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blender-archive/source/blender/src/drawview.c
Ton Roosendaal 9a20e5466c Orange bug: forgot to restore inverse matrix calculus for OpengGL render
in a window... didn't know what it was for, but now I do! It uses the
inverse to do pre-clipping on objects.
2006-01-24 17:07:39 +00:00

2679 lines
71 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
//#define NAN_LINEAR_PHYSICS
#include <math.h>
#include <string.h>
#ifndef WIN32
#include <unistd.h>
#include <sys/times.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BMF_Api.h"
#include "IMB_imbuf_types.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_image_types.h"
#include "DNA_lattice_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_meta_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_anim.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_displist.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_image.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BIF_butspace.h"
#include "BIF_drawimage.h"
#include "BIF_editgroup.h"
#include "BIF_editarmature.h"
#include "BIF_editmesh.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_interface.h"
#include "BIF_interface_icons.h"
#include "BIF_mywindow.h"
#include "BIF_poseobject.h"
#include "BIF_previewrender.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BDR_drawmesh.h"
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "BDR_vpaint.h"
#include "BSE_drawview.h"
#include "BSE_filesel.h"
#include "BSE_headerbuttons.h"
#include "BSE_seqaudio.h"
#include "BSE_trans_types.h"
#include "BSE_time.h"
#include "BSE_view.h"
#include "BPY_extern.h"
#include "blendef.h"
#include "mydevice.h"
#include "butspace.h" // event codes
#include "BIF_transform.h"
/* Modules used */
#include "radio.h"
/* locals */
void drawname(Object *ob);
void star_stuff_init_func(void);
void star_stuff_vertex_func(float* i);
void star_stuff_term_func(void);
void star_stuff_init_func(void)
{
cpack(-1);
glPointSize(1.0);
glBegin(GL_POINTS);
}
void star_stuff_vertex_func(float* i)
{
glVertex3fv(i);
}
void star_stuff_term_func(void)
{
glEnd();
}
void setalpha_bgpic(BGpic *bgpic)
{
int x, y, alph;
char *rect;
alph= (int)(255.0*(1.0-bgpic->blend));
rect= (char *)bgpic->rect;
for(y=0; y< bgpic->yim; y++) {
for(x= bgpic->xim; x>0; x--, rect+=4) {
rect[3]= alph;
}
}
}
void default_gl_light(void)
{
int a;
/* initialize */
if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
U.light[0].flag= 1;
U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
U.light[0].spec[3]= 1.0;
U.light[1].flag= 0;
U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
U.light[1].spec[3]= 1.0;
U.light[2].flag= 0;
U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
U.light[2].spec[3]= 1.0;
}
glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
for(a=0; a<8; a++) {
if(a<3) {
if(U.light[a].flag) glEnable(GL_LIGHT0+a);
else glDisable(GL_LIGHT0+a);
// clear stuff from other opengl lamp usage
glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
}
else glDisable(GL_LIGHT0+a);
}
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
/* also called when render 'ogl' */
void init_gl_stuff(void)
{
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
float mat_shininess[] = { 35.0 };
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
default_gl_light();
/* no local viewer, looks ugly in ortho mode */
/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
glShadeModel(GL_FLAT);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1);
glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1);
glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
glPixelTransferi(GL_DEPTH_BIAS, 0);
glPixelTransferi(GL_DEPTH_SCALE, 1);
glDepthRange(0.0, 1.0);
a= 0;
for(x=0; x<32; x++) {
for(y=0; y<4; y++) {
if( (x) & 1) pat[a++]= 0x88;
else pat[a++]= 0x22;
}
}
glPolygonStipple(patc);
init_realtime_GL();
}
void circf(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
void circ(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
/* ********** ********** */
static void draw_bgpic(void)
{
BGpic *bgpic;
Image *ima;
float vec[4], fac, asp, zoomx, zoomy;
float x1, y1, x2, y2, cx, cy;
bgpic= G.vd->bgpic;
if(bgpic==0) return;
if(bgpic->tex) {
// init_render_texture(bgpic->tex);
free_unused_animimages();
ima= bgpic->tex->ima;
}
else {
ima= bgpic->ima;
}
if(ima==0) return;
if(ima->ok==0) return;
tag_image_time(ima);
/* test for image */
if(ima->ibuf==0) {
if(bgpic->rect) MEM_freeN(bgpic->rect);
bgpic->rect= 0;
if(bgpic->tex) {
ima_ibuf_is_nul(bgpic->tex, bgpic->tex->ima);
}
else {
waitcursor(1);
load_image(ima, IB_rect, G.sce, G.scene->r.cfra);
waitcursor(0);
}
if(ima->ibuf==0) {
ima->ok= 0;
return;
}
}
if(bgpic->rect==0) {
bgpic->rect= MEM_dupallocN(ima->ibuf->rect);
bgpic->xim= ima->ibuf->x;
bgpic->yim= ima->ibuf->y;
setalpha_bgpic(bgpic);
}
if(G.vd->persp==2) {
rcti vb;
calc_viewborder(G.vd, &vb);
x1= vb.xmin;
y1= vb.ymin;
x2= vb.xmax;
y2= vb.ymax;
}
else {
float sco[2];
/* calc window coord */
initgrabz(0.0, 0.0, 0.0);
window_to_3d(vec, 1, 0);
fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
fac= 1.0/fac;
asp= ( (float)ima->ibuf->y)/(float)ima->ibuf->x;
vec[0] = vec[1] = vec[2] = 0.0;
view3d_project_float(curarea, vec, sco, G.vd->persmat);
cx = sco[0];
cy = sco[1];
x1= cx+ fac*(bgpic->xof-bgpic->size);
y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
x2= cx+ fac*(bgpic->xof+bgpic->size);
y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
}
/* complete clip? */
if(x2 < 0 ) return;
if(y2 < 0 ) return;
if(x1 > curarea->winx ) return;
if(y1 > curarea->winy ) return;
zoomx= (x2-x1)/ima->ibuf->x;
zoomy= (y2-y1)/ima->ibuf->y;
glEnable(GL_BLEND);
if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glaDefine2DArea(&curarea->winrct);
glPixelZoom(zoomx, zoomy);
glaDrawPixelsSafe(x1, y1, ima->ibuf->x, ima->ibuf->y, ima->ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, bgpic->rect);
glPixelZoom(1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
areawinset(curarea->win); // restore viewport / scissor
}
static void drawgrid_draw(float wx, float wy, float x, float y, float dx)
{
float fx, fy;
x+= (wx);
y+= (wy);
fx= x/dx;
fx= x-dx*floor(fx);
while(fx< curarea->winx) {
fdrawline(fx, 0.0, fx, (float)curarea->winy);
fx+= dx;
}
fy= y/dx;
fy= y-dx*floor(fy);
while(fy< curarea->winy) {
fdrawline(0.0, fy, (float)curarea->winx, fy);
fy+= dx;
}
}
// not intern, called in editobject for constraint axis too
