Special case I did not think about in own previous culling fix (rB0f95149a7849).
1169 lines
31 KiB
C
1169 lines
31 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation, full update, glsl support
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_view3d/drawmesh.c
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* \ingroup spview3d
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*/
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_bitmap.h"
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#include "BLI_math.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_property_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_effect.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_material.h"
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#include "BKE_paint.h"
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#include "BKE_property.h"
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#include "BKE_editmesh.h"
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#include "BKE_scene.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "UI_resources.h"
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#include "GPU_buffers.h"
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#include "GPU_extensions.h"
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#include "GPU_draw.h"
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#include "GPU_material.h"
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#include "RE_engine.h"
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#include "ED_mesh.h"
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#include "ED_uvedit.h"
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#include "view3d_intern.h" /* own include */
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/* user data structures for derived mesh callbacks */
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typedef struct drawMeshFaceSelect_userData {
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Mesh *me;
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BLI_bitmap *edge_flags; /* pairs of edge options (visible, select) */
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} drawMeshFaceSelect_userData;
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typedef struct drawEMTFMapped_userData {
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BMEditMesh *em;
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bool has_mcol;
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bool has_mtface;
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MFace *mf;
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MTFace *tf;
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} drawEMTFMapped_userData;
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typedef struct drawTFace_userData {
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Mesh *me;
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MFace *mf;
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MTFace *tf;
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} drawTFace_userData;
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/**************************** Face Select Mode *******************************/
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/* mainly to be less confusing */
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BLI_INLINE int edge_vis_index(const int index) { return index * 2; }
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BLI_INLINE int edge_sel_index(const int index) { return index * 2 + 1; }
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static BLI_bitmap *get_tface_mesh_marked_edge_info(Mesh *me)
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{
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BLI_bitmap *bitmap_edge_flags = BLI_BITMAP_NEW(me->totedge * 2, __func__);
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MPoly *mp;
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MLoop *ml;
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int i, j;
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bool select_set;
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for (i = 0; i < me->totpoly; i++) {
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mp = &me->mpoly[i];
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if (!(mp->flag & ME_HIDE)) {
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select_set = (mp->flag & ME_FACE_SEL) != 0;
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ml = me->mloop + mp->loopstart;
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for (j = 0; j < mp->totloop; j++, ml++) {
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BLI_BITMAP_SET(bitmap_edge_flags, edge_vis_index(ml->e));
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if (select_set) BLI_BITMAP_SET(bitmap_edge_flags, edge_sel_index(ml->e));
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}
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}
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}
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return bitmap_edge_flags;
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}
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static DMDrawOption draw_mesh_face_select__setHiddenOpts(void *userData, int index)
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{
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drawMeshFaceSelect_userData *data = userData;
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Mesh *me = data->me;
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if (me->drawflag & ME_DRAWEDGES) {
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if ((me->drawflag & ME_HIDDENEDGES) || (BLI_BITMAP_GET(data->edge_flags, edge_vis_index(index))))
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return DM_DRAW_OPTION_NORMAL;
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else
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return DM_DRAW_OPTION_SKIP;
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}
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else if (BLI_BITMAP_GET(data->edge_flags, edge_sel_index(index)))
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return DM_DRAW_OPTION_NORMAL;
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else
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return DM_DRAW_OPTION_SKIP;
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}
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static DMDrawOption draw_mesh_face_select__setSelectOpts(void *userData, int index)
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{
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drawMeshFaceSelect_userData *data = userData;
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return (BLI_BITMAP_GET(data->edge_flags, edge_sel_index(index))) ? DM_DRAW_OPTION_NORMAL : DM_DRAW_OPTION_SKIP;
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}
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/* draws unselected */
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static DMDrawOption draw_mesh_face_select__drawFaceOptsInv(void *userData, int index)
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{
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Mesh *me = (Mesh *)userData;
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MPoly *mpoly = &me->mpoly[index];
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if (!(mpoly->flag & ME_HIDE) && !(mpoly->flag & ME_FACE_SEL))
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return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
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else
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return DM_DRAW_OPTION_SKIP;
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}
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void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
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{
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drawMeshFaceSelect_userData data;
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data.me = me;
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data.edge_flags = get_tface_mesh_marked_edge_info(me);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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ED_view3d_polygon_offset(rv3d, 1.0);
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/* Draw (Hidden) Edges */
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setlinestyle(1);
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UI_ThemeColor(TH_EDGE_FACESEL);
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dm->drawMappedEdges(dm, draw_mesh_face_select__setHiddenOpts, &data);
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setlinestyle(0);
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/* Draw Selected Faces */
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if (me->drawflag & ME_DRAWFACES) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/* dull unselected faces so as not to get in the way of seeing color */
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glColor4ub(96, 96, 96, 64);
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dm->drawMappedFaces(dm, draw_mesh_face_select__drawFaceOptsInv, NULL, NULL, (void *)me, 0);
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glDisable(GL_BLEND);
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}
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ED_view3d_polygon_offset(rv3d, 1.0);
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/* Draw Stippled Outline for selected faces */
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glColor3ub(255, 255, 255);
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setlinestyle(1);
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dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
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setlinestyle(0);
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ED_view3d_polygon_offset(rv3d, 0.0); /* resets correctly now, even after calling accumulated offsets */
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MEM_freeN(data.edge_flags);
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}
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/***************************** Texture Drawing ******************************/
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static Material *give_current_material_or_def(Object *ob, int matnr)
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{
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extern Material defmaterial; /* render module abuse... */
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Material *ma = give_current_material(ob, matnr);
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return ma ? ma : &defmaterial;
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}
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/* Icky globals, fix with userdata parameter */
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static struct TextureDrawState {
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Object *ob;
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bool use_game_mat;
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int is_lit, is_tex;
