This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/editors/space_view3d/drawmesh.c

1345 lines
38 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 update, glsl support
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/drawmesh.c
* \ingroup spview3d
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_bitmap.h"
#include "BLI_math.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_property_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_material.h"
#include "BKE_paint.h"
#include "BKE_property.h"
#include "BKE_editmesh.h"
#include "BKE_scene.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_resources.h"
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_basic_shader.h"
#include "GPU_shader.h"
#include "RE_engine.h"
#include "ED_uvedit.h"
#include "view3d_intern.h" /* own include */
/* user data structures for derived mesh callbacks */
typedef struct drawMeshFaceSelect_userData {
Mesh *me;
BLI_bitmap *edge_flags; /* pairs of edge options (visible, select) */
} drawMeshFaceSelect_userData;
typedef struct drawEMTFMapped_userData {
BMEditMesh *em;
bool has_mcol;
int cd_poly_tex_offset;
const MPoly *mpoly;
const MTexPoly *mtexpoly;
} drawEMTFMapped_userData;
typedef struct drawTFace_userData {
const Mesh *me;
const MPoly *mpoly;
const MTexPoly *mtexpoly;
} drawTFace_userData;
/**************************** Face Select Mode *******************************/
/* mainly to be less confusing */
BLI_INLINE int edge_vis_index(const int index) { return index * 2; }
BLI_INLINE int edge_sel_index(const int index) { return index * 2 + 1; }
static BLI_bitmap *get_tface_mesh_marked_edge_info(Mesh *me, bool draw_select_edges)
{
BLI_bitmap *bitmap_edge_flags = BLI_BITMAP_NEW(me->totedge * 2, __func__);
MPoly *mp;
MLoop *ml;
int i, j;
bool select_set;
for (i = 0; i < me->totpoly; i++) {
mp = &me->mpoly[i];
if (!(mp->flag & ME_HIDE)) {
select_set = (mp->flag & ME_FACE_SEL) != 0;
ml = me->mloop + mp->loopstart;
for (j = 0; j < mp->totloop; j++, ml++) {
if ((draw_select_edges == false) &&
(select_set && BLI_BITMAP_TEST(bitmap_edge_flags, edge_sel_index(ml->e))))
{
BLI_BITMAP_DISABLE(bitmap_edge_flags, edge_vis_index(ml->e));
}
else {
BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_vis_index(ml->e));
if (select_set) {
BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_sel_index(ml->e));
}
}
}
}
}
return bitmap_edge_flags;
}
static DMDrawOption draw_mesh_face_select__setHiddenOpts(void *userData, int index)
{
drawMeshFaceSelect_userData *data = userData;
Mesh *me = data->me;
if (me->drawflag & ME_DRAWEDGES) {
if ((BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index))))
return DM_DRAW_OPTION_NORMAL;
else
return DM_DRAW_OPTION_SKIP;
}
else if (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index)) &&
BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index)))
{
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static DMDrawOption draw_mesh_face_select__setSelectOpts(void *userData, int index)
{
drawMeshFaceSelect_userData *data = userData;
return (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index)) &&
BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index))) ? DM_DRAW_OPTION_NORMAL : DM_DRAW_OPTION_SKIP;
}
/* draws unselected */
static DMDrawOption draw_mesh_face_select__drawFaceOptsInv(void *userData, int index)
{
Mesh *me = (Mesh *)userData;
MPoly *mpoly = &me->mpoly[index];
if (!(mpoly->flag & ME_HIDE) && !(mpoly->flag & ME_FACE_SEL))
return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
else
return DM_DRAW_OPTION_SKIP;
}
void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm, bool draw_select_edges)
{
drawMeshFaceSelect_userData data;
data.me = me;
data.edge_flags = get_tface_mesh_marked_edge_info(me, draw_select_edges);
glEnable(GL_DEPTH_TEST);
ED_view3d_polygon_offset(rv3d, 1.0);
/* Draw (Hidden) Edges */
setlinestyle(1);
UI_ThemeColor(TH_EDGE_FACESEL);
dm->drawMappedEdges(dm, draw_mesh_face_select__setHiddenOpts, &data);