void make_axis_color(char *col, char *col2, char axis)
{
if(axis=='x') {
col2[0]= col[0]>219?255:col[0]+36;
col2[1]= col[1]<26?0:col[1]-26;
col2[2]= col[2]<26?0:col[2]-26;
}
else if(axis=='y') {
col2[0]= col[0]<46?0:col[0]-36;
col2[1]= col[1]>189?255:col[1]+66;
col2[2]= col[2]<46?0:col[2]-36;
}
else {
col2[0]= col[0]<26?0:col[0]-26;
col2[1]= col[1]<26?0:col[1]-26;
col2[2]= col[2]>209?255:col[2]+46;
}
}
static void drawgrid(void)
{
/* extern short bgpicmode; */
float wx, wy, x, y, fw, fx, fy, dx;
float vec4[4];
char col[3], col2[3];
vec4[0]=vec4[1]=vec4[2]=0.0;
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
wx= (curarea->winx/2.0); /* because of rounding errors, grid at wrong location */
wy= (curarea->winy/2.0);
x= (wx)*fx/fw;
y= (wy)*fy/fw;
vec4[0]=vec4[1]=G.vd->grid;
vec4[2]= 0.0;
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
dx= fabs(x-(wx)*fx/fw);
if(dx==0) dx= fabs(y-(wy)*fy/fw);
glDepthMask(0); // disable write in zbuffer
/* check zoom out */
BIF_ThemeColor(TH_GRID);
persp(PERSP_WIN);
if(dx<6.0) {
G.vd->gridview*= 10.0;
dx*= 10.0;
if(dx<6.0) {
G.vd->gridview*= 10.0;
dx*= 10.0;
if(dx<6.0) {
G.vd->gridview*= 10.0;
dx*=10;
if(dx<6.0);
else {
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx);
}
}
else { // start blending out
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, 10*dx);
}
}
else { // start blending out (6 < dx < 60)
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, 10*dx);
}
}
else {
if(dx>60.0) { // start blending in
G.vd->gridview/= 10.0;
dx/= 10.0;
if(dx>60.0) { // start blending in
G.vd->gridview/= 10.0;
dx/= 10.0;
if(dx>60.0) {
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx);
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*10);
}
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*10);
}
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*10);
}
}
x+= (wx);
y+= (wy);
BIF_GetThemeColor3ubv(TH_GRID, col);
setlinestyle(0);
/* center cross */
if(G.vd->view==3) make_axis_color(col, col2, 'y');
else make_axis_color(col, col2, 'x');
glColor3ubv(col2);
fdrawline(0.0, y, (float)curarea->winx, y);
if(G.vd->view==7) make_axis_color(col, col2, 'y');
else make_axis_color(col, col2, 'z');
glColor3ubv(col2);
fdrawline(x, 0.0, x, (float)curarea->winy);
glDepthMask(1); // enable write in zbuffer
persp(PERSP_VIEW);
}
static void drawfloor(void)
{
View3D *vd;
float vert[3], grid;
int a, gridlines;
char col[3], col2[3];
short draw_line = 0;
vd= curarea->spacedata.first;
vert[2]= 0.0;
if(vd->gridlines<3) return;
if(G.vd->zbuf && G.obedit) glDepthMask(0); // for zbuffer-select
gridlines= vd->gridlines/2;
grid= gridlines*vd->grid;
BIF_GetThemeColor3ubv(TH_GRID, col);
/* draw the Y axis and/or grid lines */
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show Y axis' preference */
if (vd->gridflag & V3D_SHOW_Y) {
make_axis_color(col, col2, 'y');
glColor3ubv(col2);
draw_line = 1;
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
BIF_ThemeColorShade(TH_GRID, -10);
} else {
draw_line = 0;
}
} else {
/* check for the 'show grid floor' preference */
if (vd->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
BIF_ThemeColorShade(TH_GRID, -10);
}
else BIF_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
}
}
if (draw_line) {
glBegin(GL_LINE_STRIP);
vert[0]= a*vd->grid;
vert[1]= grid;
glVertex3fv(vert);
vert[1]= -grid;
glVertex3fv(vert);
glEnd();
}
}
/* draw the X axis and/or grid lines */
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show X axis' preference */
if (vd->gridflag & V3D_SHOW_X) {
make_axis_color(col, col2, 'x');
glColor3ubv(col2);
draw_line = 1;
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
BIF_ThemeColorShade(TH_GRID, -10);
} else {
draw_line = 0;
}
} else {
/* check for the 'show grid floor' preference */
if (vd->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
BIF_ThemeColorShade(TH_GRID, -10);
}
else BIF_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
}
}
if (draw_line) {
glBegin(GL_LINE_STRIP);
vert[1]= a*vd->grid;
vert[0]= grid;
glVertex3fv(vert );
vert[0]= -grid;
glVertex3fv(vert);
glEnd();
}
}
/* draw the Z axis line */
/* check for the 'show Z axis' preference */
if (vd->gridflag & V3D_SHOW_Z) {
make_axis_color(col, col2, 'z');
glColor3ubv(col2);
glBegin(GL_LINE_STRIP);
vert[0]= 0;
vert[1]= 0;
vert[2]= grid;
glVertex3fv(vert );
vert[2]= -grid;
glVertex3fv(vert);
glEnd();
}
if(G.vd->zbuf && G.obedit) glDepthMask(1);
}
static void drawcursor(View3D *v3d)
{
short mx,my,co[2];
int flag;
/* we dont want the clipping for cursor */
flag= v3d->flag;
v3d->flag= 0;
project_short( give_cursor(), co);
v3d->flag= flag;
mx = co[0];
my = co[1];
if(mx!=IS_CLIPPED) {
setlinestyle(0);
cpack(0xFF);
circ((float)mx, (float)my, 10.0);
setlinestyle(4);
cpack(0xFFFFFF);
circ((float)mx, (float)my, 10.0);
setlinestyle(0);
cpack(0x0);
sdrawline(mx-20, my, mx-5, my);
sdrawline(mx+5, my, mx+20, my);
sdrawline(mx, my-20, mx, my-5);
sdrawline(mx, my+5, mx, my+20);
}
}
/* ********* custom clipping *********** */
static void view3d_draw_clipping(View3D *v3d)
{
BoundBox *bb= v3d->clipbb;
BIF_ThemeColorShade(TH_BACK, -8);
glBegin(GL_QUADS);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
glEnd();
}
void view3d_set_clipping(View3D *v3d)
{
double plane[4];
int a;
for(a=0; a<4; a++) {
QUATCOPY(plane, v3d->clip[a]);
glClipPlane(GL_CLIP_PLANE0+a, plane);
glEnable(GL_CLIP_PLANE0+a);
}
}
void view3d_clr_clipping(void)
{
int a;
for(a=0; a<4; a++) {
glDisable(GL_CLIP_PLANE0+a);
}
}
int view3d_test_clipping(View3D *v3d, float *vec)
{
/* vec in world coordinates, returns 1 if clipped */
float view[3];
VECCOPY(view, vec);
if(0.0f < v3d->clip[0][3] + INPR(view, v3d->clip[0]))
if(0.0f < v3d->clip[1][3] + INPR(view, v3d->clip[1]))
if(0.0f < v3d->clip[2][3] + INPR(view, v3d->clip[2]))
if(0.0f < v3d->clip[3][3] + INPR(view, v3d->clip[3]))
return 0;
return 1;
}
/* ********* end custom clipping *********** */
static void view3d_get_viewborder_size(View3D *v3d, float size_r[2])
{
float winmax= MAX2(v3d->area->winx, v3d->area->winy);
float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp);
if(aspect>1.0) {
size_r[0]= winmax;
size_r[1]= winmax/aspect;
} else {
size_r[0]= winmax*aspect;
size_r[1]= winmax;
}
}
void calc_viewborder(struct View3D *v3d, rcti *viewborder_r)
{
float zoomfac, size[2];
float dx= 0.0f, dy= 0.0f;
view3d_get_viewborder_size(v3d, size);
/* magic zoom calculation, no idea what
* it signifies, if you find out, tell me! -zr
*/
/* simple, its magic dude!
