECT) == 0)
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		return 1;
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	/* if its drawing textures with zbuf sel, then dont draw dots */
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	if(dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE)
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		return 0;
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	if(vd->drawtype>=OB_SOLID && vd->flag2 & V3D_SOLID_TEX)
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		return 0;
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	return 1;
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}
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/* ************* only use while object drawing **************
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 * or after running ED_view3d_init_mats_rv3d
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 * */
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static void view3d_project_short_clip(ARegion *ar, const float vec[3], short adr[2], int local)
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{
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	RegionView3D *rv3d= ar->regiondata;
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	float fx, fy, vec4[4];
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	adr[0]= IS_CLIPPED;
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	/* clipplanes in eye space */
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	if(rv3d->rflag & RV3D_CLIPPING) {
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		if(ED_view3d_test_clipping(rv3d, vec, local))
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			return;
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	}
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	copy_v3_v3(vec4, vec);
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	vec4[3]= 1.0;
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	mul_m4_v4(rv3d->persmatob, vec4);
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	/* clipplanes in window space */
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	if( vec4[3] > (float)BL_NEAR_CLIP ) {	/* is the NEAR clipping cutoff for picking */
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		fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
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		if( fx>0 && fx<ar->winx) {
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			fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
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			if(fy > 0.0f && fy < (float)ar->winy) {
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				adr[0]= (short)floorf(fx);
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				adr[1]= (short)floorf(fy);
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			}
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		}
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	}
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}
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/* only use while object drawing */
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static void view3d_project_short_noclip(ARegion *ar, const float vec[3], short adr[2])
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{
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	RegionView3D *rv3d= ar->regiondata;
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	float fx, fy, vec4[4];
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	adr[0]= IS_CLIPPED;
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	copy_v3_v3(vec4, vec);
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	vec4[3]= 1.0;
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	mul_m4_v4(rv3d->persmatob, vec4);
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	if( vec4[3] > (float)BL_NEAR_CLIP ) {	/* is the NEAR clipping cutoff for picking */
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		fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
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		if( fx>-32700 && fx<32700) {
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			fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
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			if(fy > -32700.0f && fy < 32700.0f) {
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				adr[0]= (short)floorf(fx);
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				adr[1]= (short)floorf(fy);
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			}
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		}
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	}
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}
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/* same as view3d_project_short_clip but use persmat instead of persmatob for projection */
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static void view3d_project_short_clip_persmat(ARegion *ar, float *vec, short adr[2], int local)
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{
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	RegionView3D *rv3d= ar->regiondata;
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	float fx, fy, vec4[4];
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	adr[0]= IS_CLIPPED;
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	/* clipplanes in eye space */
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	if(rv3d->rflag & RV3D_CLIPPING) {
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		if(ED_view3d_test_clipping(rv3d, vec, local))
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			return;
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	}
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	copy_v3_v3(vec4, vec);
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	vec4[3]= 1.0;
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	mul_m4_v4(rv3d->persmat, vec4);
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	/* clipplanes in window space */
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	if( vec4[3] > (float)BL_NEAR_CLIP ) {	/* is the NEAR clipping cutoff for picking */
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		fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
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		if( fx>0 && fx<ar->winx) {
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			fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
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			if(fy > 0.0f && fy < (float)ar->winy) {
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				adr[0]= (short)floorf(fx);
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				adr[1]= (short)floorf(fy);
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			}
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		}
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	}
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}
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/* ************************ */
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/* check for glsl drawing */
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int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
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{
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	if(!GPU_glsl_support())
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		return 0;
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	if(G.f & G_PICKSEL)
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		return 0;
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	if(!CHECK_OB_DRAWTEXTURE(v3d, dt))
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		return 0;
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	if(ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
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		return 0;
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	if(scene_use_new_shading_nodes(scene))
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		return 0;
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	return (scene->gm.matmode == GAME_MAT_GLSL) && (dt > OB_SOLID);
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}
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static int check_material_alpha(Base *base, int glsl)
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{
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	if(base->flag & OB_FROMDUPLI)
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		return 0;
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	if(G.f & G_PICKSEL)
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		return 0;
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	return (glsl || (base->object->dtx & OB_DRAWTRANSP));
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}
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	/***/
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static unsigned int colortab[24]=
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	{0x0,		0xFF88FF, 0xFFBBFF, 
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	 0x403000,	0xFFFF88, 0xFFFFBB, 
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	 0x104040,	0x66CCCC, 0x77CCCC, 
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	 0x104010,	0x55BB55, 0x66FF66, 
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	 0xFFFFFF
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};
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static float cube[8][3] = {
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	{-1.0, -1.0, -1.0},
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	{-1.0, -1.0,  1.0},
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	{-1.0,  1.0,  1.0},
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	{-1.0,  1.0, -1.0},
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	{ 1.0, -1.0, -1.0},
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	{ 1.0, -1.0,  1.0},
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	{ 1.0,  1.0,  1.0},
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	{ 1.0,  1.0, -1.0},
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};
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/* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
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/* 32 values of sin function (still same result!) */
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#define CIRCLE_RESOL 32
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static const float sinval[CIRCLE_RESOL] = {
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	0.00000000,
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	0.20129852,
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	0.39435585,
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	0.57126821,
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	0.72479278,
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	0.84864425,
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	0.93775213,
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	0.98846832,
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	0.99871650,
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	0.96807711,
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	0.89780453,
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	0.79077573,
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	0.65137248,
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	0.48530196,
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	0.29936312,
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	0.10116832,
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	-0.10116832,
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	-0.29936312,
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	-0.48530196,
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						|
	-0.65137248,
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						|
	-0.79077573,
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						|
	-0.89780453,
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						|
	-0.96807711,
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						|
	-0.99871650,
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						|
	-0.98846832,
 | 
						|
	-0.93775213,
 | 
						|
	-0.84864425,
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						|
	-0.72479278,
 | 
						|
	-0.57126821,
 | 
						|
	-0.39435585,
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						|
	-0.20129852,
 | 
						|
	0.00000000
 | 
						|
};
 | 
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 | 
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/* 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 independt 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);
 | 
						|
 | 
						|
	/* finishe 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 a, 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, 0);
 | 
						|
		else
 | 
						|
			view3d_project_short_clip(ar, vos->vec, vos->sco, 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)
 | 
						|
			for(a=0; a<6; a++)
 | 
						|
				glDisable(GL_CLIP_PLANE0+a);
 | 
						|
		
