4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 * The Original Code is Copyright (C) 2008 Blender Foundation.
21 * All rights reserved.
24 * Contributor(s): Blender Foundation
26 * ***** END GPL LICENSE BLOCK *****
33 #include "DNA_armature_types.h"
34 #include "DNA_camera_types.h"
35 #include "DNA_customdata_types.h"
36 #include "DNA_object_types.h"
37 #include "DNA_group_types.h"
38 #include "DNA_key_types.h"
39 #include "DNA_lamp_types.h"
40 #include "DNA_scene_types.h"
41 #include "DNA_world_types.h"
43 #include "MEM_guardedalloc.h"
45 #include "BLI_blenlib.h"
50 #include "BKE_context.h"
51 #include "BKE_customdata.h"
52 #include "BKE_image.h"
54 #include "BKE_object.h"
55 #include "BKE_global.h"
56 #include "BKE_paint.h"
57 #include "BKE_scene.h"
60 #include "RE_pipeline.h" // make_stars
62 #include "IMB_imbuf_types.h"
63 #include "IMB_imbuf.h"
66 #include "BIF_glutil.h"
71 #include "ED_armature.h"
72 #include "ED_keyframing.h"
73 #include "ED_gpencil.h"
74 #include "ED_screen.h"
75 #include "ED_space_api.h"
76 #include "ED_screen_types.h"
77 #include "ED_transform.h"
79 #include "UI_interface.h"
80 #include "UI_interface_icons.h"
81 #include "UI_resources.h"
84 #include "GPU_material.h"
85 #include "GPU_extensions.h"
87 #include "view3d_intern.h" // own include
91 static void star_stuff_init_func(void)
97 static void star_stuff_vertex_func(float* i)
101 static void star_stuff_term_func(void)
106 void circf(float x, float y, float rad)
108 GLUquadricObj *qobj = gluNewQuadric();
110 gluQuadricDrawStyle(qobj, GLU_FILL);
114 glTranslatef(x, y, 0.);
116 gluDisk( qobj, 0.0, rad, 32, 1);
120 gluDeleteQuadric(qobj);
123 void circ(float x, float y, float rad)
125 GLUquadricObj *qobj = gluNewQuadric();
127 gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
131 glTranslatef(x, y, 0.);
133 gluDisk( qobj, 0.0, rad, 32, 1);
137 gluDeleteQuadric(qobj);
141 /* ********* custom clipping *********** */
143 static void view3d_draw_clipping(RegionView3D *rv3d)
145 BoundBox *bb= rv3d->clipbb;
148 UI_ThemeColorShade(TH_BACK, -8);
152 glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
153 glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
154 glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
155 glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
156 glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
157 glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
163 void view3d_set_clipping(RegionView3D *rv3d)
168 if(rv3d->viewlock) tot= 6;
170 for(a=0; a<tot; a++) {
171 QUATCOPY(plane, rv3d->clip[a]);
172 glClipPlane(GL_CLIP_PLANE0+a, plane);
173 glEnable(GL_CLIP_PLANE0+a);
177 void view3d_clr_clipping(void)
182 glDisable(GL_CLIP_PLANE0+a);
186 static int test_clipping(float *vec, float clip[][4])
189 copy_v3_v3(view, vec);
191 if(0.0f < clip[0][3] + INPR(view, clip[0]))
192 if(0.0f < clip[1][3] + INPR(view, clip[1]))
193 if(0.0f < clip[2][3] + INPR(view, clip[2]))
194 if(0.0f < clip[3][3] + INPR(view, clip[3]))
200 /* for 'local' ED_view3d_local_clipping must run first
201 * then all comparisons can be done in localspace */
202 int view3d_test_clipping(RegionView3D *rv3d, float *vec, int local)
204 return test_clipping(vec, local ? rv3d->clip_local : rv3d->clip);
207 /* ********* end custom clipping *********** */
210 static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
218 v2[1]= (float)ar->winy;
220 v1[0] = v2[0] = x-dx*floor(x/dx);
224 while(v1[0] < ar->winx) {
227 v1[0] = v2[0] = v1[0] + dx;
231 v2[0]= (float)ar->winx;
233 v1[1]= v2[1]= y-dx*floor(y/dx);
235 while(v1[1] < ar->winy) {
238 v1[1] = v2[1] = v1[1] + dx;
244 #define GRID_MIN_PX 6.0f
246 static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, char **grid_unit)
248 /* extern short bgpicmode; */
249 RegionView3D *rv3d= ar->regiondata;
250 float wx, wy, x, y, fw, fx, fy, dx;
252 char col[3], col2[3];
256 vec4[0]=vec4[1]=vec4[2]=0.0;
258 mul_m4_v4(rv3d->persmat, vec4);
263 wx= (ar->winx/2.0); /* because of rounding errors, grid at wrong location */
269 vec4[0]=vec4[1]= (unit->system) ? 1.0 : v3d->grid;
273 mul_m4_v4(rv3d->persmat, vec4);
278 dx= fabs(x-(wx)*fx/fw);
279 if(dx==0) dx= fabs(y-(wy)*fy/fw);
281 glDepthMask(0); // disable write in zbuffer
284 UI_ThemeColor(TH_GRID);
287 /* Use GRID_MIN_PX*2 for units because very very small grid
288 * items are less useful when dealing with units */
295 bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH);
300 scalar= bUnit_GetScaler(usys, i);
302 dx_scalar = dx * scalar / unit->scale_length;
303 if (dx_scalar < (GRID_MIN_PX*2))
306 /* Store the smallest drawn grid size units name so users know how big each grid cell is */
307 if(*grid_unit==NULL) {
308 *grid_unit= bUnit_GetNameDisplay(usys, i);
309 rv3d->gridview= (scalar * unit->scale_length);
311 blend_fac= 1-((GRID_MIN_PX*2)/dx_scalar);
313 /* tweak to have the fade a bit nicer */
314 blend_fac= (blend_fac * blend_fac) * 2.0f;
315 CLAMP(blend_fac, 0.3f, 1.0f);
318 UI_ThemeColorBlend(TH_BACK, TH_GRID, blend_fac);
320 drawgrid_draw(ar, wx, wy, x, y, dx_scalar);
325 short sublines = v3d->gridsubdiv;
328 rv3d->gridview*= sublines;
332 rv3d->gridview*= sublines;
336 rv3d->gridview*= sublines;
340 UI_ThemeColor(TH_GRID);
341 drawgrid_draw(ar, wx, wy, x, y, dx);
344 else { // start blending out
345 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
346 drawgrid_draw(ar, wx, wy, x, y, dx);
348 UI_ThemeColor(TH_GRID);
349 drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
352 else { // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
353 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
354 drawgrid_draw(ar, wx, wy, x, y, dx);
356 UI_ThemeColor(TH_GRID);
357 drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
361 if(dx>(GRID_MIN_PX*10)) { // start blending in
362 rv3d->gridview/= sublines;
364 if(dx>(GRID_MIN_PX*10)) { // start blending in
365 rv3d->gridview/= sublines;
367 if(dx>(GRID_MIN_PX*10)) {
368 UI_ThemeColor(TH_GRID);
369 drawgrid_draw(ar, wx, wy, x, y, dx);
372 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
373 drawgrid_draw(ar, wx, wy, x, y, dx);
374 UI_ThemeColor(TH_GRID);
375 drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
379 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
380 drawgrid_draw(ar, wx, wy, x, y, dx);
381 UI_ThemeColor(TH_GRID);
382 drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
386 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
387 drawgrid_draw(ar, wx, wy, x, y, dx);
388 UI_ThemeColor(TH_GRID);
389 drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
397 UI_GetThemeColor3ubv(TH_GRID, col);