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int color_profile;
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bool use_backface_culling;
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unsigned char obcol[4];
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} Gtexdraw = {NULL, false, 0, 0, 0, false, {0, 0, 0, 0}};
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static bool set_draw_settings_cached(int clearcache, MTFace *texface, Material *ma, struct TextureDrawState gtexdraw)
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{
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static Material *c_ma;
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static int c_textured;
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static MTFace c_texface;
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static int c_backculled;
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static bool c_badtex;
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static int c_lit;
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static int c_has_texface;
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Object *litob = NULL; /* to get mode to turn off mipmap in painting mode */
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int backculled = 1;
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int alphablend = GPU_BLEND_SOLID;
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int textured = 0;
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int lit = 0;
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int has_texface = texface != NULL;
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bool need_set_tpage = false;
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if (clearcache) {
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c_textured = c_lit = c_backculled = -1;
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memset(&c_texface, 0, sizeof(MTFace));
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c_badtex = false;
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c_has_texface = -1;
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}
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else {
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textured = gtexdraw.is_tex;
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litob = gtexdraw.ob;
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}
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/* convert number of lights into boolean */
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if (gtexdraw.is_lit) lit = 1;
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backculled = gtexdraw.use_backface_culling;
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if (ma) {
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if (ma->mode & MA_SHLESS) lit = 0;
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if (gtexdraw.use_game_mat) {
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backculled = backculled || (ma->game.flag & GEMAT_BACKCULL);
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alphablend = ma->game.alpha_blend;
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}
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}
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if (texface) {
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textured = textured && (texface->tpage);
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/* no material, render alpha if texture has depth=32 */
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if (!ma && BKE_image_has_alpha(texface->tpage))
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alphablend = GPU_BLEND_ALPHA;
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}
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else
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textured = 0;
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if (backculled != c_backculled) {
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if (backculled) glEnable(GL_CULL_FACE);
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else glDisable(GL_CULL_FACE);
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c_backculled = backculled;
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}
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/* need to re-set tpage if textured flag changed or existsment of texface changed.. */
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need_set_tpage = textured != c_textured || has_texface != c_has_texface;
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/* ..or if settings inside texface were changed (if texface was used) */
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need_set_tpage |= texface && memcmp(&c_texface, texface, sizeof(c_texface));
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if (need_set_tpage) {
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if (textured) {
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c_badtex = !GPU_set_tpage(texface, !(litob->mode & OB_MODE_TEXTURE_PAINT), alphablend);
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}
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else {
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GPU_set_tpage(NULL, 0, 0);
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c_badtex = false;
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}
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c_textured = textured;
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c_has_texface = has_texface;
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if (texface)
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memcpy(&c_texface, texface, sizeof(c_texface));
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}
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if (c_badtex) lit = 0;
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if (lit != c_lit || ma != c_ma) {
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if (lit) {
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float spec[4];
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if (!ma) ma = give_current_material_or_def(NULL, 0); /* default material */
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spec[0] = ma->spec * ma->specr;
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spec[1] = ma->spec * ma->specg;
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spec[2] = ma->spec * ma->specb;
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spec[3] = 1.0;
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(ma->har, 0, 128));
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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}
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else {
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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c_lit = lit;
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}
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return c_badtex;
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}
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static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
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{
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unsigned char obcol[4];
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bool is_tex, solidtex;
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Mesh *me = ob->data;
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/* XXX scene->obedit warning */
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/* texture draw is abused for mask selection mode, do this so wire draw
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* with face selection in weight paint is not lit. */
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if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
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solidtex = false;
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Gtexdraw.is_lit = 0;
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}
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else if (v3d->drawtype == OB_SOLID || ((ob->mode & OB_MODE_EDIT) && v3d->drawtype != OB_TEXTURE)) {
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/* draw with default lights in solid draw mode and edit mode */
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solidtex = true;
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Gtexdraw.is_lit = -1;
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}
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else {
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/* draw with lights in the scene otherwise */
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solidtex = false;
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if (v3d->flag2 & V3D_SHADELESS_TEX)
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Gtexdraw.is_lit = 0;
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else
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Gtexdraw.is_lit = GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
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}
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rgba_float_to_uchar(obcol, ob->col);
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if (solidtex || v3d->drawtype == OB_TEXTURE) is_tex = true;
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else is_tex = false;
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Gtexdraw.ob = ob;
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Gtexdraw.is_tex = is_tex;
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Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
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Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
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Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
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memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
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set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
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glShadeModel(GL_SMOOTH);
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glCullFace(GL_BACK);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
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}
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static void draw_textured_end(void)
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{
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/* switch off textures */
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GPU_set_tpage(NULL, 0, 0);
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glShadeModel(GL_FLAT);
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glDisable(GL_CULL_FACE);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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/* XXX, bad patch - GPU_default_lights() calls
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* glLightfv(GL_POSITION, ...) which
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* is transformed by the current matrix... we
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* need to make sure that matrix is identity.