* well, to be honest, this gives a natural feeling zooming
* with multiple keypad presses (ton)
*/
zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
zoomfac= (zoomfac*zoomfac)*0.25;
size[0]= size[0]*zoomfac;
size[1]= size[1]*zoomfac;
/* center in window */
viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0];
viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1];
viewborder_r->xmax= viewborder_r->xmin + size[0];
viewborder_r->ymax= viewborder_r->ymin + size[1];
dx= v3d->area->winx*G.vd->camdx;
dy= v3d->area->winy*G.vd->camdy;
/* apply offset */
viewborder_r->xmin-= dx;
viewborder_r->ymin-= dy;
viewborder_r->xmax-= dx;
viewborder_r->ymax-= dy;
}
void view3d_set_1_to_1_viewborder(View3D *v3d)
{
float size[2];
int im_width= (G.scene->r.size*G.scene->r.xsch)/100;
view3d_get_viewborder_size(v3d, size);
v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
}
static void drawviewborder(void)
{
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); // interface_panel.c
float fac, a;
float x1, x2, y1, y2;
float x3, y3, x4, y4;
rcti viewborder;
Camera *ca= NULL;
if(G.vd->camera==NULL)
return;
if(G.vd->camera->type==OB_CAMERA)
ca = G.vd->camera->data;
calc_viewborder(G.vd, &viewborder);
x1= viewborder.xmin;
y1= viewborder.ymin;
x2= viewborder.xmax;
y2= viewborder.ymax;
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT)) {
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_BLEND);
glColor4f(0, 0, 0, ca->passepartalpha);
if (x1 > 0.0)
glRectf(0.0, (float)curarea->winy, x1, 0.0);
if (x2 < (float)curarea->winx)
glRectf(x2, (float)curarea->winy, (float)curarea->winx, 0.0);
if (y2 < (float)curarea->winy)
glRectf(x1, (float)curarea->winy, x2, y2);
if (y2 > 0.0)
glRectf(x1, y1, x2, 0.0);
glDisable(GL_BLEND);
}
/* edge */
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(0);
BIF_ThemeColor(TH_BACK);
glRectf(x1, y1, x2, y2);
setlinestyle(3);
BIF_ThemeColor(TH_WIRE);
glRectf(x1, y1, x2, y2);
/* camera name */
if (ca && (ca->flag & CAM_SHOWNAME)) {
glRasterPos2f(x1, y1-15);
BMF_DrawString(G.font, G.vd->camera->id.name+2);
}
/* border */
if(G.scene->r.mode & R_BORDER) {
cpack(0);
x3= x1+ G.scene->r.border.xmin*(x2-x1);
y3= y1+ G.scene->r.border.ymin*(y2-y1);
x4= x1+ G.scene->r.border.xmax*(x2-x1);
y4= y1+ G.scene->r.border.ymax*(y2-y1);
cpack(0x4040FF);
glRectf(x3, y3, x4, y4);
}
/* safety border */
if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
fac= 0.1;
a= fac*(x2-x1);
x1+= a;
x2-= a;
a= fac*(y2-y1);
y1+= a;
y2-= a;
BIF_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
}
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void backdrawview3d(int test)
{
struct Base *base;
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT));
else if(G.obedit && G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT));
else {
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
return;
}
if( !(G.vd->flag & V3D_NEEDBACKBUFDRAW) ) return;
if(test) {
if(qtest()) {
addafterqueue(curarea->win, BACKBUFDRAW, 1);
return;
}
}
persp(PERSP_VIEW);
#ifdef __APPLE__
glDrawBuffer(GL_AUX0);
#endif
if(G.vd->drawtype > OB_WIRE) G.vd->zbuf= TRUE;
curarea->win_swap &= ~WIN_BACK_OK;
glDisable(GL_DITHER);
glClearColor(0.0, 0.0, 0.0, 0.0);
if(G.vd->zbuf) {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else {
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
if(G.vd->flag & V3D_CLIPPING)
view3d_set_clipping(G.vd);
G.f |= G_BACKBUFSEL;
base= (G.scene->basact);
if(base && (base->lay & G.vd->lay)) {
draw_object_backbufsel(base->object);
}
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
G.f &= ~G_BACKBUFSEL;
G.vd->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
#ifdef __APPLE__
glDrawBuffer(GL_BACK); /* we were in aux buffers */
#endif
if(G.vd->flag & V3D_CLIPPING)
view3d_clr_clipping();
/* it is important to end a view in a transform compatible with buttons */
persp(PERSP_WIN); // set ortho
bwin_scalematrix(curarea->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale);
}
void drawname(Object *ob)
{
cpack(0x404040);
glRasterPos3f(0.0, 0.0, 0.0);
BMF_DrawString(G.font, " ");
BMF_DrawString(G.font, ob->id.name+2);
}
static void draw_selected_name(Object *ob)
{
char info[128];
if(ob->type==OB_ARMATURE) {
bArmature *arm= ob->data;
char *name= NULL;
if(ob==G.obedit) {
EditBone *ebo;
for (ebo=G.edbo.first; ebo; ebo=ebo->next){
if ((ebo->flag & BONE_ACTIVE) && (ebo->layer & arm->layer)) {
name= ebo->name;
break;
}
}
}
else if(ob->pose && (ob->flag & OB_POSEMODE)) {
bPoseChannel *pchan;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if((pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) {
name= pchan->name;
break;
}
}
}
if(name)
sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
else
sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
}
else sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
BIF_ThemeColor(TH_TEXT_HI);
glRasterPos2i(30, 10);
BMF_DrawString(G.fonts, info);
}
static void draw_view_icon(void)
{
BIFIconID icon;
if(G.vd->view==7) icon= ICON_AXIS_TOP;
else if(G.vd->view==1) icon= ICON_AXIS_FRONT;
else if(G.vd->view==3) icon= ICON_AXIS_SIDE;
else return ;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
BIF_icon_draw(5.0, 5.0, icon);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
}
/* ******************* view3d space & buttons ************** */
static void view3d_change_bgpic_ima(View3D *v3d, Image *newima) {
if (v3d->bgpic && v3d->bgpic->ima!=newima) {
if (newima)
id_us_plus((ID*) newima);
if (v3d->bgpic->ima)
v3d->bgpic->ima->id.us--;
v3d->bgpic->ima= newima;
if(v3d->bgpic->rect) MEM_freeN(v3d->bgpic->rect);
v3d->bgpic->rect= NULL;
allqueue(REDRAWVIEW3D, 0);
}
}
static void view3d_change_bgpic_tex(View3D *v3d, Tex *newtex) {
if (v3d->bgpic && v3d->bgpic->tex!=newtex) {
if (newtex)
id_us_plus((ID*) newtex);
if (v3d->bgpic->tex)
v3d->bgpic->tex->id.us--;
v3d->bgpic->tex= newtex;
allqueue(REDRAWVIEW3D, 0);
}
}
static void load_bgpic_image(char *name)
{
Image *ima;
View3D *vd;
areawinset(curarea->win);
vd= G.vd;
if(vd==0 || vd->bgpic==0) return;
ima= add_image(name);
if(ima) {
if(vd->bgpic->ima) {
vd->bgpic->ima->id.us--;
}
vd->bgpic->ima= ima;
free_image_buffers(ima); /* force read again */
ima->ok= 1;
}
allqueue(REDRAWVIEW3D, 0);
}
/* this one assumes there is only one global active object in blender... (for object panel) */
static float ob_eul[4]; // used for quat too....