 | 
						|
		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)
 | 
						|
			for(a=0; a<6; a++)
 | 
						|
				glEnable(GL_CLIP_PLANE0+a);
 | 
						|
	}
 | 
						|
	
 | 
						|
	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 unkown 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 composit 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_reconstruction(Scene *scene, Base *base, View3D *v3d, MovieClip *clip, int flag)
 | 
						|
{
 | 
						|
	MovieTracking *tracking= &clip->tracking;
 | 
						|
	MovieTrackingTrack *track;
 | 
						|
	float mat[4][4], imat[4][4], curcol[4];
 | 
						|
	unsigned char col[4], scol[4];
 | 
						|
	int bundlenr= 1;
 | 
						|
 | 
						|
	if((v3d->flag2&V3D_SHOW_RECONSTRUCTION)==0)
 | 
						|
		return;
 | 
						|
 | 
						|
	if(v3d->flag2&V3D_RENDER_OVERRIDE)
 | 
						|
		return;
 | 
						|
 | 
						|
	glGetFloatv(GL_CURRENT_COLOR, curcol);
 | 
						|
 | 
						|
	UI_GetThemeColor4ubv(TH_TEXT, col);
 | 
						|
	UI_GetThemeColor4ubv(TH_SELECT, scol);
 | 
						|
 | 
						|
	BKE_get_tracking_mat(scene, base->object, mat);
 | 
						|
 | 
						|
	glEnable(GL_LIGHTING);
 | 
						|
	glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
 | 
						|
	glEnable(GL_COLOR_MATERIAL);
 | 
						|
	glShadeModel(GL_SMOOTH);
 | 
						|
 | 
						|
	/* 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);
 | 
						|
 | 
						|
	glPushMatrix();
 | 
						|
	glMultMatrixf(imat);
 | 
						|
	glMultMatrixf(mat);
 | 
						|
 | 
						|
	for ( track= tracking->tracks.first; track; track= track->next) {
 | 
						|
		int selected= track->flag&SELECT || track->pat_flag&SELECT || track->search_flag&SELECT;
 | 
						|
		if((track->flag&TRACK_HAS_BUNDLE)==0)
 | 
						|
			continue;
 | 
						|
 | 
						|
		if(flag&DRAW_PICKING)
 | 
						|
			glLoadName(base->selcol + (bundlenr<<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);
 | 
						|
				glDepthMask(0);
 | 
						|
 | 
						|
				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);
 | 
						|
 | 
						|
				glDepthMask(1);
 | 
						|
				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);
 | 
						|
 | 
						|
						glDepthMask(0);
 | 
						|
						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);
 | 
						|
						glDepthMask(1);
 | 
						|
					}
 | 
						|
 | 
						|
					if(track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
 | 
						|
					else UI_ThemeColor(TH_BUNDLE_SOLID);
 | 
						|
 | 
						|
					draw_bundle_sphere();
 | 
						|
				} else {
 | 
						|
					glDisable(GL_LIGHTING);
 | 
						|
					glDepthMask(0);
 | 
						|
 | 
						|
					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);
 | 
						|
 | 
						|
					glDepthMask(1);
 | 
						|
					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);
 | 
						|
		}
 | 
						|
 | 
						|
		bundlenr++;
 | 
						|
	}
 | 
						|
 | 
						|
	if((flag & DRAW_PICKING)==0) {
 | 
						|
		if(v3d->flag2&V3D_SHOW_CAMERAPATH && clip->tracking.reconstruction.camnr) {
 | 
						|
			int a= 0;
 | 
						|
			MovieTrackingReconstruction *reconstruction= &tracking->reconstruction;
 | 
						|
			MovieReconstructedCamera *camera= tracking->reconstruction.cameras;
 | 
						|
 | 
						|
			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();
 | 
						|
 | 
						|
	/* 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);
 | 
						|
 | 
						|
#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 composit 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_local_clipping(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, 1);
 | 
						|
			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 useual way */
 | 
						|
static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
 | 
						|
{
 | 
						|
	struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index);
 | 
						|
		     void *userData; ViewContext vc; eV3DClipTest clipVerts; } *data = userData;
 | 
						|
 | 
						|
	EditVert *eve = EM_get_vert_for_index(index);
 | 
						|
 | 
						|
	if (eve->h==0) {
 | 
						|
		short s[2]= {IS_CLIPPED, 0};
 | 
						|
 | 
						|
		if (data->clipVerts != V3D_CLIP_TEST_OFF) {
 | 
						|
			view3d_project_short_clip(data->vc.ar, co, s, 1);
 | 
						|
		} else {
 | 
						|
			view3d_project_short_noclip(data->vc.ar, co, 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, EditVert *eve, int x, int y, int index),
 | 
						|
        void *userData, eV3DClipTest clipVerts)
 | 
						|
{
 | 
						|
	struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index);
 | 
						|
		     void *userData; ViewContext vc; eV3DClipTest clipVerts; } data;
 | 
						|
 | 
						|
	DerivedMesh *dm = editmesh_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_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
 | 
						|
 | 
						|
	EM_init_index_arrays(vc->em, 1, 0, 0);
 | 
						|
	dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
 | 
						|
	EM_free_index_arrays();
 | 
						|
 | 
						|
	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)
 | 
						|
{
 | 
						|
	struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index);
 | 
						|
		     void *userData; ViewContext vc; eV3DClipTest clipVerts; } *data = userData;
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
	short s[2][2];
 | 
						|
 | 
						|
	if (eed->h==0) {
 | 
						|
		if (data->clipVerts == V3D_CLIP_TEST_RV3D_CLIPPING) {
 | 
						|
			view3d_project_short_clip(data->vc.ar, v0co, s[0], 1);
 | 
						|
			view3d_project_short_clip(data->vc.ar, v1co, s[1], 1);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			view3d_project_short_noclip(data->vc.ar, v0co, s[0]);
 | 
						|