402 if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
403 UI_make_axis_color(col, col2, 'y');
404 else UI_make_axis_color(col, col2, 'x');
405 glColor3ubv((GLubyte *)col2);
407 fdrawline(0.0, y, (float)ar->winx, y);
409 if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
410 UI_make_axis_color(col, col2, 'y');
411 else UI_make_axis_color(col, col2, 'z');
412 glColor3ubv((GLubyte *)col2);
414 fdrawline(x, 0.0, x, (float)ar->winy);
416 glDepthMask(1); // enable write in zbuffer
420 static void drawfloor(Scene *scene, View3D *v3d)
423 int a, gridlines, emphasise;
424 char col[3], col2[3];
429 if(v3d->gridlines<3) return;
431 if(v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select
433 gridlines= v3d->gridlines/2;
434 grid= gridlines*v3d->grid;
436 UI_GetThemeColor3ubv(TH_GRID, col);
437 UI_GetThemeColor3ubv(TH_BACK, col2);
439 /* emphasise division lines lighter instead of darker, if background is darker than grid */
440 if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
445 /* draw the Y axis and/or grid lines */
446 for(a= -gridlines;a<=gridlines;a++) {
448 /* check for the 'show Y axis' preference */
449 if (v3d->gridflag & V3D_SHOW_Y) {
450 UI_make_axis_color(col, col2, 'y');
451 glColor3ubv((GLubyte *)col2);
454 } else if (v3d->gridflag & V3D_SHOW_FLOOR) {
455 UI_ThemeColorShade(TH_GRID, emphasise);
460 /* check for the 'show grid floor' preference */
461 if (v3d->gridflag & V3D_SHOW_FLOOR) {
463 UI_ThemeColorShade(TH_GRID, emphasise);
465 else UI_ThemeColorShade(TH_GRID, 10);
474 glBegin(GL_LINE_STRIP);
475 vert[0]= a*v3d->grid;
484 /* draw the X axis and/or grid lines */
485 for(a= -gridlines;a<=gridlines;a++) {
487 /* check for the 'show X axis' preference */
488 if (v3d->gridflag & V3D_SHOW_X) {
489 UI_make_axis_color(col, col2, 'x');
490 glColor3ubv((GLubyte *)col2);
493 } else if (v3d->gridflag & V3D_SHOW_FLOOR) {
494 UI_ThemeColorShade(TH_GRID, emphasise);
499 /* check for the 'show grid floor' preference */
500 if (v3d->gridflag & V3D_SHOW_FLOOR) {
502 UI_ThemeColorShade(TH_GRID, emphasise);
504 else UI_ThemeColorShade(TH_GRID, 10);
513 glBegin(GL_LINE_STRIP);
514 vert[1]= a*v3d->grid;
523 /* draw the Z axis line */
524 /* check for the 'show Z axis' preference */
525 if (v3d->gridflag & V3D_SHOW_Z) {
526 UI_make_axis_color(col, col2, 'z');
527 glColor3ubv((GLubyte *)col2);
529 glBegin(GL_LINE_STRIP);
539 if(v3d->zbuf && scene->obedit) glDepthMask(1);
543 static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
548 /* we dont want the clipping for cursor */
551 project_short(ar, give_cursor(scene, v3d), co);
560 circ((float)mx, (float)my, 10.0);
563 circ((float)mx, (float)my, 10.0);
567 sdrawline(mx-20, my, mx-5, my);
568 sdrawline(mx+5, my, mx+20, my);
569 sdrawline(mx, my-20, mx, my-5);
570 sdrawline(mx, my+5, mx, my+20);
574 /* Draw a live substitute of the view icon, which is always shown
575 * colors copied from transform_manipulator.c, we should keep these matching. */
576 static void draw_view_axis(RegionView3D *rv3d)
578 const float k = U.rvisize; /* axis size */
579 const float toll = 0.5; /* used to see when view is quasi-orthogonal */
580 const float start = k + 1.0; /* axis center in screen coordinates, x=y */
581 float ydisp = 0.0; /* vertical displacement to allow obj info text */
586 /* thickness of lines is proportional to k */
592 mul_qt_v3(rv3d->viewquat, vec);
596 glColor3ub(220, 0, 0);
598 glVertex2f(start, start + ydisp);
599 glVertex2f(start + dx, start + dy + ydisp);
602 if (fabs(dx) > toll || fabs(dy) > toll) {
603 BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "x");
609 mul_qt_v3(rv3d->viewquat, vec);
613 glColor3ub(0, 220, 0);
615 glVertex2f(start, start + ydisp);
616 glVertex2f(start + dx, start + dy + ydisp);
619 if (fabs(dx) > toll || fabs(dy) > toll) {
620 BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "y");
626 mul_qt_v3(rv3d->viewquat, vec);
630 glColor3ub(30, 30, 220);
632 glVertex2f(start, start + ydisp);
633 glVertex2f(start + dx, start + dy + ydisp);
636 if (fabs(dx) > toll || fabs(dy) > toll) {
637 BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "z");
640 /* restore line-width */
646 static void draw_view_icon(RegionView3D *rv3d)
650 if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
652 else if( ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
653 icon= ICON_AXIS_FRONT;
654 else if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
655 icon= ICON_AXIS_SIDE;
659 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
661 UI_icon_draw(5.0, 5.0, icon);
666 static char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
670 switch (rv3d->view) {
671 case RV3D_VIEW_FRONT:
672 if (rv3d->persp == RV3D_ORTHO) name = "Front Ortho";
673 else name = "Front Persp";
676 if (rv3d->persp == RV3D_ORTHO) name = "Back Ortho";
677 else name = "Back Persp";
680 if (rv3d->persp == RV3D_ORTHO) name = "Top Ortho";
681 else name = "Top Persp";
683 case RV3D_VIEW_BOTTOM:
684 if (rv3d->persp == RV3D_ORTHO) name = "Bottom Ortho";
685 else name = "Bottom Persp";
687 case RV3D_VIEW_RIGHT:
688 if (rv3d->persp == RV3D_ORTHO) name = "Right Ortho";
689 else name = "Right Persp";
692 if (rv3d->persp == RV3D_ORTHO) name = "Left Ortho";
693 else name = "Left Persp";
697 if (rv3d->persp==RV3D_CAMOB) {
698 if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
700 cam = v3d->camera->data;
701 name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho";
703 name = "Object as Camera";
706 name = (rv3d->persp == RV3D_ORTHO) ? "User Ortho" : "User Persp";
714 static void draw_viewport_name(ARegion *ar, View3D *v3d)
716 RegionView3D *rv3d= ar->regiondata;
717 char *name = view3d_get_name(v3d, rv3d);
718 char *printable = NULL;
721 printable = MEM_mallocN(strlen(name) + strlen(" (Local)_"), "viewport_name"); /* '_' gives space for '\0' */
722 strcpy(printable, name);
723 strcat(printable, " (Local)");
729 UI_ThemeColor(TH_TEXT_HI);
730 BLF_draw_default(22, ar->winy-17, 0.0f, printable);
734 MEM_freeN(printable);
738 /* draw info beside axes in bottom left-corner:
739 * framenum, object name, bone name (if available), marker name (if available)
741 static void draw_selected_name(Scene *scene, Object *ob, View3D *v3d)
743 char info[256], *markern;
746 /* get name of marker on current frame (if available) */
747 markern= scene_find_marker_name(scene, CFRA);
749 /* check if there is an object */
751 /* name(s) to display depends on type of object */
752 if(ob->type==OB_ARMATURE) {
753 bArmature *arm= ob->data;
756 /* show name of active bone too (if possible) */
760 name= ((EditBone *)arm->act_edbone)->name;
