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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21 * All rights reserved.
23 * Contributor(s): Blender Foundation, full recode and added functions
25 * ***** END GPL LICENSE BLOCK *****
35 #include "MEM_guardedalloc.h"
37 #include "IMB_imbuf.h"
40 #include "MTC_matrixops.h"
42 #include "DNA_armature_types.h"
43 #include "DNA_camera_types.h"
44 #include "DNA_curve_types.h"
45 #include "DNA_constraint_types.h" // for drawing constraint
46 #include "DNA_effect_types.h"
47 #include "DNA_lamp_types.h"
48 #include "DNA_lattice_types.h"
49 #include "DNA_material_types.h"
50 #include "DNA_mesh_types.h"
51 #include "DNA_meshdata_types.h"
52 #include "DNA_meta_types.h"
53 #include "DNA_modifier_types.h"
54 #include "DNA_object_types.h"
55 #include "DNA_object_force.h"
56 #include "DNA_object_fluidsim.h"
57 #include "DNA_particle_types.h"
58 #include "DNA_space_types.h"
59 #include "DNA_scene_types.h"
60 #include "DNA_screen_types.h"
61 #include "DNA_userdef_types.h"
62 #include "DNA_view3d_types.h"
63 #include "DNA_world_types.h"
65 #include "BLI_blenlib.h"
66 #include "BLI_arithb.h"
67 #include "BLI_editVert.h"
68 #include "BLI_edgehash.h"
71 #include "BKE_anim.h" //for the where_on_path function
72 #include "BKE_curve.h"
73 #include "BKE_constraint.h" // for the get_constraint_target function
74 #include "BKE_DerivedMesh.h"
75 #include "BKE_deform.h"
76 #include "BKE_displist.h"
77 #include "BKE_effect.h"
79 #include "BKE_global.h"
80 #include "BKE_image.h"
82 #include "BKE_lattice.h"
84 #include "BKE_material.h"
85 #include "BKE_mball.h"
86 #include "BKE_modifier.h"
87 #include "BKE_object.h"
88 #include "BKE_particle.h"
89 #include "BKE_property.h"
90 #include "BKE_utildefines.h"
93 #include "BIF_glutil.h"
96 #include "GPU_material.h"
97 #include "GPU_extensions.h"
100 #include "ED_particle.h"
101 #include "ED_screen.h"
102 #include "ED_types.h"
105 #include "UI_resources.h"
106 #include "UI_interface_icons.h"
111 #include "view3d_intern.h" // own include
114 /* this condition has been made more complex since editmode can draw textures */
115 #define CHECK_OB_DRAWTEXTURE(vd, dt) \
116 ((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
117 (vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
119 #define CHECK_OB_DRAWFACEDOT(sce, vd, dt) \
120 ( (sce->toolsettings->selectmode & SCE_SELECT_FACE) && \
121 (vd->drawtype<=OB_SOLID) && \
122 (((vd->drawtype==OB_SOLID) && (dt>=OB_SOLID) && (vd->flag2 & V3D_SOLID_TEX) && (vd->flag & V3D_ZBUF_SELECT)) == 0) \
128 extern ListBase editelems;
130 static void draw_bounding_volume(Scene *scene, Object *ob);
132 static void drawcube_size(float size);
133 static void drawcircle_size(float size);
134 static void draw_empty_sphere(float size);
135 static void draw_empty_cone(float size);
138 /* ************* only use while object drawing ************** */
139 static void view3d_project_short_clip(ARegion *ar, float *vec, short *adr)
141 RegionView3D *rv3d= ar->regiondata;
142 float fx, fy, vec4[4];
146 /* clipplanes in eye space */
147 if(rv3d->rflag & RV3D_CLIPPING) {
149 Mat4MulVecfl(rv3d->viewmatob, vec4);
150 if(view3d_test_clipping(rv3d, vec4))
157 Mat4MulVec4fl(rv3d->persmatob, vec4);
159 /* clipplanes in window space */
160 if( vec4[3]>BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
161 fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
163 if( fx>0 && fx<ar->winx) {
165 fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