			view3d_project_short_noclip(data->vc.ar, v1co, 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, EditEdge *eed, int x0, int y0, int x1, int y1, int index),
 | 
						|
        void *userData, eV3DClipTest clipVerts)
 | 
						|
{
 | 
						|
	struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index);
 | 
						|
		     void *userData; ViewContext vc; eV3DClipTest clipVerts; } data;
 | 
						|
	DerivedMesh *dm = editmesh_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_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
 | 
						|
 | 
						|
	EM_init_index_arrays(vc->em, 0, 1, 0);
 | 
						|
	dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
 | 
						|
	EM_free_index_arrays();
 | 
						|
 | 
						|
	dm->release(dm);
 | 
						|
}
 | 
						|
 | 
						|
static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *UNUSED(no))
 | 
						|
{
 | 
						|
	struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } *data = userData;
 | 
						|
	EditFace *efa = EM_get_face_for_index(index);
 | 
						|
	short s[2];
 | 
						|
 | 
						|
	if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
 | 
						|
		view3d_project_short_clip(data->vc.ar, cent, s, 1);
 | 
						|
 | 
						|
		if (s[0] != IS_CLIPPED) {
 | 
						|
			data->func(data->userData, efa, s[0], s[1], index);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void mesh_foreachScreenFace(
 | 
						|
        ViewContext *vc,
 | 
						|
        void (*func)(void *userData, EditFace *efa, int x, int y, int index),
 | 
						|
        void *userData)
 | 
						|
{
 | 
						|
	struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } data;
 | 
						|
	DerivedMesh *dm = editmesh_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_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
 | 
						|
 | 
						|
	EM_init_index_arrays(vc->em, 0, 0, 1);
 | 
						|
	dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
 | 
						|
	EM_free_index_arrays();
 | 
						|
 | 
						|
	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_local_clipping(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, 1);
 | 
						|
						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, 1);
 | 
						|
						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, 1);
 | 
						|
						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, 1);
 | 
						|
						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, 1);
 | 
						|
					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)
 | 
						|
{
 | 
						|
	ToolSettings *ts= ((Scene *)userData)->toolsettings;
 | 
						|
	EditFace *efa = EM_get_face_for_index(index);
 | 
						|
 | 
						|
	if (efa->h==0 && efa->fgonf!=EM_FGON) {
 | 
						|
		glVertex3fv(cent);
 | 
						|
		glVertex3f(	cent[0] + no[0]*ts->normalsize,
 | 
						|
					cent[1] + no[1]*ts->normalsize,
 | 
						|
					cent[2] + no[2]*ts->normalsize);
 | 
						|
	}
 | 
						|
}
 | 
						|
static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm) 
 | 
						|
{
 | 
						|
	glBegin(GL_LINES);
 | 
						|
	dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene);
 | 
						|
	glEnd();
 | 
						|
}
 | 
						|
 | 
						|
static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *UNUSED(no))
 | 
						|
{
 | 
						|
	EditFace *efa = EM_get_face_for_index(index);
 | 
						|
	int sel = *((int*) userData);
 | 
						|
 | 
						|
	if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
 | 
						|
		bglVertex3fv(cent);
 | 
						|
	}
 | 
						|
}
 | 
						|
static void draw_dm_face_centers(DerivedMesh *dm, int sel)
 | 
						|
{
 | 
						|
	bglBegin(GL_POINTS);
 | 
						|
	dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
 | 
						|
	bglEnd();
 | 
						|
}
 | 
						|
 | 
						|
static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
 | 
						|
{
 | 
						|
	Scene *scene= (Scene *)userData;
 | 
						|
	ToolSettings *ts= scene->toolsettings;
 | 
						|
	EditVert *eve = EM_get_vert_for_index(index);
 | 
						|
 | 
						|
	if (eve->h==0) {
 | 
						|
		glVertex3fv(co);
 | 
						|
 | 
						|
		if (no_f) {
 | 
						|
			glVertex3f(	co[0] + no_f[0]*ts->normalsize,
 | 
						|
						co[1] + no_f[1]*ts->normalsize,
 | 
						|
						co[2] + no_f[2]*ts->normalsize);
 | 
						|
		} else {
 | 
						|
			glVertex3f(	co[0] + no_s[0]*ts->normalsize/32767.0f,
 | 
						|
						co[1] + no_s[1]*ts->normalsize/32767.0f,
 | 
						|
						co[2] + no_s[2]*ts->normalsize/32767.0f);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm) 
 | 
						|
{
 | 
						|
	glBegin(GL_LINES);
 | 
						|
	dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene);
 | 
						|
	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))
 | 
						|
{
 | 
						|
	struct { int sel; EditVert *eve_act; } * data = userData;
 | 
						|
	EditVert *eve = EM_get_vert_for_index(index);
 | 
						|
 | 
						|
	if (eve->h==0 && (eve->f&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(DerivedMesh *dm, int sel, EditVert *eve_act)
 | 
						|
{
 | 
						|
	struct { int sel; EditVert *eve_act; } data;
 | 
						|
	data.sel = sel;
 | 
						|
	data.eve_act = eve_act;
 | 
						|
 | 
						|
	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)
 | 
						|
{
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
	//unsigned char **cols = userData, *col;
 | 
						|
	struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
 | 
						|
	unsigned char *col;
 | 
						|
 | 
						|
	if (eed->h==0) {
 | 
						|
		if (eed==data->eed_act) {
 | 
						|
			glColor4ubv(data->actCol);
 | 
						|
		} else {
 | 
						|
			if (eed->f&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(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act) 
 | 
						|
{
 | 
						|
	struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
 | 
						|
	