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*
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* It would be better if drawmesh.c kept track
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* of and restored the light settings it changed.
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* - zr
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*/
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glPushMatrix();
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glLoadIdentity();
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GPU_default_lights();
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glPopMatrix();
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}
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static DMDrawOption draw_tface__set_draw_legacy(MTFace *tface, const bool has_mcol, int matnr)
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{
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Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
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bool invalidtexture = false;
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if (ma && (ma->game.flag & GEMAT_INVISIBLE))
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return DM_DRAW_OPTION_SKIP;
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invalidtexture = set_draw_settings_cached(0, tface, ma, Gtexdraw);
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if (tface && invalidtexture) {
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glColor3ub(0xFF, 0x00, 0xFF);
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return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
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}
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else if (ma && (ma->shade_flag & MA_OBCOLOR)) {
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glColor3ubv(Gtexdraw.obcol);
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return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
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}
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else if (!has_mcol) {
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if (tface) {
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glColor3f(1.0, 1.0, 1.0);
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}
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else {
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if (ma) {
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float col[3];
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if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
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else copy_v3_v3(col, &ma->r);
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glColor3fv(col);
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}
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else {
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glColor3f(1.0, 1.0, 1.0);
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}
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}
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return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
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}
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else {
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return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
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|
}
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}
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|
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static DMDrawOption draw_mcol__set_draw_legacy(MTFace *UNUSED(tface), const bool has_mcol, int UNUSED(matnr))
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|
{
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|
if (has_mcol)
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return DM_DRAW_OPTION_NORMAL;
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else
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return DM_DRAW_OPTION_NO_MCOL;
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}