167 if(fy>0.0 && fy< (float)ar->winy) {
168 adr[0]= (short)floor(fx);
169 adr[1]= (short)floor(fy);
175 /* only use while object drawing */
176 static void view3d_project_short_noclip(ARegion *ar, float *vec, short *adr)
178 RegionView3D *rv3d= ar->regiondata;
179 float fx, fy, vec4[4];
186 Mat4MulVec4fl(rv3d->persmatob, vec4);
188 if( vec4[3]>BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
189 fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
191 if( fx>-32700 && fx<32700) {
193 fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
195 if(fy>-32700.0 && fy<32700.0) {
196 adr[0]= (short)floor(fx);
197 adr[1]= (short)floor(fy);
203 /* ************************ */
205 /* check for glsl drawing */
207 int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
209 if(!GPU_extensions_minimum_support())
213 if(!CHECK_OB_DRAWTEXTURE(v3d, dt))
215 if(ob==OBACT && (G.f & G_WEIGHTPAINT))
218 return ((G.fileflags & G_FILE_GAME_MAT) &&
219 (G.fileflags & G_FILE_GAME_MAT_GLSL) && (dt >= OB_SHADED));
222 static int check_material_alpha(Base *base, Mesh *me, int glsl)
224 if(base->flag & OB_FROMDUPLI)
233 return (glsl || (base->object->dtx & OB_DRAWTRANSP));
237 static unsigned int colortab[24]=
238 {0x0, 0xFF88FF, 0xFFBBFF,
239 0x403000, 0xFFFF88, 0xFFFFBB,
240 0x104040, 0x66CCCC, 0x77CCCC,
241 0x104010, 0x55BB55, 0x66FF66,
246 static float cube[8][3] = {
257 /* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
258 /* 32 values of sin function (still same result!) */
259 static float sinval[32] = {
294 /* 32 values of cos function (still same result!) */
295 static float cosval[32] ={
330 /* flag is same as for draw_object */
331 void drawaxes(float size, int flag, char drawtype)
334 float v1[3]= {0.0, 0.0, 0.0};
335 float v2[3]= {0.0, 0.0, 0.0};
336 float v3[3]= {0.0, 0.0, 0.0};
338 if(G.f & G_RENDER_SHADOW)
344 for (axis=0; axis<3; axis++) {
345 float v1[3]= {0.0, 0.0, 0.0};
346 float v2[3]= {0.0, 0.0, 0.0};
358 case OB_SINGLE_ARROW:
361 /* in positive z direction only */
368 glBegin(GL_TRIANGLES);
370 v2[0]= size*0.035; v2[1] = size*0.035;
371 v3[0]= size*-0.035; v3[1] = size*0.035;
372 v2[2]= v3[2]= size*0.75;
374 for (axis=0; axis<4; axis++) {
396 drawcircle_size(size);
399 case OB_EMPTY_SPHERE:
400 draw_empty_sphere(size);
404 draw_empty_cone(size);
409 for (axis=0; axis<3; axis++) {
410 float v1[3]= {0.0, 0.0, 0.0};
411 float v2[3]= {0.0, 0.0, 0.0};
412 int arrow_axis= (axis==0)?1:0;
421 v1[arrow_axis]= -size*0.125;
425 v1[arrow_axis]= size*0.125;
431 v2[axis]+= size*0.125;
433 // patch for 3d cards crashing on glSelect for text drawing (IBM)
434 if((flag & DRAW_PICKING) == 0) {
436 view3d_object_text_draw_add(v2[0], v2[1], v2[2], "x", 0);
438 view3d_object_text_draw_add(v2[0], v2[1], v2[2], "y", 0);
440 view3d_object_text_draw_add(v2[0], v2[1], v2[2], "z", 0);
447 void drawcircball(int mode, float *cent, float rad, float tmat[][4])
449 float vec[3], vx[3], vy[3];
452 VECCOPY(vx, tmat[0]);
453 VECCOPY(vy, tmat[1]);
458 for(a=0; a<tot; a++) {
459 vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
460 vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
461 vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
467 /* circle for object centers, special_color is for library or ob users */
468 static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, float *vec, int selstate, int special_color)
472 size= rv3d->persmat[0][3]*vec[0]+ rv3d->persmat[1][3]*vec[1]+ rv3d->persmat[2][3]*vec[2]+ rv3d->persmat[3][3];
