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blender-archive/source/blender/src/drawview.c
Hans Lambermont 12315f4d0e Initial revision
2002-10-12 11:37:38 +00:00

1651 lines
34 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>
#ifndef WIN32
#include <unistd.h>
#include <sys/times.h>
#else
#include <io.h>
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BMF_Api.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "IMB_imbuf_types.h"
#include "DNA_object_types.h"
#include "DNA_constraint_types.h"
#include "DNA_group_types.h"
#include "DNA_image_types.h"
#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_view3d_types.h"
#include "DNA_userdef_types.h"
#include "BKE_action.h"
#include "BKE_anim.h"
#include "BKE_constraint.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_ika.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_gl.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_interface.h"
#include "BIF_space.h"
#include "BIF_buttons.h"
#include "BIF_drawimage.h"
#include "BIF_editgroup.h"
#include "BIF_mywindow.h"
#include "BDR_drawmesh.h"
#include "BDR_drawobject.h"
#include "BSE_view.h"
#include "BSE_drawview.h"
#include "BSE_headerbuttons.h"
#include "RE_renderconverter.h"
#include "BPY_extern.h" // Blender Python library
#include "interface.h"
#include "blendef.h"
#include "mydevice.h"
/* Modules used */
#include "render.h"
#include "radio.h"
/* for physics in animation playback */
#ifdef NAN_LINEAR_PHYSICS
#include "sumo.h"
#endif
/* 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;
}
}
}
static float light_pos1[] = { -0.3, 0.3, 0.90, 0.0 };
/* static float light_pos2[] = { 0.3, -0.3, -0.90, 0.0 }; never used? */
void default_gl_light(void)
{
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
float light_col1[] = { 0.8, 0.8, 0.8, 0.0 };
int a;
glLightfv(GL_LIGHT0, GL_POSITION, light_pos1);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_col1);
glLightfv(GL_LIGHT0, GL_SPECULAR, mat_specular);
glEnable(GL_LIGHT0);
for(a=1; a<8; a++) glDisable(GL_LIGHT0+a);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
void init_gl_stuff(void)
{
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
float mat_shininess[] = { 35.0 };
/* float one= 1.0; */
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
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);
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 two_sided(int val)
{
/* twosided aan: geft errors bij x flip! */
glLightModeliv(GL_LIGHT_MODEL_TWO_SIDE, (GLint *)&val);
}
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);
}
/* ********** IN ONTWIKKELING ********** */
static void draw_bgpic(void)
{
BGpic *bgpic;
Image *ima;
float vec[3], fac, asp, zoomx, zoomy;
int x1, y1, x2, y2, cx, cy;
short mval[2];
bgpic= G.vd->bgpic;
if(bgpic==0) return;
if(bgpic->tex) {
init_render_texture(bgpic->tex);
free_unused_animimages();
ima= bgpic->tex->ima;
end_render_texture(bgpic->tex);
}
else {
ima= bgpic->ima;
}
if(ima==0) return;
if(ima->ok==0) return;
/* plaatje testen */
if(ima->ibuf==0) {
if(bgpic->rect) MEM_freeN(bgpic->rect);
bgpic->rect= 0;
if(bgpic->tex) {
ima_ibuf_is_nul(bgpic->tex);
}
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 {
/* windowco berekenen */
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;
project_short_noclip(vec, mval);
cx= mval[0];
cy= mval[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);
}
/* volledige clip? */
if(x2 < 0 ) return;
if(y2 < 0 ) return;
if(x1 > curarea->winx ) return;
if(y1 > curarea->winy ) return;
zoomx= x2-x1;
zoomx /= (float)ima->ibuf->x;
zoomy= y2-y1;