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static DMDrawOption draw_tface__set_draw(MTFace *tface, const bool UNUSED(has_mcol), int matnr)
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{
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Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
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if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
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if (tface)
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set_draw_settings_cached(0, tface, ma, Gtexdraw);
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/* always use color from mcol, as set in update_tface_color_layer */
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return DM_DRAW_OPTION_NORMAL;
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}
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|
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static void update_tface_color_layer(DerivedMesh *dm)
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{
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MTFace *tface = DM_get_tessface_data_layer(dm, CD_MTFACE);
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MFace *mface = dm->getTessFaceArray(dm);
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MCol *finalCol;
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int i, j;
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MCol *mcol = dm->getTessFaceDataArray(dm, CD_PREVIEW_MCOL);
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if (!mcol)
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mcol = dm->getTessFaceDataArray(dm, CD_MCOL);
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if (CustomData_has_layer(&dm->faceData, CD_TEXTURE_MCOL)) {
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finalCol = CustomData_get_layer(&dm->faceData, CD_TEXTURE_MCOL);
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}
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else {
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finalCol = MEM_mallocN(sizeof(MCol) * 4 * dm->getNumTessFaces(dm), "add_tface_color_layer");
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|
|
CustomData_add_layer(&dm->faceData, CD_TEXTURE_MCOL, CD_ASSIGN, finalCol, dm->numTessFaceData);
|
|
}
|
|
|
|
for (i = 0; i < dm->getNumTessFaces(dm); i++) {
|
|
Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
|
|
|
|
if (ma && (ma->game.flag & GEMAT_INVISIBLE)) {
|
|
if (mcol)
|
|
memcpy(&finalCol[i * 4], &mcol[i * 4], sizeof(MCol) * 4);
|
|
else
|
|
for (j = 0; j < 4; j++) {
|
|
finalCol[i * 4 + j].b = 255;
|
|
finalCol[i * 4 + j].g = 255;
|
|
finalCol[i * 4 + j].r = 255;
|
|
}
|
|
}
|
|
else if (tface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
|
|
for (j = 0; j < 4; j++) {
|
|
finalCol[i * 4 + j].b = 255;
|
|
finalCol[i * 4 + j].g = 0;
|
|
finalCol[i * 4 + j].r = 255;
|
|
}
|
|
}
|
|
else if (ma && (ma->shade_flag & MA_OBCOLOR)) {
|
|
for (j = 0; j < 4; j++) {
|
|
finalCol[i * 4 + j].b = Gtexdraw.obcol[0];
|
|
finalCol[i * 4 + j].g = Gtexdraw.obcol[1];
|
|
finalCol[i * 4 + j].r = Gtexdraw.obcol[2];
|
|
}
|
|
}
|
|
else if (!mcol) {
|
|
if (tface) {
|
|
for (j = 0; j < 4; j++) {
|
|
finalCol[i * 4 + j].b = 255;
|
|
finalCol[i * 4 + j].g = 255;
|
|
finalCol[i * 4 + j].r = 255;
|
|
}
|
|
}
|
|
else {
|
|
float col[3];
|
|
|
|
if (ma) {
|
|
if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
|
|
else copy_v3_v3(col, &ma->r);
|
|
|
|
for (j = 0; j < 4; j++) {
|
|
finalCol[i * 4 + j].b = FTOCHAR(col[0]);
|
|
finalCol[i * 4 + j].g = FTOCHAR(col[1]);
|
|
finalCol[i * 4 + j].r = FTOCHAR(col[2]);
|
|
}
|
|
}
|
|
else
|
|
for (j = 0; j < 4; j++) {
|
|
finalCol[i * 4 + j].b = 255;
|
|
finalCol[i * 4 + j].g = 255;
|
|
finalCol[i * 4 + j].r = 255;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (j = 0; j < 4; j++) {
|
|
finalCol[i * 4 + j].r = mcol[i * 4 + j].r;
|
|
finalCol[i * 4 + j].g = mcol[i * 4 + j].g;
|
|
finalCol[i * 4 + j].b = mcol[i * 4 + j].b;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static DMDrawOption draw_tface_mapped__set_draw(void *userData, int index)
|
|
{
|
|
Mesh *me = ((drawTFace_userData *)userData)->me;
|
|
|
|
/* array checked for NULL before calling */