763 else if(ob->mode & OB_MODE_POSE) {
766 if(arm->act_bone->layer & arm->layer)
767 name= arm->act_bone->name;
772 sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern);
774 sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
776 sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
778 else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
783 /* try to display active shapekey too */
785 key = ob_get_key(ob);
787 kb = BLI_findlink(&key->block, ob->shapenr-1);
789 sprintf(shapes, ": %s ", kb->name);
790 if(ob->shapeflag == OB_SHAPE_LOCK){
791 strcat(shapes, " (Pinned)");
797 sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern);
799 sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, shapes);
802 /* standard object */
804 sprintf(info, "(%d) %s <%s>", CFRA, ob->id.name+2, markern);
806 sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
809 /* colour depends on whether there is a keyframe */
810 if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/(float)(CFRA), v3d->keyflags))
811 UI_ThemeColor(TH_VERTEX_SELECT);
813 UI_ThemeColor(TH_TEXT_HI);
818 sprintf(info, "(%d) <%s>", CFRA, markern);
820 sprintf(info, "(%d)", CFRA);
822 /* colour is always white */
823 UI_ThemeColor(TH_TEXT_HI);
826 if (U.uiflag & USER_SHOW_ROTVIEWICON)
827 offset = 14 + (U.rvisize * 2);
829 BLF_draw_default(offset, 10, 0.0f, info);
832 static void view3d_get_viewborder_size(Scene *scene, ARegion *ar, float size_r[2])
834 float winmax= MAX2(ar->winx, ar->winy);
835 float aspect= (scene->r.xsch*scene->r.xasp) / (scene->r.ysch*scene->r.yasp);
839 size_r[1]= winmax/aspect;
841 size_r[0]= winmax*aspect;
846 void view3d_calc_camera_border(Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, rctf *viewborder_r)
848 float zoomfac, size[2];
849 float dx= 0.0f, dy= 0.0f;
851 view3d_get_viewborder_size(scene, ar, size);
854 rv3d = ar->regiondata;
856 /* magic zoom calculation, no idea what
857 * it signifies, if you find out, tell me! -zr
859 /* simple, its magic dude!
860 * well, to be honest, this gives a natural feeling zooming
861 * with multiple keypad presses (ton)
864 zoomfac= (M_SQRT2 + rv3d->camzoom/50.0);
865 zoomfac= (zoomfac*zoomfac)*0.25;
867 size[0]= size[0]*zoomfac;
868 size[1]= size[1]*zoomfac;
870 /* center in window */
871 viewborder_r->xmin= 0.5*ar->winx - 0.5*size[0];
872 viewborder_r->ymin= 0.5*ar->winy - 0.5*size[1];
873 viewborder_r->xmax= viewborder_r->xmin + size[0];
874 viewborder_r->ymax= viewborder_r->ymin + size[1];
876 dx= ar->winx*rv3d->camdx*zoomfac*2.0f;
877 dy= ar->winy*rv3d->camdy*zoomfac*2.0f;
880 viewborder_r->xmin-= dx;
881 viewborder_r->ymin-= dy;
882 viewborder_r->xmax-= dx;
883 viewborder_r->ymax-= dy;
885 if(v3d->camera && v3d->camera->type==OB_CAMERA) {
886 Camera *cam= v3d->camera->data;
887 float w = viewborder_r->xmax - viewborder_r->xmin;
888 float h = viewborder_r->ymax - viewborder_r->ymin;
889 float side = MAX2(w, h);
891 viewborder_r->xmin+= cam->shiftx*side;
892 viewborder_r->xmax+= cam->shiftx*side;
893 viewborder_r->ymin+= cam->shifty*side;
894 viewborder_r->ymax+= cam->shifty*side;
898 void view3d_set_1_to_1_viewborder(Scene *scene, ARegion *ar)
900 RegionView3D *rv3d= ar->regiondata;
902 int im_width= (scene->r.size*scene->r.xsch)/100;
904 view3d_get_viewborder_size(scene, ar, size);
906 rv3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
907 rv3d->camzoom= CLAMPIS(rv3d->camzoom, RV3D_CAMZOOM_MIN, RV3D_CAMZOOM_MAX);
910 static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
913 float x1, x2, y1, y2;
914 float x1i, x2i, y1i, y2i;
915 float x3, y3, x4, y4;
918 RegionView3D *rv3d= (RegionView3D *)ar->regiondata;
920 if(v3d->camera==NULL)
922 if(v3d->camera->type==OB_CAMERA)
923 ca = v3d->camera->data;
925 view3d_calc_camera_border(scene, ar, rv3d, v3d, &viewborder);
932 /* apply offsets so the real 3D camera shows through */
933 x1i= (int)(x1 - 1.0f);
934 y1i= (int)(y1 - 1.0f);
935 x2i= (int)(x2 + 1.0f);
936 y2i= (int)(y2 + 1.0f);
938 /* passepartout, specified in camera edit buttons */
939 if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001) {
940 if (ca->passepartalpha == 1.0) {
943 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
945 glColor4f(0, 0, 0, ca->passepartalpha);
948 glRectf(0.0, (float)ar->winy, x1i, 0.0);
949 if (x2i < (float)ar->winx)
950 glRectf(x2i, (float)ar->winy, (float)ar->winx, 0.0);
951 if (y2i < (float)ar->winy)
952 glRectf(x1i, (float)ar->winy, x2i, y2i);
954 glRectf(x1i, y1i, x2i, 0.0);
960 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
963 UI_ThemeColor(TH_BACK);
964 glRectf(x1i, y1i, x2i, y2i);
967 UI_ThemeColor(TH_WIRE);
968 glRectf(x1i, y1i, x2i, y2i);
971 if(scene->r.mode & R_BORDER) {
974 x3= x1+ scene->r.border.xmin*(x2-x1);
975 y3= y1+ scene->r.border.ymin*(y2-y1);
976 x4= x1+ scene->r.border.xmax*(x2-x1);
977 y4= y1+ scene->r.border.ymax*(y2-y1);
980 glRectf(x3, y3, x4, y4);
984 if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
995 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
998 uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
1002 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1004 /* camera name - draw in highlighted text color */
1005 if (ca && (ca->flag & CAM_SHOWNAME)) {
1006 UI_ThemeColor(TH_TEXT_HI);
1007 BLF_draw_default(x1i, y1i-15, 0.0f, v3d->camera->id.name+2);
1008 UI_ThemeColor(TH_WIRE);
1012 /* *********************** backdraw for selection *************** */
1014 static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
1016 RegionView3D *rv3d= ar->regiondata;
1017 struct Base *base = scene->basact;
1020 if(base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) ||
1021 paint_facesel_test(base->object)));
1022 else if((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) &&
1023 scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE));
1024 else if((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
1025 else if(scene->obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
1027 v3d->flag &= ~V3D_INVALID_BACKBUF;
1031 if( !(v3d->flag & V3D_INVALID_BACKBUF) ) return;
1035 // addafterqueue(ar->win, BACKBUFDRAW, 1);
1040 if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE;
1042 glDisable(GL_DITHER);
1044 region_scissor_winrct(ar, &winrct);
1045 glScissor(winrct.xmin, winrct.ymin, winrct.xmax - winrct.xmin, winrct.ymax - winrct.ymin);
1047 glClearColor(0.0, 0.0, 0.0, 0.0);
1049 glEnable(GL_DEPTH_TEST);
1050 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1053 glClear(GL_COLOR_BUFFER_BIT);
1054 glDisable(GL_DEPTH_TEST);
1057 if(rv3d->rflag & RV3D_CLIPPING)