zoomy /= (float)ima->ibuf->y;
glEnable(GL_BLEND);
if(G.zbuf) glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
rectwrite_part(curarea->winrct.xmin, curarea->winrct.ymin, curarea->winrct.xmax, curarea->winrct.ymax,
x1+curarea->winrct.xmin, y1+curarea->winrct.ymin, ima->ibuf->x, ima->ibuf->y, zoomx, zoomy, bgpic->rect);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
if(G.zbuf) glEnable(GL_DEPTH_TEST);
}
void timestr(double time, char *str)
{
/* formaat 00:00:00.00 (hr:min:sec) string moet 12 lang */
int hr= (int) time/(60*60);
int min= (int) fmod(time/60, 60.0);
int sec= (int) fmod(time, 60.0);
int hun= (int) fmod(time*100.0, 100.0);
if (hr) {
sprintf(str, "%.2d:%.2d:%.2d.%.2d",hr,min,sec,hun);
} else {
sprintf(str, "%.2d:%.2d.%.2d",min,sec,hun);
}
str[11]=0;
}
static void drawgrid(void)
{
/* extern short bgpicmode; */
float wx, wy, x, y, fw, fx, fy, dx;
float vec4[4];
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); /* ivm afrondfoutjes, grid op verkeerde plek */
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);
if(dx<6.0) {
dx*= 10.0;
setlinestyle(3);
if(dx<6.0) {
dx*= 10.0;
if(dx<6.0) {
setlinestyle(0);
return;
}
}
}
persp(0);
cpack(0x484848);
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;
}
/* kruis in midden */
if(G.vd->view==3) cpack(0xA0D0A0); /* y-as */
else cpack(0xA0A0D0); /* x-as */
fdrawline(0.0, y, (float)curarea->winx, y);
if(G.vd->view==7) cpack(0xA0D0A0); /* y-as */
else cpack(0xE0A0A0); /* z-as */
fdrawline(x, 0.0, x, (float)curarea->winy);
persp(1);
setlinestyle(0);
}
static void drawfloor(void)
{
View3D *vd;
float vert[3], grid;
int a, gridlines;
vd= curarea->spacedata.first;
vert[2]= 0.0;
if(vd->gridlines<3) return;
gridlines= vd->gridlines/2;
grid= gridlines*vd->grid;
cpack(0x484848);
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
if(vd->persp==0) cpack(0xA0D0A0);
else cpack(0x402000);
}
else if(a==1) {
cpack(0x484848);
}
glBegin(GL_LINE_STRIP);
vert[0]= a*vd->grid;
vert[1]= grid;
glVertex3fv(vert);
vert[1]= -grid;
glVertex3fv(vert);
glEnd();
}
cpack(0x484848);
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
if(vd->persp==0) cpack(0xA0A0D0);
else cpack(0);
}
else if(a==1) {
cpack(0x484848);
}
glBegin(GL_LINE_STRIP);
vert[1]= a*vd->grid;
vert[0]= grid;
glVertex3fv(vert );
vert[0]= -grid;
glVertex3fv(vert);
glEnd();
}
}
static void drawcursor(void)
{
if(G.f & G_PLAYANIM) return;
project_short( give_cursor(), &G.vd->mx);
G.vd->mxo= G.vd->mx;
G.vd->myo= G.vd->my;
if( G.vd->mx!=3200) {
setlinestyle(0);
cpack(0xFF);
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
setlinestyle(4);
cpack(0xFFFFFF);
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
setlinestyle(0);
cpack(0x0);
sdrawline(G.vd->mx-20, G.vd->my, G.vd->mx-5, G.vd->my);
sdrawline(G.vd->mx+5, G.vd->my, G.vd->mx+20, G.vd->my);
sdrawline(G.vd->mx, G.vd->my-20, G.vd->mx, G.vd->my-5);
sdrawline(G.vd->mx, G.vd->my+5, G.vd->mx, G.vd->my+20);
}
}
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];
view3d_get_viewborder_size(v3d, size);
/* magic zoom calculation, no idea what
* it signifies, if you find out, tell me! -zr
*/
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];
}
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)
{
float fac, a;
float x1, x2, y1, y2;
float x3, y3, x4, y4;
rcti viewborder;
calc_viewborder(G.vd, &viewborder);
x1= viewborder.xmin;
y1= viewborder.ymin;
x2= viewborder.xmax;
y2= viewborder.ymax;
/* rand */
setlinestyle(3);
cpack(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glRectf(x1+1, y1-1, x2+1, y2-1);
cpack(0xFFFFFF);
glRectf(x1, y1, x2, y2);