 | 
						|
	data.baseCol = baseCol;
 | 
						|
	data.selCol = selCol;
 | 
						|
	data.actCol = actCol;
 | 
						|
	data.eed_act = eed_act;
 | 
						|
	dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
 | 
						|
}
 | 
						|
 | 
						|
	/* Draw edges */
 | 
						|
static int draw_dm_edges__setDrawOptions(void *UNUSED(userData), int index)
 | 
						|
{
 | 
						|
	return EM_get_edge_for_index(index)->h==0;
 | 
						|
}
 | 
						|
static void draw_dm_edges(DerivedMesh *dm) 
 | 
						|
{
 | 
						|
	dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
 | 
						|
}
 | 
						|
 | 
						|
	/* Draw edges with color interpolated based on selection */
 | 
						|
static int draw_dm_edges_sel_interp__setDrawOptions(void *UNUSED(userData), int index)
 | 
						|
{
 | 
						|
	return EM_get_edge_for_index(index)->h==0;
 | 
						|
}
 | 
						|
static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
 | 
						|
{
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
	unsigned char **cols = userData;
 | 
						|
	unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
 | 
						|
	unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
 | 
						|
 | 
						|
	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(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
 | 
						|
{
 | 
						|
	unsigned char *cols[2];
 | 
						|
	cols[0]= baseCol;
 | 
						|
	cols[1]= 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 *UNUSED(userData), int index)
 | 
						|
{
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
 | 
						|
	return (eed->h==0 && eed->seam);
 | 
						|
}
 | 
						|
static void draw_dm_edges_seams(DerivedMesh *dm)
 | 
						|
{
 | 
						|
	dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
 | 
						|
}
 | 
						|
 | 
						|
	/* Draw only sharp edges */
 | 
						|
static int draw_dm_edges_sharp__setDrawOptions(void *UNUSED(userData), int index)
 | 
						|
{
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
 | 
						|
	return (eed->h==0 && eed->sharp);
 | 
						|
}
 | 
						|
static void draw_dm_edges_sharp(DerivedMesh *dm)
 | 
						|
{
 | 
						|
	dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
	/* 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))
 | 
						|
{
 | 
						|
	struct { DerivedMesh *dm; unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
 | 
						|
	EditFace *efa = EM_get_face_for_index(index);
 | 
						|
	unsigned char *col;
 | 
						|
	
 | 
						|
	if (efa->h==0) {
 | 
						|
		if (efa == data->efa_act) {
 | 
						|
			glColor4ubv(data->cols[2]);
 | 
						|
			return 2; /* stipple */
 | 
						|
		} else {
 | 
						|
			col = data->cols[(efa->f&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)
 | 
						|
{
 | 
						|
	struct { DerivedMesh *dm; unsigned char *cols[3]; EditFace *efa_act; } *data = userData;
 | 
						|
	int *orig_index= DM_get_face_data_layer(data->dm, CD_ORIGINDEX);
 | 
						|
	EditFace *efa;
 | 
						|
	EditFace *next_efa;
 | 
						|
	unsigned char *col, *next_col;
 | 
						|
 | 
						|
	if(!orig_index)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	efa= EM_get_face_for_index(orig_index[index]);
 | 
						|
	next_efa= EM_get_face_for_index(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[(efa->f&SELECT)?1:0];
 | 
						|
	next_col = data->cols[(next_efa->f&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(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act) 
 | 
						|
{
 | 
						|
	struct { DerivedMesh *dm; unsigned char *cols[3]; EditFace *efa_act; } data;
 | 
						|
	data.dm= dm;
 | 
						|
	data.cols[0] = baseCol;
 | 
						|
	data.cols[1] = selCol;
 | 
						|
	data.cols[2] = actCol;
 | 
						|
	data.efa_act = efa_act;
 | 
						|
 | 
						|
	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 *UNUSED(userData), int index)
 | 
						|
{
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
 | 
						|
	if (eed->h==0 && eed->crease != 0.0f) {
 | 
						|
		UI_ThemeColorBlend(TH_WIRE, TH_EDGE_CREASE, eed->crease);
 | 
						|
		return 1;
 | 
						|
	} else {
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
static void draw_dm_creases(DerivedMesh *dm)
 | 
						|
{
 | 
						|
	glLineWidth(3.0);
 | 
						|
	dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
 | 
						|
	glLineWidth(1.0);
 | 
						|
}
 | 
						|
 | 
						|
static int draw_dm_bweights__setDrawOptions(void *UNUSED(userData), int index)
 | 
						|
{
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
 | 
						|
	if (eed->h==0 && eed->bweight != 0.0f) {
 | 
						|
		UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight);
 | 
						|
		return 1;
 | 
						|
	} else {
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
static void draw_dm_bweights__mapFunc(void *UNUSED(userData), int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
 | 
						|
{
 | 
						|
	EditVert *eve = EM_get_vert_for_index(index);
 | 
						|
 | 
						|
	if (eve->h==0 && eve->bweight != 0.0f) {
 | 
						|
		UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight);
 | 
						|
		bglVertex3fv(co);
 | 
						|
	}
 | 
						|
}
 | 
						|
static void draw_dm_bweights(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, NULL);
 | 
						|
		bglEnd();
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glLineWidth(3.0);
 | 
						|
		dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL);
 | 
						|
		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, DerivedMesh *cageDM, EditVert *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(cageDM, sel, eve_act);
 | 
						|
			}
 | 
						|
			