1058 view3d_set_clipping(rv3d);
1060 G.f |= G_BACKBUFSEL;
1062 if(base && (base->lay & v3d->lay)) {
1063 draw_object_backbufsel(scene, v3d, rv3d, base->object);
1066 v3d->flag &= ~V3D_INVALID_BACKBUF;
1067 ar->swap= 0; /* mark invalid backbuf for wm draw */
1069 G.f &= ~G_BACKBUFSEL;
1071 glDisable(GL_DEPTH_TEST);
1072 glEnable(GL_DITHER);
1074 if(rv3d->rflag & RV3D_CLIPPING)
1075 view3d_clr_clipping();
1077 /* it is important to end a view in a transform compatible with buttons */
1078 // persp(PERSP_WIN); // set ortho
1082 void view3d_validate_backbuf(ViewContext *vc)
1084 if(vc->v3d->flag & V3D_INVALID_BACKBUF)
1085 backdrawview3d(vc->scene, vc->ar, vc->v3d);
1088 /* samples a single pixel (copied from vpaint) */
1089 unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y)
1093 if(x >= vc->ar->winx || y >= vc->ar->winy) return 0;
1094 x+= vc->ar->winrct.xmin;
1095 y+= vc->ar->winrct.ymin;
1097 view3d_validate_backbuf(vc);
1099 glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
1100 glReadBuffer(GL_BACK);
1102 if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col);
1104 return WM_framebuffer_to_index(col);
1107 /* reads full rect, converts indices */
1108 ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax)
1110 unsigned int *dr, *rd;
1111 struct ImBuf *ibuf, *ibuf1;
1113 short xminc, yminc, xmaxc, ymaxc, xs, ys;
1116 if(xmin<0) xminc= 0; else xminc= xmin;
1117 if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax;
1118 if(xminc > xmaxc) return NULL;
1120 if(ymin<0) yminc= 0; else yminc= ymin;
1121 if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax;
1122 if(yminc > ymaxc) return NULL;
1124 ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect);
1126 view3d_validate_backbuf(vc);
1128 glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
1129 glReadBuffer(GL_BACK);
1131 if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
1133 a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
1136 if(*dr) *dr= WM_framebuffer_to_index(*dr);
1140 /* put clipped result back, if needed */
1141 if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax)
1144 ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect);
1148 for(ys= ymin; ys<=ymax; ys++) {
1149 for(xs= xmin; xs<=xmax; xs++, dr++) {
1150 if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
1156 IMB_freeImBuf(ibuf);
1160 /* smart function to sample a rect spiralling outside, nice for backbuf selection */
1161 unsigned int view3d_sample_backbuf_rect(ViewContext *vc, short mval[2], int size,
1162 unsigned int min, unsigned int max, int *dist, short strict,
1163 void *handle, unsigned int (*indextest)(void *handle, unsigned int index))
1166 unsigned int *bufmin, *bufmax, *tbuf;
1168 int a, b, rc, nr, amount, dirvec[4][2];
1170 unsigned int index = 0;
1175 minx = mval[0]-(amount+1);
1176 miny = mval[1]-(amount+1);
1177 buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1);
1182 dirvec[0][0]= 1; dirvec[0][1]= 0;
1183 dirvec[1][0]= 0; dirvec[1][1]= -size;
1184 dirvec[2][0]= -1; dirvec[2][1]= 0;
1185 dirvec[3][0]= 0; dirvec[3][1]= size;
1189 bufmax = buf->rect + size*size;
1190 tbuf+= amount*size+ amount;
1192 for(nr=1; nr<=size; nr++) {
1194 for(a=0; a<2; a++) {
1195 for(b=0; b<nr; b++, distance++) {
1196 if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
1198 indexok = indextest(handle, *tbuf - min+1);
1200 *dist= (short) sqrt( (float)distance );
1201 index = *tbuf - min+1;
1206 *dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong -
1207 index = *tbuf - min+1; // messy yah, but indices start at 1
1212 tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
1214 if(tbuf<bufmin || tbuf>=bufmax) {
1229 /* ************************************************************* */
1231 static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
1233 RegionView3D *rv3d= ar->regiondata;
1237 float vec[4], fac, asp, zoomx, zoomy;
1238 float x1, y1, x2, y2, cx, cy;
1241 for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) {
1243 if( (bgpic->view == 0) || /* zero for any */
1244 (bgpic->view & (1<<rv3d->view)) || /* check agaist flags */
1245 (rv3d->persp==RV3D_CAMOB && bgpic->view == (1<<RV3D_VIEW_CAMERA))
1250 BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0);
1251 ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
1252 if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) )
1254 if(ibuf->channels!=4)
1256 if(ibuf->rect==NULL)
1257 IMB_rect_from_float(ibuf);
1259 if(rv3d->persp==RV3D_CAMOB) {
1262 view3d_calc_camera_border(scene, ar, rv3d, v3d, &vb);
1272 /* calc window coord */
1273 initgrabz(rv3d, 0.0, 0.0, 0.0);
1274 window_to_3d_delta(ar, vec, 1, 0);
1275 fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
1278 asp= ( (float)ibuf->y)/(float)ibuf->x;
1280 vec[0] = vec[1] = vec[2] = 0.0;
1281 view3d_project_float(ar, vec, sco, rv3d->persmat);
1285 x1= cx+ fac*(bgpic->xof-bgpic->size);
1286 y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
1287 x2= cx+ fac*(bgpic->xof+bgpic->size);
1288 y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
1291 /* complete clip? */
1293 if(x2 < 0 ) continue;
1294 if(y2 < 0 ) continue;
1295 if(x1 > ar->winx ) continue;
1296 if(y1 > ar->winy ) continue;
1298 zoomx= (x2-x1)/ibuf->x;
1299 zoomy= (y2-y1)/ibuf->y;
1301 /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
1302 if(zoomx < 1.0f || zoomy < 1.0f) {
1303 float tzoom= MIN2(zoomx, zoomy);
1306 if(ibuf->mipmap[0]==NULL)
1307 IMB_makemipmap(ibuf, 0);
1309 while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) {
1316 ibuf= ibuf->mipmap[mip-1];
1319 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
1323 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1325 glMatrixMode(GL_PROJECTION);
1327 glMatrixMode(GL_MODELVIEW);
1329 ED_region_pixelspace(ar);
1331 glPixelZoom(zoomx, zoomy);
1332 glColor4f(1.0, 1.0, 1.0, 1.0-bgpic->blend);
1333 glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
1335 glPixelZoom(1.0, 1.0);
1336 glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
1338 glMatrixMode(GL_PROJECTION);
1340 glMatrixMode(GL_MODELVIEW);
1343 glDisable(GL_BLEND);
1346 if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
1351 /* ****************** View3d afterdraw *************** */
1353 typedef struct View3DAfter {
1354 struct View3DAfter *next, *prev;
1359 /* temp storage of Objects that need to be drawn as last */
1360 void add_view3d_after(ListBase *lb, Base *base, int flag)
1362 View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
1363 BLI_addtail(lb, v3da);
1368 /* disables write in zbuffer and draws it over */
1369 static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