/* this one assumes there is only one editmode in blender... (for object panel) */
static float ve_median[5];
/* is used for both read and write... */
static void v3d_editvertex_buts(uiBlock *block, Object *ob, float lim)
{
static int curdef=0;
static float *defweightp= NULL;
EditMesh *em = G.editMesh;
EditVert *eve, *evedef=NULL;
EditEdge *eed;
float median[5];
int tot, totw, totweight, totedge;
char defstr[320];
median[0]= median[1]= median[2]= median[3]= median[4]= 0.0;
tot= totw= totweight= totedge= 0;
defstr[0]= 0;
if(ob->type==OB_MESH) {
eve= em->verts.first;
while(eve) {
if(eve->f & 1) {
evedef= eve;
tot++;
VecAddf(median, median, eve->co);
}
eve= eve->next;
}
eed= em->edges.first;
while(eed) {
if((eed->f & SELECT)) {
totedge++;
median[3]+= eed->crease;
}
eed= eed->next;
}
/* check for defgroups */
if(tot==1 && evedef->totweight) {
bDeformGroup *dg;
int i, max=1, init=1;
char str[32];
for (i=0; i<evedef->totweight; i++){
dg = BLI_findlink (&ob->defbase, evedef->dw[i].def_nr);
max+= sprintf(str, "%s %%x%d|", dg->name, evedef->dw[i].def_nr);
if(max<320) strcat(defstr, str);
if(curdef==evedef->dw[i].def_nr) {
init= 0;
defweightp= &evedef->dw[i].weight;
}
}
if(init) { // needs new initialized
curdef= evedef->dw[0].def_nr;
defweightp= &evedef->dw[0].weight;
}
}
}
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
extern ListBase editNurb; /* editcurve.c */
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
int a;
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==1) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->f2 & 1) {
VecAddf(median, median, bezt->vec[1]);
tot++;
median[4]+= bezt->weight;
totweight++;
}
else {
if(bezt->f1 & 1) {
VecAddf(median, median, bezt->vec[0]);
tot++;
}
if(bezt->f3 & 1) {
VecAddf(median, median, bezt->vec[2]);
tot++;
}
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & 1) {
VecAddf(median, median, bp->vec);
median[3]+= bp->vec[3];
totw++;
tot++;
median[4]+= bp->weight;
totweight++;
}
bp++;
}
}
nu= nu->next;
}
}
else if(ob->type==OB_LATTICE) {
BPoint *bp;
int a;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
bp= editLatt->def;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(median, median, bp->vec);
tot++;
median[4]+= bp->weight;
totweight++;
}
bp++;
}
}
if(tot==0) return;
median[0] /= (float)tot;
median[1] /= (float)tot;
median[2] /= (float)tot;
if(totedge) median[3] /= (float)totedge;
else if(totw) median[3] /= (float)totw;
if(totweight) median[4] /= (float)totweight;
if(G.vd->flag & V3D_GLOBAL_STATS)
Mat4MulVecfl(ob->obmat, median);
if(block) { // buttons
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Global", 160, 150, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays global values");
uiDefButBitS(block, TOGN, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Local", 230, 150, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays local values");
memcpy(ve_median, median, sizeof(ve_median));
uiBlockBeginAlign(block);
if(tot==1) {
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex X:", 10, 110, 290, 19, &(ve_median[0]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Y:", 10, 90, 290, 19, &(ve_median[1]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Z:", 10, 70, 290, 19, &(ve_median[2]), -lim, lim, 10, 3, "");
if(totw==1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex W:", 10, 50, 290, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, "");
uiBlockEndAlign(block);
if(defstr[0]) {
uiDefBut(block, LABEL, 1, "Vertex Deform Groups", 10, 40, 290, 20, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_NOP, "Weight:", 10, 20, 150, 19, defweightp, 0.0f, 1.0f, 10, 3, "Weight value");
uiDefButI(block, MENU, REDRAWVIEW3D, defstr, 160, 20, 140, 19, &curdef, 0.0, 0.0, 0, 0, "Current Vertex Group");
uiBlockEndAlign(block);
}
else if(totweight)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(ve_median[4]), 0.0, 1.0, 10, 3, "");
}
else {
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median X:", 10, 110, 290, 19, &(ve_median[0]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Y:", 10, 90, 290, 19, &(ve_median[1]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Z:", 10, 70, 290, 19, &(ve_median[2]), -lim, lim, 10, 3, "");
if(totw==tot)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median W:", 10, 50, 290, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, "");
uiBlockEndAlign(block);
if(totweight)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(ve_median[4]), 0.0, 1.0, 10, 3, "Weight is used for SoftBody Goal");
}
if(totedge==1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Crease W:", 10, 30, 290, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, "");
else if(totedge>1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Crease W:", 10, 30, 290, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, "");
}
else { // apply
if(G.vd->flag & V3D_GLOBAL_STATS) {
Mat4Invert(ob->imat, ob->obmat);
Mat4MulVecfl(ob->imat, median);
Mat4MulVecfl(ob->imat, ve_median);
}
VecSubf(median, ve_median, median);
median[3]= ve_median[3]-median[3];
median[4]= ve_median[4]-median[4];
if(ob->type==OB_MESH) {
float diffac= 1.0;
eve= em->verts.first;
while(eve) {
if(eve->f & 1) {
VecAddf(eve->co, eve->co, median);
}
eve= eve->next;
}
/* calculate the differences to squeeze a range smaller when values are close to 1 or 0 */
/* this way you can edit a median value which is applied on clipped values :) */
if(totedge>1) {
float max= 0.0;
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f & SELECT) {
if(max < ABS(eed->crease-ve_median[3])) max= ABS(eed->crease-ve_median[3]);
}
}
if(max>0.0) {
if(ve_median[3]> 0.5) diffac= (1.0-ve_median[3])/max;
else diffac= (ve_median[3])/max;
if(diffac>1.0) diffac= 1.0;
}
}
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f & SELECT) {
eed->crease+= median[3];
eed->crease= ve_median[3] + diffac*(eed->crease-ve_median[3]);
CLAMP(eed->crease, 0.0, 1.0);
}
}
recalc_editnormals();
}
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
extern ListBase editNurb; /* editcurve.c */
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
int a;
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==1) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->f2 & 1) {
VecAddf(bezt->vec[0], bezt->vec[0], median);
VecAddf(bezt->vec[1], bezt->vec[1], median);
VecAddf(bezt->vec[2], bezt->vec[2], median);
bezt->weight+= median[4];
}
else {
if(bezt->f1 & 1) {
VecAddf(bezt->vec[0], bezt->vec[0], median);
}
if(bezt->f3 & 1) {
VecAddf(bezt->vec[2], bezt->vec[2], median);
}
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & 1) {
VecAddf(bp->vec, bp->vec, median);
bp->vec[3]+= median[3];
bp->weight+= median[4];
}
bp++;
}
}
test2DNurb(nu);
testhandlesNurb(nu); /* test for bezier too */
nu= nu->next;
}
}
else if(ob->type==OB_LATTICE) {
BPoint *bp;
int a;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
bp= editLatt->def;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(bp->vec, bp->vec, median);
bp->weight+= median[4];
}
bp++;
}
}
BIF_undo_push("Transform properties");
}
}
/* assumes armature active */
static void validate_bonebutton_cb(void *bonev, void *namev)
{
Object *ob= OBACT;
if(ob && ob->type==OB_ARMATURE) {
Bone *bone= bonev;
char oldname[32], newname[32];
/* need to be on the stack */
BLI_strncpy(newname, bone->name, 32);
BLI_strncpy(oldname, (char *)namev, 32);
/* restore */
BLI_strncpy(bone->name, oldname, 32);
armature_bone_rename(ob->data, oldname, newname); // editarmature.c
allqueue(REDRAWALL, 0);
}
}
static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim)
{
uiBut *but;
bArmature *arm;
bPoseChannel *pchan;
Bone *bone;
arm = get_armature(OBACT);
if (!arm || !ob->pose) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone = pchan->bone;