 | 
						|
			if(check_ob_drawface_dot(scene, v3d, obedit->dt)) {
 | 
						|
				glPointSize(fsize);
 | 
						|
				glColor4ubv(fcol);
 | 
						|
				draw_dm_face_centers(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(Scene *scene, View3D *v3d, Mesh *me, DerivedMesh *cageDM, short sel_only, EditEdge *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(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(cageDM, wireCol, selCol);
 | 
						|
				glShadeModel(GL_FLAT);
 | 
						|
			} else {
 | 
						|
				draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			if (!sel_only) {
 | 
						|
				glColor4ubv(wireCol);
 | 
						|
				draw_dm_edges(cageDM);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (pass==0) {
 | 
						|
			glDisable(GL_BLEND);
 | 
						|
			glEnable(GL_DEPTH_TEST);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}	
 | 
						|
 | 
						|
static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, UnitSettings *unit)
 | 
						|
{
 | 
						|
	Mesh *me= ob->data;
 | 
						|
	EditEdge *eed;
 | 
						|
	EditFace *efa;
 | 
						|
	float v1[3], v2[3], v3[3], v4[3], vmid[3];
 | 
						|
	float fvec[3];
 | 
						|
	char val[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;
 | 
						|
 | 
						|
	/* 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(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
 | 
						|
		glDisable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
	if(v3d->zbuf) bglPolygonOffset(rv3d->dist, 5.0f);
 | 
						|
	
 | 
						|
	if(me->drawflag & ME_DRAWEXTRA_EDGELEN) {
 | 
						|
		UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
 | 
						|
 | 
						|
		for(eed= em->edges.first; eed; eed= eed->next) {
 | 
						|
			/* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
 | 
						|
			if((eed->h != EM_FGON) && ((eed->f & SELECT) || (do_moving && ((eed->v1->f & SELECT) || (eed->v2->f & 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(val, sizeof(val), len_v3v3(v1, v2)*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE);
 | 
						|
				else
 | 
						|
					sprintf(val, conv_float, len_v3v3(v1, v2));
 | 
						|
 | 
						|
				view3d_cached_text_draw_add(vmid, val, 0, V3D_CACHE_TEXT_ASCII, col);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if(me->drawflag & ME_DRAWEXTRA_FACEAREA) {
 | 
						|
// XXX		extern int faceselectedOR(EditFace *efa, int flag);		// editmesh.h shouldn't be in this file... ok for now?
 | 
						|
		UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
 | 
						|
		
 | 
						|
		for(efa= em->faces.first; efa; efa= efa->next) {
 | 
						|
			if((efa->f & SELECT)) { // XXX || (do_moving && faceselectedOR(efa, SELECT)) ) {
 | 
						|
				copy_v3_v3(v1, efa->v1->co);
 | 
						|
				copy_v3_v3(v2, efa->v2->co);
 | 
						|
				copy_v3_v3(v3, efa->v3->co);
 | 
						|
				if (efa->v4) {
 | 
						|
					copy_v3_v3(v4, efa->v4->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 (efa->v4) mul_mat3_m4_v3(ob->obmat, v4);
 | 
						|
				}
 | 
						|
				
 | 
						|
				if (efa->v4)
 | 
						|
					area=  area_quad_v3(v1, v2, v3, v4);
 | 
						|
				else
 | 
						|
					area = area_tri_v3(v1, v2, v3);
 | 
						|
 | 
						|
				if(unit->system)
 | 
						|
					bUnit_AsString(val, sizeof(val), area*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE); // XXX should be B_UNIT_AREA
 | 
						|
				else
 | 
						|
					sprintf(val, conv_float, area);
 | 
						|
 | 
						|
				view3d_cached_text_draw_add(efa->cent, val, 0, V3D_CACHE_TEXT_ASCII, col);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if(me->drawflag & ME_DRAWEXTRA_FACEANG) {
 | 
						|
		EditEdge *e1, *e2, *e3, *e4;
 | 
						|
		UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
 | 
						|
		for(efa= em->faces.first; efa; efa= efa->next) {
 | 
						|
			copy_v3_v3(v1, efa->v1->co);
 | 
						|
			copy_v3_v3(v2, efa->v2->co);
 | 
						|
			copy_v3_v3(v3, efa->v3->co);
 | 
						|
			if(efa->v4) {
 | 
						|
				copy_v3_v3(v4, efa->v4->co); 
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				copy_v3_v3(v4, v3);
 | 
						|
			}
 | 
						|
			if(do_global) {
 | 
						|
				mul_mat3_m4_v3(ob->obmat, v1);
 | 
						|
				mul_mat3_m4_v3(ob->obmat, v2);
 | 
						|
				mul_mat3_m4_v3(ob->obmat, v3);
 | 
						|
				mul_mat3_m4_v3(ob->obmat, v4); /* intentionally executed even for tri's */
 | 
						|
			}
 | 
						|
			
 | 
						|
			e1= efa->e1;
 | 
						|
			e2= efa->e2;
 | 
						|
			e3= efa->e3;
 | 
						|
			if(efa->e4) e4= efa->e4; else e4= e3;
 | 
						|
			
