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blender-archive/source/blender/editors/space_view3d/drawobject.c
2012-04-30 08:24:44 +00:00

7467 lines
189 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, full recode and added functions
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/drawobject.c
* \ingroup spview3d
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_constraint_types.h" // for drawing constraint
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_meta_types.h"
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_speaker_types.h"
#include "DNA_world_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_edgehash.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BKE_anim.h" //for the where_on_path function
#include "BKE_armature.h"
#include "BKE_camera.h"
#include "BKE_constraint.h" // for the get_constraint_target function
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_deform.h"
#include "BKE_displist.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
#include "BKE_unit.h"
#include "BKE_movieclip.h"
#include "BKE_tracking.h"
#include "BKE_tessmesh.h"
#include "smoke_API.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "ED_mesh.h"
#include "ED_particle.h"
#include "ED_screen.h"
#include "ED_sculpt.h"
#include "ED_types.h"
#include "ED_curve.h" /* for curve_editnurbs */
#include "UI_resources.h"
#include "WM_api.h"
#include "wm_subwindow.h"
#include "BLF_api.h"
#include "view3d_intern.h" // own include
typedef enum eWireDrawMode {
OBDRAW_WIRE_OFF = 0,
OBDRAW_WIRE_ON = 1,
OBDRAW_WIRE_ON_DEPTH = 2
} eWireDrawMode;
/* user data structures for derived mesh callbacks */
typedef struct foreachScreenVert_userData {
void (*func)(void *userData, BMVert *eve, int x, int y, int index);
void *userData;
ViewContext vc;
eV3DClipTest clipVerts;
} foreachScreenVert_userData;
typedef struct foreachScreenEdge_userData {
void (*func)(void *userData, BMEdge *eed, int x0, int y0, int x1, int y1, int index);
void *userData;
ViewContext vc;
rcti win_rect; /* copy of: vc.ar->winx/winy, use for faster tests, minx/y will always be 0 */
eV3DClipTest clipVerts;
} foreachScreenEdge_userData;
typedef struct foreachScreenFace_userData {
void (*func)(void *userData, BMFace *efa, int x, int y, int index);
void *userData;
ViewContext vc;
} foreachScreenFace_userData;
typedef struct drawDMVerts_userData {
BMEditMesh *em; /* BMESH BRANCH ONLY */
int sel;
BMVert *eve_act;
} drawDMVerts_userData;
typedef struct drawDMEdgesSel_userData {
BMEditMesh *em; /* BMESH BRANCH ONLY */
unsigned char *baseCol, *selCol, *actCol;
BMEdge *eed_act;
} drawDMEdgesSel_userData;
typedef struct drawDMFacesSel_userData {
unsigned char *cols[3];
DerivedMesh *dm; /* BMESH BRANCH ONLY */
BMEditMesh *em; /* BMESH BRANCH ONLY */
BMFace *efa_act;
int *orig_index;
} drawDMFacesSel_userData;
typedef struct drawDMNormal_userData {
BMEditMesh *em;
float normalsize;
} drawDMNormal_userData;
typedef struct bbsObmodeMeshVerts_userData {
void *offset;
MVert *mvert;
} bbsObmodeMeshVerts_userData;
static void draw_bounding_volume(Scene *scene, Object *ob, char type);
static void drawcube_size(float size);
static void drawcircle_size(float size);
static void draw_empty_sphere(float size);
static void draw_empty_cone(float size);
/* this condition has been made more complex since editmode can draw textures */
static int check_object_draw_texture(Scene *scene, View3D *v3d, int drawtype)
{
/* texture and material draw modes */
if (ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) && drawtype > OB_SOLID)
return TRUE;
/* textured solid */
if (v3d->drawtype == OB_SOLID && (v3d->flag2 & V3D_SOLID_TEX) && !scene_use_new_shading_nodes(scene))
return TRUE;
return FALSE;
}
static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
return 0;
if (G.f & G_BACKBUFSEL)
return 0;
if ((vd->flag & V3D_ZBUF_SELECT) == 0)
return 1;
/* if its drawing textures with zbuf sel, then don't draw dots */
if (dt == OB_TEXTURE && vd->drawtype == OB_TEXTURE)
return 0;
if ((vd->drawtype >= OB_SOLID) && (vd->flag2 & V3D_SOLID_TEX))
return 0;
return 1;
}
/* ************* only use while object drawing **************
* or after running ED_view3d_init_mats_rv3d
* */
static void view3d_project_short_clip(ARegion *ar, const float vec[3], short adr[2], int is_local)
{
RegionView3D *rv3d = ar->regiondata;
float fx, fy, vec4[4];
adr[0] = IS_CLIPPED;
/* clipplanes in eye space */
if (rv3d->rflag & RV3D_CLIPPING) {
if (ED_view3d_clipping_test(rv3d, vec, is_local))
return;
}
copy_v3_v3(vec4, vec);
vec4[3] = 1.0;
mul_m4_v4(rv3d->persmatob, vec4);
/* clipplanes in window space */
if (vec4[3] > (float)BL_NEAR_CLIP) { /* is the NEAR clipping cutoff for picking */
fx = (ar->winx / 2) * (1 + vec4[0] / vec4[3]);
if (fx > 0 && fx < ar->winx) {
fy = (ar->winy / 2) * (1 + vec4[1] / vec4[3]);
if (fy > 0.0f && fy < (float)ar->winy) {
adr[0] = (short)floorf(fx);
adr[1] = (short)floorf(fy);
}
}
}
}
/* BMESH NOTE: this function is unused in bmesh only */
/* only use while object drawing */
static void UNUSED_FUNCTION(view3d_project_short_noclip) (ARegion * ar, const float vec[3], short adr[2])
{
RegionView3D *rv3d = ar->regiondata;
float fx, fy, vec4[4];
adr[0] = IS_CLIPPED;
copy_v3_v3(vec4, vec);
vec4[3] = 1.0;
mul_m4_v4(rv3d->persmatob, vec4);
if (vec4[3] > (float)BL_NEAR_CLIP) { /* is the NEAR clipping cutoff for picking */
fx = (ar->winx / 2) * (1 + vec4[0] / vec4[3]);
if (fx > -32700 && fx < 32700) {
fy = (ar->winy / 2) * (1 + vec4[1] / vec4[3]);
if (fy > -32700.0f && fy < 32700.0f) {
adr[0] = (short)floorf(fx);
adr[1] = (short)floorf(fy);
}
}
}
}
/* same as view3d_project_short_clip but use persmat instead of persmatob for projection */
static void view3d_project_short_clip_persmat(ARegion *ar, const float vec[3], short adr[2], int is_local)
{
RegionView3D *rv3d = ar->regiondata;
float fx, fy, vec4[4];
adr[0] = IS_CLIPPED;
/* clipplanes in eye space */
if (rv3d->rflag & RV3D_CLIPPING) {
if (ED_view3d_clipping_test(rv3d, vec, is_local))
return;
}
copy_v3_v3(vec4, vec);
vec4[3] = 1.0;
mul_m4_v4(rv3d->persmat, vec4);
/* clipplanes in window space */
if (vec4[3] > (float)BL_NEAR_CLIP) { /* is the NEAR clipping cutoff for picking */
fx = (ar->winx / 2) * (1 + vec4[0] / vec4[3]);
if (fx > 0 && fx < ar->winx) {
fy = (ar->winy / 2) * (1 + vec4[1] / vec4[3]);
if (fy > 0.0f && fy < (float)ar->winy) {
adr[0] = (short)floorf(fx);
adr[1] = (short)floorf(fy);
}
}
}
}
/* ************************ */
/* check for glsl drawing */
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
{
if (!GPU_glsl_support())
return 0;
if (G.f & G_PICKSEL)
return 0;
if (!check_object_draw_texture(scene, v3d, dt))
return 0;
if (ob == OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
return 0;
if (scene_use_new_shading_nodes(scene))
return 0;
return (scene->gm.matmode == GAME_MAT_GLSL) && (dt > OB_SOLID);
}
static int check_alpha_pass(Base *base)
{
if (base->flag & OB_FROMDUPLI)
return 0;
if (G.f & G_PICKSEL)
return 0;
return (base->object->dtx & OB_DRAWTRANSP);
}
/***/
static unsigned int colortab[24] =
{0x0, 0xFF88FF, 0xFFBBFF,
0x403000, 0xFFFF88, 0xFFFFBB,
0x104040, 0x66CCCC, 0x77CCCC,
0x104010, 0x55BB55, 0x66FF66,
0xFFFFFF};
static float cube[8][3] = {
{-1.0, -1.0, -1.0},
{-1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0},
{-1.0, 1.0, -1.0},
{ 1.0, -1.0, -1.0},
{ 1.0, -1.0, 1.0},
{ 1.0, 1.0, 1.0},
{ 1.0, 1.0, -1.0},
};
/* ----------------- OpenGL Circle Drawing - Tables for Optimized Drawing Speed ------------------ */
/* 32 values of sin function (still same result!) */
#define CIRCLE_RESOL 32
static const float sinval[CIRCLE_RESOL] = {
0.00000000,
0.20129852,
0.39435585,
0.57126821,
0.72479278,
0.84864425,
0.93775213,
0.98846832,
0.99871650,
0.96807711,
0.89780453,
0.79077573,
0.65137248,
0.48530196,
0.29936312,
0.10116832,
-0.10116832,
-0.29936312,
-0.48530196,
-0.65137248,
-0.79077573,
-0.89780453,
-0.96807711,
-0.99871650,
-0.98846832,
-0.93775213,
-0.84864425,
-0.72479278,
-0.57126821,
-0.39435585,
-0.20129852,
0.00000000
};
/* 32 values of cos function (still same result!) */
static const float cosval[CIRCLE_RESOL] = {
1.00000000,
0.97952994,
0.91895781,
0.82076344,
0.68896691,
0.52896401,
0.34730525,
0.15142777,
-0.05064916,
-0.25065253,
-0.44039415,
-0.61210598,
-0.75875812,
-0.87434661,
-0.95413925,
-0.99486932,
-0.99486932,
-0.95413925,
-0.87434661,
-0.75875812,
-0.61210598,
-0.44039415,
-0.25065253,
-0.05064916,
0.15142777,
0.34730525,
0.52896401,
0.68896691,
0.82076344,
0.91895781,
0.97952994,
1.00000000
};
static void draw_xyz_wire(const float c[3], float size, int axis)
{
float v1[3] = {0.f, 0.f, 0.f}, v2[3] = {0.f, 0.f, 0.f};
float dim = size * 0.1f;
float dx[3], dy[3], dz[3];
dx[0] = dim; dx[1] = 0.f; dx[2] = 0.f;
dy[0] = 0.f; dy[1] = dim; dy[2] = 0.f;
dz[0] = 0.f; dz[1] = 0.f; dz[2] = dim;
switch (axis) {
case 0: /* x axis */
glBegin(GL_LINES);
/* bottom left to top right */
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to bottom right */
mul_v3_fl(dy, 2.f);
add_v3_v3(v1, dy);
sub_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 1: /* y axis */
glBegin(GL_LINES);
/* bottom left to top right */
mul_v3_fl(dx, 0.75f);
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to center */
mul_v3_fl(dy, 2.f);
add_v3_v3(v1, dy);
copy_v3_v3(v2, c);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 2: /* z axis */
glBegin(GL_LINE_STRIP);
/* start at top left */
sub_v3_v3v3(v1, c, dx);
add_v3_v3v3(v1, c, dz);
glVertex3fv(v1);
mul_v3_fl(dx, 2.f);
add_v3_v3(v1, dx);
glVertex3fv(v1);
mul_v3_fl(dz, 2.f);
sub_v3_v3(v1, dx);
sub_v3_v3(v1, dz);
glVertex3fv(v1);
add_v3_v3(v1, dx);
glVertex3fv(v1);
glEnd();
break;
}
}
void drawaxes(float size, char drawtype)
{
int axis;
float v1[3] = {0.0, 0.0, 0.0};
float v2[3] = {0.0, 0.0, 0.0};
float v3[3] = {0.0, 0.0, 0.0};
switch (drawtype) {
case OB_PLAINAXES:
for (axis = 0; axis < 3; axis++) {
glBegin(GL_LINES);
v1[axis] = size;
v2[axis] = -size;
glVertex3fv(v1);
glVertex3fv(v2);
/* reset v1 & v2 to zero */
v1[axis] = v2[axis] = 0.0f;
glEnd();
}
break;
case OB_SINGLE_ARROW:
glBegin(GL_LINES);
/* in positive z direction only */
v1[2] = size;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
/* square pyramid */
glBegin(GL_TRIANGLES);
v2[0] = size * 0.035f; v2[1] = size * 0.035f;
v3[0] = size * -0.035f; v3[1] = size * 0.035f;
v2[2] = v3[2] = size * 0.75f;
for (axis = 0; axis < 4; axis++) {
if (axis % 2 == 1) {
v2[0] = -v2[0];
v3[1] = -v3[1];
}
else {
v2[1] = -v2[1];
v3[0] = -v3[0];
}
glVertex3fv(v1);
glVertex3fv(v2);
glVertex3fv(v3);
}
glEnd();
break;
case OB_CUBE:
drawcube_size(size);
break;
case OB_CIRCLE:
drawcircle_size(size);
break;
case OB_EMPTY_SPHERE:
draw_empty_sphere(size);
break;
case OB_EMPTY_CONE:
draw_empty_cone(size);
break;
case OB_ARROWS:
default:
{
for (axis = 0; axis < 3; axis++) {
const int arrow_axis = (axis == 0) ? 1 : 0;
glBegin(GL_LINES);
v2[axis] = size;
glVertex3fv(v1);
glVertex3fv(v2);
v1[axis] = size * 0.85f;
v1[arrow_axis] = -size * 0.08f;
glVertex3fv(v1);
glVertex3fv(v2);
v1[arrow_axis] = size * 0.08f;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
v2[axis] += size * 0.125f;
draw_xyz_wire(v2, size, axis);
/* reset v1 & v2 to zero */
v1[arrow_axis] = v1[axis] = v2[axis] = 0.0f;
}
break;
}
}
}
/* Function to draw an Image on a empty Object */
static void draw_empty_image(Object *ob)
{
Image *ima = (Image *)ob->data;
ImBuf *ibuf = ima ? BKE_image_get_ibuf(ima, NULL) : NULL;
float scale, ofs_x, ofs_y, sca_x, sca_y;
int ima_x, ima_y;
if (ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
IMB_rect_from_float(ibuf);
}
/* Get the buffer dimensions so we can fallback to fake ones */
if (ibuf && ibuf->rect) {
ima_x = ibuf->x;
ima_y = ibuf->y;
}
else {
ima_x = 1;
ima_y = 1;
}
/* Get the image aspect even if the buffer is invalid */
if (ima) {
if (ima->aspx > ima->aspy) {
sca_x = 1.0f;
sca_y = ima->aspy / ima->aspx;
}
else if (ima->aspx < ima->aspy) {
sca_x = ima->aspx / ima->aspy;
sca_y = 1.0f;
}
else {
sca_x = 1.0f;
sca_y = 1.0f;
}
}
else {
sca_x = 1.0f;
sca_y = 1.0f;
}
/* Calculate the scale center based on objects origin */
ofs_x = ob->ima_ofs[0] * ima_x;
ofs_y = ob->ima_ofs[1] * ima_y;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
/* Make sure we are drawing at the origin */
glTranslatef(0.0f, 0.0f, 0.0f);
/* Calculate Image scale */
scale = (ob->empty_drawsize / (float)MAX2(ima_x * sca_x, ima_y * sca_y));
/* Set the object scale */
glScalef(scale * sca_x, scale * sca_y, 1.0f);
if (ibuf && ibuf->rect) {
/* Setup GL params */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* Use the object color and alpha */
glColor4fv(ob->col);
/* Draw the Image on the screen */
glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_UNSIGNED_BYTE, ibuf->rect);
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
glDisable(GL_BLEND);
}
UI_ThemeColor((ob->flag & SELECT) ? TH_SELECT : TH_WIRE);
/* Calculate the outline vertex positions */
glBegin(GL_LINE_LOOP);
glVertex2f(ofs_x, ofs_y);
glVertex2f(ofs_x + ima_x, ofs_y);
glVertex2f(ofs_x + ima_x, ofs_y + ima_y);
glVertex2f(ofs_x, ofs_y + ima_y);
glEnd();
/* Reset GL settings */
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, float tmat[][4])
{
float vx[3], vy[3];
float *viter = (float *)verts;
unsigned int a;
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
for (a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
}
}
void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
{
float verts[CIRCLE_RESOL][3];
circball_array_fill(verts, cent, rad, tmat);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(mode, 0, CIRCLE_RESOL);
glDisableClientState(GL_VERTEX_ARRAY);
}
/* circle for object centers, special_color is for library or ob users */
static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, int special_color)
{
const float size = ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
float verts[CIRCLE_RESOL][3];
/* using gldepthfunc guarantees that it does write z values,
* but not checks for it, so centers remain visible independent order of drawing */
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
glEnable(GL_BLEND);
if (special_color) {
if (selstate == ACTIVE || selstate == SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x55, 0xCC, 0xCC, 155);
}
else {
if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
}
circball_array_fill(verts, co, size, rv3d->viewinv);
/* enable vertex array */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
/* 1. draw filled, blended polygon */
glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
/* 2. draw outline */
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
/* finish up */
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
/* *********** text drawing for object/particles/armature ************* */
static ListBase CachedText[3];
static int CachedTextLevel = 0;
typedef struct ViewCachedString {
struct ViewCachedString *next, *prev;
float vec[3];
union {
unsigned char ub[4];
int pack;
} col;
short sco[2];
short xoffs;
short flag;
int str_len, pad;
/* str is allocated past the end */
} ViewCachedString;
void view3d_cached_text_draw_begin(void)
{
ListBase *strings = &CachedText[CachedTextLevel];
strings->first = strings->last = NULL;
CachedTextLevel++;
}
void view3d_cached_text_draw_add(const float co[3],
const char *str,
short xoffs, short flag,
const unsigned char col[4])
{
int alloc_len = strlen(str) + 1;
ListBase *strings = &CachedText[CachedTextLevel - 1];
/* TODO, replace with more efficient malloc, perhaps memarena per draw? */
ViewCachedString *vos = MEM_callocN(sizeof(ViewCachedString) + alloc_len, "ViewCachedString");
BLI_addtail(strings, vos);
copy_v3_v3(vos->vec, co);
vos->col.pack = *((int *)col);
vos->xoffs = xoffs;
vos->flag = flag;
vos->str_len = alloc_len - 1;
/* allocate past the end */
memcpy(++vos, str, alloc_len);
}
void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, float mat[][4])
{
RegionView3D *rv3d = ar->regiondata;
ListBase *strings = &CachedText[CachedTextLevel - 1];
ViewCachedString *vos;
int tot = 0;
/* project first and test */
for (vos = strings->first; vos; vos = vos->next) {
if (mat && !(vos->flag & V3D_CACHE_TEXT_WORLDSPACE))
mul_m4_v3(mat, vos->vec);
if (vos->flag & V3D_CACHE_TEXT_GLOBALSPACE)
view3d_project_short_clip_persmat(ar, vos->vec, vos->sco, (vos->flag & V3D_CACHE_TEXT_LOCALCLIP) != 0);
else
view3d_project_short_clip(ar, vos->vec, vos->sco, (vos->flag & V3D_CACHE_TEXT_LOCALCLIP) != 0);
if (vos->sco[0] != IS_CLIPPED)
tot++;
}
if (tot) {
int col_pack_prev = 0;
#if 0
bglMats mats; /* ZBuffer depth vars */
double ux, uy, uz;
float depth;
if (v3d->zbuf)
bgl_get_mats(&mats);
#endif
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
ED_region_pixelspace(ar);
if (depth_write) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
}
else {
glDepthMask(0);
}
for (vos = strings->first; vos; vos = vos->next) {
/* too slow, reading opengl info while drawing is very bad,
* better to see if we can use the zbuffer while in pixel space - campbell */
#if 0
if (v3d->zbuf && (vos->flag & V3D_CACHE_TEXT_ZBUF)) {
gluProject(vos->vec[0], vos->vec[1], vos->vec[2], mats.modelview, mats.projection, (GLint *)mats.viewport, &ux, &uy, &uz);
glReadPixels(ar->winrct.xmin + vos->mval[0] + vos->xoffs, ar->winrct.ymin + vos->mval[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
if (uz > depth)
continue;
}
#endif
if (vos->sco[0] != IS_CLIPPED) {
const char *str = (char *)(vos + 1);
if (col_pack_prev != vos->col.pack) {
glColor3ubv(vos->col.ub);
col_pack_prev = vos->col.pack;
}
((vos->flag & V3D_CACHE_TEXT_ASCII) ?