if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
break;
}
if (!pchan) return;
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 140, 140, 19, bone->name, 1, 31, 0, 0, "");
uiButSetFunc(but, validate_bonebutton_cb, bone, NULL);
QuatToEul(pchan->quat, ob_eul);
ob_eul[0]*= 180.0/M_PI;
ob_eul[1]*= 180.0/M_PI;
ob_eul[2]*= 180.0/M_PI;
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,140,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocX:", 30, 140, 120, 19, pchan->loc, -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,120,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:", 30, 120, 120, 19, pchan->loc+1, -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,100,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "locZ:", 30, 100, 120, 19, pchan->loc+2, -lim, lim, 100, 3, "");
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 10,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotX:", 30, 70, 120, 19, ob_eul, -1000.0, 1000.0, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 10,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotY:", 30, 50, 120, 19, ob_eul+1, -1000.0, 1000.0, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotZ:", 30, 30, 120, 19, ob_eul+2, -1000.0, 1000.0, 100, 3, "");
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEX, REDRAWVIEW3D, ICON_UNLOCKED, 160,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeX:", 180, 70, 120, 19, pchan->size, -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEY, REDRAWVIEW3D, ICON_UNLOCKED, 160,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeY:", 180, 50, 120, 19, pchan->size+1, -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeZ:", 180, 30, 120, 19, pchan->size+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
}
static void v3d_editarmature_buts(uiBlock *block, Object *ob, float lim)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
uiBut *but;
ebone= G.edbo.first;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
break;
}
if (!ebone)
return;
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 140, 140, 19, ebone->name, 1, 31, 0, 0, "");
uiButSetFunc(but, validate_editbonebutton_cb, ebone, NULL);
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootX:", 10, 70, 140, 19, ebone->head, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootY:", 10, 50, 140, 19, ebone->head+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootZ:", 10, 30, 140, 19, ebone->head+2, -lim, lim, 10, 3, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipX:", 160, 70, 140, 19, ebone->tail, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipY:", 160, 50, 140, 19, ebone->tail+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipZ:", 160, 30, 140, 19, ebone->tail+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
ob_eul[0]= 180.0*ebone->roll/M_PI;
uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:", 10, 100, 140, 19, ob_eul, -lim, lim, 1000, 3, "");
}
static void v3d_editmetaball_buts(uiBlock *block, Object *ob, float lim)
{
extern MetaElem *lastelem;
if(lastelem) {
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_RECALCMBALL, "LocX:", 10, 70, 140, 19, &lastelem->x, -lim, lim, 100, 3, "");
uiDefButF(block, NUM, B_RECALCMBALL, "LocY:", 10, 50, 140, 19, &lastelem->y, -lim, lim, 100, 3, "");
uiDefButF(block, NUM, B_RECALCMBALL, "LocZ:", 10, 30, 140, 19, &lastelem->z, -lim, lim, 100, 3, "");
uiBlockBeginAlign(block);
if(lastelem->type!=MB_BALL)
uiDefButF(block, NUM, B_RECALCMBALL, "dx:", 160, 70, 140, 19, &lastelem->expx, 0, lim, 100, 3, "");
if((lastelem->type!=MB_BALL) && (lastelem->type!=MB_TUBE))
uiDefButF(block, NUM, B_RECALCMBALL, "dy:", 160, 50, 140, 19, &lastelem->expy, 0, lim, 100, 3, "");
if((lastelem->type==MB_ELIPSOID) || (lastelem->type==MB_CUBE))
uiDefButF(block, NUM, B_RECALCMBALL, "dz:", 160, 30, 140, 19, &lastelem->expz, 0, lim, 100, 3, "");
uiBlockEndAlign(block);
uiDefButF(block, NUM, B_RECALCMBALL, "Stiffness:", 10, 100, 140, 19, &lastelem->s, 0, lim, 100, 3, "");
}
}
void do_viewbuts(unsigned short event)
{
View3D *vd;
Object *ob= OBACT;
char *name;
vd= G.vd;
if(vd==0) return;
switch(event) {
case B_LOADBGPIC:
if(vd->bgpic && vd->bgpic->ima) name= vd->bgpic->ima->name;
else name= G.ima;
if(G.qual==LR_CTRLKEY)
activate_imageselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image);
else
activate_fileselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image);
break;
case B_BLENDBGPIC:
if(vd->bgpic && vd->bgpic->rect) setalpha_bgpic(vd->bgpic);
addqueue(curarea->win, REDRAW, 1);
break;
case B_BGPICBROWSE:
if(vd->bgpic) {
if (vd->menunr==-2) {
activate_databrowse((ID*) vd->bgpic->ima, ID_IM, 0, B_BGPICBROWSE, &vd->menunr, do_viewbuts);
} else if (vd->menunr>0) {
Image *newima= (Image*) BLI_findlink(&G.main->image, vd->menunr-1);
if (newima)
view3d_change_bgpic_ima(vd, newima);
}
}
break;
case B_BGPICCLEAR:
if (vd->bgpic)
view3d_change_bgpic_ima(vd, NULL);
break;
case B_BGPICTEX:
if (vd->bgpic) {
if (vd->texnr==-2) {
activate_databrowse((ID*) vd->bgpic->tex, ID_TE, 0, B_BGPICTEX, &vd->texnr, do_viewbuts);
} else if (vd->texnr>0) {
Tex *newtex= (Tex*) BLI_findlink(&G.main->tex, vd->texnr-1);
if (newtex)
view3d_change_bgpic_tex(vd, newtex);
}
}
break;
case B_BGPICTEXCLEAR:
if (vd->bgpic)
view3d_change_bgpic_tex(vd, NULL);
break;
case B_OBJECTPANEL:
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
break;
case B_OBJECTPANELROT:
if(ob) {
ob->rot[0]= M_PI*ob_eul[0]/180.0;
ob->rot[1]= M_PI*ob_eul[1]/180.0;
ob->rot[2]= M_PI*ob_eul[2]/180.0;
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELMEDIAN:
if(ob) {
v3d_editvertex_buts(NULL, ob, 1.0);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELPARENT:
if(ob) {
if( test_parent_loop(ob->parent, ob) )
ob->parent= NULL;
else {
DAG_scene_sort(G.scene);
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
allqueue(REDRAWBUTSOBJECT, 0);
}
}
break;
case B_ARMATUREPANEL1:
{
bArmature *arm= G.obedit->data;
EditBone *ebone, *child;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
break;
}
if (ebone) {
ebone->roll= M_PI*ob_eul[0]/180.0;
// Update our parent
if (ebone->parent && ebone->flag & BONE_CONNECTED){
VECCOPY (ebone->parent->tail, ebone->head);
}
// Update our children if necessary
for (child = G.edbo.first; child; child=child->next){
if (child->parent == ebone && (child->flag & BONE_CONNECTED)){
VECCOPY (child->head, ebone->tail);
}
}
if(arm->flag & ARM_MIRROR_EDIT) {
EditBone *eboflip= armature_bone_get_mirrored(ebone);
if(eboflip) {
eboflip->roll= -ebone->roll;
eboflip->head[0]= -ebone->head[0];
eboflip->tail[0]= -ebone->tail[0];
// Update our parent
if (eboflip->parent && eboflip->flag & BONE_CONNECTED){
VECCOPY (eboflip->parent->tail, eboflip->head);
}
// Update our children if necessary
for (child = G.edbo.first; child; child=child->next){
if (child->parent == eboflip && (child->flag & BONE_CONNECTED)){
VECCOPY (child->head, eboflip->tail);
}
}
}
}
allqueue(REDRAWVIEW3D, 1);
}
}
break;
case B_ARMATUREPANEL3: // rotate button on channel
{
bArmature *arm;
bPoseChannel *pchan;
Bone *bone;
arm = get_armature(OBACT);
if (!arm || !ob->pose) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone = pchan->bone;
if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
break;
}
if (!pchan) return;
ob_eul[0]*= M_PI/180.0;
ob_eul[1]*= M_PI/180.0;
ob_eul[2]*= M_PI/180.0;
EulToQuat(ob_eul, pchan->quat);
}
/* no break, pass on */
case B_ARMATUREPANEL2:
{
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1);
}
break;
}
}
static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT
{
uiBlock *block;
uiBut *bt;
Object *ob= OBACT;
float lim;
static char hexcol[128];
if(ob==NULL) return;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_object", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_OBJECT); // for close and esc