setlinestyle(0);
/* Draw Selected Faces */
if (me->drawflag & ME_DRAWFACES) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* dull unselected faces so as not to get in the way of seeing color */
glColor4ub(96, 96, 96, 64);
dm->drawMappedFaces(dm, draw_mesh_face_select__drawFaceOptsInv, NULL, NULL, (void *)me, DM_DRAW_SKIP_HIDDEN);
glDisable(GL_BLEND);
}
ED_view3d_polygon_offset(rv3d, 1.0);
/* Draw Stippled Outline for selected faces */
glColor3ub(255, 255, 255);
setlinestyle(1);
dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
setlinestyle(0);
ED_view3d_polygon_offset(rv3d, 0.0); /* resets correctly now, even after calling accumulated offsets */
MEM_freeN(data.edge_flags);
}
/***************************** Texture Drawing ******************************/
static Material *give_current_material_or_def(Object *ob, int matnr)
{
extern Material defmaterial; /* render module abuse... */
Material *ma = give_current_material(ob, matnr);
return ma ? ma : &defmaterial;
}
/* Icky globals, fix with userdata parameter */
static struct TextureDrawState {
Object *ob;
Image *stencil; /* texture painting stencil */
Image *canvas; /* texture painting canvas, for image mode */
bool use_game_mat;
int is_lit, is_tex;
int color_profile;
bool use_backface_culling;
bool two_sided_lighting;
unsigned char obcol[4];
bool is_texpaint;
bool texpaint_material; /* use material slots for texture painting */
} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, false, {0, 0, 0, 0}, false, false};
static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material *ma, struct TextureDrawState gtexdraw)
{
static Material *c_ma;
static int c_textured;
static MTexPoly c_texface;
static int c_backculled;
static bool c_badtex;
static int c_lit;
static int c_has_texface;
int backculled = 1;
int alphablend = GPU_BLEND_SOLID;
int textured = 0;
int lit = 0;
int has_texface = texface != NULL;
bool need_set_tpage = false;
bool texpaint = ((gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) != 0);
Image *ima = NULL;
if (ma != NULL) {
if (ma->mode & MA_TRANSP) {
alphablend = GPU_BLEND_ALPHA;
}
}
if (clearcache) {
c_textured = c_lit = c_backculled = -1;
memset(&c_texface, 0, sizeof(c_texface));
c_badtex = false;
c_has_texface = -1;
c_ma = NULL;
}
else {
textured = gtexdraw.is_tex;
}
/* convert number of lights into boolean */
if (gtexdraw.is_lit) lit = 1;
backculled = gtexdraw.use_backface_culling;
if (ma) {
if (ma->mode & MA_SHLESS) lit = 0;
if (gtexdraw.use_game_mat) {
backculled = backculled || (ma->game.flag & GEMAT_BACKCULL);
alphablend = ma->game.alpha_blend;
}
}
if (texface && !texpaint) {
textured = textured && (texface->tpage);
/* no material, render alpha if texture has depth=32 */
if (!ma && BKE_image_has_alpha(texface->tpage))
alphablend = GPU_BLEND_ALPHA;
}
else if (texpaint) {
if (gtexdraw.texpaint_material)
ima = ma && ma->texpaintslot ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
else
ima = gtexdraw.canvas;
}
else
textured = 0;
if (backculled != c_backculled) {
if (backculled) glEnable(GL_CULL_FACE);
else glDisable(GL_CULL_FACE);
c_backculled = backculled;
}
/* need to re-set tpage if textured flag changed or existsment of texface changed.. */
need_set_tpage = textured != c_textured || has_texface != c_has_texface;
/* ..or if settings inside texface were changed (if texface was used) */
need_set_tpage |= (texpaint && c_ma != ma) || (texface && memcmp(&c_texface, texface, sizeof(c_texface)));
if (need_set_tpage) {
if (textured) {
if (texpaint) {
c_badtex = false;
if (GPU_verify_image(ima, NULL, 0, 1, 0, false)) {
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glActiveTexture(GL_TEXTURE0);
}
else {
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(GL_TEXTURE0);
c_badtex = true;
GPU_clear_tpage(true);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
else {
c_badtex = !GPU_set_tpage(texface, !texpaint, alphablend);
}
}
else {