473 size*= rv3d->pixsize*((float)U.obcenter_dia*0.5f);
475 /* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
476 if(v3d->zbuf) glDepthFunc(GL_ALWAYS);
480 if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
482 else glColor4ub(0x55, 0xCC, 0xCC, 155);
485 if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
486 else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
487 else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
489 drawcircball(GL_POLYGON, vec, size, rv3d->viewinv);
491 UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
492 drawcircball(GL_LINE_LOOP, vec, size, rv3d->viewinv);
495 if(v3d->zbuf) glDepthFunc(GL_LEQUAL);
498 /* *********** text drawing for object ************* */
499 static ListBase strings= {NULL, NULL};
501 typedef struct ViewObjectString {
502 struct ViewObjectString *next, *prev;
503 float vec[3], col[4];
510 void view3d_object_text_draw_add(float x, float y, float z, char *str, short xoffs)
512 ViewObjectString *vos= MEM_callocN(sizeof(ViewObjectString), "ViewObjectString");
514 BLI_addtail(&strings, vos);
515 BLI_strncpy(vos->str, str, 128);
519 glGetFloatv(GL_CURRENT_COLOR, vos->col);
523 static void view3d_object_text_draw(View3D *v3d, ARegion *ar)
525 ViewObjectString *vos;
528 /* project first and test */
529 for(vos= strings.first; vos; vos= vos->next) {
530 view3d_project_short_clip(ar, vos->vec, vos->mval);
531 if(vos->mval[0]!=IS_CLIPPED)
536 RegionView3D *rv3d= ar->regiondata;
539 if(rv3d->rflag & RV3D_CLIPPING)
541 glDisable(GL_CLIP_PLANE0+a);
544 ED_region_pixelspace(ar);
546 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
548 for(vos= strings.first; vos; vos= vos->next) {
549 if(vos->mval[0]!=IS_CLIPPED) {
550 glColor3fv(vos->col);
551 BLF_draw_default((float)vos->mval[0]+vos->xoffs, (float)vos->mval[1], 0.0, vos->str);
555 if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
559 if(rv3d->rflag & RV3D_CLIPPING)
561 glEnable(GL_CLIP_PLANE0+a);
565 BLI_freelistN(&strings);
568 static void drawcube(void)
571 glBegin(GL_LINE_STRIP);
572 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
573 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
574 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
577 glBegin(GL_LINE_STRIP);
578 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
581 glBegin(GL_LINE_STRIP);
582 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
585 glBegin(GL_LINE_STRIP);
586 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
590 /* draws a cube on given the scaling of the cube, assuming that
591 * all required matrices have been set (used for drawing empties)
593 static void drawcube_size(float size)
595 glBegin(GL_LINE_STRIP);
596 glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
597 glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size);
598 glVertex3f(size,size,-size); glVertex3f(size,-size,-size);
601 glBegin(GL_LINE_STRIP);
602 glVertex3f(-size,-size,size); glVertex3f(size,-size,size);
605 glBegin(GL_LINE_STRIP);
606 glVertex3f(-size,size,size); glVertex3f(size,size,size);
609 glBegin(GL_LINE_STRIP);
610 glVertex3f(-size,size,-size); glVertex3f(size,size,-size);
614 /* this is an unused (old) cube-drawing function based on a given size */
616 static void drawcube_size(float *size)
620 glScalef(size[0], size[1], size[2]);
623 glBegin(GL_LINE_STRIP);
624 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
625 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
626 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