1371 View3DAfter *v3da, *next;
1376 for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
1378 draw_object(scene, ar, v3d, v3da->base, v3da->flag);
1379 BLI_remlink(&v3d->afterdraw_transp, v3da);
1388 /* clears zbuffer and draws it over */
1389 static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear)
1391 View3DAfter *v3da, *next;
1393 if(clear && v3d->zbuf)
1394 glClear(GL_DEPTH_BUFFER_BIT);
1397 for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
1399 draw_object(scene, ar, v3d, v3da->base, v3da->flag);
1400 BLI_remlink(&v3d->afterdraw_xray, v3da);
1407 /* clears zbuffer and draws it over */
1408 static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int clear)
1410 View3DAfter *v3da, *next;
1412 if(clear && v3d->zbuf)
1413 glClear(GL_DEPTH_BUFFER_BIT);
1418 for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
1420 draw_object(scene, ar, v3d, v3da->base, v3da->flag);
1421 BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
1430 /* *********************** */
1433 In most cases call draw_dupli_objects,
1434 draw_dupli_objects_color was added because when drawing set dupli's
1435 we need to force the color
1439 int dupli_ob_sort(void *arg1, void *arg2)
1441 void *p1= ((DupliObject *)arg1)->ob;
1442 void *p2= ((DupliObject *)arg2)->ob;
1444 if (p1 < p2) val = -1;
1445 else if (p1 > p2) val = 1;
1451 static DupliObject *dupli_step(DupliObject *dob)
1453 while(dob && dob->no_draw)
1458 static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
1460 RegionView3D *rv3d= ar->regiondata;
1462 DupliObject *dob_prev= NULL, *dob, *dob_next= NULL;
1464 BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
1466 short transflag, use_displist= -1; /* -1 is initialize */
1469 if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
1471 tbase.flag= OB_FROMDUPLI|base->flag;
1472 lb= object_duplilist(scene, base->object);
1473 // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
1475 dob=dupli_step(lb->first);
1476 if(dob) dob_next= dupli_step(dob->next);
1478 for( ; dob ; dob_prev= dob, dob= dob_next, dob_next= dob_next ? dupli_step(dob_next->next) : NULL) {
1479 tbase.object= dob->ob;
1481 /* extra service: draw the duplicator in drawtype of parent */
1482 /* MIN2 for the drawtype to allow bounding box objects in groups for lods */
1483 dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
1484 dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
1486 /* negative scale flag has to propagate */
1487 transflag= tbase.object->transflag;
1488 if(base->object->transflag & OB_NEG_SCALE)
1489 tbase.object->transflag ^= OB_NEG_SCALE;
1491 UI_ThemeColorBlend(color, TH_BACK, 0.5);
1493 /* generate displist, test for new object */
1494 if(dob_prev && dob_prev->ob != dob->ob) {
1496 glDeleteLists(displist, 1);
1501 /* generate displist */
1502 if(use_displist == -1) {
1504 /* note, since this was added, its checked dob->type==OB_DUPLIGROUP
1505 * however this is very slow, it was probably needed for the NLA
1506 * offset feature (used in group-duplicate.blend but no longer works in 2.5)
1507 * so for now it should be ok to - campbell */
1509 if( (dob_next==NULL || dob_next->ob != dob->ob) || /* if this is the last no need to make a displist */
1510 (dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */
1511 (dob->type == OB_DUPLIGROUP && dob->animated) ||
1512 !(bb_tmp= object_get_boundbox(dob->ob))
1514 // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2);
1518 // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2);
1519 bb= *bb_tmp; /* must make a copy */
1521 /* disable boundbox check for list creation */
1522 object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
1523 /* need this for next part of code */
1524 unit_m4(dob->ob->obmat); /* obmat gets restored */
1526 displist= glGenLists(1);
1527 glNewList(displist, GL_COMPILE);
1528 draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
1532 object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
1536 glMultMatrixf(dob->mat);
1537 if(boundbox_clip(rv3d, dob->mat, &bb))
1538 glCallList(displist);
1539 glLoadMatrixf(rv3d->viewmat);
1542 copy_m4_m4(dob->ob->obmat, dob->mat);
1543 draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
1546 tbase.object->dt= dt;
1547 tbase.object->dtx= dtx;
1548 tbase.object->transflag= transflag;
1551 /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
1553 free_object_duplilist(lb); /* does restore */
1556 glDeleteLists(displist, 1);
1559 static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
1561 /* define the color here so draw_dupli_objects_color can be called
1562 * from the set loop */
1564 int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
1566 if(base->object->dup_group && base->object->dup_group->id.us<1)
1569 draw_dupli_objects_color(scene, ar, v3d, base, color);
1572 void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
1575 /* clamp rect by area */
1577 /* Constrain rect to depth bounds */
1578 if (rect->xmin < 0) rect->xmin = 0;
1579 if (rect->ymin < 0) rect->ymin = 0;
1580 if (rect->xmax >= ar->winx) rect->xmax = ar->winx-1;
1581 if (rect->ymax >= ar->winy) rect->ymax = ar->winy-1;
1583 /* assign values to compare with the ViewDepths */
1584 x= ar->winrct.xmin + rect->xmin;
1585 y= ar->winrct.ymin + rect->ymin;
1587 w= rect->xmax - rect->xmin;
1588 h= rect->ymax - rect->ymin;
1602 MEM_freeN(d->depths);
1604 d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths Subset");
1610 glReadPixels(ar->winrct.xmin+d->x,ar->winrct.ymin+d->y, d->w,d->h, GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
1611 glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
1616 /* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
1617 void view3d_update_depths(ARegion *ar)
1619 RegionView3D *rv3d= ar->regiondata;
1621 /* Create storage for, and, if necessary, copy depth buffer */
1622 if(!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
1624 ViewDepths *d= rv3d->depths;
1625 if(d->w != ar->winx ||
1631 MEM_freeN(d->depths);
1632 d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths");
1637 glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h,
1638 GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
1640 glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
1647 /* utility function to find the closest Z value, use for autodepth */
1648 float view3d_depth_near(ViewDepths *d)
1650 /* convert to float for comparisons */
1651 const float near= (float)d->depth_range[0];
1652 const float far_real= (float)d->depth_range[1];
1653 float far= far_real;
1655 const float *depths= d->depths;