BLF_draw_default_ascii :
BLF_draw_default
)( (float)vos->sco[0] + vos->xoffs,
(float)vos->sco[1],
(depth_write) ? 0.0f : 2.0f,
str,
vos->str_len);
}
}
if (depth_write) {
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else glDepthMask(1);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_enable();
}
}
if (strings->first)
BLI_freelistN(strings);
CachedTextLevel--;
}
/* ******************** primitive drawing ******************* */
static void drawcube(void)
{
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
}
/* draws a cube on given the scaling of the cube, assuming that
* all required matrices have been set (used for drawing empties)
*/
static void drawcube_size(float size)
{
glBegin(GL_LINE_STRIP);
glVertex3f(-size, -size, -size); glVertex3f(-size, -size, size);
glVertex3f(-size, size, size); glVertex3f(-size, size, -size);
glVertex3f(-size, -size, -size); glVertex3f(size, -size, -size);
glVertex3f(size, -size, size); glVertex3f(size, size, size);
glVertex3f(size, size, -size); glVertex3f(size, -size, -size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size, -size, size); glVertex3f(size, -size, size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size, size, size); glVertex3f(size, size, size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size, size, -size); glVertex3f(size, size, -size);
glEnd();
}
/* this is an unused (old) cube-drawing function based on a given size */
#if 0
static void drawcube_size(const float size[3])
{
glPushMatrix();
glScalef(size[0], size[1], size[2]);
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
glPopMatrix();
}
#endif
static void drawshadbuflimits(Lamp *la, float mat[][4])
{
float sta[3], end[3], lavec[3];
negate_v3_v3(lavec, mat[2]);
normalize_v3(lavec);
madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
glBegin(GL_LINE_STRIP);
glVertex3fv(sta);
glVertex3fv(end);
glEnd();
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(sta);
bglVertex3fv(end);
bglEnd();
glPointSize(1.0);
}
static void spotvolume(float lvec[3], float vvec[3], const float inp)
{
/* camera is at 0,0,0 */
float temp[3], plane[3], mat1[3][3], mat2[3][3], mat3[3][3], mat4[3][3], q[4], co, si, angle;
normalize_v3(lvec);
normalize_v3(vvec); /* is this the correct vector ? */
cross_v3_v3v3(temp, vvec, lvec); /* equation for a plane through vvec en lvec */
cross_v3_v3v3(plane, lvec, temp); /* a plane perpendicular to this, parrallel with lvec */
/* vectors are exactly aligned, use the X axis, this is arbitrary */
if (normalize_v3(plane) == 0.0f)
plane[1] = 1.0f;
/* now we've got two equations: one of a cone and one of a plane, but we have
* three unknowns. We remove one unknown by rotating the plane to z=0 (the plane normal) */
/* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
/* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
/* translating this comment to english didnt really help me understanding the math! :-) (ton) */
q[1] = plane[1];
q[2] = -plane[0];
q[3] = 0;
normalize_v3(&q[1]);
angle = saacos(plane[2]) / 2.0f;
co = cosf(angle);
si = sqrtf(1 - co * co);
q[0] = co;
q[1] *= si;
q[2] *= si;
q[3] = 0;
quat_to_mat3(mat1, q);
/* rotate lamp vector now over acos(inp) degrees */
copy_v3_v3(vvec, lvec);
unit_m3(mat2);
co = inp;
si = sqrtf(1.0f - inp * inp);
mat2[0][0] = co;
mat2[1][0] = -si;
mat2[0][1] = si;
mat2[1][1] = co;
mul_m3_m3m3(mat3, mat2, mat1);
mat2[1][0] = si;
mat2[0][1] = -si;
mul_m3_m3m3(mat4, mat2, mat1);
transpose_m3(mat1);
mul_m3_m3m3(mat2, mat1, mat3);
mul_m3_v3(mat2, lvec);
mul_m3_m3m3(mat2, mat1, mat4);
mul_m3_v3(mat2, vvec);
return;
}
static void draw_spot_cone(Lamp *la, float x, float z)
{
z = fabs(z);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, -x);
if (la->mode & LA_SQUARE) {
glVertex3f(z, z, 0);
glVertex3f(-z, z, 0);
glVertex3f(-z, -z, 0);
glVertex3f(z, -z, 0);
glVertex3f(z, z, 0);
}
else {
float angle;
int a;
for (a = 0; a < 33; a++) {
angle = a * M_PI * 2 / (33 - 1);
glVertex3f(z * cosf(angle), z * sinf(angle), 0);
}
}
glEnd();
}
static void draw_transp_spot_volume(Lamp *la, float x, float z)
{
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDepthMask(0);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
draw_spot_cone(la, x, z);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
draw_spot_cone(la, x, z);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask(1);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
Object *ob = base->object;
const float pixsize = ED_view3d_pixel_size(rv3d, ob->obmat[3]);
Lamp *la = ob->data;
float vec[3], lvec[3], vvec[3], circrad, x, y, z;
float lampsize;
float imat[4][4], curcol[4];
unsigned char col[4];
/* cone can't be drawn for duplicated lamps, because duplilist would be freed to */
/* the moment of view3d_draw_transp() call */
const short is_view = (rv3d->persp == RV3D_CAMOB && v3d->camera == base->object);
const short drawcone = ((dt > OB_WIRE) &&
!(G.f & G_PICKSEL) &&
(la->type == LA_SPOT) &&
(la->mode & LA_SHOW_CONE) &&
!(base->flag & OB_FROMDUPLI) &&
!is_view);
if (drawcone && !v3d->transp) {
/* in this case we need to draw delayed */
add_view3d_after(&v3d->afterdraw_transp, base, flag);
return;
}
/* we first draw only the screen aligned & fixed scale stuff */
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
/* lets calculate the scale: */
lampsize = pixsize * ((float)U.obcenter_dia * 0.5f);
/* and view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
/* for AA effects */
glGetFloatv(GL_CURRENT_COLOR, curcol);
curcol[3] = 0.6;
glColor4fv(curcol);
if (lampsize > 0.0f) {
if (ob->id.us > 1) {
if (ob == OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x77, 0xCC, 0xCC, 155);
}
/* Inner Circle */
glEnable(GL_BLEND);
drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
glDisable(GL_BLEND);
drawcircball(GL_POLYGON, vec, lampsize, imat);
/* restore */
if (ob->id.us > 1)
glColor4fv(curcol);
/* Outer circle */
circrad = 3.0f * lampsize;
setlinestyle(3);
drawcircball(GL_LINE_LOOP, vec, circrad, imat);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type != LA_HEMI) {
if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) {
drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f * pixsize, imat);
}
}
}
else {
setlinestyle(3);
circrad = 0.0f;
}
/* draw the pretty sun rays */
if (la->type == LA_SUN) {
float v1[3], v2[3], mat[3][3];
short axis;
/* setup a 45 degree rotation matrix */
vec_rot_to_mat3(mat, imat[2], (float)M_PI / 4.0f);
/* vectors */
mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
/* center */
glTranslatef(vec[0], vec[1], vec[2]);
setlinestyle(3);
glBegin(GL_LINES);
for (axis = 0; axis < 8; axis++) {
glVertex3fv(v1);
glVertex3fv(v2);
mul_m3_v3(mat, v1);
mul_m3_v3(mat, v2);
}
glEnd();
glTranslatef(-vec[0], -vec[1], -vec[2]);
}
if (la->type == LA_LOCAL) {
if (la->mode & LA_SPHERE) {
drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
}
}
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 */
v[1] = (steps == 0) ? (dir * circrad) : (v[1] + dir * (steps * outdist));
}
v[2] = v[2] - steps * zdist;
glVertex3fv(v);
zdist = zdist * mul;
}
glEnd();
/* flip the direction */
dir = -dir;
}
}
}
else if (la->type == LA_AREA) {
setlinestyle(3);
if (la->area_shape == LA_AREA_SQUARE)
fdrawbox(-la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
else if (la->area_shape == LA_AREA_RECT)
fdrawbox(-la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0, 0.0, -circrad);
glVertex3f(0.0, 0.0, -la->dist);
glEnd();
}
/* and back to viewspace */
glLoadMatrixf(rv3d->viewmat);
copy_v3_v3(vec, ob->obmat[3]);
setlinestyle(0);
if ((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == FALSE)) {
drawshadbuflimits(la, ob->obmat);
}
UI_GetThemeColor4ubv(TH_LAMP, col);
glColor4ubv(col);
glEnable(GL_BLEND);
if (vec[2] > 0) vec[2] -= circrad;
else vec[2] += circrad;
glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
vec[2] = 0;
glVertex3fv(vec);
glEnd();
glPointSize(2.0);
glBegin(GL_POINTS);
glVertex3fv(vec);
glEnd();
glPointSize(1.0);
glDisable(GL_BLEND);
/* restore for drawing extra stuff */
glColor3fv(curcol);
}
static void draw_limit_line(float sta, float end, unsigned int col)
{
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(3.0);
glBegin(GL_POINTS);
cpack(col);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(1.0);
}
/* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
/* qdn: now also enabled for Blender to set focus point for defocus composite node */
static void draw_focus_cross(float dist, float size)
{
glBegin(GL_LINES);
glVertex3f(-size, 0.f, -dist);
glVertex3f(size, 0.f, -dist);
glVertex3f(0.f, -size, -dist);
glVertex3f(0.f, size, -dist);
glEnd();
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
float view3d_camera_border_hack_col[4];
short view3d_camera_border_hack_test = FALSE;
#endif
/* ****************** draw clip data *************** */
static void draw_bundle_sphere(void)
{
static GLuint displist = 0;
if (displist == 0) {
GLUquadricObj *qobj;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 0.05, 8, 8);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
glCallList(displist);
}
static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D *v3d,
MovieClip *clip, MovieTrackingObject *tracking_object, int flag,
int *global_track_index, int draw_selected)
{
MovieTracking *tracking = &clip->tracking;
MovieTrackingTrack *track;
float mat[4][4], imat[4][4];
unsigned char col[4], scol[4];
int tracknr = *global_track_index;
ListBase *tracksbase = BKE_tracking_object_tracks(tracking, tracking_object);
UI_GetThemeColor4ubv(TH_TEXT, col);
UI_GetThemeColor4ubv(TH_SELECT, scol);
BKE_get_tracking_mat(scene, base->object, mat);
glPushMatrix();
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
/* current ogl matrix is translated in camera space, bundles should
* be rendered in world space, so camera matrix should be "removed"
* from current ogl matrix */
invert_m4_m4(imat, base->object->obmat);
glMultMatrixf(imat);
glMultMatrixf(mat);
}
else {
float obmat[4][4];
BKE_tracking_get_interpolated_camera(tracking, tracking_object, scene->r.cfra, obmat);
invert_m4_m4(imat, obmat);
glMultMatrixf(imat);
}
for (track = tracksbase->first; track; track = track->next) {
int selected = TRACK_SELECTED(track);
if (draw_selected && !selected)
continue;
if ((track->flag & TRACK_HAS_BUNDLE) == 0)
continue;
if (flag & DRAW_PICKING)
glLoadName(base->selcol + (tracknr << 16));
glPushMatrix();
glTranslatef(track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
glScalef(v3d->bundle_size / 0.05f, v3d->bundle_size / 0.05f, v3d->bundle_size / 0.05f);
if (v3d->drawtype == OB_WIRE) {
glDisable(GL_LIGHTING);
if (selected) {
if (base == BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
}
else {
if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_WIRE);
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
else if (v3d->drawtype > OB_WIRE) {
if (v3d->bundle_drawtype == OB_EMPTY_SPHERE) {
/* selection outline */
if (selected) {
if (base == BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
glLineWidth(2.f);
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
draw_bundle_sphere();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glLineWidth(1.f);
}
if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_BUNDLE_SOLID);
draw_bundle_sphere();
}
else {
glDisable(GL_LIGHTING);
if (selected) {
if (base == BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
}
else {
if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_WIRE);
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
}
glPopMatrix();
if ((flag & DRAW_PICKING) == 0 && (v3d->flag2 & V3D_SHOW_BUNDLENAME)) {
float pos[3];
unsigned char tcol[4];
if (selected) memcpy(tcol, scol, sizeof(tcol));
else memcpy(tcol, col, sizeof(tcol));
mul_v3_m4v3(pos, mat, track->bundle_pos);
view3d_cached_text_draw_add(pos, track->name, 10, V3D_CACHE_TEXT_GLOBALSPACE, tcol);
}
tracknr++;
}
if ((flag & DRAW_PICKING) == 0) {
if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA)) {
MovieTrackingReconstruction *reconstruction;
reconstruction = BKE_tracking_object_reconstruction(tracking, tracking_object);
if (reconstruction->camnr) {
MovieReconstructedCamera *camera = reconstruction->cameras;
int a = 0;
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_CAMERA_PATH);
glLineWidth(2.0f);
glBegin(GL_LINE_STRIP);
for (a = 0; a < reconstruction->camnr; a++, camera++) {
glVertex3fv(camera->mat[3]);
}
glEnd();
glLineWidth(1.0f);
glEnable(GL_LIGHTING);
}
}
}
glPopMatrix();
*global_track_index = tracknr;
}
static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d, MovieClip *clip,
int flag, int draw_selected)
{
MovieTracking *tracking = &clip->tracking;
MovieTrackingObject *tracking_object;
float curcol[4];
int global_track_index = 1;
if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) == 0)
return;
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return;