GPU_set_tpage(NULL, 0, 0);
c_badtex = false;
}
c_textured = textured;
c_has_texface = has_texface;
if (texface)
memcpy(&c_texface, texface, sizeof(c_texface));
}
if (c_badtex) lit = 0;
if (lit != c_lit || ma != c_ma) {
if (lit) {
int options = GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR;
if (gtexdraw.two_sided_lighting)
options |= GPU_SHADER_TWO_SIDED;
if (c_textured && !c_badtex)
options |= GPU_SHADER_TEXTURE_2D;
if (!ma)
ma = give_current_material_or_def(NULL, 0); /* default material */
float specular[3];
mul_v3_v3fl(specular, &ma->specr, ma->spec);
GPU_basic_shader_colors(NULL, specular, ma->har, 0.0f);
GPU_basic_shader_bind(options);
}
else {
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
c_lit = lit;
c_ma = ma;
}
return c_badtex;
}
static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
unsigned char obcol[4];
bool is_tex, solidtex;
Mesh *me = ob->data;
ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
/* XXX scene->obedit warning */
/* texture draw is abused for mask selection mode, do this so wire draw
* with face selection in weight paint is not lit. */
if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
solidtex = false;
Gtexdraw.is_lit = 0;
}
else if ((ob->mode & OB_MODE_TEXTURE_PAINT) && BKE_scene_use_new_shading_nodes(scene)) {
solidtex = true;
if (v3d->flag2 & V3D_SHADELESS_TEX)
Gtexdraw.is_lit = 0;
else
Gtexdraw.is_lit = -1;
}
else if ((v3d->drawtype == OB_SOLID) ||
((ob->mode & OB_MODE_EDIT) && (v3d->drawtype != OB_TEXTURE)))
{
/* draw with default lights in solid draw mode and edit mode */
solidtex = true;
Gtexdraw.is_lit = -1;
}
else {
/* draw with lights in the scene otherwise */
solidtex = false;
if (v3d->flag2 & V3D_SHADELESS_TEX)
Gtexdraw.is_lit = 0;
else
Gtexdraw.is_lit = GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
}
rgba_float_to_uchar(obcol, ob->col);
if (solidtex || v3d->drawtype == OB_TEXTURE) is_tex = true;
else is_tex = false;
Gtexdraw.ob = ob;
Gtexdraw.stencil = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) ? imapaint->stencil : NULL;
Gtexdraw.is_texpaint = (ob->mode == OB_MODE_TEXTURE_PAINT);
Gtexdraw.texpaint_material = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
Gtexdraw.canvas = (Gtexdraw.texpaint_material) ? NULL : imapaint->canvas;
Gtexdraw.is_tex = is_tex;
/* naughty multitexturing hacks to quickly support stencil + shading + alpha blending
* in new texpaint code. The better solution here would be to support GLSL */
if (Gtexdraw.is_texpaint) {
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
/* load the stencil texture here */
if (Gtexdraw.stencil != NULL) {
glActiveTexture(GL_TEXTURE2);
if (GPU_verify_image(Gtexdraw.stencil, NULL, false, false, false, false)) {
float col[4] = {imapaint->stencil_col[0], imapaint->stencil_col[1], imapaint->stencil_col[2], 1.0f};
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col);
if ((imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) == 0) {
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
}
else {
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
}
}
}
glActiveTexture(GL_TEXTURE0);
}
Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
Gtexdraw.two_sided_lighting = (me->flag & ME_TWOSIDED);
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
}
static void draw_textured_end(void)
{
if (Gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) {
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, 0);
if (Gtexdraw.stencil != NULL) {
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
/* manual reset, since we don't use tpage */
glBindTexture(GL_TEXTURE_2D, 0);
/* force switch off textures */
GPU_clear_tpage(true);
}
else {
/* switch off textures */
GPU_set_tpage(NULL, 0, 0);
}
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
/* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_POSITION, ...) which
* is transformed by the current matrix... we
* need to make sure that matrix is identity.