/* 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);
glRectf(x3+1, y3-1, x4+1, y4-1);
cpack(0x4040FF);
glRectf(x3, y3, x4, y4);
}
/* safetykader */
fac= 0.1;
a= fac*(x2-x1);
x1+= a;
x2-= a;
a= fac*(y2-y1);
y1+= a;
y2-= a;
cpack(0);
glRectf(x1+1, y1-1, x2+1, y2-1);
cpack(0xFFFFFF);
glRectf(x1, y1, x2, y2);
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void backdrawview3d(int test)
{
struct Base *base;
int tel=1;
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT));
else {
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
return;
}
if(G.vd->flag & V3D_NEEDBACKBUFDRAW); else return;
if(G.obedit) {
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
return;
}
if(test) {
if(qtest()) {
addafterqueue(curarea->win, BACKBUFDRAW, 1);
return;
}
}
if(G.vd->drawtype > OB_WIRE) G.zbuf= TRUE;
curarea->win_swap &= ~WIN_BACK_OK;
glDisable(GL_DITHER);
glClearColor(0.0, 0.0, 0.0, 0.0);
if(G.zbuf) {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else {
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
G.f |= G_BACKBUFSEL;
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
base= (G.scene->basact);
if(base && (base->lay & G.vd->lay)) {
draw_object(base);
}
}
else {
base= (G.scene->base.first);
while(base) {
/* elke base ivm meerdere windows */
base->selcol= 0x070707 | ( ((tel & 0xF00)<<12) + ((tel & 0xF0)<<8) + ((tel & 0xF)<<4) );
tel++;
if(base->lay & G.vd->lay) {
if(test) {
if(qtest()) {
addafterqueue(curarea->win, BACKBUFDRAW, 1);
break;
}
}
cpack(base->selcol);
draw_object(base);
}
base= base->next;
}
}
if(base==0) G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
G.f &= ~G_BACKBUFSEL;
G.zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
}
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_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);
glRasterPos2f(5.0, 5.0);
BIF_draw_icon(icon);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
}
void drawview3d(void)
{
Base *base;
Object *ob;
setwinmatrixview3d(0); /* 0= geen pick rect */
setviewmatrixview3d();
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
Mat4Invert(G.vd->persinv, G.vd->persmat);
Mat4Invert(G.vd->viewinv, G.vd->viewmat);
if(G.vd->drawtype > OB_WIRE) {
G.zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
if(G.f & G_SIMULATION) {
glClearColor(0.0, 0.0, 0.0, 0.0);
}
else {
glClearColor(0.45, 0.45, 0.45, 0.0);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
}
else {
glClearColor(0.45, 0.45, 0.45, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
myloadmatrix(G.vd->viewmat);
if(G.vd->view==0 || G.vd->persp!=0) {
drawfloor();
if(G.vd->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(G.vd->flag & V3D_DISPBGPIC) draw_bgpic();
}
}
else {
drawgrid();
if(G.vd->flag & V3D_DISPBGPIC) {
draw_bgpic();
}
}
/* Clear the constraint "done" flags */
for (base = G.scene->base.first; base; base=base->next){
clear_object_constraint_status(base->object);
}
/* eerst set tekenen */
if(G.scene->set) {
/* patchje: kleur blijft constant */
G.f |= G_PICKSEL;
base= G.scene->set->base.first;
while(base) {
if(G.vd->lay & base->lay) {
where_is_object(base->object);
cpack(0x404040);
draw_object(base);
if(base->object->transflag & OB_DUPLI) {
extern ListBase duplilist;
Base tbase;
tbase= *base;
tbase.flag= OB_FROMDUPLI;
make_duplilist(G.scene->set, base->object);
ob= duplilist.first;
while(ob) {
tbase.object= ob;
draw_object(&tbase);
ob= ob->id.next;
}
free_duplilist();
}
}
base= base->next;
}
G.f &= ~G_PICKSEL;
}
/* SILLY CODE!!!! */
/* See next silly code... why is the same code
* ~ duplicated twice, and then this silly if(FALSE)
* in part... wacky! and bad!