/* (ton) can't use the rename trick for paint... panel names and settings are stored in the files and
used to find previous locations when re-open. This causes flipping */
if(uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 204)==0) return;
if(ob->id.lib) uiSetButLock(1, "Can't edit library data");
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
else {
bt= uiDefBut(block, TEX, B_IDNAME, "OB: ", 10,180,140,20, ob->id.name+2, 0.0, 19.0, 0, 0, "");
uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_OBJECTPANELPARENT, "Par:", 160, 180, 140, 20, &ob->parent, "Parent Object");
}
lim= 10000.0f*MAX2(1.0, G.vd->grid);
if(ob==G.obedit) {
if(ob->type==OB_ARMATURE) v3d_editarmature_buts(block, ob, lim);
if(ob->type==OB_MBALL) v3d_editmetaball_buts(block, ob, lim);
else v3d_editvertex_buts(block, ob, lim);
}
else if(ob->flag & OB_POSEMODE) {
v3d_posearmature_buts(block, ob, lim);
}
else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT)) {
extern VPaint Gvp; /* from vpaint */
static float hsv[3], old[3]; // used as temp mem for picker
uiBlockPickerButtons(block, &Gvp.r, hsv, old, hexcol, 'f', REDRAWBUTSEDIT); /* 'f' is for floating panel */
}
else {
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,140,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocX:", 30, 140, 120, 19, &(ob->loc[0]), -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,120,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocY:", 30, 120, 120, 19, &(ob->loc[1]), -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,100,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocZ:", 30, 100, 120, 19, &(ob->loc[2]), -lim, lim, 100, 3, "");
ob_eul[0]= 180.0*ob->rot[0]/M_PI;
ob_eul[1]= 180.0*ob->rot[1]/M_PI;
ob_eul[2]= 180.0*ob->rot[2]/M_PI;
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 10,70,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 30, 70, 120, 19, &(ob_eul[0]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 10,50,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 30, 50, 120, 19, &(ob_eul[1]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,30,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 30, 30, 120, 19, &(ob_eul[2]), -lim, lim, 1000, 3, "");
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEX, REDRAWVIEW3D, ICON_UNLOCKED, 160,70,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "SizeX:", 180, 70, 120, 19, &(ob->size[0]), -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEY, REDRAWVIEW3D, ICON_UNLOCKED, 160,50,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "SizeY:", 180, 50, 120, 19, &(ob->size[1]), -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,30,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "SizeZ:", 180, 30, 120, 19, &(ob->size[2]), -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
}
uiClearButLock();
}
static void view3d_panel_background(short cntrl) // VIEW3D_HANDLER_BACKGROUND
{
uiBlock *block;
View3D *vd;
ID *id;
char *strp;
vd= G.vd;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_background", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_BACKGROUND); // for close and esc
if(uiNewPanel(curarea, block, "Background Image", "View3d", 340, 10, 318, 204)==0) return;
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
if(vd->flag & V3D_DISPBGPIC) {
if(vd->bgpic==0) {
vd->bgpic= MEM_callocN(sizeof(BGpic), "bgpic");
vd->bgpic->size= 5.0;
vd->bgpic->blend= 0.5;
}
}
uiDefButBitS(block, TOG, V3D_DISPBGPIC, REDRAWVIEW3D, "Use Background Image", 0, 162, 200, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of the 3D View");
uiDefBut(block, LABEL, 1, " ", 206, 162, 84, 20, NULL, 0.0, 0.0, 0, 0, "");
if(vd->flag & V3D_DISPBGPIC) {
/* Background Image */
uiDefBut(block, LABEL, 1, "Image:", 0, 128, 76, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefIconBut(block, BUT, B_LOADBGPIC, ICON_FILESEL, 90, 128, 20, 20, 0, 0, 0, 0, 0, "Open a new background image");
id= (ID *)vd->bgpic->ima;
IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->image), id, &(vd->menunr));
if(strp[0]) {
uiDefButS(block, MENU, B_BGPICBROWSE, strp, 110, 128, 20, 20, &(vd->menunr), 0, 0, 0, 0, "Select a background image");
if(vd->bgpic->ima) {
uiDefBut(block, TEX, 0,"BG: ", 130, 128, 140, 20, &vd->bgpic->ima->name,0.0,100.0, 0, 0, "The currently selected background image");
uiDefIconBut(block, BUT, B_BGPICCLEAR, ICON_X, 270, 128, 20, 20, 0, 0, 0, 0, 0, "Remove background image link");
}
uiBlockEndAlign(block);
} else {
uiBlockEndAlign(block);
}
MEM_freeN(strp);
/* Background texture */
uiDefBut(block, LABEL, 1, "Texture:", 0, 100, 76, 19, NULL, 0.0, 0.0, 0, 0, "");
id= (ID *)vd->bgpic->tex;
IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->tex), id, &(vd->texnr));
if (strp[0])
uiBlockBeginAlign(block);
uiDefButS(block, MENU, B_BGPICTEX, strp, 90, 100, 20,20, &(vd->texnr), 0, 0, 0, 0, "Select a texture to use as an animated background image");
MEM_freeN(strp);
if (id) {
uiDefBut(block, TEX, B_IDNAME, "TE:", 110, 100, 160, 20, id->name+2, 0.0, 18.0, 0, 0, "");
uiDefIconBut(block, BUT, B_BGPICTEXCLEAR, ICON_X, 270, 100, 20, 20, 0, 0, 0, 0, 0, "Remove background texture link");
uiBlockEndAlign(block);
} else {
uiBlockEndAlign(block);
}
uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:", 0, 60 , 290, 19, &vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the transparency of the background image");
uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 0, 28, 140, 19, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size (width) of the background image");
uiDefButF(block, NUM, REDRAWVIEW3D, "X Offset:", 0, 6, 140, 19, &vd->bgpic->xof, -250.0,250.0, 10, 2, "Set the horizontal offset of the background image");
uiDefButF(block, NUM, REDRAWVIEW3D, "Y Offset:", 150, 6, 140, 19, &vd->bgpic->yof, -250.0,250.0, 10, 2, "Set the vertical offset of the background image");
// uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 160,160,150,20, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size for the width of the BackGroundPic");
// uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:", 120,100,190,20,&vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the BackGroundPic transparency");
// uiDefButF(block, NUM, B_DIFF, "Center X: ", 10,70,140,20,&vd->bgpic->xof, -20.0,20.0, 10, 2, "Set the BackGroundPic X Offset");
// uiDefButF(block, NUM, B_DIFF, "Center Y: ", 160,70,140,20,&vd->bgpic->yof, -20.0,20.0, 10, 2, "Set the BackGroundPic Y Offset");
}
}
static void view3d_panel_properties(short cntrl) // VIEW3D_HANDLER_SETTINGS
{
uiBlock *block;
View3D *vd;
float *curs;
vd= G.vd;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_properties", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_PROPERTIES); // for close and esc
if(uiNewPanel(curarea, block, "View Properties", "View3d", 340, 30, 318, 254)==0) return;
/* to force height */
uiNewPanelHeight(block, 254);
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
uiDefBut(block, LABEL, 1, "Grid:", 10, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButF(block, NUM, REDRAWVIEW3D, "Spacing:", 10, 200, 140, 19, &vd->grid, 0.001, 100.0, 10, 0, "Set the distance between grid lines");
uiDefButS(block, NUM, REDRAWVIEW3D, "Lines:", 10, 176, 140, 19, &vd->gridlines, 0.0, 100.0, 100, 0, "Set the number of grid lines");
uiDefBut(block, LABEL, 1, "3D Display:", 160, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButBitS(block, TOG, V3D_SHOW_FLOOR, REDRAWVIEW3D, "Grid Floor",160, 200, 150, 19, &vd->gridflag, 0, 0, 0, 0, "Show the grid floor in free camera mode");
uiDefButBitS(block, TOG, V3D_SHOW_X, REDRAWVIEW3D, "X Axis", 160, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the X Axis line");
uiDefButBitS(block, TOG, V3D_SHOW_Y, REDRAWVIEW3D, "Y Axis", 212, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Y Axis line");