*
* It would be better if drawmesh.c kept track
* of and restored the light settings it changed.
* - zr
*/
glPushMatrix();
glLoadIdentity();
GPU_default_lights();
glPopMatrix();
}
static DMDrawOption draw_tface__set_draw_legacy(MTexPoly *mtexpoly, const bool has_mcol, int matnr)
{
Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
bool invalidtexture = false;
if (ma && (ma->game.flag & GEMAT_INVISIBLE))
return DM_DRAW_OPTION_SKIP;
invalidtexture = set_draw_settings_cached(0, mtexpoly, ma, Gtexdraw);
if (mtexpoly && invalidtexture) {
glColor3ub(0xFF, 0x00, 0xFF);
return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
}
else if (ma && (ma->shade_flag & MA_OBCOLOR)) {
glColor3ubv(Gtexdraw.obcol);
return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
}
else if (!has_mcol) {
if (mtexpoly) {
glColor3f(1.0, 1.0, 1.0);
}
else {
if (ma) {
float col[3];
if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
else copy_v3_v3(col, &ma->r);
glColor3fv(col);
}
else {
glColor3f(1.0, 1.0, 1.0);
}
}
return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
}
else {
return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
}
}
static DMDrawOption draw_tface__set_draw(MTexPoly *mtexpoly, const bool UNUSED(has_mcol), int matnr)
{
Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return DM_DRAW_OPTION_SKIP;
if (mtexpoly || Gtexdraw.is_texpaint)
set_draw_settings_cached(0, mtexpoly, ma, Gtexdraw);
/* always use color from mcol, as set in update_tface_color_layer */
return DM_DRAW_OPTION_NORMAL;
}
static void update_tface_color_layer(DerivedMesh *dm, bool use_mcol)
{
const MPoly *mp = dm->getPolyArray(dm);
const int mpoly_num = dm->getNumPolys(dm);
MTexPoly *mtexpoly = DM_get_poly_data_layer(dm, CD_MTEXPOLY);
MLoopCol *finalCol;
int i, j;
MLoopCol *mloopcol = NULL;
/* cache material values to avoid a lot of lookups */
Material *ma = NULL;
short mat_nr_prev = -1;
enum {
COPY_CALC,
COPY_ORIG,
COPY_PREV,
} copy_mode = COPY_CALC;
if (use_mcol) {
mloopcol = dm->getLoopDataArray(dm, CD_PREVIEW_MLOOPCOL);
if (!mloopcol)
mloopcol = dm->getLoopDataArray(dm, CD_MLOOPCOL);
}
if (CustomData_has_layer(&dm->loopData, CD_TEXTURE_MLOOPCOL)) {
finalCol = CustomData_get_layer(&dm->loopData, CD_TEXTURE_MLOOPCOL);
}
else {
finalCol = MEM_mallocN(sizeof(MLoopCol) * dm->numLoopData, "add_tface_color_layer");
CustomData_add_layer(&dm->loopData, CD_TEXTURE_MLOOPCOL, CD_ASSIGN, finalCol, dm->numLoopData);
}
for (i = mpoly_num; i--; mp++) {
const short mat_nr = mp->mat_nr;
if (UNLIKELY(mat_nr_prev != mat_nr)) {
ma = give_current_material(Gtexdraw.ob, mat_nr + 1);
copy_mode = COPY_CALC;
mat_nr_prev = mat_nr;
}
/* avoid lookups */
if (copy_mode == COPY_ORIG) {