*/
/* eerst niet selected en dupli's */
base= G.scene->base.first;
while(base) {
if(G.vd->lay & base->lay) {
where_is_object(base->object);
if(FALSE && base->object->transflag & OB_DUPLI) {
extern ListBase duplilist;
Base tbase;
/* altijd eerst original tekenen vanwege make_displist */
draw_object(base);
/* patchje: kleur blijft constant */
G.f |= G_PICKSEL;
cpack(0x404040);
tbase.flag= OB_FROMDUPLI;
make_duplilist(G.scene, base->object);
ob= duplilist.first;
while(ob) {
tbase.object= ob;
draw_object(&tbase);
ob= ob->id.next;
}
free_duplilist();
G.f &= ~G_PICKSEL;
}
else if((base->flag & SELECT)==0) {
draw_object(base);
}
}
base= base->next;
}
/* selected */
base= G.scene->base.first;
while(base) {
if ( ((base)->flag & SELECT) && ((base)->lay & G.vd->lay) ) {
draw_object(base);
}
base= base->next;
}
/* SILLY CODE!!!! */
/* dupli's, als laatste om zeker te zijn de displisten zijn ok */
base= G.scene->base.first;
while(base) {
if(G.vd->lay & base->lay) {
if(base->object->transflag & OB_DUPLI) {
extern ListBase duplilist;
Base tbase;
/* patchje: kleur blijft constant */
G.f |= G_PICKSEL;
cpack(0x404040);
tbase.flag= OB_FROMDUPLI;
make_duplilist(G.scene, base->object);
ob= duplilist.first;
while(ob) {
tbase.object= ob;
draw_object(&tbase);
ob= ob->id.next;
}
free_duplilist();
G.f &= ~G_PICKSEL;
}
}
base= base->next;
}
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
persp(0);
if(G.vd->persp>1) drawviewborder();
drawcursor();
draw_view_icon();
persp(1);
curarea->win_swap= WIN_BACK_OK;
if(G.zbuf) {
G.zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
G.vd->flag |= V3D_NEEDBACKBUFDRAW;
addafterqueue(curarea->win, BACKBUFDRAW, 1);
}
}
/* Called back by rendering system, icky
*/
void drawview3d_render(struct View3D *v3d)
{
extern short v3d_windowmode;
Base *base;
Object *ob;
/* XXXXXXXX live and die by the hack */
free_all_realtime_images();
mywindow_build_and_set_renderwin();
v3d_windowmode= 1;
setwinmatrixview3d(0);
v3d_windowmode= 0;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(R.winmat);
glMatrixMode(GL_MODELVIEW);
setviewmatrixview3d();
glLoadMatrixf(v3d->viewmat);
Mat4MulMat4(v3d->persmat, v3d->viewmat, R.winmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
if(v3d->drawtype > OB_WIRE) {
G.zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0);
} else {
glClearColor(0.45, 0.45, 0.45, 0.0);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glLoadMatrixf(v3d->viewmat);
/* abuse! to make sure it doesnt draw the helpstuff */
G.f |= G_SIMULATION;
do_all_ipos();
BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
do_all_keys();
do_all_actions();
do_all_ikas();
test_all_displists();
/* niet erg nette calc_ipo en where_is forceer */
ob= G.main->object.first;
while(ob) {
ob->ctime= -123.456;
ob= ob->id.next;
}
/* eerst set tekenen */
if(G.scene->set) {
/* patchje: kleur blijft constant */
G.f |= G_PICKSEL;
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);
cpack(0x404040);
draw_object(base);
if(base->object->transflag & OB_DUPLI) {
extern ListBase duplilist;
Base tbase;
tbase.flag= OB_FROMDUPLI;
make_duplilist(G.scene->set, base->object);
ob= duplilist.first;
while(ob) {
tbase.object= ob;