uiDefButBitS(block, TOG, V3D_SHOW_Z, REDRAWVIEW3D, "Z Axis", 262, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Z Axis line");
uiDefBut(block, LABEL, 1, "View Camera:", 10, 150, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButF(block, NUM, REDRAWVIEW3D, "Lens:", 10, 130, 140, 19, &vd->lens, 10.0, 120.0, 100, 0, "The lens angle in perspective view");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip Start:", 10, 106, 140, 19, &vd->near, vd->grid/10.0, 100.0, 10, 0, "Set the beginning of the range in which 3D objects are displayed (perspective view)");
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip End:", 10, 86, 140, 19, &vd->far, 1.0, 1000.0*vd->grid, 100, 0, "Set the end of the range in which 3D objects are displayed (perspective view)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "3D Cursor:", 160, 150, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
curs= give_cursor();
uiDefButF(block, NUM, REDRAWVIEW3D, "X:", 160, 130, 150, 22, curs, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "X co-ordinate of the 3D cursor");
uiDefButF(block, NUM, REDRAWVIEW3D, "Y:", 160, 108, 150, 22, curs+1, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Y co-ordinate of the 3D cursor");
uiDefButF(block, NUM, REDRAWVIEW3D, "Z:", 160, 86, 150, 22, curs+2, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Z co-ordinate of the 3D cursor");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "Display:", 10, 50, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButBitS(block, TOG, V3D_SELECT_OUTLINE, REDRAWVIEW3D, "Outline Selected", 10, 30, 140, 19, &vd->flag, 0, 0, 0, 0, "Highlight selected objects with an outline, in Solid, Shaded or Textured viewport shading modes");
uiDefButBitS(block, TOG, V3D_DRAW_CENTERS, REDRAWVIEW3D, "All Object Centers", 160, 30, 150, 19, &vd->flag, 0, 0, 0, 0, "Draw the center points on all objects");
uiDefButBitS(block, TOGN, V3D_HIDE_HELPLINES, REDRAWVIEW3D, "Relationship Lines", 10, 6, 140, 19, &vd->flag, 0, 0, 0, 0, "Draw dashed lines indicating Parent, Constraint, or Hook relationships");
}
static void view3d_panel_preview(ScrArea *sa, short cntrl) // VIEW3D_HANDLER_PREVIEW
{
uiBlock *block;
View3D *v3d= sa->spacedata.first;
int ofsx, ofsy;
block= uiNewBlock(&sa->uiblocks, "view3d_panel_preview", UI_EMBOSS, UI_HELV, sa->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | UI_PNL_SCALE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_PREVIEW); // for close and esc
ofsx= -150+(sa->winx/2)/v3d->blockscale;
ofsy= -100+(sa->winy/2)/v3d->blockscale;
if(uiNewPanel(sa, block, "Preview", "View3d", ofsx, ofsy, 300, 200)==0) return;
uiBlockSetDrawExtraFunc(block, BIF_view3d_previewdraw);
if(G.scene->recalc & SCE_PRV_CHANGED) {
G.scene->recalc &= ~SCE_PRV_CHANGED;
//printf("found recalc\n");
BIF_view3d_previewrender_free(sa);
BIF_preview_changed(0);
}
}
static void view3d_blockhandlers(ScrArea *sa)
{
View3D *v3d= sa->spacedata.first;
short a;
/* warning; blocks need to be freed each time, handlers dont remove */
uiFreeBlocksWin(&sa->uiblocks, sa->win);
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
switch(v3d->blockhandler[a]) {
case VIEW3D_HANDLER_PROPERTIES:
view3d_panel_properties(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_BACKGROUND:
view3d_panel_background(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_OBJECT:
view3d_panel_object(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_PREVIEW:
view3d_panel_preview(sa, v3d->blockhandler[a+1]);
break;
}
/* clear action value for event */
v3d->blockhandler[a+1]= 0;
}
uiDrawBlocksPanels(sa, 0);
}
/* ****************** View3d afterdraw *************** */
typedef struct View3DAfter {
struct View3DAfter *next, *prev;
struct Base *base;
int type;
} View3DAfter;
/* temp storage of Objects that need to be drawn as last */
void add_view3d_after(View3D *v3d, Base *base, int type)
{
View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
BLI_addtail(&v3d->afterdraw, v3da);
v3da->base= base;
v3da->type= type;
}
/* clears zbuffer and draws it over */
static void view3d_draw_xray(View3D *v3d, int flag)
{
View3DAfter *v3da, *next;
int doit= 0;
for(v3da= v3d->afterdraw.first; v3da; v3da= v3da->next)
if(v3da->type==V3D_XRAY) doit= 1;
if(doit) {
if(v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray= TRUE;
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_XRAY) {
draw_object(v3da->base, flag);
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
}
v3d->xray= FALSE;
}
}
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(View3D *v3d, int flag)
{
View3DAfter *v3da, *next;
glDepthMask(0);
v3d->transp= TRUE;
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_TRANSP) {
draw_object(v3da->base, flag);
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
}
v3d->transp= FALSE;
glDepthMask(1);
}
/* *********************** */
static void draw_dupli_objects(View3D *v3d, Base *base)
{
ListBase *lb;
DupliObject *dob;
Base tbase;
int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
char dt, dtx;
/* debug */
if(base->object->dup_group && base->object->dup_group->id.us<1)
color= TH_REDALERT;
tbase.flag= OB_FROMDUPLI|base->flag;
lb= object_duplilist(G.scene, base->object);
for(dob= lb->first; dob; dob= dob->next) {
tbase.object= dob->ob;
Mat4CpyMat4(dob->ob->obmat, dob->mat);
/* extra service: draw the duplicator in drawtype of parent */
dt= tbase.object->dt; tbase.object->dt= base->object->dt;
dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
BIF_ThemeColorBlend(color, TH_BACK, 0.5);
draw_object(&tbase, DRAW_CONSTCOLOR);
/* restore */
Mat4CpyMat4(dob->ob->obmat, dob->omat);
tbase.object->dt= dt;
tbase.object->dtx= dtx;
}
/* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
BLI_freelistN(lb);
}
void drawview3dspace(ScrArea *sa, void *spacedata)
{
View3D *v3d= spacedata;
Base *base;
Object *ob;
Scene *setscene;
setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
float len1, len2, vec[3];
VECCOPY(vec, v3d->persinv[0]);
len1= Normalise(vec);
VECCOPY(vec, v3d->persinv[1]);
len2= Normalise(vec);
v3d->pixsize= 2.0f*(len1>len2?len1:len2);
/* correct for window size */
if(sa->winx > sa->winy) v3d->pixsize/= (float)sa->winx;
else v3d->pixsize/= (float)sa->winy;
}
if(v3d->drawtype > OB_WIRE) {
if(G.f & G_SIMULATION)
glClearColor(0.0, 0.0, 0.0, 0.0);
else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
}
else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
myloadmatrix(v3d->viewmat);
persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
if(v3d->flag & V3D_CLIPPING)
view3d_draw_clipping(v3d);
/* set zbuffer after we draw clipping region */
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
// needs to be done always, gridview is adjusted in drawgrid() now
v3d->gridview= v3d->grid;
if(v3d->view==0 || v3d->persp!=0) {
drawfloor();
if(v3d->persp==2) {
if(G.scene->world) {
if(G.scene->world->mode & WO_STARS) {
// RE_make_stars(star_stuff_init_func, star_stuff_vertex_func,
// star_stuff_term_func);
}
}
if(v3d->flag & V3D_DISPBGPIC) draw_bgpic();
}
}
else {
drawgrid();
if(v3d->flag & V3D_DISPBGPIC) {
draw_bgpic();
}
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
/* draw set first */
setscene= G.scene->set;
if(setscene) { /* if(G.scene->set) { */
base= setscene->base.first; /* base= G.scene->set->base.first; */
while(base) {
if(v3d->lay & base->lay) {
object_handle_update(base->object);
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(base, DRAW_CONSTCOLOR);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
}
base= base->next;
if(base==0 && setscene && setscene->set) {
setscene= setscene->set;
base= setscene->base.first;
}
}
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d, DRAW_CONSTCOLOR); // clears zbuffer if it is used!