memcpy(&finalCol[mp->loopstart], &mloopcol[mp->loopstart], sizeof(*finalCol) * mp->totloop);
}
else if (copy_mode == COPY_PREV) {
int loop_index = mp->loopstart;
const MLoopCol *lcol_prev = &finalCol[(mp - 1)->loopstart];
for (j = 0; j < mp->totloop; j++, loop_index++) {
finalCol[loop_index] = *lcol_prev;
}
}
/* (copy_mode == COPY_CALC) */
else if (ma && (ma->game.flag & GEMAT_INVISIBLE)) {
if (mloopcol) {
memcpy(&finalCol[mp->loopstart], &mloopcol[mp->loopstart], sizeof(*finalCol) * mp->totloop);
copy_mode = COPY_ORIG;
}
else {
memset(&finalCol[mp->loopstart], 0xff, sizeof(*finalCol) * mp->totloop);
copy_mode = COPY_PREV;
}
}
else if (mtexpoly && set_draw_settings_cached(0, mtexpoly, ma, Gtexdraw)) {
int loop_index = mp->loopstart;
for (j = 0; j < mp->totloop; j++, loop_index++) {
finalCol[loop_index].r = 255;
finalCol[loop_index].g = 0;
finalCol[loop_index].b = 255;
}
copy_mode = COPY_PREV;
}
else if (ma && (ma->shade_flag & MA_OBCOLOR)) {
int loop_index = mp->loopstart;
for (j = 0; j < mp->totloop; j++, loop_index++) {
copy_v3_v3_uchar(&finalCol[loop_index].r, Gtexdraw.obcol);
}
copy_mode = COPY_PREV;
}
else {
if (mloopcol) {
memcpy(&finalCol[mp->loopstart], &mloopcol[mp->loopstart], sizeof(*finalCol) * mp->totloop);
copy_mode = COPY_ORIG;
}
else if (mtexpoly) {
memset(&finalCol[mp->loopstart], 0xff, sizeof(*finalCol) * mp->totloop);
copy_mode = COPY_PREV;
}
else {
float col[3];
if (ma) {
int loop_index = mp->loopstart;
MLoopCol lcol;
if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
else copy_v3_v3(col, &ma->r);
rgb_float_to_uchar((unsigned char *)&lcol.r, col);
lcol.a = 255;
for (j = 0; j < mp->totloop; j++, loop_index++) {
finalCol[loop_index] = lcol;
}
}
else {
memset(&finalCol[mp->loopstart], 0xff, sizeof(*finalCol) * mp->totloop);
}
copy_mode = COPY_PREV;
}
}
}
}
static DMDrawOption draw_tface_mapped__set_draw(void *userData, int origindex, int UNUSED(mat_nr))
{
const Mesh *me = ((drawTFace_userData *)userData)->me;
/* array checked for NULL before calling */
MPoly *mpoly = &me->mpoly[origindex];
BLI_assert(origindex >= 0 && origindex < me->totpoly);
if (mpoly->flag & ME_HIDE) {
return DM_DRAW_OPTION_SKIP;
}
else {
MTexPoly *tpoly = (me->mtpoly) ? &me->mtpoly[origindex] : NULL;
int matnr = mpoly->mat_nr;
return draw_tface__set_draw(tpoly, (me->mloopcol != NULL), matnr);
}
}
static DMDrawOption draw_em_tf_mapped__set_draw(void *userData, int origindex, int mat_nr)
{
drawEMTFMapped_userData *data = userData;
BMEditMesh *em = data->em;
BMFace *efa;
if (UNLIKELY(origindex >= em->bm->totface))
return DM_DRAW_OPTION_NORMAL;
efa = BM_face_at_index(em->bm, origindex);
if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
return DM_DRAW_OPTION_SKIP;
}
else {
MTexPoly *mtexpoly = (data->cd_poly_tex_offset != -1) ?