|
|
MPoly *mpoly = &me->mpoly[index];
|
|
|
|
BLI_assert(index >= 0 && index < me->totpoly);
|
|
|
|
if (mpoly->flag & ME_HIDE) {
|
|
return DM_DRAW_OPTION_SKIP;
|
|
}
|
|
else {
|
|
MTexPoly *tpoly = (me->mtpoly) ? &me->mtpoly[index] : NULL;
|
|
MTFace mtf = {{{0}}};
|
|
int matnr = mpoly->mat_nr;
|
|
|
|
if (tpoly) {
|
|
ME_MTEXFACE_CPY(&mtf, tpoly);
|
|
}
|
|
|
|
return draw_tface__set_draw(&mtf, (me->mloopcol != NULL), matnr);
|
|
}
|
|
}
|
|
|
|
static DMDrawOption draw_em_tf_mapped__set_draw(void *userData, int index)
|
|
{
|
|
drawEMTFMapped_userData *data = userData;
|
|
BMEditMesh *em = data->em;
|
|
BMFace *efa;
|
|
|
|
if (UNLIKELY(index >= em->bm->totface))
|
|
return DM_DRAW_OPTION_NORMAL;
|
|
|
|
efa = BM_face_at_index(em->bm, index);
|
|
|
|
if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
|
|
return DM_DRAW_OPTION_SKIP;
|
|
}
|
|
else {
|
|
MTFace mtf = {{{0}}};
|
|
int matnr = efa->mat_nr;
|
|
|
|
if (data->has_mtface) {
|
|
MTexPoly *tpoly = CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
|
|
ME_MTEXFACE_CPY(&mtf, tpoly);
|
|
}
|
|
|
|
return draw_tface__set_draw_legacy(data->has_mtface ? &mtf : NULL,
|
|
data->has_mcol, matnr);
|
|
}
|
|
}
|
|
|
|
/* when face select is on, use face hidden flag */
|
|
static DMDrawOption wpaint__setSolidDrawOptions_facemask(void *userData, int index)
|
|
{
|
|
Mesh *me = (Mesh *)userData;
|
|
MPoly *mp = &me->mpoly[index];
|
|
if (mp->flag & ME_HIDE)
|
|
return DM_DRAW_OPTION_SKIP;
|
|
return DM_DRAW_OPTION_NORMAL;
|
|
}
|
|
|
|
static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
|
|
{
|
|
Mesh *me = ob->data;
|
|
DerivedMesh *ddm;
|
|
MPoly *mp, *mface = me->mpoly;
|
|
MTexPoly *mtpoly = me->mtpoly;
|
|
MLoopUV *mloopuv = me->mloopuv;
|
|
MLoopUV *luv;
|
|
MLoopCol *mloopcol = me->mloopcol; /* why does mcol exist? */
|
|
MLoopCol *lcol;
|
|
|
|
bProperty *prop = BKE_bproperty_object_get(ob, "Text");
|
|
GPUVertexAttribs gattribs;
|
|
int a, totpoly = me->totpoly;
|
|
|
|
/* fake values to pass to GPU_render_text() */
|
|
MCol tmp_mcol[4] = {{0}};
|
|
MCol *tmp_mcol_pt = mloopcol ? tmp_mcol : NULL;
|
|
MTFace tmp_tf = {{{0}}};
|
|
|
|
/* don't draw without tfaces */
|
|
if (!mtpoly || !mloopuv)
|
|
return;
|
|
|
|
/* don't draw when editing */
|
|
if (ob->mode & OB_MODE_EDIT)
|
|
return;
|
|
else if (ob == OBACT)
|
|
if (BKE_paint_select_elem_test(ob))
|
|
return;
|
|
|
|
ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
|
|
|
|
for (a = 0, mp = mface; a < totpoly; a++, mtpoly++, mp++) {
|
|
short matnr = mp->mat_nr;
|
|
int mf_smooth = mp->flag & ME_SMOOTH;
|
|
Material *mat = (me->mat) ? me->mat[matnr] : NULL;
|
|
int mode = mat ? mat->game.flag : GEMAT_INVISIBLE;
|
|
|
|
|
|
if (!(mode & GEMAT_INVISIBLE) && (mode & GEMAT_TEXT) && mp->totloop >= 3) {
|
|
/* get the polygon as a tri/quad */
|
|
int mp_vi[4];
|
|
float v1[3], v2[3], v3[3], v4[3];
|
|
char string[MAX_PROPSTRING];
|
|
int characters, i, glattrib = -1, badtex = 0;
|
|
|
|
|
|
/* TEXFACE */
|
|
ME_MTEXFACE_CPY(&tmp_tf, mtpoly);
|
|
|
|
if (glsl) {
|
|
GPU_enable_material(matnr + 1, &gattribs);
|
|
|
|
for (i = 0; i < gattribs.totlayer; i++) {
|
|
if (gattribs.layer[i].type == CD_MTFACE) {
|
|
glattrib = gattribs.layer[i].glindex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
badtex = set_draw_settings_cached(0, &tmp_tf, mat, Gtexdraw);
|
|
if (badtex) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
mp_vi[0] = me->mloop[mp->loopstart + 0].v;
|
|
mp_vi[1] = me->mloop[mp->loopstart + 1].v;
|
|
mp_vi[2] = me->mloop[mp->loopstart + 2].v;
|
|
mp_vi[3] = (mp->totloop >= 4) ? me->mloop[mp->loopstart + 3].v : 0;
|
|
|
|
/* UV */
|
|
luv = &mloopuv[mp->loopstart];
|
|
copy_v2_v2(tmp_tf.uv[0], luv->uv); luv++;
|
|
copy_v2_v2(tmp_tf.uv[1], luv->uv); luv++;
|
|
copy_v2_v2(tmp_tf.uv[2], luv->uv); luv++;
|
|
if (mp->totloop >= 4) {
|
|
copy_v2_v2(tmp_tf.uv[3], luv->uv);
|
|
}
|
|
|
|
/* COLOR */
|
|
if (mloopcol) {
|
|
unsigned int totloop_clamp = min_ii(4, mp->totloop);
|
|
unsigned int j;
|
|
lcol = &mloopcol[mp->loopstart];
|
|
|
|
for (j = 0; j < totloop_clamp; j++, lcol++) {
|
|
MESH_MLOOPCOL_TO_MCOL(lcol, &tmp_mcol[j]);
|
|
}
|
|
}
|
|
|
|
/* LOCATION */
|
|
ddm->getVertCo(ddm, mp_vi[0], v1);