glGetFloatv(GL_CURRENT_COLOR, curcol);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
tracking_object = tracking->objects.first;
while (tracking_object) {
draw_viewport_object_reconstruction(scene, base, v3d, clip, tracking_object,
flag, &global_track_index, draw_selected);
tracking_object = tracking_object->next;
}
/* restore */
glShadeModel(GL_FLAT);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glColor4fv(curcol);
if (flag & DRAW_PICKING)
glLoadName(base->selcol);
}
/* flag similar to draw_object() */
static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int flag)
{
/* a standing up pyramid with (0,0,0) as top */
Camera *cam;
Object *ob = base->object;
float tvec[3];
float vec[4][3], asp[2], shift[2], scale[3];
int i;
float drawsize;
const short is_view = (rv3d->persp == RV3D_CAMOB && ob == v3d->camera);
MovieClip *clip = object_get_movieclip(scene, base->object, 0);
/* draw data for movie clip set as active for scene */
if (clip) {
draw_viewport_reconstruction(scene, base, v3d, clip, flag, FALSE);
draw_viewport_reconstruction(scene, base, v3d, clip, flag, TRUE);
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (is_view && !(G.f & G_PICKSEL)) {
glGetFloatv(GL_CURRENT_COLOR, view3d_camera_border_hack_col);
view3d_camera_border_hack_test = TRUE;
return;
}
#endif
cam = ob->data;
scale[0] = 1.0f / len_v3(ob->obmat[0]);
scale[1] = 1.0f / len_v3(ob->obmat[1]);
scale[2] = 1.0f / len_v3(ob->obmat[2]);
camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
/* camera frame */
glBegin(GL_LINE_LOOP);
glVertex3fv(vec[0]);
glVertex3fv(vec[1]);
glVertex3fv(vec[2]);
glVertex3fv(vec[3]);
glEnd();
if (is_view)
return;
zero_v3(tvec);
/* center point to camera frame */
glBegin(GL_LINE_STRIP);
glVertex3fv(vec[1]);
glVertex3fv(tvec);
glVertex3fv(vec[0]);
glVertex3fv(vec[3]);
glVertex3fv(tvec);
glVertex3fv(vec[2]);
glEnd();
/* arrow on top */
tvec[2] = vec[1][2]; /* copy the depth */
/* draw an outline arrow for inactive cameras and filled
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (i = 0; i < 2; i++) {
if (i == 0) glBegin(GL_LINE_LOOP);
else if (i == 1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
else break;
tvec[0] = shift[0] + ((-0.7f * drawsize) * scale[0]);
tvec[1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
glVertex3fv(tvec); /* left */
tvec[0] = shift[0] + ((0.7f * drawsize) * scale[0]);
glVertex3fv(tvec); /* right */
tvec[0] = shift[0];
tvec[1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
glVertex3fv(tvec); /* top */
glEnd();
}
if (flag == 0) {
if (cam->flag & (CAM_SHOWLIMITS + CAM_SHOWMIST)) {
float nobmat[4][4];
World *wrld;
/* draw in normalized object matrix space */
copy_m4_m4(nobmat, ob->obmat);
normalize_m4(nobmat);
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
glMultMatrixf(nobmat);
if (cam->flag & CAM_SHOWLIMITS) {
draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
/* qdn: was yafray only, now also enabled for Blender to be used with defocus composite node */
draw_focus_cross(object_camera_dof_distance(ob), cam->drawsize);
}
wrld = scene->world;
if (cam->flag & CAM_SHOWMIST)
if (wrld) draw_limit_line(wrld->miststa, wrld->miststa + wrld->mistdist, 0xFFFFFF);
glPopMatrix();
}
}
}
/* flag similar to draw_object() */
static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d),
Object *UNUSED(ob), int UNUSED(flag))
{
//Speaker *spk = ob->data;
float vec[3];
int i, j;
glEnable(GL_BLEND);
for (j = 0; j < 3; j++) {
vec[2] = 0.25f * j - 0.125f;
glBegin(GL_LINE_LOOP);
for (i = 0; i < 16; i++) {
vec[0] = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
vec[1] = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
glVertex3fv(vec);
}
glEnd();
}
for (j = 0; j < 4; j++) {
vec[0] = (((j + 1) % 2) * (j - 1)) * 0.5f;
vec[1] = ((j % 2) * (j - 2)) * 0.5f;
glBegin(GL_LINE_STRIP);
for (i = 0; i < 3; i++) {
if (i == 1) {
vec[0] *= 0.5f;
vec[1] *= 0.5f;
}
vec[2] = 0.25f * i - 0.125f;
glVertex3fv(vec);
}
glEnd();
}
glDisable(GL_BLEND);
}
static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
{
BPoint *bp = lt->def;
float *co = dl ? dl->verts : NULL;
int u, v, w;
UI_ThemeColor(sel ? TH_VERTEX_SELECT : TH_VERTEX);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
for (v = 0; v < lt->pntsv; v++) {
int vxt = (v == 0 || v == lt->pntsv - 1);
for (u = 0; u < lt->pntsu; u++, bp++, co += 3) {
int uxt = (u == 0 || u == lt->pntsu - 1);
if (!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
if (bp->hide == 0) {
if ((bp->f1 & SELECT) == sel) {
bglVertex3fv(dl ? co : bp->vec);
}
}
}
}
}
}
glPointSize(1.0);
bglEnd();
}
void lattice_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
{
Object *obedit = vc->obedit;
Lattice *lt = obedit->data;
BPoint *bp = lt->editlatt->latt->def;
DispList *dl = find_displist(&obedit->disp, DL_VERTS);
float *co = dl ? dl->verts : NULL;
int i, N = lt->editlatt->latt->pntsu * lt->editlatt->latt->pntsv * lt->editlatt->latt->pntsw;
short s[2] = {IS_CLIPPED, 0};
ED_view3d_clipping_local(vc->rv3d, obedit->obmat); /* for local clipping lookups */
for (i = 0; i < N; i++, bp++, co += 3) {
if (bp->hide == 0) {
view3d_project_short_clip(vc->ar, dl ? co : bp->vec, s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, bp, s[0], s[1]);
}
}
}
static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
{
int index = ((w * lt->pntsv + v) * lt->pntsu) + u;
if (use_wcol) {
float col[3];
MDeformWeight *mdw = defvert_find_index(lt->dvert + index, use_wcol - 1);
weight_to_rgb(col, mdw ? mdw->weight : 0.0f);
glColor3fv(col);
}
if (dl) {
glVertex3fv(&dl->verts[index * 3]);
}
else {
glVertex3fv(lt->def[index].vec);
}
}
/* lattice color is hardcoded, now also shows weightgroup values in edit mode */
static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
{
Lattice *lt = ob->data;
DispList *dl;
int u, v, w;
int use_wcol = 0, is_edit = (lt->editlatt != NULL);
/* now we default make displist, this will modifiers work for non animated case */
if (ob->disp.first == NULL)
lattice_calc_modifiers(scene, ob);
dl = find_displist(&ob->disp, DL_VERTS);
if (is_edit) {
lt = lt->editlatt->latt;
cpack(0x004000);
if (ob->defbase.first && lt->dvert) {
use_wcol = ob->actdef;
glShadeModel(GL_SMOOTH);
}
}
glBegin(GL_LINES);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
for (v = 0; v < lt->pntsv; v++) {
int vxt = (v == 0 || v == lt->pntsv - 1);
for (u = 0; u < lt->pntsu; u++) {
int uxt = (u == 0 || u == lt->pntsu - 1);
if (w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v, w - 1, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
if (v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v - 1, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
if (u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u - 1, v, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
}
}
}
glEnd();
/* restoration for weight colors */
if (use_wcol)
glShadeModel(GL_FLAT);
if (is_edit) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
lattice_draw_verts(lt, dl, 0);
lattice_draw_verts(lt, dl, 1);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
/* ***************** ******************** */
/* Note! - foreach funcs should be called while drawing or directly after
* if not, ED_view3d_init_mats_rv3d() can be used for selection tools
* but would not give correct results with dupli's for eg. which don't
* use the object matrix in the usual way */
static void mesh_foreachScreenVert__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
foreachScreenVert_userData *data = userData;
BMVert *eve = EDBM_vert_at_index(data->vc.em, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
short s[2] = {IS_CLIPPED, 0};
if (data->clipVerts != V3D_CLIP_TEST_OFF) {
view3d_project_short_clip(data->vc.ar, co, s, TRUE);
}
else {
float co2[2];
mul_v3_m4v3(co2, data->vc.obedit->obmat, co);
project_short_noclip(data->vc.ar, co2, s);
}
if (s[0] != IS_CLIPPED)
data->func(data->userData, eve, s[0], s[1], index);
}
}
void mesh_foreachScreenVert(
ViewContext *vc,
void (*func)(void *userData, BMVert *eve, int x, int y, int index),
void *userData, eV3DClipTest clipVerts)
{
foreachScreenVert_userData data;
DerivedMesh *dm = editbmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
data.vc = *vc;
data.func = func;
data.userData = userData;
data.clipVerts = clipVerts;
if (clipVerts != V3D_CLIP_TEST_OFF)
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_index_arrays_init(vc->em, 1, 0, 0);
dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
EDBM_index_arrays_free(vc->em);
dm->release(dm);
}
/* draw callback */
static void drawSelectedVertices__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
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 void mesh_foreachScreenEdge__mapFunc(void *userData, int index, const float v0co[3], const float v1co[3])
{
foreachScreenEdge_userData *data = userData;
BMEdge *eed = EDBM_edge_at_index(data->vc.em, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
short s[2][2];
if (data->clipVerts == V3D_CLIP_TEST_RV3D_CLIPPING) {
view3d_project_short_clip(data->vc.ar, v0co, s[0], TRUE);
view3d_project_short_clip(data->vc.ar, v1co, s[1], TRUE);
}
else {
float v1_co[3], v2_co[3];
mul_v3_m4v3(v1_co, data->vc.obedit->obmat, v0co);
mul_v3_m4v3(v2_co, data->vc.obedit->obmat, v1co);
project_short_noclip(data->vc.ar, v1_co, s[0]);
project_short_noclip(data->vc.ar, v2_co, s[1]);
if (data->clipVerts == V3D_CLIP_TEST_REGION) {
/* make an int copy */
int s_int[2][2] = {{s[0][0], s[0][1]},
{s[1][0], s[1][1]}};
if (!BLI_segment_in_rcti(&data->win_rect, s_int[0], s_int[1])) {
return;
}
}
}
data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
}
}
void mesh_foreachScreenEdge(
ViewContext *vc,
void (*func)(void *userData, BMEdge *eed, int x0, int y0, int x1, int y1, int index),
void *userData, eV3DClipTest clipVerts)
{
foreachScreenEdge_userData data;
DerivedMesh *dm = editbmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
data.vc = *vc;
data.win_rect.xmin = 0;
data.win_rect.ymin = 0;
data.win_rect.xmax = vc->ar->winx;
data.win_rect.ymax = vc->ar->winy;
data.func = func;
data.userData = userData;
data.clipVerts = clipVerts;
if (clipVerts != V3D_CLIP_TEST_OFF)
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_index_arrays_init(vc->em, 0, 1, 0);
dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
EDBM_index_arrays_free(vc->em);
dm->release(dm);
}
static void mesh_foreachScreenFace__mapFunc(void *userData, int index, const float cent[3], const float UNUSED(no[3]))
{
foreachScreenFace_userData *data = userData;
BMFace *efa = EDBM_face_at_index(data->vc.em, index);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
float cent2[3];
short s[2];
mul_v3_m4v3(cent2, data->vc.obedit->obmat, cent);
project_short(data->vc.ar, cent2, s);
if (s[0] != IS_CLIPPED) {
data->func(data->userData, efa, s[0], s[1], index);
}
}
}
void mesh_foreachScreenFace(
ViewContext *vc,
void (*func)(void *userData, BMFace *efa, int x, int y, int index),
void *userData)
{
foreachScreenFace_userData data;
DerivedMesh *dm = editbmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
data.vc = *vc;
data.func = func;
data.userData = userData;
//if (clipVerts)
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_index_arrays_init(vc->em, 0, 0, 1);
dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
EDBM_index_arrays_free(vc->em);
dm->release(dm);
}
void nurbs_foreachScreenVert(
ViewContext *vc,
void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y),
void *userData)
{
Curve *cu = vc->obedit->data;
short s[2] = {IS_CLIPPED, 0};
Nurb *nu;
int i;
ListBase *nurbs = BKE_curve_editNurbs_get(cu);
ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
for (nu = nurbs->first; nu; nu = nu->next) {
if (nu->type == CU_BEZIER) {
for (i = 0; i < nu->pntsu; i++) {
BezTriple *bezt = &nu->bezt[i];
if (bezt->hide == 0) {
if (cu->drawflag & CU_HIDE_HANDLES) {
view3d_project_short_clip(vc->ar, bezt->vec[1], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 1, s[0], s[1]);
}
else {
view3d_project_short_clip(vc->ar, bezt->vec[0], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 0, s[0], s[1]);
view3d_project_short_clip(vc->ar, bezt->vec[1], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 1, s[0], s[1]);
view3d_project_short_clip(vc->ar, bezt->vec[2], s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 2, s[0], s[1]);
}
}
}
}
else {
for (i = 0; i < nu->pntsu * nu->pntsv; i++) {
BPoint *bp = &nu->bp[i];
if (bp->hide == 0) {
view3d_project_short_clip(vc->ar, bp->vec, s, TRUE);
if (s[0] != IS_CLIPPED)
func(userData, nu, bp, NULL, -1, s[0], s[1]);
}
}
}
}
}
/* ************** DRAW MESH ****************** */
/* First section is all the "simple" draw routines,
* ones that just pass some sort of primitive to GL,
* with perhaps various options to control lighting,
* color, etc.
*
* These routines should not have user interface related
* logic!!!