BM_ELEM_CD_GET_VOID_P(efa, data->cd_poly_tex_offset) : NULL;
int matnr = (mat_nr != -1) ? mat_nr : efa->mat_nr;
return draw_tface__set_draw_legacy(mtexpoly, 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;
/* 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;
const bool mf_smooth = (mp->flag & ME_SMOOTH) != 0;
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 v_quad_data[4][3];
const float *v_quad[4];
const float *uv_quad[4];
char string[MAX_PROPSTRING];
int characters, i, glattrib = -1, badtex = 0;
/* TEXFACE */
if (glsl) {
GPU_object_material_bind(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, mtpoly, 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];
uv_quad[0] = luv->uv; luv++;
uv_quad[1] = luv->uv; luv++;
uv_quad[2] = luv->uv; luv++;
if (mp->totloop >= 4) {
uv_quad[3] = luv->uv;
}
else {
uv_quad[3] = NULL;
}
/* 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], v_quad_data[0]);
ddm->getVertCo(ddm, mp_vi[1], v_quad_data[1]);
ddm->getVertCo(ddm, mp_vi[2], v_quad_data[2]);
if (mp->totloop >= 4) {
ddm->getVertCo(ddm, mp_vi[3], v_quad_data[3]);
}
v_quad[0] = v_quad_data[0];
v_quad[1] = v_quad_data[1];
v_quad[2] = v_quad_data[2];
if (mp->totloop >= 4) {
v_quad[3] = v_quad_data[2];
}
else {
v_quad[3] = NULL;
}
/* 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, v_quad[0], v_quad[1], v_quad[2]);
glNormal3fv(nor);
}
GPU_render_text(
mtpoly, mode, string, characters,
(unsigned int *)tmp_mcol_pt,
v_quad, uv_quad,
glattrib);
}
}
ddm->release(ddm);
}
static int compareDrawOptions(void *userData, int cur_index, int next_index)
{
drawTFace_userData *data = userData;
if (data->mpoly && data->mpoly[cur_index].mat_nr != data->mpoly[next_index].mat_nr)
return 0;
if (data->mtexpoly && data->mtexpoly[cur_index].tpage != data->mtexpoly[next_index].tpage)
return 0;
return 1;
}
static int compareDrawOptionsEm(void *userData, int cur_index, int next_index)
{
drawEMTFMapped_userData *data = userData;
if (data->mpoly && data->mpoly[cur_index].mat_nr != data->mpoly[next_index].mat_nr)
return 0;
if (data->mtexpoly && data->mtexpoly[cur_index].tpage != data->mtexpoly[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;
DMDrawFlag uvflag = DM_DRAW_USE_ACTIVE_UV;
/* 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_TEXTURE_PAINT) {
uvflag = DM_DRAW_USE_TEXPAINT_UV;
}
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.cd_poly_tex_offset = CustomData_get_offset(&me->edit_btmesh->bm->pdata, CD_MTEXPOLY);
data.mpoly = DM_get_poly_data_layer(dm, CD_MPOLY);
data.mtexpoly = DM_get_poly_data_layer(dm, CD_MTEXPOLY);
dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, compareDrawOptionsEm, &data, 0);
}
else if (draw_flags & DRAW_FACE_SELECT) {
if (ob->mode & OB_MODE_WEIGHT_PAINT)
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions_facemask, GPU_object_material_bind, NULL, me,
DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH | DM_DRAW_SKIP_HIDDEN);
else {
drawTFace_userData userData;
userData.mpoly = DM_get_poly_data_layer(dm, CD_MPOLY);
userData.mtexpoly = DM_get_poly_data_layer(dm, CD_MTEXPOLY);
userData.me = me;
dm->drawMappedFacesTex(dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, compareDrawOptions, &userData, uvflag);
}
}
else {
drawTFace_userData userData;
update_tface_color_layer(dm, !(ob->mode & OB_MODE_TEXTURE_PAINT));
userData.mpoly = DM_get_poly_data_layer(dm, CD_MPOLY);
userData.mtexpoly = DM_get_poly_data_layer(dm, CD_MTEXPOLY);
userData.me = NULL;
dm->drawFacesTex(dm, draw_tface__set_draw, compareDrawOptions, &userData, uvflag);
}
/* 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)) {
bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0;
draw_mesh_face_select(rv3d, me, dm, draw_select_edges);
}
/* 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;
bool shadeless;
bool two_sided_lighting;