|
|
ddm->getVertCo(ddm, mp_vi[1], v2);
|
|
ddm->getVertCo(ddm, mp_vi[2], v3);
|
|
if (mp->totloop >= 4) {
|
|
ddm->getVertCo(ddm, mp_vi[3], v4);
|
|
}
|
|
|
|
|
|
|
|
/* The BM_FONT handling is in the gpu module, shared with the
|
|
* game engine, was duplicated previously */
|
|
|
|
BKE_bproperty_set_valstr(prop, string);
|
|
characters = strlen(string);
|
|
|
|
if (!BKE_image_has_ibuf(mtpoly->tpage, NULL))
|
|
characters = 0;
|
|
|
|
if (!mf_smooth) {
|
|
float nor[3];
|
|
|
|
normal_tri_v3(nor, v1, v2, v3);
|
|
|
|
glNormal3fv(nor);
|
|
}
|
|
|
|
GPU_render_text(&tmp_tf, mode, string, characters,
|
|
(unsigned int *)tmp_mcol_pt, v1, v2, v3, (mp->totloop >= 4 ? v4 : NULL), glattrib);
|
|
}
|
|
}
|
|
|
|
ddm->release(ddm);
|
|
}
|
|
|
|
static int compareDrawOptions(void *userData, int cur_index, int next_index)
|
|
{
|
|
drawTFace_userData *data = userData;
|
|
|
|
if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
|
|
return 0;
|
|
|
|
if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
static int compareDrawOptionsEm(void *userData, int cur_index, int next_index)
|
|
{
|
|
drawEMTFMapped_userData *data = userData;
|
|
|
|
if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
|
|
return 0;
|
|
|
|
if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d,
|
|
Object *ob, DerivedMesh *dm, const int draw_flags)
|
|
{
|
|
Mesh *me = ob->data;
|
|
|
|
/* correct for negative scale */
|
|
if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
|
|
else glFrontFace(GL_CCW);
|
|
|
|
/* draw the textured mesh */
|
|
draw_textured_begin(scene, v3d, rv3d, ob);
|
|
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
if (ob->mode & OB_MODE_EDIT) {
|
|
drawEMTFMapped_userData data;
|
|
|
|
data.em = me->edit_btmesh;
|
|
data.has_mcol = CustomData_has_layer(&me->edit_btmesh->bm->ldata, CD_MLOOPCOL);
|
|
data.has_mtface = CustomData_has_layer(&me->edit_btmesh->bm->pdata, CD_MTEXPOLY);
|
|
data.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
|
|
data.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
|
|
|
|
dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, compareDrawOptionsEm, &data);
|
|
}
|
|
else if (draw_flags & DRAW_FACE_SELECT) {
|
|
if (ob->mode & OB_MODE_WEIGHT_PAINT)
|
|
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions_facemask, GPU_enable_material, NULL, me,
|
|
DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
|
|
else {
|
|
drawTFace_userData userData;
|
|
|
|
userData.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
|
|
userData.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
|
|
userData.me = me;
|
|
dm->drawMappedFacesTex(dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, compareDrawOptions, &userData);
|
|
}
|
|
}
|
|
else {
|
|
if (GPU_buffer_legacy(dm)) {
|
|
if (draw_flags & DRAW_MODIFIERS_PREVIEW)
|
|
dm->drawFacesTex(dm, draw_mcol__set_draw_legacy, NULL, NULL);
|
|
else
|
|
dm->drawFacesTex(dm, draw_tface__set_draw_legacy, NULL, NULL);
|
|
}
|
|
else {
|
|
drawTFace_userData userData;
|
|
|
|
update_tface_color_layer(dm);
|
|
|
|
userData.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
|
|
userData.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
|
|
userData.me = NULL;
|
|
|
|
dm->drawFacesTex(dm, draw_tface__set_draw, compareDrawOptions, &userData);
|
|
}
|
|
}
|
|
|
|
/* draw game engine text hack */
|
|
if (BKE_bproperty_object_get(ob, "Text"))
|
|
draw_mesh_text(scene, ob, 0);
|
|
|
|
draw_textured_end();
|
|
|
|
/* draw edges and selected faces over textured mesh */
|
|
if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
|
|
draw_mesh_face_select(rv3d, me, dm);
|
|
|
|
/* reset from negative scale correction */
|
|
glFrontFace(GL_CCW);
|
|
|
|
/* in editmode, the blend mode needs to be set in case it was ADD */
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
/************************** NEW SHADING NODES ********************************/
|
|
|
|
typedef struct TexMatCallback {
|
|
Scene *scene;
|
|
Object *ob;
|
|
Mesh *me;
|
|
DerivedMesh *dm;
|
|
} TexMatCallback;
|
|
|
|
static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
|
|
{
|
|
/* all we have to do here is simply enable the GLSL material, but note
|
|