1656 float depth= FLT_MAX;
1659 /* far is both the starting 'far' value
1660 * and the closest value found. */
1663 if((depth < far) && (depth > near)) {
1668 return far == far_real ? FLT_MAX : far;
1671 void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
1673 short zbuf= v3d->zbuf;
1674 RegionView3D *rv3d= ar->regiondata;
1676 setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */
1677 setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
1679 mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
1680 invert_m4_m4(rv3d->persinv, rv3d->persmat);
1681 invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
1683 glClear(GL_DEPTH_BUFFER_BIT);
1685 glLoadMatrixf(rv3d->viewmat);
1688 glEnable(GL_DEPTH_TEST);
1690 draw_gpencil_view3d_ext(scene, v3d, ar, 1);
1696 void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
1698 RegionView3D *rv3d= ar->regiondata;
1701 short zbuf= v3d->zbuf;
1702 short flag= v3d->flag;
1703 float glalphaclip= U.glalphaclip;
1704 int obcenter_dia= U.obcenter_dia;
1705 /* temp set drawtype to solid */
1707 /* Setting these temporarily is not nice */
1708 v3d->flag &= ~V3D_SELECT_OUTLINE;
1709 U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
1712 setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */
1713 setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
1715 mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
1716 invert_m4_m4(rv3d->persinv, rv3d->persmat);
1717 invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
1719 glClear(GL_DEPTH_BUFFER_BIT);
1721 glLoadMatrixf(rv3d->viewmat);
1722 // persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
1724 if(rv3d->rflag & RV3D_CLIPPING) {
1725 view3d_set_clipping(rv3d);
1729 glEnable(GL_DEPTH_TEST);
1731 /* draw set first */
1733 for(SETLOOPER(scene->set, base)) {
1734 if(v3d->lay & base->lay) {
1735 if (func == NULL || func(base)) {
1736 draw_object(scene, ar, v3d, base, 0);
1737 if(base->object->transflag & OB_DUPLI) {
1738 draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
1745 for(base= scene->base.first; base; base= base->next) {
1746 if(v3d->lay & base->lay) {
1747 if (func == NULL || func(base)) {
1749 if(base->object->transflag & OB_DUPLI) {
1750 draw_dupli_objects(scene, ar, v3d, base);
1752 draw_object(scene, ar, v3d, base, 0);
1757 /* this isnt that nice, draw xray objects as if they are normal */
1758 if ( v3d->afterdraw_transp.first ||
1759 v3d->afterdraw_xray.first ||
1760 v3d->afterdraw_xraytransp.first
1762 View3DAfter *v3da, *next;
1767 /* transp materials can change the depth mask, see #21388 */
1768 glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
1771 if(v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
1772 glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
1773 for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
1775 draw_object(scene, ar, v3d, v3da->base, 0);
1777 glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
1780 /* draw 3 passes, transp/xray/xraytransp */
1783 for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
1785 draw_object(scene, ar, v3d, v3da->base, 0);
1786 BLI_remlink(&v3d->afterdraw_transp, v3da);
1792 for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
1794 draw_object(scene, ar, v3d, v3da->base, 0);
1795 BLI_remlink(&v3d->afterdraw_xray, v3da);
1801 for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
1803 draw_object(scene, ar, v3d, v3da->base, 0);
1804 BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
1812 glDepthMask(mask_orig);
1815 if(rv3d->rflag & RV3D_CLIPPING)
1816 view3d_clr_clipping();
1819 if(!v3d->zbuf) glDisable(GL_DEPTH_TEST);
1821 U.glalphaclip = glalphaclip;
1823 U.obcenter_dia= obcenter_dia;
1826 typedef struct View3DShadow {
1827 struct View3DShadow *next, *prev;
1831 static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows)
1834 Lamp *la = (Lamp*)ob->data;
1835 View3DShadow *shadow;
1837 lamp = GPU_lamp_from_blender(scene, ob, par);
1840 GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
1841 GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
1843 if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
1844 shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");
1845 shadow->lamp = lamp;
1846 BLI_addtail(shadows, shadow);
1851 static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
1854 View3DShadow *shadow;
1861 shadows.first= shadows.last= NULL;
1863 /* update lamp transform and gather shadow lamps */
1864 for(SETLOOPER(scene, base)) {
1867 if(ob->type == OB_LAMP)
1868 gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows);
1870 if (ob->transflag & OB_DUPLI) {
1872 ListBase *lb = object_duplilist(scene, ob);
1874 for(dob=lb->first; dob; dob=dob->next)
1875 if(dob->ob->type==OB_LAMP)
1876 gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows);
1878 free_object_duplilist(lb);
1882 /* render shadows after updating all lamps, nested object_duplilist
1883 * don't work correct since it's replacing object matrices */
1884 for(shadow=shadows.first; shadow; shadow=shadow->next) {
1885 /* this needs to be done better .. */
1886 float viewmat[4][4], winmat[4][4];
1887 int drawtype, lay, winsize, flag2=v3d->flag2;
1889 drawtype= v3d->drawtype;
1892 v3d->drawtype = OB_SOLID;
1893 v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
1894 v3d->flag2 &= ~V3D_SOLID_TEX;
1895 v3d->flag2 |= V3D_RENDER_OVERRIDE;
1897 GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
1899 memset(&ar, 0, sizeof(ar));
1900 memset(&rv3d, 0, sizeof(rv3d));
1902 ar.regiondata= &rv3d;
1903 ar.regiontype= RGN_TYPE_WINDOW;
1904 rv3d.persp= RV3D_CAMOB;
1905 copy_m4_m4(rv3d.winmat, winmat);
1906 copy_m4_m4(rv3d.viewmat, viewmat);
1907 invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
1908 mul_m4_m4m4(rv3d.persmat, rv3d.viewmat, rv3d.winmat);
1909 invert_m4_m4(rv3d.persinv, rv3d.viewinv);
1911 ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat);
1912 GPU_lamp_shadow_buffer_unbind(shadow->lamp);
1914 v3d->drawtype= drawtype;
1919 BLI_freelistN(&shadows);
1922 /* *********************** customdata **************** */
1924 /* goes over all modes and view3d settings */
1925 static CustomDataMask get_viewedit_datamask(bScreen *screen, Scene *scene, Object *ob)
1927 CustomDataMask mask = CD_MASK_BAREMESH;
1930 /* check if we need tfaces & mcols due to face select or texture paint */
1931 if(paint_facesel_test(ob) || (ob && ob->mode & OB_MODE_TEXTURE_PAINT))
1932 mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
1934 /* check if we need tfaces & mcols due to view mode */
1935 for(sa = screen->areabase.first; sa; sa = sa->next) {