} 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_object_material_bind(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;
/* draw image texture if we find one */
if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node, NULL)) {
/* get openl texture */
int mipmap = 1;
int bindcode = (ima) ? GPU_verify_image(ima, iuser, 0, 0, mipmap, false) : 0;
if (bindcode) {
NodeTexBase *texbase = node->storage;
/* disable existing material */
GPU_object_material_unbind();
/* bind texture */
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
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;
/* bind material */
float diffuse[3] = {1.0f, 1.0f, 1.0f};
int options = GPU_SHADER_TEXTURE_2D;
if (!data->shadeless)
options |= GPU_SHADER_LIGHTING;
if (data->two_sided_lighting)
options |= GPU_SHADER_TWO_SIDED;
GPU_basic_shader_colors(diffuse, NULL, 0, 0.0f);
GPU_basic_shader_bind(options);
return;
}
}
/* disable texture material */
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if (data->shadeless) {
glColor3f(1.0f, 1.0f, 1.0f);
memset(gattribs, 0, sizeof(*gattribs));
}
else {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
/* enable solid material */
GPU_object_material_bind(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 ((draw_flags & DRAW_MODIFIERS_PREVIEW) ||
(v3d->flag2 & V3D_SHOW_SOLID_MATCAP) ||
(BKE_scene_use_new_shading_nodes(scene) == false) ||
((ob->mode & OB_MODE_TEXTURE_PAINT) && ELEM(v3d->drawtype, OB_TEXTURE, OB_SOLID)))
{
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);
Mesh *me = ob->data;
bool shadeless = ((v3d->flag2 & V3D_SHADELESS_TEX) &&
((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT)));
bool two_sided_lighting = (me->flag & ME_TWOSIDED) != 0;
TexMatCallback data = {scene, ob, me, dm, shadeless, two_sided_lighting};
bool (*set_face_cb)(void *, int);
bool picking = (G.f & G_PICKSEL) != 0;
/* 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 */
bool glsl = (v3d->drawtype == OB_MATERIAL) && !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 {
/* draw textured */
dm->drawMappedFacesMat(dm,
tex_mat_set_texture_cb,
set_face_cb, &data);
}
GPU_end_object_materials();
/* reset opengl state */
GPU_end_object_materials();
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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)) {
bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0;
draw_mesh_face_select(rv3d, ob->data, dm, draw_select_edges);
}
}
/* Vertex Paint and Weight Paint */
static void draw_mesh_paint_light_begin(void)
{
/* get material diffuse color from vertex colors but set default spec */
const float specular[3] = {0.47f, 0.47f, 0.47f};
GPU_basic_shader_colors(NULL, specular, 35, 1.0f);
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
static void draw_mesh_paint_light_end(void)
{
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light,
void *facemask_cb, void *user_data)
{
DMSetMaterial setMaterial = GPU_object_materials_check() ? GPU_object_material_bind : NULL;
int flags = DM_DRAW_USE_COLORS;
if (use_light) {
draw_mesh_paint_light_begin();
flags |= DM_DRAW_NEED_NORMALS;
}
dm->drawMappedFaces(dm, (DMSetDrawOptions)facemask_cb, setMaterial, NULL, user_data, flags);
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)
{
DMSetMaterial setMaterial = GPU_object_materials_check() ? GPU_object_material_bind : NULL;
int flags = 0;
if (use_light) {
draw_mesh_paint_light_begin();
flags |= DM_DRAW_NEED_NORMALS;
}
if (me->mloopcol) {
dm->drawMappedFaces(dm, facemask_cb, setMaterial, NULL, user_data,
DM_DRAW_USE_COLORS | flags);
}
else {
glColor3f(1.0f, 1.0f, 1.0f);
dm->drawMappedFaces(dm, facemask_cb, setMaterial, NULL, user_data, flags);
}
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) {
bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0;
draw_mesh_face_select(rv3d, me, dm, draw_select_edges);
}
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);
}
}
}