* that the GLSL code will give different result depending on the drawtype,
|
|
* in texture draw mode it will output the active texture node, in material
|
|
* draw mode it will show the full material. */
|
|
GPU_enable_material(mat_nr, attribs);
|
|
}
|
|
|
|
static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
|
|
{
|
|
/* texture draw mode without GLSL */
|
|
TexMatCallback *data = (TexMatCallback *)userData;
|
|
GPUVertexAttribs *gattribs = attribs;
|
|
Image *ima;
|
|
ImageUser *iuser;
|
|
bNode *node;
|
|
int texture_set = 0;
|
|
|
|
/* draw image texture if we find one */
|
|
if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node)) {
|
|
/* get openl texture */
|
|
int mipmap = 1;
|
|
int bindcode = (ima) ? GPU_verify_image(ima, iuser, 0, 0, mipmap, false) : 0;
|
|
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
if (bindcode) {
|
|
NodeTexBase *texbase = node->storage;
|
|
|
|
/* disable existing material */
|
|
GPU_disable_material();
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
|
|
|
|
/* bind texture */
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadMatrixf(texbase->tex_mapping.mat);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
/* use active UV texture layer */
|
|
memset(gattribs, 0, sizeof(*gattribs));
|
|
|
|
gattribs->layer[0].type = CD_MTFACE;
|
|
gattribs->layer[0].name[0] = '\0';
|
|
gattribs->layer[0].gltexco = 1;
|
|
gattribs->totlayer = 1;
|
|
|
|
texture_set = 1;
|
|
}
|
|
}
|
|
|
|
if (!texture_set) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
/* disable texture */
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
/* draw single color */
|
|
GPU_enable_material(mat_nr, attribs);
|
|
}
|
|
}
|
|
|
|
static bool tex_mat_set_face_mesh_cb(void *userData, int index)
|
|
{
|
|
/* faceselect mode face hiding */
|
|
TexMatCallback *data = (TexMatCallback *)userData;
|
|
Mesh *me = (Mesh *)data->me;
|
|
MPoly *mp = &me->mpoly[index];
|
|
|
|
return !(mp->flag & ME_HIDE);
|
|
}
|
|
|
|
static bool tex_mat_set_face_editmesh_cb(void *userData, int index)
|
|
{
|
|
/* editmode face hiding */
|
|
TexMatCallback *data = (TexMatCallback *)userData;
|
|
Mesh *me = (Mesh *)data->me;
|
|
BMEditMesh *em = me->edit_btmesh;
|
|
BMFace *efa;
|
|
|
|
if (UNLIKELY(index >= em->bm->totface))
|
|
return DM_DRAW_OPTION_NORMAL;
|
|
|
|
efa = BM_face_at_index(em->bm, index);
|
|
|
|
return !BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
|
|
}
|
|
|
|
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
|
|
Object *ob, DerivedMesh *dm, const int draw_flags)
|
|
{
|
|
/* if not cycles, or preview-modifiers, or drawing matcaps */
|
|
if ((!BKE_scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_MODIFIERS_PREVIEW) || (v3d->flag2 & V3D_SHOW_SOLID_MATCAP)) {
|
|
draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
|
|
return;
|
|
}
|
|
else if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
|
|
draw_mesh_paint(v3d, rv3d, ob, dm, draw_flags);
|
|
return;
|
|
}
|
|
|
|
/* set opengl state for negative scale & color */
|
|
if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
|
|
else glFrontFace(GL_CCW);
|
|
|
|
if ((v3d->drawtype == OB_TEXTURE) && (v3d->flag2 & V3D_SHADELESS_TEX))
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
else
|
|
glEnable(GL_LIGHTING);
|
|
|
|
{
|
|
Mesh *me = ob->data;
|
|
TexMatCallback data = {scene, ob, me, dm};
|
|
bool (*set_face_cb)(void *, int);
|
|
int glsl, picking = (G.f & G_PICKSEL);
|
|
|
|
/* face hiding callback depending on mode */
|
|
if (ob == scene->obedit)
|
|
set_face_cb = tex_mat_set_face_editmesh_cb;
|
|
else if (draw_flags & DRAW_FACE_SELECT)
|
|
set_face_cb = tex_mat_set_face_mesh_cb;
|
|
else
|
|
set_face_cb = NULL;
|
|
|
|
/* test if we can use glsl */
|
|
glsl = (v3d->drawtype == OB_MATERIAL) && GPU_glsl_support() && !picking;
|
|
|
|
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
|
|
|
|
if (glsl || picking) {
|
|
/* draw glsl or solid */
|
|
dm->drawMappedFacesMat(dm,
|
|
tex_mat_set_material_cb,
|
|
set_face_cb, &data);
|
|
}
|
|
else {
|
|
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
/* draw textured */
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
|
|
|
|
dm->drawMappedFacesMat(dm,
|
|
tex_mat_set_texture_cb,
|
|
set_face_cb, &data);