*/
static void draw_dm_face_normals__mapFunc(void *userData, int index, const float cent[3], const float no[3])
{
drawDMNormal_userData *data = userData;
BMFace *efa = EDBM_face_at_index(data->em, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
glVertex3fv(cent);
glVertex3f(cent[0] + no[0] * data->normalsize,
cent[1] + no[1] * data->normalsize,
cent[2] + no[2] * data->normalsize);
}
}
static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.em = em;
data.normalsize = scene->toolsettings->normalsize;
glBegin(GL_LINES);
dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, &data);
glEnd();
}
static void draw_dm_face_centers__mapFunc(void *userData, int index, const float cent[3], const float UNUSED(no[3]))
{
BMFace *efa = EDBM_face_at_index(((void **)userData)[0], index);
int sel = *(((int **)userData)[1]);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN) && BM_elem_flag_test(efa, BM_ELEM_SELECT) == sel) {
bglVertex3fv(cent);
}
}
static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, int sel)
{
void *ptrs[2] = {em, &sel};
bglBegin(GL_POINTS);
dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, ptrs);
bglEnd();
}
static void draw_dm_vert_normals__mapFunc(void *userData, int index, const float co[3], const float no_f[3], const short no_s[3])
{
drawDMNormal_userData *data = userData;
BMVert *eve = EDBM_vert_at_index(data->em, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
glVertex3fv(co);
if (no_f) {
glVertex3f(co[0] + no_f[0] * data->normalsize,
co[1] + no_f[1] * data->normalsize,
co[2] + no_f[2] * data->normalsize);
}
else {
glVertex3f(co[0] + no_s[0] * (data->normalsize / 32767.0f),
co[1] + no_s[1] * (data->normalsize / 32767.0f),
co[2] + no_s[2] * (data->normalsize / 32767.0f));
}
}
}
static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.em = em;
data.normalsize = scene->toolsettings->normalsize;
glBegin(GL_LINES);
dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, &data);
glEnd();
}
/* Draw verts with color set based on selection */
static void draw_dm_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
drawDMVerts_userData *data = userData;
BMVert *eve = EDBM_vert_at_index(data->em, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN) && BM_elem_flag_test(eve, BM_ELEM_SELECT) == data->sel) {
/* draw active larger - need to stop/start point drawing for this :/ */
if (eve == data->eve_act) {
float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
UI_ThemeColor4(TH_EDITMESH_ACTIVE);
bglEnd();
glPointSize(size);
bglBegin(GL_POINTS);
bglVertex3fv(co);
bglEnd();
UI_ThemeColor4(data->sel ? TH_VERTEX_SELECT : TH_VERTEX);
glPointSize(size);
bglBegin(GL_POINTS);
}
else {
bglVertex3fv(co);
}
}
}
static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, int sel, BMVert *eve_act)
{
drawDMVerts_userData data;
data.sel = sel;
data.eve_act = eve_act;
data.em = em;
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
bglEnd();
}
/* Draw edges with color set based on selection */
static DMDrawOption draw_dm_edges_sel__setDrawOptions(void *userData, int index)
{
BMEdge *eed;
//unsigned char **cols = userData, *col;
drawDMEdgesSel_userData *data = userData;
unsigned char *col;
eed = EDBM_edge_at_index(data->em, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
if (eed == data->eed_act) {
glColor4ubv(data->actCol);
}
else {
if (BM_elem_flag_test(eed, BM_ELEM_SELECT)) {
col = data->selCol;
}
else {
col = data->baseCol;
}
/* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
if (col[3] == 0)
return DM_DRAW_OPTION_SKIP;
glColor4ubv(col);
}
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void draw_dm_edges_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, BMEdge *eed_act)
{
drawDMEdgesSel_userData data;
data.baseCol = baseCol;
data.selCol = selCol;
data.actCol = actCol;
data.em = em;
data.eed_act = eed_act;
dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
}
/* Draw edges */
static DMDrawOption draw_dm_edges__setDrawOptions(void *userData, int index)
{
if (BM_elem_flag_test(EDBM_edge_at_index(userData, index), BM_ELEM_HIDDEN))
return DM_DRAW_OPTION_SKIP;
else
return DM_DRAW_OPTION_NORMAL;
}
static void draw_dm_edges(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, em);
}
/* Draw edges with color interpolated based on selection */
static DMDrawOption draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
{
if (BM_elem_flag_test(EDBM_edge_at_index(((void **)userData)[0], index), BM_ELEM_HIDDEN))
return DM_DRAW_OPTION_SKIP;
else
return DM_DRAW_OPTION_NORMAL;
}
static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
{
BMEdge *eed = EDBM_edge_at_index(((void **)userData)[0], index);
unsigned char **cols = userData;
unsigned char *col0 = cols[(BM_elem_flag_test(eed->v1, BM_ELEM_SELECT)) ? 2 : 1];
unsigned char *col1 = cols[(BM_elem_flag_test(eed->v2, BM_ELEM_SELECT)) ? 2 : 1];
glColor4ub(col0[0] + (col1[0] - col0[0]) * t,
col0[1] + (col1[1] - col0[1]) * t,
col0[2] + (col1[2] - col0[2]) * t,
col0[3] + (col1[3] - col0[3]) * t);
}
static void draw_dm_edges_sel_interp(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
{
void *cols[3] = {em, baseCol, selCol};
dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
}
/* Draw only seam edges */
static DMDrawOption draw_dm_edges_seams__setDrawOptions(void *userData, int index)
{
BMEdge *eed = EDBM_edge_at_index(userData, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && BM_elem_flag_test(eed, BM_ELEM_SEAM))
return DM_DRAW_OPTION_NORMAL;
else
return DM_DRAW_OPTION_SKIP;
}
static void draw_dm_edges_seams(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, em);
}
/* Draw only sharp edges */
static DMDrawOption draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
{
BMEdge *eed = EDBM_edge_at_index(userData, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && !BM_elem_flag_test(eed, BM_ELEM_SMOOTH))
return DM_DRAW_OPTION_NORMAL;
else
return DM_DRAW_OPTION_SKIP;
}
static void draw_dm_edges_sharp(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, em);
}
/* Draw faces with color set based on selection
* return 2 for the active face so it renders with stipple enabled */
static DMDrawOption draw_dm_faces_sel__setDrawOptions(void *userData, int index)
{
drawDMFacesSel_userData *data = userData;
BMFace *efa = EDBM_face_at_index(data->em, index);
unsigned char *col;
if (!efa)
return DM_DRAW_OPTION_SKIP;
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
if (efa == data->efa_act) {
glColor4ubv(data->cols[2]);
return DM_DRAW_OPTION_STIPPLE;
}
else {
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT) ? 1 : 0];
if (col[3] == 0)
return DM_DRAW_OPTION_SKIP;
glColor4ubv(col);
return DM_DRAW_OPTION_NORMAL;
}
}
return DM_DRAW_OPTION_SKIP;
}
static int draw_dm_faces_sel__compareDrawOptions(void *userData, int index, int next_index)
{
drawDMFacesSel_userData *data = userData;
BMFace *efa;
BMFace *next_efa;
unsigned char *col, *next_col;
if (!data->orig_index)
return 0;
efa = EDBM_face_at_index(data->em, data->orig_index[index]);
next_efa = EDBM_face_at_index(data->em, data->orig_index[next_index]);
if (efa == next_efa)
return 1;
if (efa == data->efa_act || next_efa == data->efa_act)
return 0;
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT) ? 1 : 0];
next_col = data->cols[BM_elem_flag_test(next_efa, BM_ELEM_SELECT) ? 1 : 0];
if (col[3] == 0 || next_col[3] == 0)
return 0;
return col == next_col;
}
/* also draws the active face */
static void draw_dm_faces_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, BMFace *efa_act)
{
drawDMFacesSel_userData data;
data.dm = dm;
data.cols[0] = baseCol;
data.em = em;
data.cols[1] = selCol;
data.cols[2] = actCol;
data.efa_act = efa_act;
data.orig_index = DM_get_tessface_data_layer(dm, CD_ORIGINDEX);
dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, GPU_enable_material, draw_dm_faces_sel__compareDrawOptions, &data, 0);
}
static DMDrawOption draw_dm_creases__setDrawOptions(void *userData, int index)
{
BMEditMesh *em = userData;
BMEdge *eed = EDBM_edge_at_index(userData, index);
float *crease = eed ? (float *)CustomData_bmesh_get(&em->bm->edata, eed->head.data, CD_CREASE) : NULL;
if (!crease)
return DM_DRAW_OPTION_SKIP;
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && *crease != 0.0f) {
UI_ThemeColorBlend(TH_WIRE, TH_EDGE_CREASE, *crease);
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void draw_dm_creases(BMEditMesh *em, DerivedMesh *dm)
{
glLineWidth(3.0);
dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, em);
glLineWidth(1.0);
}
static DMDrawOption draw_dm_bweights__setDrawOptions(void *userData, int index)
{
BMEditMesh *em = userData;
BMEdge *eed = EDBM_edge_at_index(userData, index);
float *bweight = (float *)CustomData_bmesh_get(&em->bm->edata, eed->head.data, CD_BWEIGHT);
if (!bweight)
return DM_DRAW_OPTION_SKIP;
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && *bweight != 0.0f) {
UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, *bweight);
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void draw_dm_bweights__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
BMEditMesh *em = userData;
BMVert *eve = EDBM_vert_at_index(userData, index);
float *bweight = (float *)CustomData_bmesh_get(&em->bm->vdata, eve->head.data, CD_BWEIGHT);
if (!bweight)
return;
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN) && *bweight != 0.0f) {
UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, *bweight);
bglVertex3fv(co);
}
}
static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
{
ToolSettings *ts = scene->toolsettings;
if (ts->selectmode & SCE_SELECT_VERTEX) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, em);
bglEnd();
}
else {
glLineWidth(3.0);
dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, em);
glLineWidth(1.0);
}
}
/* Second section of routines: Combine first sets to form fancy
* drawing routines (for example rendering twice to get overlays).
*
* Also includes routines that are basic drawing but are too
* specialized to be split out (like drawing creases or measurements).
*/
/* EditMesh drawing routines*/
static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
BMEditMesh *em, DerivedMesh *cageDM, BMVert *eve_act)
{
ToolSettings *ts = scene->toolsettings;
int sel;
if (v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
for (sel = 0; sel < 2; sel++) {
unsigned char col[4], fcol[4];
int pass;
UI_GetThemeColor3ubv(sel ? TH_VERTEX_SELECT : TH_VERTEX, col);
UI_GetThemeColor3ubv(sel ? TH_FACE_DOT : TH_WIRE, fcol);
for (pass = 0; pass < 2; pass++) {
float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
if (pass == 0) {
if (v3d->zbuf && !(v3d->flag & V3D_ZBUF_SELECT)) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
}
else {
continue;
}
size = (size > 2.1f ? size / 2.0f : size);
fsize = (fsize > 2.1f ? fsize / 2.0f : fsize);
col[3] = fcol[3] = 100;
}
else {
col[3] = fcol[3] = 255;
}
if (ts->selectmode & SCE_SELECT_VERTEX) {
glPointSize(size);
glColor4ubv(col);
draw_dm_verts(em, cageDM, sel, eve_act);
}
if (check_ob_drawface_dot(scene, v3d, obedit->dt)) {
glPointSize(fsize);
glColor4ubv(fcol);
draw_dm_face_centers(em, cageDM, sel);
}
if (pass == 0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
}
if (v3d->zbuf) glDepthMask(1);
glPointSize(1.0);
}
static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
Mesh *me, DerivedMesh *cageDM, short sel_only,
BMEdge *eed_act)
{
ToolSettings *ts = scene->toolsettings;
int pass;
unsigned char wireCol[4], selCol[4], actCol[4];
/* since this function does transparant... */
UI_GetThemeColor4ubv(TH_EDGE_SELECT, selCol);
UI_GetThemeColor4ubv(TH_WIRE, wireCol);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, actCol);
/* when sel only is used, don't render wire, only selected, this is used for
* textured draw mode when the 'edges' option is disabled */
if (sel_only)
wireCol[3] = 0;
for (pass = 0; pass < 2; pass++) {
/* show wires in transparant when no zbuf clipping for select */
if (pass == 0) {
if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT) == 0) {
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
selCol[3] = 85;
if (!sel_only) wireCol[3] = 85;
}
else {
continue;
}
}
else {
selCol[3] = 255;
if (!sel_only) wireCol[3] = 255;
}
if (ts->selectmode == SCE_SELECT_FACE) {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
else if ( (me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE) ) {
if (cageDM->drawMappedEdgesInterp && (ts->selectmode & SCE_SELECT_VERTEX)) {
glShadeModel(GL_SMOOTH);
draw_dm_edges_sel_interp(em, cageDM, wireCol, selCol);
glShadeModel(GL_FLAT);
}
else {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
}
else {
if (!sel_only) {
glColor4ubv(wireCol);
draw_dm_edges(em, cageDM);
}
}
if (pass == 0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
}
static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitSettings *unit)
{
const short txt_flag = V3D_CACHE_TEXT_ASCII | V3D_CACHE_TEXT_LOCALCLIP;
Mesh *me = ob->data;
float v1[3], v2[3], v3[3], vmid[3], fvec[3];
char numstr[32]; /* Stores the measurement display text here */
const char *conv_float; /* Use a float conversion matching the grid size */
unsigned char col[4] = {0, 0, 0, 255}; /* color of the text to draw */
float area; /* area of the face */
float grid = unit->system ? unit->scale_length : v3d->grid;
const int do_split = unit->flag & USER_UNIT_OPT_SPLIT;
const int do_global = v3d->flag & V3D_GLOBAL_STATS;
const int do_moving = G.moving;
BMIter iter;
int i;
/* make the precision of the pronted value proportionate to the gridsize */
if (grid < 0.01f) conv_float = "%.6g";
else if (grid < 0.1f) conv_float = "%.5g";
else if (grid < 1.0f) conv_float = "%.4g";
else if (grid < 10.0f) conv_float = "%.3g";
else conv_float = "%.2g";
if (me->drawflag & ME_DRAWEXTRA_EDGELEN) {
BMEdge *eed;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
eed = BM_iter_new(&iter, em->bm, BM_EDGES_OF_MESH, NULL);
for (; eed; eed = BM_iter_step(&iter)) {
/* draw selected edges, or edges next to selected verts while draging */
if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
(do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
BM_elem_flag_test(eed->v2, BM_ELEM_SELECT))))
{
copy_v3_v3(v1, eed->v1->co);
copy_v3_v3(v2, eed->v2->co);
mid_v3_v3v3(vmid, v1, v2);
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
}
if (unit->system) {
bUnit_AsString(numstr, sizeof(numstr), len_v3v3(v1, v2) * unit->scale_length, 3,
unit->system, B_UNIT_LENGTH, do_split, FALSE);
}
else {
sprintf(numstr, conv_float, len_v3v3(v1, v2));
}
view3d_cached_text_draw_add(vmid, numstr, 0, txt_flag, col);
}
}
}
if (me->drawflag & ME_DRAWEXTRA_FACEAREA) {
/* would be nice to use BM_face_calc_area, but that is for 2d faces
* so instead add up tessellation triangle areas */
BMFace *f;
int n;
#define DRAW_EM_MEASURE_STATS_FACEAREA() \
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { \
mul_v3_fl(vmid, 1.0 / n); \
if (unit->system) \
bUnit_AsString(numstr, sizeof(numstr), area * unit->scale_length, \
3, unit->system, B_UNIT_LENGTH, do_split, FALSE); \
else \
BLI_snprintf(numstr, sizeof(numstr), conv_float, area); \
view3d_cached_text_draw_add(vmid, numstr, 0, txt_flag, col); \
}
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
f = NULL;
area = 0.0;
zero_v3(vmid);
n = 0;
for (i = 0; i < em->tottri; i++) {
BMLoop **l = em->looptris[i];
if (f && l[0]->f != f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
zero_v3(vmid);
area = 0.0;
n = 0;
}
f = l[0]->f;
copy_v3_v3(v1, l[0]->v->co);
copy_v3_v3(v2, l[1]->v->co);
copy_v3_v3(v3, l[2]->v->co);
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
}
area += area_tri_v3(v1, v2, v3);
add_v3_v3(vmid, v1);
add_v3_v3(vmid, v2);
add_v3_v3(vmid, v3);
n += 3;
}
if (f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
}
#undef DRAW_EM_MEASURE_STATS_FACEAREA
}
if (me->drawflag & ME_DRAWEXTRA_FACEANG) {
BMFace *efa;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
for (efa = BM_iter_new(&iter, em->bm, BM_FACES_OF_MESH, NULL);
efa; efa = BM_iter_step(&iter))
{
BMIter liter;
BMLoop *loop;
BM_face_calc_center_bounds(efa, vmid);
for (loop = BM_iter_new(&liter, em->bm, BM_LOOPS_OF_FACE, efa);
loop; loop = BM_iter_step(&liter))
{
float v1[3], v2[3], v3[3];
copy_v3_v3(v1, loop->prev->v->co);
copy_v3_v3(v2, loop->v->co);
copy_v3_v3(v3, loop->next->v->co);
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
}
if ( (BM_elem_flag_test(efa, BM_ELEM_SELECT)) ||
(do_moving && BM_elem_flag_test(loop->v, BM_ELEM_SELECT)))
{
BLI_snprintf(numstr, sizeof(numstr), "%.3g", RAD2DEGF(angle_v3v3v3(v1, v2, v3)));
interp_v3_v3v3(fvec, vmid, v2, 0.8f);
view3d_cached_text_draw_add(fvec, numstr, 0, txt_flag, col);
}
}
}
}
}
static void draw_em_indices(BMEditMesh *em)
{
const short txt_flag = V3D_CACHE_TEXT_ASCII | V3D_CACHE_TEXT_LOCALCLIP;
BMEdge *e;
BMFace *f;
BMVert *v;
int i;
char numstr[32];
float pos[3];
unsigned char col[4];
BMIter iter;
BMesh *bm = em->bm;
/* For now, reuse appropriate theme colors from stats text colors */
i = 0;
if (em->selectmode & SCE_SELECT_VERTEX) {
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
BM_ITER_MESH (v, &iter, bm, BM_VERTS_OF_MESH) {
if (BM_elem_flag_test(v, BM_ELEM_SELECT)) {
sprintf(numstr, "%d", i);
view3d_cached_text_draw_add(v->co, numstr, 0, txt_flag, col);
}
i++;
}
}
if (em->selectmode & SCE_SELECT_EDGE) {
i = 0;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
BM_ITER_MESH (e, &iter, bm, BM_EDGES_OF_MESH) {
if (BM_elem_flag_test(e, BM_ELEM_SELECT)) {
sprintf(numstr, "%d", i);
mid_v3_v3v3(pos, e->v1->co, e->v2->co);
view3d_cached_text_draw_add(pos, numstr, 0, txt_flag, col);
}
i++;
}
}
if (em->selectmode & SCE_SELECT_FACE) {
i = 0;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
BM_face_calc_center_mean(f, pos);
sprintf(numstr, "%d", i);
view3d_cached_text_draw_add(pos, numstr, 0, txt_flag, col);
}
i++;
}
}
}
static DMDrawOption draw_em_fancy__setFaceOpts(void *userData, int index)
{
BMFace *efa = EDBM_face_at_index(userData, index);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
GPU_enable_material(efa->mat_nr + 1, NULL);
return DM_DRAW_OPTION_NORMAL;
}
else
return DM_DRAW_OPTION_SKIP;
}
static DMDrawOption draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
{
BMFace *efa = EDBM_face_at_index(userData, index);
if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN))
return DM_DRAW_OPTION_SKIP;
else
return DM_DRAW_OPTION_NORMAL;
}
static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
{
Mesh *me = ob->data;
BMFace *efa_act = BM_active_face_get(em->bm, FALSE); /* annoying but active faces is stored differently */
BMEdge *eed_act = NULL;
BMVert *eve_act = NULL;
if (em->bm->selected.last) {
BMEditSelection *ese = em->bm->selected.last;
/* face is handeled above */
#if 0
if (ese->type == BM_FACE) {
efa_act = (BMFace *)ese->data;
}
else
#endif
if (ese->htype == BM_EDGE) {
eed_act = (BMEdge *)ese->ele;
}
else if (ese->htype == BM_VERT) {
eve_act = (BMVert *)ese->ele;
}
}
EDBM_index_arrays_init(em, 1, 1, 1);
if (dt > OB_WIRE) {
if (check_object_draw_texture(scene, v3d, dt)) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
draw_em_fancy__setGLSLFaceOpts, em);
GPU_disable_material();
glFrontFace(GL_CCW);
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
}
}
else {
/* 3 floats for position,
* 3 for normal and times two because the faces may actually be quads instead of triangles */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, GPU_enable_material, NULL, me->edit_btmesh, 0);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
// Setup for drawing wire over, disable zbuffer
// write to show selected edge wires better
UI_ThemeColor(TH_WIRE);
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0);
}
else {
if (cageDM != finalDM) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
finalDM->drawEdges(finalDM, 1, 0);
}
}
if (me->drawflag & ME_DRAWFACES) { /* transp faces */
unsigned char col1[4], col2[4], col3[4];
UI_GetThemeColor4ubv(TH_FACE, col1);
UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
if (check_object_draw_texture(scene, v3d, dt))
col1[3] = 0;
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
}
else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
* Make all other faces zero alpha except for the active
* */
unsigned char col1[4], col2[4], col3[4];
col1[3] = col2[3] = 0; /* don't draw */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
}
/* here starts all fancy draw-extra over */
if ((me->drawflag & ME_DRAWEDGES) == 0 && check_object_draw_texture(scene, v3d, dt)) {
/* we are drawing textures and 'ME_DRAWEDGES' is disabled, don't draw any edges */
/* only draw selected edges otherwise there is no way of telling if a face is selected */
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 1, eed_act);
}
else {
if (me->drawflag & ME_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
glLineWidth(2);
draw_dm_edges_seams(em, cageDM);
glColor3ub(0, 0, 0);
glLineWidth(1);
}
if (me->drawflag & ME_DRAWSHARP) {
UI_ThemeColor(TH_EDGE_SHARP);
glLineWidth(2);
draw_dm_edges_sharp(em, cageDM);
glColor3ub(0, 0, 0);
glLineWidth(1);
}
if (me->drawflag & ME_DRAWCREASES && CustomData_has_layer(&em->bm->edata, CD_CREASE)) {
draw_dm_creases(em, cageDM);
}
if (me->drawflag & ME_DRAWBWEIGHTS) {
draw_dm_bweights(em, scene, cageDM);
}
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 0, eed_act);
}
if (em) {
draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act);
if (me->drawflag & ME_DRAWNORMALS) {
UI_ThemeColor(TH_NORMAL);
draw_dm_face_normals(em, scene, cageDM);
}
if (me->drawflag & ME_DRAW_VNORMALS) {
UI_ThemeColor(TH_VNORMAL);
draw_dm_vert_normals(em, scene, cageDM);
}
if ( (me->drawflag & (ME_DRAWEXTRA_EDGELEN | ME_DRAWEXTRA_FACEAREA | ME_DRAWEXTRA_FACEANG)) &&
!(v3d->flag2 & V3D_RENDER_OVERRIDE))
{
draw_em_measure_stats(v3d, ob, em, &scene->unit);
}
if ((G.debug & G_DEBUG) && (me->drawflag & ME_DRAWEXTRA_INDICES) &&
!(v3d->flag2 & V3D_RENDER_OVERRIDE)) {
draw_em_indices(em);
}
}
if (dt > OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
GPU_disable_material();
}
EDBM_index_arrays_free(em);
}
/* Mesh drawing routines */
static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
{
if ((v3d->transp == FALSE) && /* not when we draw the transparent pass */
(ob->mode & OB_MODE_ALL_PAINT) == FALSE) /* not when painting (its distracting) - campbell */
{
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 void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
Object *ob = base->object;
Mesh *me = ob->data;
Material *ma = give_current_material(ob, 1);
const short hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO));
eWireDrawMode draw_wire = OBDRAW_WIRE_OFF;
int /* totvert,*/ totedge, totface;
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
const short is_obact = (ob == OBACT);
int draw_flags = (is_obact && paint_facesel_test(ob)) ? DRAW_FACE_SELECT : 0;
if (!dm)
return;
/* Check to draw dynamic paint colors (or weights from WeightVG modifiers).