 | 
						|
			/* Calculate the angles */
 | 
						|
				
 | 
						|
			if( (e4->f & e1->f & SELECT) || (do_moving && (efa->v1->f & SELECT)) ) {
 | 
						|
				/* Vec 1 */
 | 
						|
				sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v4, v1, v2)));
 | 
						|
				interp_v3_v3v3(fvec, efa->cent, efa->v1->co, 0.8f);
 | 
						|
				view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
 | 
						|
			}
 | 
						|
			if( (e1->f & e2->f & SELECT) || (do_moving && (efa->v2->f & SELECT)) ) {
 | 
						|
				/* Vec 2 */
 | 
						|
				sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v1, v2, v3)));
 | 
						|
				interp_v3_v3v3(fvec, efa->cent, efa->v2->co, 0.8f);
 | 
						|
				view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
 | 
						|
			}
 | 
						|
			if( (e2->f & e3->f & SELECT) || (do_moving && (efa->v3->f & SELECT)) ) {
 | 
						|
				/* Vec 3 */
 | 
						|
				if(efa->v4) 
 | 
						|
					sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v2, v3, v4)));
 | 
						|
				else
 | 
						|
					sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v2, v3, v1)));
 | 
						|
				interp_v3_v3v3(fvec, efa->cent, efa->v3->co, 0.8f);
 | 
						|
				view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
 | 
						|
			}
 | 
						|
				/* Vec 4 */
 | 
						|
			if(efa->v4) {
 | 
						|
				if( (e3->f & e4->f & SELECT) || (do_moving && (efa->v4->f & SELECT)) ) {
 | 
						|
					sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v3, v4, v1)));
 | 
						|
					interp_v3_v3v3(fvec, efa->cent, efa->v4->co, 0.8f);
 | 
						|
					view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* useful for debugging index vs shape key index */
 | 
						|
#if 0
 | 
						|
	{
 | 
						|
		EditVert *eve;
 | 
						|
		int j;
 | 
						|
		UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
 | 
						|
		for(eve= em->verts.first, j= 0; eve; eve= eve->next, j++) {
 | 
						|
			sprintf(val, "%d:%d", j, eve->keyindex);
 | 
						|
			view3d_cached_text_draw_add(eve->co, val, 0, V3D_CACHE_TEXT_ASCII, col);
 | 
						|
		}
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
	if(v3d->zbuf) {
 | 
						|
		glEnable(GL_DEPTH_TEST);
 | 
						|
		bglPolygonOffset(rv3d->dist, 0.0f);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static int draw_em_fancy__setFaceOpts(void *UNUSED(userData), int index, int *UNUSED(drawSmooth_r))
 | 
						|
{
 | 
						|
	EditFace *efa = EM_get_face_for_index(index);
 | 
						|
 | 
						|
	if (efa->h==0) {
 | 
						|
		GPU_enable_material(efa->mat_nr+1, NULL);
 | 
						|
		return 1;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		return 0;
 | 
						|
}
 | 
						|
 | 
						|
static int draw_em_fancy__setGLSLFaceOpts(void *UNUSED(userData), int index)
 | 
						|
{
 | 
						|
	EditFace *efa = EM_get_face_for_index(index);
 | 
						|
 | 
						|
	return (efa->h==0);
 | 
						|
}
 | 
						|
 | 
						|
static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
 | 
						|
                          Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
 | 
						|
{
 | 
						|
	Mesh *me = ob->data;
 | 
						|
	EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */
 | 
						|
	EditEdge *eed_act = NULL;
 | 
						|
	EditVert *eve_act = NULL;
 | 
						|
	
 | 
						|
	if (em->selected.last) {
 | 
						|
		EditSelection *ese = em->selected.last;
 | 
						|
		/* face is handeled above */
 | 
						|
		/*if (ese->type == EDITFACE ) {
 | 
						|
			efa_act = (EditFace *)ese->data;
 | 
						|
		} else */ if ( ese->type == EDITEDGE ) {
 | 
						|
			eed_act = (EditEdge *)ese->data;
 | 
						|
		} else if ( ese->type == EDITVERT ) {
 | 
						|
			eve_act = (EditVert *)ese->data;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	EM_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, NULL);
 | 
						|
				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);
 | 
						|
			
 | 
						|
			glEnable(GL_LIGHTING);
 | 
						|
			glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
 | 
						|
			
 | 
						|
			finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, GPU_enable_material, NULL, NULL, 0);
 | 
						|
			
 | 
						|
			glFrontFace(GL_CCW);
 | 
						|
			glDisable(GL_LIGHTING);
 | 
						|
		}
 | 
						|
			
 | 
						|
		// 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(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(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(scene, v3d, me, cageDM, 1, eed_act);
 | 
						|
		
 | 
						|
	} else {
 | 
						|
		if(me->drawflag & ME_DRAWSEAMS) {
 | 
						|
			UI_ThemeColor(TH_EDGE_SEAM);
 | 
						|
			glLineWidth(2);
 | 
						|
	
 | 
						|
			draw_dm_edges_seams(cageDM);
 | 
						|
	
 | 
						|
			glColor3ub(0,0,0);
 | 
						|
			glLineWidth(1);
 | 
						|
		}
 | 
						|
		
 | 
						|
		if(me->drawflag & ME_DRAWSHARP) {
 | 
						|
			UI_ThemeColor(TH_EDGE_SHARP);
 | 
						|
			glLineWidth(2);
 | 
						|
	
 | 
						|
			draw_dm_edges_sharp(cageDM);
 | 
						|
	
 | 
						|
			glColor3ub(0,0,0);
 | 
						|
			glLineWidth(1);
 | 
						|
		}
 | 
						|
	
 | 
						|
		if(me->drawflag & ME_DRAWCREASES) {
 | 
						|
			draw_dm_creases(cageDM);
 | 
						|
		}
 | 
						|
		if(me->drawflag & ME_DRAWBWEIGHTS) {
 | 
						|
			draw_dm_bweights(scene, cageDM);
 | 
						|
		}
 | 
						|
	