|
|
}
|
|
|
|
GPU_end_object_materials();
|
|
}
|
|
|
|
/* reset opengl state */
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_LIGHTING);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glFrontFace(GL_CCW);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
/* faceselect mode drawing over textured mesh */
|
|
if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
|
|
draw_mesh_face_select(rv3d, ob->data, dm);
|
|
}
|
|
|
|
/* Vertex Paint and Weight Paint */
|
|
static void draw_mesh_paint_light_begin(void)
|
|
{
|
|
const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
|
|
|
|
GPU_enable_material(0, NULL);
|
|
|
|
/* but set default spec */
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
|
|
|
|
/* diffuse */
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
}
|
|
static void draw_mesh_paint_light_end(void)
|
|
{
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
GPU_disable_material();
|
|
}
|
|
|
|
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light,
|
|
void *facemask_cb, void *user_data)
|
|
{
|
|
if (use_light) {
|
|
draw_mesh_paint_light_begin();
|
|
}
|
|
|
|
dm->drawMappedFaces(dm, (DMSetDrawOptions)facemask_cb, GPU_enable_material, NULL, user_data,
|
|
DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
|
|
|
|
if (use_light) {
|
|
draw_mesh_paint_light_end();
|
|
}
|
|
}
|
|
|
|
void draw_mesh_paint_vcolor_faces(DerivedMesh *dm, const bool use_light,
|
|
void *facemask_cb, void *user_data,
|
|
const Mesh *me)
|
|
{
|
|
if (use_light) {
|
|
draw_mesh_paint_light_begin();
|
|
}
|
|
|
|
if (me->mloopcol) {
|
|
dm->drawMappedFaces(dm, facemask_cb, GPU_enable_material, NULL, user_data,
|
|
DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
|
|
}
|
|
else {
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
dm->drawMappedFaces(dm, facemask_cb, GPU_enable_material, NULL, user_data,
|
|
DM_DRAW_ALWAYS_SMOOTH);
|
|
}
|
|
|
|
if (use_light) {
|
|
draw_mesh_paint_light_end();
|
|
}
|
|
}
|
|
|
|
void draw_mesh_paint_weight_edges(RegionView3D *rv3d, DerivedMesh *dm,
|
|
const bool use_depth, const bool use_alpha,
|
|
void *edgemask_cb, void *user_data)
|
|
{
|
|
/* weight paint in solid mode, special case. focus on making the weights clear
|
|
* rather than the shading, this is also forced in wire view */
|
|
|
|
if (use_depth) {
|
|
ED_view3d_polygon_offset(rv3d, 1.0);
|
|
glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
|
|
}
|
|
else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if (use_alpha) {
|
|
glEnable(GL_BLEND);
|
|
}
|
|
|
|
glColor4ub(255, 255, 255, 96);
|
|
glEnable(GL_LINE_STIPPLE);
|
|
glLineStipple(1, 0xAAAA);
|
|
|
|
dm->drawMappedEdges(dm, (DMSetDrawOptions)edgemask_cb, user_data);
|
|
|
|
if (use_depth) {
|
|
ED_view3d_polygon_offset(rv3d, 0.0);
|
|
glDepthMask(1);
|
|
}
|
|
else {
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
glDisable(GL_LINE_STIPPLE);
|
|
|
|
if (use_alpha) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
|
|
void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
|
|
Object *ob, DerivedMesh *dm, const int draw_flags)
|
|
{
|
|
DMSetDrawOptions facemask = NULL;
|
|
Mesh *me = ob->data;
|
|
const bool use_light = (v3d->drawtype >= OB_SOLID);
|
|
|
|
/* hide faces in face select mode */
|
|
if (me->editflag & (ME_EDIT_PAINT_VERT_SEL | ME_EDIT_PAINT_FACE_SEL))
|
|
facemask = wpaint__setSolidDrawOptions_facemask;
|
|
|
|
if (ob->mode & OB_MODE_WEIGHT_PAINT) {
|
|
draw_mesh_paint_weight_faces(dm, use_light, facemask, me);
|
|
}
|
|
else if (ob->mode & OB_MODE_VERTEX_PAINT) {
|
|
draw_mesh_paint_vcolor_faces(dm, use_light, facemask, me, me);
|
|
}
|
|
|
|
/* draw face selection on top */
|
|
if (draw_flags & DRAW_FACE_SELECT) {
|
|
draw_mesh_face_select(rv3d, me, dm);
|
|
}
|
|
else if ((use_light == false) || (ob->dtx & OB_DRAWWIRE)) {
|
|
const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) || !(ob->mode & OB_MODE_WEIGHT_PAINT);
|
|
const bool use_alpha = (ob->mode & OB_MODE_VERTEX_PAINT) == 0;
|
|
|
|
if (use_alpha == false) {
|
|
set_inverted_drawing(1);
|
|
}
|
|
|
|
draw_mesh_paint_weight_edges(rv3d, dm, use_depth, use_alpha, NULL, NULL);
|
|
|
|
if (use_alpha == false) {
|
|
set_inverted_drawing(0);
|
|
}
|
|
}
|
|
}
|
|
|