1936 if(sa->spacetype == SPACE_VIEW3D) {
1937 View3D *view = sa->spacedata.first;
1938 if(view->drawtype == OB_SHADED) {
1939 /* this includes normals for mesh_create_shadedColors */
1940 mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
1942 if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
1943 mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
1945 if(scene->gm.matmode == GAME_MAT_GLSL)
1946 mask |= CD_MASK_ORCO;
1951 /* check if we need mcols due to vertex paint or weightpaint */
1953 if(ob->mode & OB_MODE_VERTEX_PAINT)
1954 mask |= CD_MASK_MCOL;
1955 if(ob->mode & OB_MODE_WEIGHT_PAINT)
1956 mask |= CD_MASK_WEIGHT_MCOL;
1962 static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4])
1964 RegionView3D *rv3d= ar->regiondata;
1966 /* setup window matrices */
1968 copy_m4_m4(rv3d->winmat, winmat);
1970 setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */
1972 /* setup view matrix */
1974 copy_m4_m4(rv3d->viewmat, viewmat);
1976 setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
1978 /* update utilitity matrices */
1979 mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
1980 invert_m4_m4(rv3d->persinv, rv3d->persmat);
1981 invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
1983 /* calculate pixelsize factor once, is used for lamps and obcenters */
1985 /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
1986 * because of float point precission problems at large values [#23908] */
1987 float v1[3]= {rv3d->persmat[0][0], rv3d->persmat[1][0], rv3d->persmat[2][0]};
1988 float v2[3]= {rv3d->persmat[0][1], rv3d->persmat[1][1], rv3d->persmat[2][1]};
1989 float len1= 1.0f / len_v3(v1);
1990 float len2= 1.0f / len_v3(v2);
1992 rv3d->pixsize = (2.0f * MAX2(len1, len2)) / (float)MAX2(ar->winx, ar->winy);
1995 /* set for opengl */
1996 glMatrixMode(GL_PROJECTION);
1997 glLoadMatrixf(rv3d->winmat);
1998 glMatrixMode(GL_MODELVIEW);
1999 glLoadMatrixf(rv3d->viewmat);
2002 void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4])
2012 /* set temporary new size */
2021 ar->winrct.xmax= winx;
2022 ar->winrct.ymax= winy;
2026 G.f |= G_RENDER_OGL;
2028 /* free images which can have changed on frame-change
2029 * warning! can be slow so only free animated images - campbell */
2030 GPU_free_images_anim();
2032 /* set background color, fallback on the view background color */
2034 if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
2035 linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
2037 copy_v3_v3(backcol, &scene->world->horr);
2038 glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
2041 UI_ThemeClearColor(TH_BACK);
2044 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
2046 /* setup view matrices */
2047 view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
2050 if(v3d->drawtype > OB_WIRE) {
2052 glEnable(GL_DEPTH_TEST);
2057 /* draw set first */
2059 for(SETLOOPER(scene->set, base)) {
2060 if(v3d->lay & base->lay) {
2061 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
2062 draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
2064 if(base->object->transflag & OB_DUPLI)
2065 draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
2070 /* then draw not selected and the duplis, but skip editmode object */
2071 for(base= scene->base.first; base; base= base->next) {
2072 if(v3d->lay & base->lay) {
2074 if(base->object->transflag & OB_DUPLI)
2075 draw_dupli_objects(scene, ar, v3d, base);
2077 draw_object(scene, ar, v3d, base, 0);
2081 /* transp and X-ray afterdraw stuff */
2082 if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
2083 if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used!
2084 if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
2089 glDisable(GL_DEPTH_TEST);
2092 /* draw grease-pencil stuff */
2093 draw_gpencil_view3d_ext(scene, v3d, ar, 1);
2095 ED_region_pixelspace(ar);
2097 /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
2098 draw_gpencil_view3d_ext(scene, v3d, ar, 0);
2100 /* freeing the images again here could be done after the operator runs, leaving for now */
2101 GPU_free_images_anim();
2110 glColor4ub(255, 255, 255, 255); // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
2112 G.f &= ~G_RENDER_OGL;
2115 /* utility func for ED_view3d_draw_offscreen */
2116 ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag)
2118 RegionView3D *rv3d= ar->regiondata;
2123 ofs= GPU_offscreen_create(sizex, sizey);
2127 GPU_offscreen_bind(ofs);
2129 /* render 3d view */
2130 if(rv3d->persp==RV3D_CAMOB && v3d->camera) {
2132 float _clipsta, _clipend, _lens, _yco, _dx, _dy;
2135 object_camera_matrix(&scene->r, v3d->camera, sizex, sizey, 0, winmat, &_viewplane, &_clipsta, &_clipend, &_lens, &_yco, &_dx, &_dy);
2137 ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat);
2140 ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL);
2143 /* read in pixels & stamp */
2144 ibuf= IMB_allocImBuf(sizex, sizey, 32, flag);
2146 if(ibuf->rect_float)
2147 glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, ibuf->rect_float);
2149 glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
2151 //if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
2152 // BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
2155 GPU_offscreen_unbind(ofs);
2156 GPU_offscreen_free(ofs);
2158 if(ibuf->rect_float && ibuf->rect)
2159 IMB_rect_from_float(ibuf);
2164 /* creates own 3d views, used by the sequencer */
2165 ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, int width, int height, unsigned int flag, int drawtype)
2171 memset(&v3d, 0, sizeof(v3d));
2172 memset(&ar, 0, sizeof(ar));
2173 memset(&rv3d, 0, sizeof(rv3d));
2176 v3d.regionbase.first= v3d.regionbase.last= &ar;
2177 ar.regiondata= &rv3d;
2178 ar.regiontype= RGN_TYPE_WINDOW;
2180 v3d.camera= scene->camera;
2181 v3d.lay= scene->lay;
2182 v3d.drawtype = drawtype;
2183 v3d.flag2 = V3D_RENDER_OVERRIDE;
2185 rv3d.persp= RV3D_CAMOB;
2187 copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
2188 normalize_m4(rv3d.viewinv);
2189 invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
2192 float _yco, _dx, _dy;
2194 object_camera_matrix(&scene->r, v3d.camera, width, height, 0, rv3d.winmat, &_viewplane, &v3d.near, &v3d.far, &v3d.lens, &_yco, &_dx, &_dy);
2197 mul_m4_m4m4(rv3d.persmat, rv3d.viewmat, rv3d.winmat);
2198 invert_m4_m4(rv3d.persinv, rv3d.viewinv);
2200 return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag);
2202 // seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty);
2206 /* NOTE: the info that this uses is updated in ED_refresh_viewport_fps(),
2207 * which currently gets called during SCREEN_OT_animation_step.