 | 
						|
		draw_em_fancy_edges(scene, v3d, me, cageDM, 0, eed_act);
 | 
						|
	}
 | 
						|
	if(em) {
 | 
						|
// XXX		retopo_matrix_update(v3d);
 | 
						|
 | 
						|
		draw_em_fancy_verts(scene, v3d, ob, cageDM, eve_act);
 | 
						|
 | 
						|
		if(me->drawflag & ME_DRAWNORMALS) {
 | 
						|
			UI_ThemeColor(TH_NORMAL);
 | 
						|
			draw_dm_face_normals(scene, cageDM);
 | 
						|
		}
 | 
						|
		if(me->drawflag & ME_DRAW_VNORMALS) {
 | 
						|
			UI_ThemeColor(TH_VNORMAL);
 | 
						|
			draw_dm_vert_normals(scene, cageDM);
 | 
						|
		}
 | 
						|
 | 
						|
		if ( (me->drawflag & (ME_DRAWEXTRA_EDGELEN|ME_DRAWEXTRA_FACEAREA|ME_DRAWEXTRA_FACEANG)) &&
 | 
						|
		     !(v3d->flag2 & V3D_RENDER_OVERRIDE))
 | 
						|
		{
 | 
						|
			draw_em_measure_stats(v3d, rv3d, ob, em, &scene->unit);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if(dt>OB_WIRE) {
 | 
						|
		glDepthMask(1);
 | 
						|
		bglPolygonOffset(rv3d->dist, 0.0);
 | 
						|
		GPU_disable_material();
 | 
						|
	}
 | 
						|
 | 
						|
	EM_free_index_arrays();
 | 
						|
}
 | 
						|
 | 
						|
/* 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);
 | 
						|
	ModifierData *md = NULL;
 | 
						|
	const short is_obact= (ob != NULL && ob == OBACT);
 | 
						|
	int draw_flags = (is_obact && paint_facesel_test(ob)) ? DRAW_FACE_SELECT : 0;
 | 
						|
 | 
						|
	if(!dm)
 | 
						|
		return;
 | 
						|
 | 
						|
	/* check to draw dynamic paint colors */
 | 
						|
	if ((md = modifiers_findByType(ob, eModifierType_DynamicPaint)))
 | 
						|
	{
 | 
						|
		/* check if target has an active dpaint modifier	*/
 | 
						|
		if(md && (md->mode & eModifierMode_Realtime))					
 | 
						|
		{
 | 
						|
			DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)md;
 | 
						|
			/* if canvas is ready to preview vertex colors */
 | 
						|
			if (pmd->canvas && pmd->canvas->flags & MOD_DPAINT_PREVIEW_READY &&
 | 
						|
				DM_get_face_data_layer(dm, CD_WEIGHT_MCOL)) {
 | 
						|
				draw_flags |= DRAW_DYNAMIC_PAINT_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->getNumFaces(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_DYNAMIC_PAINT_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->mface, 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);
 | 
						|
 | 
						|
			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_DYNAMIC_PAINT_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 );
 | 
						|
 | 
						|
			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);
 | 
						|
 | 
						|
			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->mface, 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->mcol)
 | 
						|
					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;
 | 
						|
	EditMesh *em= me->edit_mesh;
 | 
						|
	int do_alpha_pass= 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 = editmesh_get_derived_base(ob, em);
 | 
						|
		else
 | 
						|
			cageDM = editmesh_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->totface<=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_material_alpha(base, glsl);
 | 
						|
 | 
						|
			if(dt==OB_SOLID || glsl) {
 | 
						|
				GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
 | 
						|
					(check_alpha)? &do_alpha_pass: 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_pass) {
 | 
						|
		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->getNumFaces(dm)) {
 | 
						|
		int glsl = draw_glsl_material(scene, ob, v3d, dt);
 | 
						|
		GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
 | 
						|
 | 
						|
		if(!glsl) {
 | 
						|
			glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
 | 
						|
			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);
 | 
						|
					glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
 | 
						|
					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);
 | 
						|
				glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
 | 
						|
				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);
 | 
						|
					glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
 | 
						|
					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 initialising 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;
 | 
						|
	ParticleData *pars, *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=1.0, 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 val[32];
 | 
						|
	unsigned char tcol[4]= {0, 0, 0, 255};
 | 
						|
 | 
						|
/* 1. */
 | 
						|
	if(psys==NULL)
 | 
						|
		return;
 | 
						|
 | 
						|
	part=psys->part;
 | 
						|
	pars=psys->particles;
 | 
						|
 | 
						|
	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_byte(&(ma->r), tcol);
 | 
						|
		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];
 | 
						|
		mul_m4_m4m4(mat, psys->imat, ob->obmat);
 | 
						|
		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: */
 | 
						|
			pixsize= ED_view3d_pixel_size(rv3d, ob->obmat[3]);
 | 
						|
			
 | 
						|
			if(part->draw_size==0.0)
 | 
						|
				pixsize *= 2.0f;
 | 
						|
			else
 | 
						|
				pixsize*=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) {
 | 
						|
					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;
 | 
						|
					}
 | 
						|
 | 
						|
					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)){
 | 
						|
					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;
 | 
						|
					}
 | 
						|
 | 
						|
					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= val;
 | 
						|
					val[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, val, 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);
 | 
						|
		}
 | 
						|
		/*else {
 | 
						|
			glDisableClientState(GL_NORMAL_ARRAY);
 | 
						|
 | 
						|
			glDisable(GL_COLOR_MATERIAL);
 | 
						|
			glDisable(GL_LIGHTING);
 | 
						|
			UI_ThemeColor(TH_WIRE);
 | 
						|
		}*/
 | 
						|
 | 
						|
		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];
 | 
						|
				sprintf(val, "%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, val, 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;
 | 
						|
 | 
						|
// XXX	retopo_matrix_update(v3d);
 | 
						|
 | 
						|
	/* 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->getNumFaces(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)
 | 
						|
{
 | 
						|
	int axis;
 | 
						|
	float mat[4][4];
 | 
						|
 | 
						|
	/* color */
 | 
						|
	float curcol[4];
 | 
						|
	unsigned char tcol[4];
 | 
						|
	glGetFloatv(GL_CURRENT_COLOR, curcol);
 | 
						|
	rgb_float_to_byte(curcol, tcol);
 | 
						|
	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();
 | 
						|
		if (axis==0)
 | 
						|
			view3d_cached_text_draw_add(v, "px", 0, V3D_CACHE_TEXT_ASCII, tcol);
 | 
						|
		else if (axis==1)
 | 
						|
			view3d_cached_text_draw_add(v, "py", 0, V3D_CACHE_TEXT_ASCII, tcol);
 | 
						|
		else
 | 
						|
			view3d_cached_text_draw_add(v, "pz", 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 != NULL && 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);
 | 
						|
			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)
 | 
						|
		{
 | 
						|
			/*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);
 | 
						|
				