* Note: Last "preview-active" modifier in stack will win! */
if (DM_get_tessface_data_layer(dm, CD_PREVIEW_MCOL) && modifiers_isPreview(ob))
draw_flags |= DRAW_MODIFIERS_PREVIEW;
/* Unwanted combination */
if (draw_flags & DRAW_FACE_SELECT) {
draw_wire = OBDRAW_WIRE_OFF;
}
else if (ob->dtx & OB_DRAWWIRE) {
draw_wire = OBDRAW_WIRE_ON_DEPTH; /* draw wire after solid using zoffset and depth buffer adjusment */
}
/* totvert = dm->getNumVerts(dm); */ /*UNUSED*/
totedge = dm->getNumEdges(dm);
totface = dm->getNumTessFaces(dm);
/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if (dt == OB_BOUNDBOX) {
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_WIRE) == 0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
else if (hasHaloMat || (totface == 0 && totedge == 0)) {
glPointSize(1.5);
dm->drawVerts(dm);
glPointSize(1.0);
}
else if (dt == OB_WIRE || totface == 0) {
draw_wire = OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
}
else if ( (draw_flags & DRAW_FACE_SELECT || (is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
check_object_draw_texture(scene, v3d, dt))
{
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
(base->flag & SELECT) &&
!(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
(draw_wire == OBDRAW_WIRE_OFF))
{
draw_mesh_object_outline(v3d, ob, dm);
}
if (draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
dm->drawFacesGLSL(dm, GPU_enable_material);
// if (get_ob_property(ob, "Text"))
// XXX draw_mesh_text(ob, 1);
GPU_disable_material();
glFrontFace(GL_CCW);
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);
}
if (!(draw_flags & DRAW_FACE_SELECT)) {
if (base->flag & SELECT)
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
else
UI_ThemeColor(TH_WIRE);
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
dm->drawLooseEdges(dm);
}
}
else if (dt == OB_SOLID) {
if (is_obact && ob->mode & (OB_MODE_VERTEX_PAINT | 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, NULL, GPU_enable_material, NULL, me->mpoly,
DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
glEnable(GL_BLEND);
glColor4ub(255, 255, 255, 96);
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0xAAAA);
dm->drawEdges(dm, 1, 1);
bglPolygonOffset(rv3d->dist, 0.0);
glDepthMask(1);
glDisable(GL_LINE_STIPPLE);
glDisable(GL_BLEND);
GPU_disable_material();
/* since we already draw wire as wp guide, don't draw over the top */
draw_wire = OBDRAW_WIRE_OFF;
}
else if (draw_flags & DRAW_MODIFIERS_PREVIEW) {
/* for object selection draws no shade */
if (flag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
}
else {
/* draw outline */
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
/* materials arent compatible with vertex colors */
GPU_end_object_materials();
GPU_enable_material(0, NULL);
/* set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
glColor3ub(120, 120, 120);
glDisable(GL_COLOR_MATERIAL);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
dm->drawMappedFaces(dm, NULL, GPU_enable_material, NULL, NULL, DM_DRAW_USE_COLORS);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_disable_material();
}
}
else {
Paint *p;
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if (ob->sculpt && (p = paint_get_active(scene))) {
float planes[4][4];
float (*fpl)[4] = NULL;
int fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
sculpt_get_redraw_planes(planes, ar, rv3d, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
}
dm->drawFacesSolid(dm, fpl, fast, GPU_enable_material);
}
else
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
GPU_disable_material();
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
if (base->flag & SELECT) {
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
}
else {
UI_ThemeColor(TH_WIRE);
}
if (!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
dm->drawLooseEdges(dm);
}
}
else if (dt == OB_PAINT) {
if (is_obact) {
if (ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
/* enforce default material settings */
GPU_enable_material(0, NULL);
/* but set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
glColor3ub(120, 120, 120);
glDisable(GL_COLOR_MATERIAL);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
dm->drawMappedFaces(dm, NULL, GPU_enable_material, NULL, me->mpoly,
DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_disable_material();
}
else if (ob->mode & OB_MODE_VERTEX_PAINT) {
if (me->mloopcol)
dm->drawMappedFaces(dm, NULL, GPU_enable_material, NULL, NULL,
DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
else {
glColor3f(1.0f, 1.0f, 1.0f);
dm->drawMappedFaces(dm, NULL, GPU_enable_material, NULL, NULL,
DM_DRAW_ALWAYS_SMOOTH);
}
}
}
}
/* 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 draw in particle edit mode
* the mesh gets in the way of seeing the particles, fade the wire color
* with the background. */
if (is_obact && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
float col_wire[4], col_bg[4], col[3];
UI_GetThemeColor3fv(TH_BACK, col_bg);
glGetFloatv(GL_CURRENT_COLOR, col_wire);
interp_v3_v3v3(col, col_bg, col_wire, 0.15);
glColor3fv(col);
}
/* If drawing wire and drawtype is not OB_WIRE then we are
* overlaying the wires.
*
* UPDATE bug #10290 - With this wire-only objects can draw
* behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
*
* if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
*/
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)
dm->drawEdges(dm, (dt == OB_WIRE || totface == 0), me->drawflag & ME_ALLEDGES);
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
}
}
if (is_obact && paint_vertsel_test(ob)) {
glColor3f(0.0f, 0.0f, 0.0f);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
drawSelectedVertices(dm, ob->data);
glPointSize(1.0f);
}
dm->release(dm);
}
/* returns 1 if nothing was drawn, for detecting to draw an object center */
static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
Object *ob = base->object;
Object *obedit = scene->obedit;
Mesh *me = ob->data;
BMEditMesh *em = me->edit_btmesh;
int do_alpha_after = 0, drawlinked = 0, retval = 0, glsl, check_alpha, i;
/* If we are drawing shadows and any of the materials don't cast a shadow,
* then don't draw the object */
if (v3d->flag2 & V3D_RENDER_SHADOW) {
for (i = 0; i < ob->totcol; ++i) {
Material *ma = give_current_material(ob, i);
if (ma && !(ma->mode & MA_SHADBUF)) {
return 1;
}
}
}
if (obedit && ob != obedit && ob->data == obedit->data) {
if (ob_get_key(ob) || ob_get_key(obedit)) {}
else if (ob->modifiers.first || obedit->modifiers.first) {}
else drawlinked = 1;
}
if (ob == obedit || drawlinked) {
DerivedMesh *finalDM, *cageDM;
if (obedit != ob)
finalDM = cageDM = editbmesh_get_derived_base(ob, em);
else
cageDM = editbmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
scene->customdata_mask);
if (dt > OB_WIRE) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
}
draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
GPU_end_object_materials();
if (obedit != ob && finalDM)
finalDM->release(finalDM);
}
else {
/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
if (me->totpoly <= 4 || ED_view3d_boundbox_clip(rv3d, ob->obmat, (ob->bb) ? ob->bb : me->bb)) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
check_alpha = check_alpha_pass(base);
if (dt == OB_SOLID || glsl) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
(check_alpha) ? &do_alpha_after : NULL);
}
draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, flag);
GPU_end_object_materials();
if (me->totvert == 0) retval = 1;
}
}
/* GPU_begin_object_materials checked if this is needed */
if (do_alpha_after) {
if (ob->dtx & OB_DRAWXRAY) {
add_view3d_after(&v3d->afterdraw_xraytransp, base, flag);
}
else {
add_view3d_after(&v3d->afterdraw_transp, base, flag);
}
}
else if (ob->dtx & OB_DRAWXRAY && ob->dtx & OB_DRAWTRANSP) {
/* special case xray+transp when alpha is 1.0, without this the object vanishes */
if (v3d->xray == 0 && v3d->transp == 0) {
add_view3d_after(&v3d->afterdraw_xray, base, flag);
}
}
return retval;
}
/* ************** DRAW DISPLIST ****************** */
static int draw_index_wire = 1;
static int index3_nors_incr = 1;
/* returns 1 when nothing was drawn */
static int drawDispListwire(ListBase *dlbase)
{
DispList *dl;
int parts, nr;
float *data;
if (dlbase == NULL) return 1;
glEnableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (dl = dlbase->first; dl; dl = dl->next) {
if (dl->parts == 0 || dl->nr == 0)
continue;
data = dl->verts;
switch (dl->type) {
case DL_SEGM:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts = 0; parts < dl->parts; parts++)
glDrawArrays(GL_LINE_STRIP, parts * dl->nr, dl->nr);
break;
case DL_POLY:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts = 0; parts < dl->parts; parts++)
glDrawArrays(GL_LINE_LOOP, parts * dl->nr, dl->nr);
break;
case DL_SURF:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts = 0; parts < dl->parts; parts++) {
if (dl->flag & DL_CYCL_U)
glDrawArrays(GL_LINE_LOOP, parts * dl->nr, dl->nr);
else
glDrawArrays(GL_LINE_STRIP, parts * dl->nr, dl->nr);
}
for (nr = 0; nr < dl->nr; nr++) {
int ofs = 3 * dl->nr;
data = (dl->verts) + 3 * nr;
parts = dl->parts;
if (dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
while (parts--) {
glVertex3fv(data);
data += ofs;
}
glEnd();
/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
// glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
// if (dl->flag & DL_CYCL_V)
// glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
// else
// glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
}
break;
case DL_INDEX3:
if (draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_TRIANGLES, 3 * dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX4:
if (draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_QUADS, 4 * dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return 0;
}
static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
{
DispList *dl;
GPUVertexAttribs gattribs;
float *data, curcol[4];
float *ndata;
if (lb == NULL) return;
/* for drawing wire */
glGetFloatv(GL_CURRENT_COLOR, curcol);
glEnable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
if (ob->type == OB_MBALL) { // mball always smooth shaded
glShadeModel(GL_SMOOTH);
}
dl = lb->first;
while (dl) {
data = dl->verts;
ndata = dl->nors;
switch (dl->type) {
case DL_SEGM:
if (ob->type == OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
glColor3fv(curcol);
// glVertexPointer(3, GL_FLOAT, 0, dl->verts);
// glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
glBegin(GL_LINE_STRIP);
for (nr = dl->nr; nr; nr--, data += 3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
}
break;
case DL_POLY:
if (ob->type == OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
/* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
//glVertexPointer(3, GL_FLOAT, 0, dl->verts);
//glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
glBegin(GL_LINE_LOOP);
for (nr = dl->nr; nr; nr--, data += 3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
break;
}
case DL_SURF:
if (dl->index) {
GPU_enable_material(dl->col + 1, (glsl) ? &gattribs : NULL);
if (dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4 * dl->totindex, GL_UNSIGNED_INT, dl->index);
glDisableClientState(GL_NORMAL_ARRAY);
}
break;
case DL_INDEX3:
GPU_enable_material(dl->col + 1, (glsl) ? &gattribs : NULL);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
/* voor polys only one normal needed */
if (index3_nors_incr) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, dl->nors);
}
else
glNormal3fv(ndata);
glDrawElements(GL_TRIANGLES, 3 * dl->parts, GL_UNSIGNED_INT, dl->index);
if (index3_nors_incr)
glDisableClientState(GL_NORMAL_ARRAY);
break;
case DL_INDEX4:
GPU_enable_material(dl->col + 1, (glsl) ? &gattribs : NULL);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4 * dl->parts, GL_UNSIGNED_INT, dl->index);
glDisableClientState(GL_NORMAL_ARRAY);
break;
}
dl = dl->next;
}
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glFrontFace(GL_CCW);
}
static void drawCurveDMWired(Object *ob)
{
DerivedMesh *dm = ob->derivedFinal;
dm->drawEdges(dm, 1, 0);
}
/* return 1 when nothing was drawn */
static int drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
{
Object *ob = base->object;
DerivedMesh *dm = ob->derivedFinal;
if (!dm) {
return 1;
}
if (dt > OB_WIRE && dm->getNumTessFaces(dm)) {
int glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
if (!glsl) {
glEnable(GL_LIGHTING);
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
glDisable(GL_LIGHTING);
}
else
dm->drawFacesGLSL(dm, GPU_enable_material);
GPU_end_object_materials();
}
else {
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)
drawCurveDMWired(ob);
}
return 0;
}
/* returns 1 when nothing was drawn */
static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
{
Object *ob = base->object;
ListBase *lb = NULL;
DispList *dl;
Curve *cu;
const short render_only = (v3d->flag2 & V3D_RENDER_OVERRIDE);
const short solid = (dt > OB_WIRE);
int retval = 0;
if (drawCurveDerivedMesh(scene, v3d, rv3d, base, dt) == 0) {
return 0;
}
switch (ob->type) {
case OB_FONT:
case OB_CURVE:
cu = ob->data;
lb = &ob->disp;
if (solid) {
dl = lb->first;
if (dl == NULL) return 1;
if (dl->nors == NULL) addnormalsDispList(lb);
index3_nors_incr = 0;
if (displist_has_faces(lb) == 0) {
if (!render_only) {
draw_index_wire = 0;
drawDispListwire(lb);
draw_index_wire = 1;
}
}
else {
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, 0);
GPU_end_object_materials();
}
if (cu->editnurb && cu->bevobj == NULL && cu->taperobj == NULL && cu->ext1 == 0.0f && cu->ext2 == 0.0f) {
cpack(0);
draw_index_wire = 0;
drawDispListwire(lb);
draw_index_wire = 1;
}
}
index3_nors_incr = 1;
}
else {
if (!render_only || (render_only && displist_has_faces(lb))) {
draw_index_wire = 0;
retval = drawDispListwire(lb);
draw_index_wire = 1;
}
}
break;
case OB_SURF:
lb = &ob->disp;
if (solid) {
dl = lb->first;
if (dl == NULL) return 1;
if (dl->nors == NULL) addnormalsDispList(lb);
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, 0);
GPU_end_object_materials();
}
}
else {
retval = drawDispListwire(lb);
}
break;
case OB_MBALL:
if (BKE_metaball_is_basis(ob)) {
lb = &ob->disp;
if (lb->first == NULL) makeDispListMBall(scene, ob);
if (lb->first == NULL) return 1;
if (solid) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, 0);
GPU_end_object_materials();
}
}
else {
/* MetaBalls use DL_INDEX4 type of DispList */
retval = drawDispListwire(lb);
}
}
break;
}
return retval;
}
/* *********** drawing for particles ************* */
static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int select)
{
/* draw created data arrays */
switch (draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
glDrawArrays(GL_LINES, 0, 6 * totpoint);
break;
case PART_DRAW_LINE:
glDrawArrays(GL_LINES, 0, 2 * totpoint);
break;
case PART_DRAW_BB:
if (ob_dt <= OB_WIRE || select)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawArrays(GL_QUADS, 0, 4 * totpoint);
break;
default:
glDrawArrays(GL_POINTS, 0, totpoint);
break;
}
}
static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize,
float imat[4][4], float *draw_line, ParticleBillboardData *bb, ParticleDrawData *pdd)
{
float vec[3], vec2[3];
float *vd = NULL;
float *cd = NULL;
float ma_col[3] = {0.0f, 0.0f, 0.0f};
/* null only for PART_DRAW_CIRC */
if (pdd) {
vd = pdd->vd;
cd = pdd->cd;
if (pdd->ma_col) {
copy_v3_v3(ma_col, pdd->ma_col);
}
}
switch (draw_as) {
case PART_DRAW_DOT:
{
if (vd) {
copy_v3_v3(vd, state->co); pdd->vd += 3;
}
if (cd) {
copy_v3_v3(cd, pdd->ma_col);
pdd->cd += 3;
}
break;
}
case PART_DRAW_CROSS:
case PART_DRAW_AXIS:
{
vec[0] = 2.0f * pixsize;
vec[1] = vec[2] = 0.0;
mul_qt_v3(state->rot, vec);
if (draw_as == PART_DRAW_AXIS) {
if (cd) {
cd[1] = cd[2] = cd[4] = cd[5] = 0.0;
cd[0] = cd[3] = 1.0;
cd[6] = cd[8] = cd[9] = cd[11] = 0.0;
cd[7] = cd[10] = 1.0;
cd[13] = cd[12] = cd[15] = cd[16] = 0.0;
cd[14] = cd[17] = 1.0;
pdd->cd += 18;
}
copy_v3_v3(vec2, state->co);
}
else {
if (cd) {
cd[0] = cd[3] = cd[6] = cd[9] = cd[12] = cd[15] = ma_col[0];
cd[1] = cd[4] = cd[7] = cd[10] = cd[13] = cd[16] = ma_col[1];
cd[2] = cd[5] = cd[8] = cd[11] = cd[14] = cd[17] = ma_col[2];
pdd->cd += 18;
}
sub_v3_v3v3(vec2, state->co, vec);
}
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd, vec); pdd->vd += 3;
copy_v3_v3(pdd->vd, vec2); pdd->vd += 3;
vec[1] = 2.0f * pixsize;
vec[0] = vec[2] = 0.0;
mul_qt_v3(state->rot, vec);
if (draw_as == PART_DRAW_AXIS) {
copy_v3_v3(vec2, state->co);
}
else sub_v3_v3v3(vec2, state->co, vec);
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd, vec); pdd->vd += 3;
copy_v3_v3(pdd->vd, vec2); pdd->vd += 3;
vec[2] = 2.0f * pixsize;
vec[0] = vec[1] = 0.0;
mul_qt_v3(state->rot, vec);
if (draw_as == PART_DRAW_AXIS) {
copy_v3_v3(vec2, state->co);
}
else sub_v3_v3v3(vec2, state->co, vec);
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd, vec); pdd->vd += 3;
copy_v3_v3(pdd->vd, vec2); pdd->vd += 3;
break;
}
case PART_DRAW_LINE:
{
copy_v3_v3(vec, state->vel);
normalize_v3(vec);
if (draw & PART_DRAW_VEL_LENGTH)
mul_v3_fl(vec, len_v3(state->vel));
madd_v3_v3v3fl(pdd->vd, state->co, vec, -draw_line[0]); pdd->vd += 3;
madd_v3_v3v3fl(pdd->vd, state->co, vec, draw_line[1]); pdd->vd += 3;
if (cd) {
cd[0] = cd[3] = ma_col[0];
cd[1] = cd[4] = ma_col[1];
cd[2] = cd[5] = ma_col[2];
pdd->cd += 6;
}
break;
}
case PART_DRAW_CIRC:
{
drawcircball(GL_LINE_LOOP, state->co, pixsize, imat);
break;
}
case PART_DRAW_BB:
{
float xvec[3], yvec[3], zvec[3], bb_center[3];
if (cd) {
cd[0] = cd[3] = cd[6] = cd[9] = ma_col[0];
cd[1] = cd[4] = cd[7] = cd[10] = ma_col[1];
cd[2] = cd[5] = cd[8] = cd[11] = ma_col[2];
pdd->cd += 12;
}
copy_v3_v3(bb->vec, state->co);
copy_v3_v3(bb->vel, state->vel);
psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
add_v3_v3v3(pdd->vd, bb_center, xvec);
add_v3_v3(pdd->vd, yvec); pdd->vd += 3;
sub_v3_v3v3(pdd->vd, bb_center, xvec);
add_v3_v3(pdd->vd, yvec); pdd->vd += 3;
sub_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd += 3;
add_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
break;
}
}
}
/* unified drawing of all new particle systems draw types except dupli ob & group */
/* mostly tries to use vertex arrays for speed */
/* 1. check that everything is ok & updated */
/* 2. start initializing things */
/* 3. initialize according to draw type */
/* 4. allocate drawing data arrays */
/* 5. start filling the arrays */
/* 6. draw the arrays */
/* 7. clean up */
static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Base *base, ParticleSystem *psys, int ob_dt)
{
Object *ob = base->object;
ParticleEditSettings *pset = PE_settings(scene);
ParticleSettings *part = psys->part;
ParticleData *pars = psys->particles;
ParticleData *pa;
ParticleKey state, *states = NULL;
ParticleBillboardData bb;
ParticleSimulationData sim = {NULL};
ParticleDrawData *pdd = psys->pdd;
Material *ma;
float vel[3], imat[4][4];
float timestep, pixsize_scale, pa_size, r_tilt, r_length;
float pa_time, pa_birthtime, pa_dietime, pa_health, intensity;
float cfra;
float ma_col[3] = {0.0f, 0.0f, 0.0f};
int a, totpart, totpoint = 0, totve = 0, drawn, draw_as, totchild = 0;
int select = ob->flag & SELECT, create_cdata = 0, need_v = 0;
GLint polygonmode[2];
char numstr[32];
unsigned char tcol[4] = {0, 0, 0, 255};
/* 1. */
if (part == NULL || !psys_check_enabled(ob, psys))
return;
if (pars == NULL) return;
/* don't draw normal paths in edit mode */
if (psys_in_edit_mode(scene, psys) && (pset->flag & PE_DRAW_PART) == 0)
return;
if (part->draw_as == PART_DRAW_REND)
draw_as = part->ren_as;
else
draw_as = part->draw_as;
if (draw_as == PART_DRAW_NOT)
return;
/* 2. */
sim.scene = scene;
sim.ob = ob;
sim.psys = psys;
sim.psmd = psys_get_modifier(ob, psys);
if (part->phystype == PART_PHYS_KEYED) {
if (psys->flag & PSYS_KEYED) {
psys_count_keyed_targets(&sim);
if (psys->totkeyed == 0)
return;
}
}
if (select) {
select = 0;
if (psys_get_current(ob) == psys)
select = 1;
}
psys->flag |= PSYS_DRAWING;
if (part->type == PART_HAIR && !psys->childcache)
totchild = 0;
else
totchild = psys->totchild * part->disp / 100;
ma = give_current_material(ob, part->omat);
if (v3d->zbuf) glDepthMask(1);
if ((ma) && (part->draw_col == PART_DRAW_COL_MAT)) {
rgb_float_to_uchar(tcol, &(ma->r));
copy_v3_v3(ma_col, &ma->r);
}
glColor3ubv(tcol);
timestep = psys_get_timestep(&sim);
if ( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
float mat[4][4];
mult_m4_m4m4(mat, ob->obmat, psys->imat);
glMultMatrixf(mat);
}
/* needed for text display */
invert_m4_m4(ob->imat, ob->obmat);
totpart = psys->totpart;
cfra = BKE_curframe(scene);
if (draw_as == PART_DRAW_PATH && psys->pathcache == NULL && psys->childcache == NULL)
draw_as = PART_DRAW_DOT;
/* 3. */
switch (draw_as) {
case PART_DRAW_DOT:
if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
break;
case PART_DRAW_CIRC:
/* calculate view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
/* no break! */
case PART_DRAW_CROSS:
case PART_DRAW_AXIS:
/* lets calculate the scale: */
if (part->draw_size == 0.0)
pixsize_scale = 2.0f;
else
pixsize_scale = part->draw_size;
if (draw_as == PART_DRAW_AXIS)
create_cdata = 1;
break;
case PART_DRAW_OB:
if (part->dup_ob == NULL)
draw_as = PART_DRAW_DOT;
else
draw_as = 0;
break;
case PART_DRAW_GR:
if (part->dup_group == NULL)
draw_as = PART_DRAW_DOT;
else
draw_as = 0;
break;
case PART_DRAW_BB:
if (v3d->camera == NULL && part->bb_ob == NULL) {
printf("Billboards need an active camera or a target object!\n");
draw_as = part->draw_as = PART_DRAW_DOT;
if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
}
else if (part->bb_ob)
bb.ob = part->bb_ob;
else
bb.ob = v3d->camera;
bb.align = part->bb_align;
bb.anim = part->bb_anim;
bb.lock = part->draw & PART_DRAW_BB_LOCK;
break;
case PART_DRAW_PATH:
break;
case PART_DRAW_LINE:
need_v = 1;
break;
}
if (part->draw & PART_DRAW_SIZE && part->draw_as != PART_DRAW_CIRC) {
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
}
if (ELEM3(draw_as, PART_DRAW_DOT, PART_DRAW_CROSS, PART_DRAW_LINE) &&
(part->draw_col > PART_DRAW_COL_MAT))
{
create_cdata = 1;
}
if (!create_cdata && pdd && pdd->cdata) {
MEM_freeN(pdd->cdata);
pdd->cdata = pdd->cd = NULL;
}
/* 4. */
if (draw_as && ELEM(draw_as, PART_DRAW_PATH, PART_DRAW_CIRC) == 0) {
int tot_vec_size = (totpart + totchild) * 3 * sizeof(float);
int create_ndata = 0;
if (!pdd)
pdd = psys->pdd = MEM_callocN(sizeof(ParticleDrawData), "ParticlDrawData");
if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
tot_vec_size *= part->trail_count;
psys_make_temp_pointcache(ob, psys);
}
switch (draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
tot_vec_size *= 6;
if (draw_as != PART_DRAW_CROSS)
create_cdata = 1;
break;
case PART_DRAW_LINE:
tot_vec_size *= 2;
break;
case PART_DRAW_BB:
tot_vec_size *= 4;
create_ndata = 1;
break;
}
if (pdd->tot_vec_size != tot_vec_size)
psys_free_pdd(psys);
if (!pdd->vdata)
pdd->vdata = MEM_callocN(tot_vec_size, "particle_vdata");
if (create_cdata && !pdd->cdata)
pdd->cdata = MEM_callocN(tot_vec_size, "particle_cdata");
if (create_ndata && !pdd->ndata)
pdd->ndata = MEM_callocN(tot_vec_size, "particle_ndata");
if (part->draw & PART_DRAW_VEL && draw_as != PART_DRAW_LINE) {
if (!pdd->vedata)
pdd->vedata = MEM_callocN(2 * (totpart + totchild) * 3 * sizeof(float), "particle_vedata");
need_v = 1;
}
else if (pdd->vedata) {
/* velocity data not needed, so free it */
MEM_freeN(pdd->vedata);
pdd->vedata = NULL;
}
pdd->vd = pdd->vdata;
pdd->ved = pdd->vedata;
pdd->cd = pdd->cdata;
pdd->nd = pdd->ndata;
pdd->tot_vec_size = tot_vec_size;
}
else if (psys->pdd) {
psys_free_pdd(psys);
MEM_freeN(psys->pdd);
pdd = psys->pdd = NULL;
}
if (pdd) {
pdd->ma_col = ma_col;
}
psys->lattice = psys_get_lattice(&sim);
/* circles don't use drawdata, so have to add a special case here */
if ((pdd || draw_as == PART_DRAW_CIRC) && draw_as != PART_DRAW_PATH) {
/* 5. */
if (pdd && (pdd->flag & PARTICLE_DRAW_DATA_UPDATED) &&
(pdd->vedata || part->draw & (PART_DRAW_SIZE | PART_DRAW_NUM | PART_DRAW_HEALTH)) == 0)
{
totpoint = pdd->totpoint; /* draw data is up to date */
}
else {
for (a = 0, pa = pars; a < totpart + totchild; a++, pa++) {
/* setup per particle individual stuff */
if (a < totpart) {
if (totchild && (part->draw & PART_DRAW_PARENT) == 0) continue;
if (pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
pa_time = (cfra - pa->time) / pa->lifetime;
pa_birthtime = pa->time;
pa_dietime = pa->dietime;
pa_size = pa->size;
if (part->phystype == PART_PHYS_BOIDS)
pa_health = pa->boid->data.health;
else
pa_health = -1.0;
r_tilt = 2.0f * (PSYS_FRAND(a + 21) - 0.5f);
r_length = PSYS_FRAND(a + 22);
if (part->draw_col > PART_DRAW_COL_MAT) {
switch (part->draw_col) {
case PART_DRAW_COL_VEL:
intensity = len_v3(pa->state.vel) / part->color_vec_max;
break;
case PART_DRAW_COL_ACC:
intensity = len_v3v3(pa->state.vel, pa->prev_state.vel) / ((pa->state.time - pa->prev_state.time) * part->color_vec_max);
break;
default:
intensity = 1.0f; /* should never happen */
}
CLAMP(intensity, 0.f, 1.f);
weight_to_rgb(ma_col, intensity);
}
}
else {
ChildParticle *cpa = &psys->child[a - totpart];
pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
pa_size = psys_get_child_size(psys, cpa, cfra, NULL);
pa_health = -1.0;
r_tilt = 2.0f * (PSYS_FRAND(a + 21) - 0.5f);
r_length = PSYS_FRAND(a + 22);
}
drawn = 0;
if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
float length = part->path_end * (1.0f - part->randlength * r_length);
int trail_count = part->trail_count * (1.0f - part->randlength * r_length);
float ct = ((part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time) - length;
float dt = length / (trail_count ? (float)trail_count : 1.0f);
int i = 0;
ct += dt;
for (i = 0; i < trail_count; i++, ct += dt) {
float pixsize;
if (part->draw & PART_ABS_PATH_TIME) {
if (ct < pa_birthtime || ct > pa_dietime)
continue;
}
else if (ct < 0.0f || ct > 1.0f)
continue;
state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : -(pa_birthtime + ct * (pa_dietime - pa_birthtime));
psys_get_particle_on_path(&sim, a, &state, need_v);
if (psys->parent)
mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
if (draw_as == PART_DRAW_BB) {
bb.offset[0] = part->bb_offset[0];
bb.offset[1] = part->bb_offset[1];
bb.size[0] = part->bb_size[0] * pa_size;
if (part->bb_align == PART_BB_VEL) {
float pa_vel = len_v3(state.vel);
float head = part->bb_vel_head * pa_vel;
float tail = part->bb_vel_tail * pa_vel;
bb.size[1] = part->bb_size[1] * pa_size + head + tail;
/* use offset to adjust the particle center. this is relative to size, so need to divide! */
if (bb.size[1] > 0.0f)
bb.offset[1] += (head - tail) / bb.size[1];
}
else
bb.size[1] = part->bb_size[1] * pa_size;
bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
bb.time = ct;
}
pixsize = ED_view3d_pixel_size(rv3d, state.co) * pixsize_scale;
draw_particle(&state, draw_as, part->draw, pixsize, imat, part->draw_line, &bb, psys->pdd);
totpoint++;
drawn = 1;
}
}
else {
state.time = cfra;
if (psys_get_particle_state(&sim, a, &state, 0)) {
float pixsize;
if (psys->parent)
mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
if (draw_as == PART_DRAW_BB) {
bb.offset[0] = part->bb_offset[0];
bb.offset[1] = part->bb_offset[1];
bb.size[0] = part->bb_size[0] * pa_size;
if (part->bb_align == PART_BB_VEL) {
float pa_vel = len_v3(state.vel);
float head = part->bb_vel_head * pa_vel;
float tail = part->bb_vel_tail * pa_vel;
bb.size[1] = part->bb_size[1] * pa_size + head + tail;
/* use offset to adjust the particle center. this is relative to size, so need to divide! */
if (bb.size[1] > 0.0f)
bb.offset[1] += (head - tail) / bb.size[1];
}
else
bb.size[1] = part->bb_size[1] * pa_size;
bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
bb.time = pa_time;
}
pixsize = ED_view3d_pixel_size(rv3d, state.co) * pixsize_scale;
draw_particle(&state, draw_as, part->draw, pixsize, imat, part->draw_line, &bb, pdd);
totpoint++;
drawn = 1;
}
}
if (drawn) {
/* additional things to draw for each particle */
/* (velocity, size and number) */
if ((part->draw & PART_DRAW_VEL) && pdd && pdd->vedata) {
copy_v3_v3(pdd->ved, state.co);
pdd->ved += 3;
mul_v3_v3fl(vel, state.vel, timestep);
add_v3_v3v3(pdd->ved, state.co, vel);
pdd->ved += 3;
totve++;
}
if (part->draw & PART_DRAW_SIZE) {
setlinestyle(3);
drawcircball(GL_LINE_LOOP, state.co, pa_size, imat);
setlinestyle(0);
}
if ((part->draw & PART_DRAW_NUM || part->draw & PART_DRAW_HEALTH) &&
(v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
{
float vec_txt[3];
char *val_pos = numstr;
numstr[0] = '\0';
if (part->draw & PART_DRAW_NUM) {
if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype == PART_PHYS_BOIDS)) {
sprintf(val_pos, "%d:%.2f", a, pa_health);
}
else {
sprintf(val_pos, "%d", a);
}
}
else {
if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype == PART_PHYS_BOIDS)) {
sprintf(val_pos, "%.2f", pa_health);
}
}
/* in path drawing state.co is the end point */
/* use worldspace beause object matrix is already applied */
mul_v3_m4v3(vec_txt, ob->imat, state.co);
view3d_cached_text_draw_add(vec_txt, numstr, 10, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, tcol);
}
}
}
}
}
/* 6. */
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
glEnableClientState(GL_VERTEX_ARRAY);
if (draw_as == PART_DRAW_PATH) {
ParticleCacheKey **cache, *path;
float /* *cd2=NULL, */ /* UNUSED */ *cdata2 = NULL;
/* setup gl flags */
if (1) { //ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
if (part->draw_col == PART_DRAW_COL_MAT)