draw_object(&tbase);
ob= ob->id.next;
}
free_duplilist();
}
}
}
base= base->next;
}
G.f &= ~G_PICKSEL;
}
for (base = G.scene->base.first; base; base=base->next){
clear_object_constraint_status(base->object);
}
/* eerst niet selected en dupli's */
base= G.scene->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);
if(base->object->transflag & OB_DUPLI) {
extern ListBase duplilist;
Base tbase;
/* altijd eerst original tekenen vanwege make_displist */
draw_object(base);
/* patchje: kleur blijft constant */
G.f |= G_PICKSEL;
cpack(0x404040);
tbase.flag= OB_FROMDUPLI;
make_duplilist(G.scene, base->object);
ob= duplilist.first;
while(ob) {
tbase.object= ob;
draw_object(&tbase);
ob= ob->id.next;
}
free_duplilist();
G.f &= ~G_PICKSEL;
}
else if((base->flag & SELECT)==0) {
draw_object(base);
}
}
}
base= base->next;
}
/* 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);
}
base= base->next;
}
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
if(G.zbuf) {
G.zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
G.f &= ~G_SIMULATION;
glFinish();
glReadPixels(0, 0, R.rectx, R.recty, GL_RGBA, GL_UNSIGNED_BYTE, R.rectot);
glLoadIdentity();
free_all_realtime_images();
}
double tottime = 0.0;
int update_time(void)
{
static double ltime;
double time;
time = PIL_check_seconds_timer();
tottime += (time - ltime);
ltime = time;
return (tottime < 0.0);
}
double speed_to_swaptime(int speed)
{
switch(speed) {
case 1:
return 1.0/60.0;
case 2:
return 1.0/50.0;
case 3:
return 1.0/30.0;
case 4:
return 1.0/25.0;
case 5:
return 1.0/20.0;
case 6:
return 1.0/15.0;
case 7:
return 1.0/12.5;
case 8:
return 1.0/10.0;
case 9:
return 1.0/6.0;
}
return 1.0/4.0;
}
double key_to_swaptime(int key)
{
switch(key) {
case PAD1:
G.animspeed= 1;
tottime= 0;
return speed_to_swaptime(1);
case PAD2:
G.animspeed= 2;
tottime= 0;
return speed_to_swaptime(2);
case PAD3:
G.animspeed= 3;
tottime= 0;
return speed_to_swaptime(3);
case PAD4:
G.animspeed= 4;
tottime= 0;
return speed_to_swaptime(4);
case PAD5:
G.animspeed= 5;
tottime= 0;
return speed_to_swaptime(5);
case PAD6:
G.animspeed= 6;
tottime= 0;
return speed_to_swaptime(6);
case PAD7:
G.animspeed= 7;
tottime= 0;
return speed_to_swaptime(7);
case PAD8:
G.animspeed= 8;
tottime= 0;
return speed_to_swaptime(8);
case PAD9:
G.animspeed= 9;
tottime= 0;
return speed_to_swaptime(9);
}
return speed_to_swaptime(G.animspeed);
}
#ifdef NAN_LINEAR_PHYSICS
void sumo_callback(void *obp)
{
Object *ob= obp;
SM_Vector3 vec;
float matf[3][3];
int i, j;
SM_GetMatrixf(ob->sumohandle, ob->obmat[0]);
VECCOPY(ob->loc, ob->obmat[3]);
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3; ++j) {
matf[i][j] = ob->obmat[i][j];
}
}
Mat3ToEul(matf, ob->rot);
}
void init_anim_sumo(void)
{
extern Material defmaterial;
Base *base;
Mesh *me;
Object *ob;
Material *mat;
MFace *mface;
MVert *mvert;
float centre[3], size[3];
int a;
SM_ShapeHandle shape;
SM_SceneHandle scene;
SM_Material material;
SM_MassProps massprops;
SM_Vector3 vec;
SM_Vector3 scaling;
scene= SM_CreateScene();
G.scene->sumohandle = scene;
vec[0]= 0.0;
vec[1]= 0.0;
vec[2]= -9.8;
SM_SetForceField(scene, vec);
/* ton: cylinders & cones are still Y-axis up, will be Z-axis later */