 | 
						|
			}
 | 
						|
			*/
 | 
						|
		}
 | 
						|
 | 
						|
		// 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_byte(curcol, tcol);
 | 
						|
					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) return;
 | 
						|
	if(base->flag & OB_FROMDUPLI) return;
 | 
						|
	if(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 ((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))
 | 
						|
{
 | 
						|
	struct {void* offset; MVert *mvert;} *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)
 | 
						|
{
 | 
						|
	struct {void* offset; struct MVert *mvert;} 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))
 | 
						|
{
 | 
						|
	int offset = (intptr_t) userData;
 | 
						|
	EditVert *eve = EM_get_vert_for_index(index);
 | 
						|
 | 
						|
	if (eve->h==0) {
 | 
						|
		WM_set_framebuffer_index_color(offset+index);
 | 
						|
		bglVertex3fv(co);
 | 
						|
	}
 | 
						|
}
 | 
						|
static void bbs_mesh_verts(DerivedMesh *dm, int offset)
 | 
						|
{
 | 
						|
	glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) );
 | 
						|
	bglBegin(GL_POINTS);
 | 
						|
	dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, (void*)(intptr_t) offset);
 | 
						|
	bglEnd();
 | 
						|
	glPointSize(1.0);
 | 
						|
}		
 | 
						|
 | 
						|
static int bbs_mesh_wire__setDrawOptions(void *userData, int index)
 | 
						|
{
 | 
						|
	int offset = (intptr_t) userData;
 | 
						|
	EditEdge *eed = EM_get_edge_for_index(index);
 | 
						|
 | 
						|
	if (eed->h==0) {
 | 
						|
		WM_set_framebuffer_index_color(offset+index);
 | 
						|
		return 1;
 | 
						|
	} else {
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
static void bbs_mesh_wire(DerivedMesh *dm, int offset)
 | 
						|
{
 | 
						|
	dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, (void*)(intptr_t) offset);
 | 
						|
}		
 | 
						|
 | 
						|
static int bbs_mesh_solid__setSolidDrawOptions(void *userData, int index, int *UNUSED(drawSmooth_r))
 | 
						|
{
 | 
						|
	if (EM_get_face_for_index(index)->h==0) {
 | 
						|
		if (userData) {
 | 
						|
			WM_set_framebuffer_index_color(index+1);
 | 
						|
		}
 | 
						|
		return 1;
 | 
						|
	} else {
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void bbs_mesh_solid__drawCenter(void *UNUSED(userData), int index, float *cent, float *UNUSED(no))
 | 
						|
{
 | 
						|
	EditFace *efa = EM_get_face_for_index(index);
 | 
						|
 | 
						|
	if (efa->h==0 && efa->fgonf!=EM_FGON) {
 | 
						|
		WM_set_framebuffer_index_color(index+1);
 | 
						|
 | 
						|
		bglVertex3fv(cent);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* two options, facecolors or black */
 | 
						|
static void bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh *dm, int facecol)
 | 
						|
{
 | 
						|
	cpack(0);
 | 
						|
 | 
						|
	if (facecol) {
 | 
						|
		dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, (void*)(intptr_t) 1, 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, NULL);
 | 
						|
			bglEnd();
 | 
						|
		}
 | 
						|
 | 
						|
	} else {
 | 
						|
		dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, (void*) 0, 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->mface[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->mface[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;
 | 
						|
			EditMesh *em= me->edit_mesh;
 | 
						|
 | 
						|
			DerivedMesh *dm = editmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
 | 
						|
 | 
						|
			EM_init_index_arrays(em, 1, 1, 1);
 | 
						|
 | 
						|
			bbs_mesh_solid_EM(scene, v3d, ob, dm, ts->selectmode & SCE_SELECT_FACE);
 | 
						|
			if(ts->selectmode & SCE_SELECT_FACE)
 | 
						|
				em_solidoffs = 1+em->totface;
 | 
						|
			else
 | 
						|
				em_solidoffs= 1;
 | 
						|
			
 | 
						|
			bglPolygonOffset(rv3d->dist, 1.0);
 | 
						|
			
 | 
						|
			// we draw edges always, for loop (select) tools
 | 
						|
			bbs_mesh_wire(dm, em_solidoffs);
 | 
						|
			em_wireoffs= em_solidoffs + em->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(dm, em_wireoffs);
 | 
						|
				em_vertoffs= em_wireoffs + em->totvert;
 | 
						|
			}
 | 
						|
			else em_vertoffs= em_wireoffs;
 | 
						|
			
 | 
						|
			bglPolygonOffset(rv3d->dist, 0.0);
 | 
						|
 | 
						|
			dm->release(dm);
 | 
						|
 | 
						|
			EM_free_index_arrays();
 | 
						|
		}
 | 
						|
		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);
 | 
						|
				em_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= editmesh_get_derived_base(ob, me->edit_mesh);
 | 
						|
	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);
 | 
						|
		}
 | 
						|
		
 | 
						|
		glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
 | 
						|
		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;
 | 
						|
	}
 | 
						|
}
 |