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
#if 0
else {
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_WIRE);
}
#endif
if (totchild && (part->draw & PART_DRAW_PARENT) == 0)
totpart = 0;
else if (psys->pathcache == NULL)
totpart = 0;
/* draw actual/parent particles */
cache = psys->pathcache;
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
path = cache[a];
if (path->steps > 0) {
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
if (part->draw_col == PART_DRAW_COL_MAT)
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
}
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
}
}
/* draw child particles */
cache = psys->childcache;
for (a = 0; a < totchild; a++) {
path = cache[a];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
if (part->draw_col == PART_DRAW_COL_MAT)
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
}
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
}
/* restore & clean up */
if (1) { //ob_dt > OB_WIRE) {
if (part->draw_col == PART_DRAW_COL_MAT)
glDisable(GL_COLOR_ARRAY);
glDisable(GL_COLOR_MATERIAL);
}
if (cdata2)
MEM_freeN(cdata2);
/* cd2= */ /* UNUSED */ cdata2 = NULL;
glLineWidth(1.0f);
if ((part->draw & PART_DRAW_NUM) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
cache = psys->pathcache;
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
float vec_txt[3];
BLI_snprintf(numstr, sizeof(numstr), "%i", a);
/* use worldspace beause object matrix is already applied */
mul_v3_m4v3(vec_txt, ob->imat, cache[a]->co);
view3d_cached_text_draw_add(vec_txt, numstr, 10, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, tcol);
}
}
}
else if (pdd && ELEM(draw_as, 0, PART_DRAW_CIRC) == 0) {
glDisableClientState(GL_COLOR_ARRAY);
/* enable point data array */
if (pdd->vdata) {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, pdd->vdata);
}
else
glDisableClientState(GL_VERTEX_ARRAY);
if (select) {
UI_ThemeColor(TH_ACTIVE);
if (part->draw_size)
glPointSize(part->draw_size + 2);
else
glPointSize(4.0);
glLineWidth(3.0);
draw_particle_arrays(draw_as, totpoint, ob_dt, 1);
}
/* restore from select */
glColor3fv(ma_col);
glPointSize(part->draw_size ? part->draw_size : 2.0);
glLineWidth(1.0);
/* enable other data arrays */
/* billboards are drawn this way */
if (pdd->ndata && ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, pdd->ndata);
glEnable(GL_LIGHTING);
}
else {
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_LIGHTING);
}
if (pdd->cdata) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
}
draw_particle_arrays(draw_as, totpoint, ob_dt, 0);
pdd->flag |= PARTICLE_DRAW_DATA_UPDATED;
pdd->totpoint = totpoint;
}
if (pdd && pdd->vedata) {
glDisableClientState(GL_COLOR_ARRAY);
cpack(0xC0C0C0);
glVertexPointer(3, GL_FLOAT, 0, pdd->vedata);
glDrawArrays(GL_LINES, 0, 2 * totve);
}
glPolygonMode(GL_FRONT, polygonmode[0]);
glPolygonMode(GL_BACK, polygonmode[1]);
/* 7. */
glDisable(GL_LIGHTING);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (states)
MEM_freeN(states);
psys->flag &= ~PSYS_DRAWING;
/* draw data can't be saved for billboards as they must update to target changes */
if (draw_as == PART_DRAW_BB) {
psys_free_pdd(psys);
pdd->flag &= ~PARTICLE_DRAW_DATA_UPDATED;
}
if (psys->lattice) {
end_latt_deform(psys->lattice);
psys->lattice = NULL;
}
if (pdd) {
/* drop references to stack memory */
pdd->ma_col = NULL;
}
if ( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
glLoadMatrixf(rv3d->viewmat);
}
}
static void draw_update_ptcache_edit(Scene *scene, Object *ob, PTCacheEdit *edit)
{
if (edit->psys && edit->psys->flag & PSYS_HAIR_UPDATED)
PE_update_object(scene, ob, 0);
/* create path and child path cache if it doesn't exist already */
if (edit->pathcache == NULL)
psys_cache_edit_paths(scene, ob, edit, CFRA);
}
static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
{
ParticleCacheKey **cache, *path, *pkey;
PTCacheEditPoint *point;
PTCacheEditKey *key;
ParticleEditSettings *pset = PE_settings(scene);
int i, k, totpoint = edit->totpoint, timed = pset->flag & PE_FADE_TIME ? pset->fade_frames : 0;
int steps = 1;
float sel_col[3];
float nosel_col[3];
float *pathcol = NULL, *pcol;
if (edit->pathcache == NULL)
return;
PE_hide_keys_time(scene, edit, CFRA);
/* opengl setup */
if ((v3d->flag & V3D_ZBUF_SELECT) == 0)
glDisable(GL_DEPTH_TEST);
/* get selection theme colors */
UI_GetThemeColor3fv(TH_VERTEX_SELECT, sel_col);
UI_GetThemeColor3fv(TH_VERTEX, nosel_col);
/* draw paths */
if (timed) {
glEnable(GL_BLEND);
steps = (*edit->pathcache)->steps + 1;
pathcol = MEM_callocN(steps * 4 * sizeof(float), "particle path color data");
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
if (pset->brushtype == PE_BRUSH_WEIGHT) {
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
}
cache = edit->pathcache;
for (i = 0; i < totpoint; i++) {
path = cache[i];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (timed) {
for (k = 0, pcol = pathcol, pkey = path; k < steps; k++, pkey++, pcol += 4) {
copy_v3_v3(pcol, pkey->col);
pcol[3] = 1.0f - fabsf((float)(CFRA) -pkey->time) / (float)pset->fade_frames;
}
glColorPointer(4, GL_FLOAT, 4 * sizeof(float), pathcol);
}
else
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
}
if (pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }
/* draw edit vertices */
if (pset->selectmode != SCE_SELECT_PATH) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
if (pset->selectmode == SCE_SELECT_POINT) {
float *pd = NULL, *pdata = NULL;
float *cd = NULL, *cdata = NULL;
int totkeys = 0;
for (i = 0, point = edit->points; i < totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
totkeys += point->totkey;
if (edit->points && !(edit->points->keys->flag & PEK_USE_WCO))
pd = pdata = MEM_callocN(totkeys * 3 * sizeof(float), "particle edit point data");
cd = cdata = MEM_callocN(totkeys * (timed ? 4 : 3) * sizeof(float), "particle edit color data");
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if (point->flag & PEP_HIDE)
continue;
for (k = 0, key = point->keys; k < point->totkey; k++, key++) {
if (pd) {
copy_v3_v3(pd, key->co);
pd += 3;
}
if (key->flag & PEK_SELECT) {
copy_v3_v3(cd, sel_col);
}
else {
copy_v3_v3(cd, nosel_col);
}
if (timed)
*(cd + 3) = 1.0f - fabsf((float)CFRA - *key->time) / (float)pset->fade_frames;
cd += (timed ? 4 : 3);
}
}
cd = cdata;
pd = pdata;
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if (point->flag & PEP_HIDE || point->totkey == 0)
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 && point->totkey) {
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 don't 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)) {
/* pass */
}
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)) {
/* pass */
}
else {
UI_ThemeColor(TH_NURB_VLINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1 = bp;
}
}
}
break;
}
}
++index;
nu = nu->next;
}
}
static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb, int dt)
{
ToolSettings *ts = scene->toolsettings;
Object *ob = base->object;
Curve *cu = ob->data;
Nurb *nu;
BevList *bl;
short hide_handles = (cu->drawflag & CU_HIDE_HANDLES);
int index;
/* DispList */
UI_ThemeColor(TH_WIRE);
drawDispList(scene, v3d, rv3d, base, dt);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* first non-selected and active handles */
index = 0;
for (nu = nurb; nu; nu = nu->next) {
if (nu->type == CU_BEZIER) {
if (index == cu->actnu && !hide_handles)
tekenhandlesN_active(nu);
tekenhandlesN(nu, 0, hide_handles);
}
++index;
}
draw_editnurb(ob, nurb, 0);
draw_editnurb(ob, nurb, 1);
/* selected handles */
for (nu = nurb; nu; nu = nu->next) {
if (nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES) == 0)
tekenhandlesN(nu, 1, hide_handles);
tekenvertsN(nu, 0, hide_handles, NULL);
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* direction vectors for 3d curve paths
* when at its lowest, don't 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(-90.0, 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_EMPTY;
/* 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 (BKE_metaball_is_basis(ob)) {
bb = ob->bb;
if (bb == NULL) {
makeDispListMBall(scene, ob);
bb = ob->bb;
}
}
}
else if (ob->type == OB_ARMATURE) {
bb = BKE_armature_get_bb(ob);
}
else {
drawcube();
return;
}
if (bb == NULL) return;
if (type == OB_BOUND_BOX) draw_box(bb->vec);
else draw_bb_quadric(bb, type);
}
static void drawtexspace(Object *ob)
{
float vec[8][3], loc[3], size[3];
if (ob->type == OB_MESH) {
mesh_get_texspace(ob->data, loc, NULL, size);
}
else if (ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
Curve *cu = ob->data;
copy_v3_v3(size, cu->size);
copy_v3_v3(loc, cu->loc);
}
else if (ob->type == OB_MBALL) {
MetaBall *mb = ob->data;
copy_v3_v3(size, mb->size);
copy_v3_v3(loc, mb->loc);
}
else return;
vec[0][0] = vec[1][0] = vec[2][0] = vec[3][0] = loc[0] - size[0];
vec[4][0] = vec[5][0] = vec[6][0] = vec[7][0] = loc[0] + size[0];
vec[0][1] = vec[1][1] = vec[4][1] = vec[5][1] = loc[1] - size[1];
vec[2][1] = vec[3][1] = vec[6][1] = vec[7][1] = loc[1] + size[1];
vec[0][2] = vec[3][2] = vec[4][2] = vec[7][2] = loc[2] - size[2];
vec[1][2] = vec[2][2] = vec[5][2] = vec[6][2] = loc[2] + size[2];
setlinestyle(2);
draw_box(vec);
setlinestyle(0);
}
/* draws wire outline */
static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
RegionView3D *rv3d = ar->regiondata;
Object *ob = base->object;
glLineWidth(2.0);
glDepthMask(0);
if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
DerivedMesh *dm = ob->derivedFinal;
int hasfaces = 0;
if (dm) {
hasfaces = dm->getNumTessFaces(dm);
}
else {
hasfaces = displist_has_faces(&ob->disp);
}
if (hasfaces && ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
draw_index_wire = 0;
if (dm) {
draw_mesh_object_outline(v3d, ob, dm);
}
else {
drawDispListwire(&ob->disp);
}
draw_index_wire = 1;
}
}
else if (ob->type == OB_MBALL) {
if (BKE_metaball_is_basis(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 (BKE_metaball_is_basis(ob)) {
drawDispListwire(&ob->disp);
}
}
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
}
/* should be called in view space */
static void draw_hooks(Object *ob)
{
ModifierData *md;
float vec[3];
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData *) md;
mul_v3_m4v3(vec, ob->obmat, hmd->cent);
if (hmd->object) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(hmd->object->obmat[3]);
glVertex3fv(vec);
glEnd();
setlinestyle(0);
}
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(vec);
bglEnd();
glPointSize(1.0);
}
}
}
static void drawRBpivot(bRigidBodyJointConstraint *data)
{
const char *axis_str[3] = {"px", "py", "pz"};
int axis;
float mat[4][4];
/* color */
float curcol[4];
unsigned char tcol[4];
glGetFloatv(GL_CURRENT_COLOR, curcol);
rgb_float_to_uchar(tcol, curcol);
tcol[3] = 255;
eul_to_mat4(mat, &data->axX);
glLineWidth(4.0f);
setlinestyle(2);
for (axis = 0; axis < 3; axis++) {
float dir[3] = {0, 0, 0};
float v[3];
copy_v3_v3(v, &data->pivX);
dir[axis] = 1.f;
glBegin(GL_LINES);
mul_m4_v3(mat, dir);
add_v3_v3(v, dir);
glVertex3fv(&data->pivX);
glVertex3fv(v);
glEnd();
view3d_cached_text_draw_add(v, axis_str[axis], 0, V3D_CACHE_TEXT_ASCII, tcol);
}
glLineWidth(1.0f);
setlinestyle(0);
}
/* flag can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET */
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
{
static int warning_recursive = 0;
ModifierData *md = NULL;
Object *ob = base->object;
Curve *cu;
RegionView3D *rv3d = ar->regiondata;
float vec1[3], vec2[3];
unsigned int col = 0;
int /*sel, drawtype,*/ colindex = 0;
int i, selstart, selend, empty_object = 0;
short dt, dtx, zbufoff = 0;
const short is_obact = (ob == OBACT);
/* only once set now, will be removed too, should become a global standard */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (ob != scene->obedit) {
if (ob->restrictflag & OB_RESTRICT_VIEW) {
return;
}
else 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;
else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
/* fallback to TH_WIRE */
}
}
}
}
/* finally set the color */
if (colindex == 0) {
if (theme_shade == 0) UI_ThemeColor(theme_id);
else UI_ThemeColorShade(theme_id, theme_shade);
}
else {
col = colortab[colindex];
cpack(col);
}
}
/* maximum drawtype */
dt = v3d->drawtype;
if (dt == OB_RENDER) dt = OB_SOLID;
dt = MIN2(dt, ob->dt);
if (v3d->zbuf == 0 && dt > OB_WIRE) dt = OB_WIRE;
dtx = 0;
/* faceselect exception: also draw solid when dt==wire, except in editmode */
if (is_obact && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT))) {
if (ob->type == OB_MESH) {
if (ob->mode & OB_MODE_EDIT) {
/* pass */
}
else {
if (dt < OB_SOLID) {
zbufoff = 1;
dt = OB_SOLID;
}
else if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))
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 = BKE_curve_editNurbs_get(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) {
/* Do not allow boundbox in edit nor pose mode! */
if ((dt == OB_BOUNDBOX) && (ob->mode & (OB_MODE_EDIT | OB_MODE_POSE)))
dt = OB_WIRE;
if (dt == OB_BOUNDBOX) {
draw_bounding_volume(scene, ob, ob->boundtype);
}
else {
if (dt > OB_WIRE)
GPU_enable_material(0, NULL); /* we use default material */
empty_object = draw_armature(scene, v3d, ar, base, dt, flag, FALSE);
if (dt > OB_WIRE)
GPU_disable_material();
}
}
break;
default:
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
drawaxes(1.0, OB_ARROWS);
}
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
if (ob->soft /*&& flag & OB_SBMOTION*/) {
float mrt[3][3], msc[3][3], mtr[3][3];
SoftBody *sb = NULL;
float tipw = 0.5f, tiph = 0.5f, drawsize = 4.0f;
if ((sb = ob->soft)) {
if (sb->solverflags & SBSO_ESTIMATEIPO) {
glLoadMatrixf(rv3d->viewmat);
copy_m3_m3(msc, sb->lscale);
copy_m3_m3(mrt, sb->lrot);
mul_m3_m3m3(mtr, mrt, msc);
ob_draw_RE_motion(sb->lcom, mtr, tipw, tiph, drawsize);
glMultMatrixf(ob->obmat);
}
}
}
if (ob->pd && ob->pd->forcefield) {
draw_forcefield(scene, ob, rv3d);
}
}
/* code for new particle system */
if ((warning_recursive == 0) &&
(ob->particlesystem.first) &&
(flag & DRAW_PICKING) == 0 &&
(ob != scene->obedit)
)
{
ParticleSystem *psys;
if (col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */
//glDepthMask(GL_FALSE);
glLoadMatrixf(rv3d->viewmat);
view3d_cached_text_draw_begin();
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
/* run this so that possible child particles get cached */
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
if (edit && edit->psys == psys)
draw_update_ptcache_edit(scene, ob, edit);
}
draw_new_particle_system(scene, v3d, rv3d, base, psys, dt);
}
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 0, NULL);
glMultMatrixf(ob->obmat);
//glDepthMask(GL_TRUE);
if (col) cpack(col);
}
/* draw edit particles last so that they can draw over child particles */
if ( (warning_recursive == 0) &&