/* ton: write location/rotation save and restore */
base= FIRSTBASE;
while (base) {
if (G.vd->lay & base->lay) {
ob= base->object;
/* define shape, for now only meshes take part in physics */
get_local_bounds(ob, centre, size);
if (ob->type==OB_MESH) {
me= ob->data;
if (ob->gameflag & OB_DYNAMIC) {
if (me->sumohandle)
shape= me->sumohandle;
else {
/* make new handle */
switch(ob->boundtype) {
case OB_BOUND_BOX:
shape= SM_Box(2.0*size[0], 2.0*size[1], 2.0*size[2]);
break;
case OB_BOUND_SPHERE:
shape= SM_Sphere(size[0]);
break;
case OB_BOUND_CYLINDER:
shape= SM_Cylinder(size[0], 2.0*size[2]);
break;
case OB_BOUND_CONE:
shape= SM_Cone(size[0], 2.0*size[2]);
break;
}
me->sumohandle= shape;
}
/* sumo material properties */
mat= give_current_material(ob, 0);
if(mat==NULL)
mat= &defmaterial;
material.restitution= mat->reflect;
material.static_friction= mat->friction;
material.dynamic_friction= mat->friction;
/* sumo mass properties */
massprops.mass= ob->mass;
massprops.center[0]= 0.0;
massprops.center[1]= 0.0;
massprops.center[2]= 0.0;
massprops.inertia[0]= 0.5*ob->mass;
massprops.inertia[1]= 0.5*ob->mass;
massprops.inertia[2]= 0.5*ob->mass;
massprops.orientation[0]= 0.0;
massprops.orientation[1]= 0.0;
massprops.orientation[2]= 0.0;
massprops.orientation[3]= 1.0;
ob->sumohandle = SM_CreateObject(ob, shape, &material,
&massprops, sumo_callback);
SM_AddObject(scene, ob->sumohandle);
scaling[0] = ob->size[0];
scaling[1] = ob->size[1];
scaling[2] = ob->size[2];
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
SM_SetScaling(ob->sumohandle, scaling);
}
else {
if(me->sumohandle) shape= me->sumohandle;
else {
/* make new handle */
shape= SM_NewComplexShape();
mface= me->mface;
mvert= me->mvert;
for(a=0; a<me->totface; a++,mface++) {
if(mface->v3) {
SM_Begin();
SM_Vertex( (mvert+mface->v1)->co[0], (mvert+mface->v1)->co[1], (mvert+mface->v1)->co[2]);
SM_Vertex( (mvert+mface->v2)->co[0], (mvert+mface->v2)->co[1], (mvert+mface->v2)->co[2]);
SM_Vertex( (mvert+mface->v3)->co[0], (mvert+mface->v3)->co[1], (mvert+mface->v3)->co[2]);
if(mface->v4)
SM_Vertex( (mvert+mface->v4)->co[0], (mvert+mface->v4)->co[1], (mvert+mface->v4)->co[2]);
SM_End();
}
}
SM_EndComplexShape();
me->sumohandle= shape;
}
/* sumo material properties */
mat= give_current_material(ob, 0);
if(mat==NULL)
mat= &defmaterial;
material.restitution= mat->reflect;
material.static_friction= mat->friction;
material.dynamic_friction= mat->friction;
/* sumo mass properties */
massprops.mass= ob->mass;
massprops.center[0]= 0.0;
massprops.center[1]= 0.0;
massprops.center[2]= 0.0;
massprops.inertia[0]= 0.5*ob->mass;
massprops.inertia[1]= 0.5*ob->mass;
massprops.inertia[2]= 0.5*ob->mass;
massprops.orientation[0]= 0.0;
massprops.orientation[1]= 0.0;
massprops.orientation[2]= 0.0;
massprops.orientation[3]= 1.0;
ob->sumohandle= SM_CreateObject(ob, shape, &material, NULL, NULL);
SM_AddObject(scene, ob->sumohandle);
scaling[0] = ob->size[0];
scaling[1] = ob->size[1];
scaling[2] = ob->size[2];
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
SM_SetScaling(ob->sumohandle, scaling);
}
}
}
base= base->next;
}
}
/* update animated objects */
void update_anim_sumo(void)