2209 static void draw_viewport_fps(Scene *scene, ARegion *ar)
2211 ScreenFrameRateInfo *fpsi= scene->fps_info;
2216 if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
2219 printable[0] = '\0';
2222 /* this is too simple, better do an average */
2223 fps = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime))
2225 fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime));
2227 for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
2228 if (fpsi->redrawtimes_fps[i]) {
2229 fps += fpsi->redrawtimes_fps[i];
2234 fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
2236 //fpsi->redrawtime_index++;
2237 //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
2238 // fpsi->redrawtime = 0;
2244 /* is this more then half a frame behind? */
2245 if (fps+0.5 < FPS) {
2246 UI_ThemeColor(TH_REDALERT);
2247 BLI_snprintf(printable, sizeof(printable), "fps: %.2f", (float)fps);
2250 UI_ThemeColor(TH_TEXT_HI);
2251 BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5));
2254 BLF_draw_default(22, ar->winy-17, 0.0f, printable);
2257 void view3d_main_area_draw(const bContext *C, ARegion *ar)
2259 Scene *scene= CTX_data_scene(C);
2260 View3D *v3d = CTX_wm_view3d(C);
2261 RegionView3D *rv3d= CTX_wm_region_view3d(C);
2266 int retopo= 0, sculptparticle= 0;
2267 unsigned int lay_used;
2268 Object *obact = OBACT;
2269 char *grid_unit= NULL;
2271 /* from now on all object derived meshes check this */
2272 v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C), scene, obact);
2274 /* shadow buffers, before we setup matrices */
2275 if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
2276 gpu_update_lamps_shadows(scene, v3d);
2278 /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
2279 if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
2280 rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
2281 GPU_default_lights();
2284 /* clear background */
2285 if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) {
2286 if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
2287 linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
2289 copy_v3_v3(backcol, &scene->world->horr);
2290 glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
2293 UI_ThemeClearColor(TH_BACK);
2295 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
2297 /* setup view matrices */
2298 view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
2300 ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
2302 if(rv3d->rflag & RV3D_CLIPPING)
2303 view3d_draw_clipping(rv3d);
2305 /* set zbuffer after we draw clipping region */
2306 if(v3d->drawtype > OB_WIRE) {
2308 glEnable(GL_DEPTH_TEST);
2313 /* enables anti-aliasing for 3D view drawing */
2314 /*if (!(U.gameflags & USER_DISABLE_AA))
2315 glEnable(GL_MULTISAMPLE_ARB);*/
2317 // needs to be done always, gridview is adjusted in drawgrid() now
2318 rv3d->gridview= v3d->grid;
2320 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
2322 if(rv3d->view==0 || rv3d->persp != RV3D_ORTHO) {
2323 drawfloor(scene, v3d);
2324 if(rv3d->persp==RV3D_CAMOB) {
2326 if(scene->world->mode & WO_STARS) {
2327 RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func,
2328 star_stuff_term_func);
2331 if(v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d);
2335 ED_region_pixelspace(ar);
2336 drawgrid(&scene->unit, ar, v3d, &grid_unit);
2337 /* XXX make function? replaces persp(1) */
2338 glMatrixMode(GL_PROJECTION);
2339 glLoadMatrixf(rv3d->winmat);
2340 glMatrixMode(GL_MODELVIEW);
2341 glLoadMatrixf(rv3d->viewmat);
2343 if(v3d->flag & V3D_DISPBGPICS) {
2344 draw_bgpic(scene, ar, v3d);
2349 if(rv3d->rflag & RV3D_CLIPPING)
2350 view3d_set_clipping(rv3d);
2352 /* draw set first */
2354 for(SETLOOPER(scene->set, base)) {
2356 if(v3d->lay & base->lay) {
2358 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
2359 draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
2361 if(base->object->transflag & OB_DUPLI) {
2362 draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
2367 /* Transp and X-ray afterdraw stuff for sets is done later */
2372 /* then draw not selected and the duplis, but skip editmode object */
2373 for(base= scene->base.first; base; base= base->next) {
2374 lay_used |= base->lay & ((1<<20)-1);
2376 if(v3d->lay & base->lay) {
2379 if(base->object->transflag & OB_DUPLI) {
2380 draw_dupli_objects(scene, ar, v3d, base);
2382 if((base->flag & SELECT)==0) {
2383 if(base->object!=scene->obedit)
2384 draw_object(scene, ar, v3d, base, 0);
2389 if(v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
2391 ScrArea *sa= CTX_wm_area(C);
2393 /* find header and force tag redraw */
2394 for(ar= sa->regionbase.first; ar; ar= ar->next)
2395 if(ar->regiontype==RGN_TYPE_HEADER) {
2396 ED_region_tag_redraw(ar);
2400 v3d->lay_used= lay_used;
2403 // retopo= retopo_mesh_check() || retopo_curve_check();
2404 sculptparticle= (obact && obact->mode & (OB_MODE_PARTICLE_EDIT)) && !scene->obedit;
2406 view3d_update_depths(ar);
2408 /* draw selected and editmode */
2409 for(base= scene->base.first; base; base= base->next) {
2410 if(v3d->lay & base->lay) {
2411 if (base->object==scene->obedit || ( base->flag & SELECT) )
2412 draw_object(scene, ar, v3d, base, 0);
2416 if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) {
2417 view3d_update_depths(ar);
2422 /* Transp and X-ray afterdraw stuff */
2423 if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
2424 if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used!
2425 if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
2427 ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
2429 if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) {
2430 view3d_update_depths(ar);
2433 if(rv3d->rflag & RV3D_CLIPPING)
2434 view3d_clr_clipping();
2436 BIF_draw_manipulator(C);
2438 /* Disable back anti-aliasing */
2439 /*if (!(U.gameflags & USER_DISABLE_AA))
2440 glDisable(GL_MULTISAMPLE_ARB);*/
2444 glDisable(GL_DEPTH_TEST);
2447 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
2448 /* draw grease-pencil stuff (3d-space strokes) */
2449 //if (v3d->flag2 & V3D_DISPGP)
2450 draw_gpencil_view3d((bContext *)C, 1);
2455 ED_region_pixelspace(ar);
2457 // retopo_paint_view_update(v3d);
2458 // retopo_draw_paint_lines();
2460 /* Draw particle edit brush XXX (removed) */
2463 if(rv3d->persp==RV3D_CAMOB)
2464 drawviewborder(scene, ar, v3d);
2466 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
2467 /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
2468 // if (v3d->flag2 & V3D_DISPGP)
2469 draw_gpencil_view3d((bContext *)C, 0);
2471 drawcursor(scene, ar, v3d);
2474 if(U.uiflag & USER_SHOW_ROTVIEWICON)
2475 draw_view_axis(rv3d);
2477 draw_view_icon(rv3d);
2479 if((U.uiflag & USER_SHOW_FPS) && (CTX_wm_screen(C)->animtimer)) {
2480 draw_viewport_fps(scene, ar);
2482 else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
2483 draw_viewport_name(ar, v3d);
2485 if (grid_unit) { /* draw below the viewport name */
2486 UI_ThemeColor(TH_TEXT_HI);
2487 BLF_draw_default(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, grid_unit);
2491 if(U.uiflag & USER_DRAWVIEWINFO)
2492 draw_selected_name(scene, ob, v3d);
2494 /* XXX here was the blockhandlers for floating panels */
2496 v3d->flag |= V3D_INVALID_BACKBUF;