(flag & DRAW_PICKING) == 0 &&
(!scene->obedit))
{
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
if (edit) {
glLoadMatrixf(rv3d->viewmat);
draw_update_ptcache_edit(scene, ob, edit);
draw_ptcache_edit(scene, v3d, edit);
glMultMatrixf(ob->obmat);
}
}
}
/* draw code for smoke */
if ((md = modifiers_findByType(ob, eModifierType_Smoke))) {
SmokeModifierData *smd = (SmokeModifierData *)md;
// draw collision objects
if ((smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll) {
#if 0
SmokeCollSettings *scs = smd->coll;
if (scs->points) {
size_t i;
glLoadMatrixf(rv3d->viewmat);
if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
// glPointSize(3.0);
bglBegin(GL_POINTS);
for (i = 0; i < scs->numpoints; i++)
{
bglVertex3fv(&scs->points[3 * i]);
}
bglEnd();
glPointSize(1.0);
glMultMatrixf(ob->obmat);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
if (col) cpack(col);
}
#endif
}
// only draw domains
if (smd->domain && smd->domain->fluid) {
if (CFRA < smd->domain->point_cache[0]->startframe) {
/* don't show smoke before simulation starts, this could be made an option in the future */
}
else if (!smd->domain->wt || !(smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
// #if 0
smd->domain->tex = NULL;
GPU_create_smoke(smd, 0);
draw_volume(ar, smd->domain->tex,
smd->domain->p0, smd->domain->p1,
smd->domain->res, smd->domain->dx,
smd->domain->tex_shadow);
GPU_free_smoke(smd);
// #endif
#if 0
int x, y, z;
float *density = smoke_get_density(smd->domain->fluid);
glLoadMatrixf(rv3d->viewmat);
// glMultMatrixf(ob->obmat);
if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
// glPointSize(3.0);
bglBegin(GL_POINTS);
for (x = 0; x < smd->domain->res[0]; x++) {
for (y = 0; y < smd->domain->res[1]; y++) {
for (z = 0; z < smd->domain->res[2]; z++) {
float tmp[3];
int index = smoke_get_index(x, smd->domain->res[0], y, smd->domain->res[1], z);
if (density[index] > FLT_EPSILON) {
float color[3];
copy_v3_v3(tmp, smd->domain->p0);
tmp[0] += smd->domain->dx * x + smd->domain->dx * 0.5;
tmp[1] += smd->domain->dx * y + smd->domain->dx * 0.5;
tmp[2] += smd->domain->dx * z + smd->domain->dx * 0.5;
color[0] = color[1] = color[2] = density[index];
glColor3fv(color);
bglVertex3fv(tmp);
}
}
}
}
bglEnd();
glPointSize(1.0);
glMultMatrixf(ob->obmat);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
if (col) cpack(col);
#endif
}
else if (smd->domain->wt && (smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
smd->domain->tex = NULL;
GPU_create_smoke(smd, 1);
draw_volume(ar, smd->domain->tex,
smd->domain->p0, smd->domain->p1,
smd->domain->res_wt, smd->domain->dx_wt,
smd->domain->tex_shadow);
GPU_free_smoke(smd);
}
}
}
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
bConstraint *con;
for (con = ob->constraints.first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint *)con->data;
if (data->flag & CONSTRAINT_DRAW_PIVOT)
drawRBpivot(data);
}
}
if (ob->gameflag & OB_BOUNDS) {
if (ob->boundtype != ob->collision_boundtype || (dtx & OB_BOUNDBOX) == 0) {
setlinestyle(2);
draw_bounding_volume(scene, ob, ob->collision_boundtype);
setlinestyle(0);
}
}
/* draw extra: after normal draw because of makeDispList */
if (dtx && (G.f & G_RENDER_OGL) == 0) {
if (dtx & OB_AXIS) {
drawaxes(1.0f, OB_ARROWS);
}
if (dtx & OB_BOUNDBOX) {
draw_bounding_volume(scene, ob, ob->boundtype);
}
if (dtx & OB_TEXSPACE) {
drawtexspace(ob);
}
if (dtx & OB_DRAWNAME) {
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
/* but, we also don't draw names for sets or duplicators */
if (flag == 0) {
float zero[3] = {0, 0, 0};
float curcol[4];
unsigned char tcol[4];
glGetFloatv(GL_CURRENT_COLOR, curcol);
rgb_float_to_uchar(tcol, curcol);
tcol[3] = 255;
view3d_cached_text_draw_add(zero, ob->id.name + 2, 10, 0, tcol);
}
}
/*if (dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
if ((dtx & OB_DRAWWIRE) && dt >= OB_SOLID) {
drawWireExtra(scene, rv3d, ob);
}
}
}
if (dt <= OB_SOLID && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
if ((ob->gameflag & OB_DYNAMIC) ||
((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE)))
{
float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};
invert_m4_m4(imat, rv3d->viewmatob);
setlinestyle(2);
drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
setlinestyle(0);
}
}
/* return warning, this is cached text draw */
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 1, NULL);
glLoadMatrixf(rv3d->viewmat);
if (zbufoff) {
glDisable(GL_DEPTH_TEST);
}
if ((warning_recursive) ||
(base->flag & OB_FROMDUPLI) ||
(v3d->flag2 & V3D_RENDER_OVERRIDE))
{
return;
}
/* object centers, need to be drawn in viewmat space for speed, but OK for picking select */
if (!is_obact || !(ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT))) {
int do_draw_center = -1; /* defines below are zero or positive... */
if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
/* don't draw */
}
else if ((scene->basact) == base)
do_draw_center = ACTIVE;
else if (base->flag & SELECT)
do_draw_center = SELECT;
else if (empty_object || (v3d->flag & V3D_DRAW_CENTERS))
do_draw_center = DESELECT;
if (do_draw_center != -1) {
if (flag & DRAW_PICKING) {
/* draw a single point for opengl selection */
glBegin(GL_POINTS);
glVertex3fv(ob->obmat[3]);
glEnd();
}
else if ((flag & DRAW_CONSTCOLOR) == 0) {
/* we don't draw centers for duplicators and sets */
if (U.obcenter_dia > 0) {
/* check > 0 otherwise grease pencil can draw into the circle select which is annoying. */
drawcentercircle(v3d, rv3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us > 1);
}
}
}
}
/* not for sets, duplicators or picking */
if (flag == 0 && (v3d->flag & V3D_HIDE_HELPLINES) == 0 && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
ListBase *list;
/* draw hook center and offset line */
if (ob != scene->obedit) draw_hooks(ob);
/* help lines and so */
if (ob != scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ob->obmat[3]);
glVertex3fv(ob->orig);
glEnd();
setlinestyle(0);
}
/* Drawing the constraint lines */
if (ob->constraints.first) {
bConstraint *curcon;
bConstraintOb *cob;
unsigned char col1[4], col2[4];
list = &ob->constraints;
UI_GetThemeColor3ubv(TH_GRID, col1);
UI_make_axis_color(col1, col2, 'Z');
glColor3ubv(col2);
cob = constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
for (curcon = list->first; curcon; curcon = curcon->next) {
bConstraintTypeInfo *cti = constraint_get_typeinfo(curcon);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
if (ELEM(cti->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
/* special case for object solver and follow track constraints because they don't fill
* constraint targets properly (design limitation -- scene is needed for their target
* but it can't be accessed from get_targets callvack) */
Object *camob = NULL;
if (cti->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
else if (cti->type == CONSTRAINT_TYPE_OBJECTSOLVER) {
bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
if (camob) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(camob->obmat[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
}
else if ((curcon->flag & CONSTRAINT_EXPAND) && (cti) && (cti->get_constraint_targets)) {
cti->get_constraint_targets(curcon, &targets);
for (ct = targets.first; ct; ct = ct->next) {
/* calculate target's matrix */
if (cti->get_target_matrix)
cti->get_target_matrix(curcon, cob, ct, BKE_curframe(scene));
else
unit_m4(ct->matrix);
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ct->matrix[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(curcon, &targets, 1);
}
}
constraints_clear_evalob(cob);
}
}
free_old_images();
}
/* ***************** BACKBUF SEL (BBS) ********* */
static void bbs_obmode_mesh_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
bbsObmodeMeshVerts_userData *data = userData;
MVert *mv = &data->mvert[index];
int offset = (intptr_t) data->offset;
if (!(mv->flag & ME_HIDE)) {
WM_set_framebuffer_index_color(offset + index);
bglVertex3fv(co);
}
}
static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
{
bbsObmodeMeshVerts_userData data;
Mesh *me = ob->data;
MVert *mvert = me->mvert;
data.mvert = mvert;
data.offset = (void *)(intptr_t) offset;
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, bbs_obmode_mesh_verts__mapFunc, &data);
bglEnd();
glPointSize(1.0);
}
static void bbs_mesh_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
void **ptrs = userData;
int offset = (intptr_t) ptrs[0];
BMVert *eve = EDBM_vert_at_index(ptrs[1], index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
WM_set_framebuffer_index_color(offset + index);
bglVertex3fv(co);
}
}
static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
{
void *ptrs[2] = {(void *)(intptr_t) offset, em};
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, ptrs);
bglEnd();
glPointSize(1.0);
}
static DMDrawOption bbs_mesh_wire__setDrawOptions(void *userData, int index)
{
void **ptrs = userData;
int offset = (intptr_t) ptrs[0];
BMEdge *eed = EDBM_edge_at_index(ptrs[1], index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
WM_set_framebuffer_index_color(offset + index);
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void bbs_mesh_wire(BMEditMesh *em, DerivedMesh *dm, int offset)
{
void *ptrs[2] = {(void *)(intptr_t) offset, em};
dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, ptrs);
}
static DMDrawOption bbs_mesh_solid__setSolidDrawOptions(void *userData, int index)
{
BMFace *efa = EDBM_face_at_index(((void **)userData)[0], index);
if (efa && !BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
if (((void **)userData)[1]) {
WM_set_framebuffer_index_color(index + 1);
}
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void bbs_mesh_solid__drawCenter(void *userData, int index, const float cent[3], const float UNUSED(no[3]))
{
BMFace *efa = EDBM_face_at_index(((void **)userData)[0], index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
WM_set_framebuffer_index_color(index + 1);
bglVertex3fv(cent);
}
}
/* two options, facecolors or black */
static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
Object *ob, DerivedMesh *dm, int facecol)
{
void *ptrs[2] = {em, NULL}; //second one being null means to draw black
cpack(0);
if (facecol) {
ptrs[1] = (void *)(intptr_t) 1;
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, ptrs, 0);
if (check_ob_drawface_dot(scene, v3d, ob->dt)) {
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
bglBegin(GL_POINTS);
dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, ptrs);
bglEnd();
}
}
else {
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, ptrs, 0);
}
}
static DMDrawOption bbs_mesh_solid__setDrawOpts(void *UNUSED(userData), int index)
{
WM_set_framebuffer_index_color(index + 1);
return DM_DRAW_OPTION_NORMAL;
}
static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
{
Mesh *me = userData;
if (!(me->mpoly[index].flag & ME_HIDE)) {
WM_set_framebuffer_index_color(index + 1);
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
// must have called WM_set_framebuffer_index_color beforehand
static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
{
Mesh *me = userData;
if (!(me->mpoly[index].flag & ME_HIDE)) {
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void bbs_mesh_solid(Scene *scene, Object *ob)
{
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
Mesh *me = (Mesh *)ob->data;
glColor3ub(0, 0, 0);
if ((me->editflag & ME_EDIT_PAINT_MASK))
dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, GPU_enable_material, NULL, me, 0);
else
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, GPU_enable_material, NULL, me, 0);
dm->release(dm);
}
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
ToolSettings *ts = scene->toolsettings;
glMultMatrixf(ob->obmat);
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
switch (ob->type) {
case OB_MESH:
if (ob->mode & OB_MODE_EDIT) {
Mesh *me = ob->data;
BMEditMesh *em = me->edit_btmesh;
DerivedMesh *dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
EDBM_index_arrays_init(em, 1, 1, 1);
bbs_mesh_solid_EM(em, scene, v3d, ob, dm, ts->selectmode & SCE_SELECT_FACE);
if (ts->selectmode & SCE_SELECT_FACE)
bm_solidoffs = 1 + em->bm->totface;
else
bm_solidoffs = 1;
bglPolygonOffset(rv3d->dist, 1.0);
// we draw edges always, for loop (select) tools
bbs_mesh_wire(em, dm, bm_solidoffs);
bm_wireoffs = bm_solidoffs + em->bm->totedge;
// we draw verts if vert select mode or if in transform (for snap).
if ((ts->selectmode & SCE_SELECT_VERTEX) || (G.moving & G_TRANSFORM_EDIT)) {
bbs_mesh_verts(em, dm, bm_wireoffs);
bm_vertoffs = bm_wireoffs + em->bm->totvert;
}
else {
bm_vertoffs = bm_wireoffs;
}
bglPolygonOffset(rv3d->dist, 0.0);
dm->release(dm);
EDBM_index_arrays_free(em);
}
else {
Mesh *me = ob->data;
if ((me->editflag & ME_EDIT_VERT_SEL) &&
/* currently vertex select only supports weight paint */
(ob->mode & OB_MODE_WEIGHT_PAINT))
{
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
glColor3ub(0, 0, 0);
dm->drawMappedFaces(dm, bbs_mesh_solid_hide2__setDrawOpts, GPU_enable_material, NULL, me, 0);
bbs_obmode_mesh_verts(ob, dm, 1);
bm_vertoffs = me->totvert + 1;
dm->release(dm);
}
else {
bbs_mesh_solid(scene, ob);
}
}
break;
case OB_CURVE:
case OB_SURF:
break;
}
glLoadMatrixf(rv3d->viewmat);
}
/* ************* draw object instances for bones, for example ****************** */
/* assumes all matrices/etc set OK */
/* helper function for drawing object instances - meshes */
static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Object *ob, int dt, int outline)
{
Mesh *me = ob->data;
DerivedMesh *dm = NULL, *edm = NULL;
int glsl;
if (ob->mode & OB_MODE_EDIT)
edm = editbmesh_get_derived_base(ob, me->edit_btmesh);
else
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
if (dt <= OB_WIRE) {
if (dm)
dm->drawEdges(dm, 1, 0);
else if (edm)
edm->drawEdges(edm, 1, 0);
}
else {
if (outline)
draw_mesh_object_outline(v3d, ob, dm ? dm : edm);
if (dm) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
}
else {
glEnable(GL_COLOR_MATERIAL);
UI_ThemeColor(TH_BONE_SOLID);
glDisable(GL_COLOR_MATERIAL);
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
glEnable(GL_LIGHTING);
if (dm) {
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
GPU_end_object_materials();
}
else if (edm)
edm->drawMappedFaces(edm, NULL, GPU_enable_material, NULL, NULL, 0);
glDisable(GL_LIGHTING);
}
if (edm) edm->release(edm);
if (dm) dm->release(dm);
}
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int dt, int outline)
{
if (ob == NULL)
return;
switch (ob->type) {
case OB_MESH:
draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
break;
case OB_EMPTY:
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
draw_empty_image(ob);
}
else {
drawaxes(ob->empty_drawsize, ob->empty_drawtype);
}
break;
}
}