view3d_draw_transp(v3d, DRAW_CONSTCOLOR);
}
/* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual, no layer check here, gets correct flushed */
for(base= G.scene->base.first; base; base= base->next) {
object_handle_update(base->object); // bke_object.h
}
/* then draw not selected and the duplis, but skip editmode object */
for(base= G.scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
/* dupli drawing */
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
if((base->flag & SELECT)==0) {
if(base->object!=G.obedit) draw_object(base, 0);
}
}
}
/* draw selected and editmode */
for(base= G.scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
if (base->object==G.obedit || ( base->flag & SELECT) )
draw_object(base, 0);
}
}
if(G.moving) {
BIF_drawConstraint();
if(G.obedit) BIF_drawPropCircle(); // only editmode has proportional edit
}
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d, 0); // clears zbuffer if it is used!
view3d_draw_transp(v3d, 0);
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
BIF_draw_manipulator(sa);
if(v3d->zbuf) {
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
persp(PERSP_WIN); // set ortho
if(v3d->persp>1) drawviewborder();
if(!(G.f & G_PLAYANIM)) drawcursor(v3d);
draw_view_icon();
ob= OBACT;
if(ob && (U.uiflag & USER_DRAWVIEWINFO))
draw_selected_name(ob);
draw_area_emboss(sa);
/* it is important to end a view in a transform compatible with buttons */
bwin_scalematrix(sa->win, v3d->blockscale, v3d->blockscale, v3d->blockscale);
view3d_blockhandlers(sa);
sa->win_swap= WIN_BACK_OK;
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
v3d->flag |= V3D_NEEDBACKBUFDRAW;
addafterqueue(sa->win, BACKBUFDRAW, 1);
}
// test for backbuf select
if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) {
extern int afterqtest(short win, unsigned short evt); //editscreen.c
v3d->flag |= V3D_NEEDBACKBUFDRAW;
if(afterqtest(sa->win, BACKBUFDRAW)==0) {
addafterqueue(sa->win, BACKBUFDRAW, 1);
}
}
/* run any view3d draw handler script links */
if (sa->scriptlink.totscript)
BPY_do_spacehandlers(sa, 0, SPACEHANDLER_VIEW3D_DRAW);
/* run scene redraw script links */
if((G.f & G_DOSCRIPTLINKS) && G.scene->scriptlink.totscript &&
!during_script()) {
BPY_do_pyscript((ID *)G.scene, SCRIPT_REDRAW);
}
}
void drawview3d_render(struct View3D *v3d, int winx, int winy)
{
Base *base;
Scene *setscene;
float winmat[4][4];
update_for_newframe_muted(); /* first, since camera can be animated */
setwinmatrixview3d(winx, winy, NULL);
setviewmatrixview3d();
myloadmatrix(v3d->viewmat);
glMatrixMode(GL_PROJECTION);
mygetmatrix(winmat);
glMatrixMode(GL_MODELVIEW);
Mat4MulMat4(v3d->persmat, v3d->viewmat, winmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
free_all_realtime_images();
reshadeall_displist();
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0);
} else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* abuse! to make sure it doesnt draw the helpstuff */
G.f |= G_SIMULATION;
/* first draw set */
setscene= G.scene->set;
if(setscene) { /* if(G.scene->set) { */
base= setscene->base.first; /* base= G.scene->set->base.first; */
while(base) {
if(v3d->lay & base->lay) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else {
where_is_object(base->object);
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(base, DRAW_CONSTCOLOR);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
}
}
base= base->next;
if(base==0 && setscene && setscene->set) {
setscene= setscene->set;
base= setscene->base.first;
}
}
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d, DRAW_CONSTCOLOR); // clears zbuffer if it is used!
view3d_draw_transp(v3d, DRAW_CONSTCOLOR);
}
/* first not selected and duplis */
base= G.scene->base.first;
while(base) {
if(v3d->lay & base->lay) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else {
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
else if((base->flag & SELECT)==0) {
draw_object(base, 0);
}
}
}
base= base->next;
}
/* draw selected */
base= G.scene->base.first;
while(base) {
if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else draw_object(base, 0);
}
base= base->next;
}
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d, 0); // clears zbuffer if it is used!
view3d_draw_transp(v3d, 0);
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
if(v3d->zbuf) {
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
G.f &= ~G_SIMULATION;
glFlush();
glLoadIdentity();
free_all_realtime_images();
}
double tottime = 0.0;
int update_time(void)
{
static double ltime;
double time;
if ((U.mixbufsize)&&(audiostream_pos() != CFRA)&&(G.scene->audio.flag & AUDIO_SYNC)) return 0;
time = PIL_check_seconds_timer();
tottime += (time - ltime);
ltime = time;
return (tottime < 0.0);
}
void inner_play_anim_loop(int init, int mode)
{
ScrArea *sa;
static ScrArea *oldsa;
static double swaptime;
static int curmode;
/* init */
if(init) {
oldsa= curarea;
swaptime= 1.0/(float)G.scene->r.frs_sec;
tottime= 0.0;
curmode= mode;
return;
}
set_timecursor(CFRA);
update_for_newframe_muted();
sa= G.curscreen->areabase.first;
while(sa) {
if(sa==oldsa) {
scrarea_do_windraw(sa);
}
else if(curmode & 1) { /* catch modes 1 and 3 */
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
scrarea_do_windraw(sa);
}
}
sa= sa->next;
}
/* make sure that swaptime passed by */
tottime -= swaptime;
while (update_time()) PIL_sleep_ms(1);
if(CFRA>=EFRA) {
if (tottime > 0.0) tottime = 0.0;
CFRA= SFRA;
audiostream_stop();
audiostream_start( CFRA );
}
else {
if (U.mixbufsize && (G.scene->audio.flag & AUDIO_SYNC)) CFRA = audiostream_pos();
else CFRA++;
}
}
/* play_anim: 'mode' defines where to play and if repeat is on:
* - 0: current area
* - 1: all view3d and seq areas
* - 2: current area, no replay
* - 3: all view3d and seq areas, no replay */
int play_anim(int mode)
{
ScrArea *sa, *oldsa;
int cfraont;
unsigned short event=0;
short val;
/* patch for very very old scenes */
if(SFRA==0) SFRA= 1;
if(EFRA==0) EFRA= 250;
if(SFRA>EFRA) return 0;
update_time();
/* waitcursor(1); */
G.f |= G_PLAYANIM; /* in sequence.c and view.c this is handled */
cfraont= CFRA;
oldsa= curarea;
audiostream_start( CFRA );
inner_play_anim_loop(1, mode); /* 1==init */
/* forces all buffers to be OK for current frame (otherwise other windows get redrawn with CFRA+1) */
curarea->win_swap= WIN_BACK_OK;
screen_swapbuffers();
while(TRUE) {
while(qtest()) {
/* we test events first because of MKEY event */
event= extern_qread(&val);
if(event==ESCKEY) break;
else if(event==MIDDLEMOUSE) {
if(U.flag & USER_VIEWMOVE) {
if(G.qual & LR_SHIFTKEY) viewmove(0);
else if(G.qual & LR_CTRLKEY) viewmove(2);
else viewmove(1);
}
else {
if(G.qual & LR_SHIFTKEY) viewmove(1);
else if(G.qual & LR_CTRLKEY) viewmove(2);
else viewmove(0);
}
}
else if(event==MKEY) {
if(val) add_timeline_marker(CFRA-1);
}
}
if(ELEM3(event, ESCKEY, SPACEKEY, RIGHTMOUSE)) break;
inner_play_anim_loop(0, 0);
screen_swapbuffers();
if((mode > 1) && CFRA==EFRA) break; /* no replay */
}
if(event==SPACEKEY);
else CFRA= cfraont;
audiostream_stop();
if(oldsa!=curarea) areawinset(oldsa->win);
/* restore all areas */
sa= G.curscreen->areabase.first;
while(sa) {
if( (mode && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1);
sa= sa->next;
}
/* groups could have changed ipo */
allspace(REMAKEIPO, 0);
allqueue(REDRAWIPO, 0);
allqueue(REDRAWNLA, 0);
allqueue (REDRAWACTION, 0);
/* restore for cfra */
update_for_newframe_muted();
waitcursor(0);
G.f &= ~G_PLAYANIM;
if (event==ESCKEY || event==SPACEKEY) return 1;
else return 0;
}