{
SM_Vector3 scaling;
Base *base;
Object *ob;
Mesh *me;
base= FIRSTBASE;
while(base) {
if(G.vd->lay & base->lay) {
ob= base->object;
if(ob->sumohandle) {
if((ob->gameflag & OB_DYNAMIC)==0) {
/* evt: optimise, check for anim */
scaling[0] = ob->size[0];
scaling[1] = ob->size[1];
scaling[2] = ob->size[2];
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
SM_SetScaling(ob->sumohandle, scaling);
}
}
}
base= base->next;
}
}
void end_anim_sumo(void)
{
Base *base;
Object *ob;
Mesh *me;
base= FIRSTBASE;
while(base) {
if(G.vd->lay & base->lay) {
ob= base->object;
if(ob->type==OB_MESH) {
if(ob->sumohandle) {
SM_RemoveObject(G.scene->sumohandle, ob->sumohandle);
SM_DeleteObject(ob->sumohandle);
ob->sumohandle= NULL;
}
me= ob->data;
if(me->sumohandle) {
SM_DeleteShape(me->sumohandle);
me->sumohandle= NULL;
}
}
}
base= base->next;
}
if(G.scene->sumohandle) {
SM_DeleteScene(G.scene->sumohandle);
G.scene->sumohandle= NULL;
}
}
#endif
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= speed_to_swaptime(G.animspeed);
tottime= 0.0;
curmode= mode;
#ifdef NAN_LINEAR_PHYSICS
init_anim_sumo();
#endif
return;
}
set_timecursor(CFRA);
do_all_ipos();
BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
do_all_keys();
do_all_actions();
do_all_ikas();
test_all_displists();
#ifdef NAN_LINEAR_PHYSICS
update_anim_sumo();
SM_Proceed(G.scene->sumohandle, swaptime, 40, NULL);
#endif
sa= G.curscreen->areabase.first;
while(sa) {
if(sa==oldsa) {
scrarea_do_windraw(sa);
}
else if(curmode) {
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
scrarea_do_windraw(sa);
}
}
sa= sa->next;
}
/* minimaal swaptime laten voorbijgaan */
tottime -= swaptime;
while (update_time()) PIL_sleep_ms(1);
if(CFRA==EFRA) {
if (tottime > 0.0) tottime = 0.0;
CFRA= SFRA;
}
else CFRA++;
}
int play_anim(int mode)
{
ScrArea *sa, *oldsa;
int cfraont;
unsigned short event=0;
short val;
/* patch voor zeer oude 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 en view.c wordt dit afgevangen */
cfraont= CFRA;
oldsa= curarea;
inner_play_anim_loop(1, mode); /* 1==init */
while(TRUE) {
inner_play_anim_loop(0, 0);
screen_swapbuffers();
while(qtest()) {
event= extern_qread(&val);
if(event==ESCKEY) break;
else if(event==MIDDLEMOUSE) {
if(U.flag & 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(val) {
if(event==PAGEUPKEY) {
Group *group= G.main->group.first;
while(group) {
next_group_key(group);
group= group->id.next;
}
}
else if(event==PAGEDOWNKEY) {
Group *group= G.main->group.first;
while(group) {
prev_group_key(group);
group= group->id.next;
}
}
}
}
if(event==ESCKEY || event==SPACEKEY) break;
if(mode==2 && CFRA==EFRA) break;
}
if(event==SPACEKEY);
else CFRA= cfraont;
do_all_ipos();
do_all_keys();
do_all_actions();
do_all_ikas();
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;
}
/* speed button */
allqueue(REDRAWBUTSANIM, 0);
/* groups could have changed ipo */
allspace(REMAKEIPO, 0);
allqueue(REDRAWIPO, 0);
allqueue(REDRAWNLA, 0);
allqueue (REDRAWACTION, 0);
/* vooropig */
update_for_newframe();
#ifdef NAN_LINEAR_PHYSICS
end_anim_sumo();
#endif
waitcursor(0);
G.f &= ~G_PLAYANIM;
if (event==ESCKEY || event==SPACEKEY) return 1;
else return 0;
}