629 glBegin(GL_LINE_STRIP);
630 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
633 glBegin(GL_LINE_STRIP);
634 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
637 glBegin(GL_LINE_STRIP);
638 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
645 static void drawshadbuflimits(Lamp *la, float mat[][4])
647 float sta[3], end[3], lavec[3];
649 lavec[0]= -mat[2][0];
650 lavec[1]= -mat[2][1];
651 lavec[2]= -mat[2][2];
654 sta[0]= mat[3][0]+ la->clipsta*lavec[0];
655 sta[1]= mat[3][1]+ la->clipsta*lavec[1];
656 sta[2]= mat[3][2]+ la->clipsta*lavec[2];
658 end[0]= mat[3][0]+ la->clipend*lavec[0];
659 end[1]= mat[3][1]+ la->clipend*lavec[1];
660 end[2]= mat[3][2]+ la->clipend*lavec[2];
663 glBegin(GL_LINE_STRIP);
678 static void spotvolume(float *lvec, float *vvec, float inp)
680 /* camera is at 0,0,0 */
681 float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
684 Normalize(vvec); /* is this the correct vector ? */
686 Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
687 Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
691 /* now we've got two equations: one of a cone and one of a plane, but we have
692 three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
694 /* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
695 /* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
697 /* translating this comment to english didnt really help me understanding the math! :-) (ton) */
704 angle = saacos(plane[2])/2.0;
715 /* rotate lamp vector now over acos(inp) degrees */
723 si = sqrt(1-inp*inp);
729 Mat3MulMat3(mat3,mat2,mat1);
733 Mat3MulMat3(mat4,mat2,mat1);
736 Mat3MulMat3(mat2,mat1,mat3);
737 Mat3MulVecfl(mat2,lvec);
738 Mat3MulMat3(mat2,mat1,mat4);
739 Mat3MulVecfl(mat2,vvec);
744 static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
747 float vec[3], lvec[3], vvec[3], circrad, x,y,z;
748 float pixsize, lampsize;
749 float imat[4][4], curcol[4];
752 if(G.f & G_RENDER_SHADOW)
757 /* we first draw only the screen aligned & fixed scale stuff */
759 wmLoadMatrix(rv3d->viewmat);
761 /* lets calculate the scale: */
762 pixsize= rv3d->persmat[0][3]*ob->obmat[3][0]+ rv3d->persmat[1][3]*ob->obmat[3][1]+ rv3d->persmat[2][3]*ob->obmat[3][2]+ rv3d->persmat[3][3];
763 pixsize*= rv3d->pixsize;
764 lampsize= pixsize*((float)U.obcenter_dia*0.5f);
766 /* and view aligned matrix: */
767 Mat4CpyMat4(imat, rv3d->viewinv);
772 glGetFloatv(GL_CURRENT_COLOR, curcol);
777 if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
778 else glColor4ub(0x77, 0xCC, 0xCC, 155);
782 VECCOPY(vec, ob->obmat[3]);
784 drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
786 drawcircball(GL_POLYGON, vec, lampsize, imat);
793 circrad = 3.0f*lampsize;
794 drawcircball(GL_LINE_LOOP, vec, circrad, imat);
798 /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
799 if (la->type!=LA_HEMI) {
800 if ((la->mode & LA_SHAD_RAY) ||
801 ((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) )
803 drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
807 /* draw the pretty sun rays */
808 if(la->type==LA_SUN) {
809 float v1[3], v2[3], mat[3][3];
812 /* setup a 45 degree rotation matrix */
813 VecRotToMat3(imat[2], M_PI/4.0f, mat);
816 VECCOPY(v1, imat[0]);
817 VecMulf(v1, circrad*1.2f);
818 VECCOPY(v2, imat[0]);
819 VecMulf(v2, circrad*2.5f);
822 glTranslatef(vec[0], vec[1], vec[2]);
827 for (axis=0; axis<8; axis++) {
830 Mat3MulVecfl(mat, v1);
831 Mat3MulVecfl(mat, v2);
835 glTranslatef(-vec[0], -vec[1], -vec[2]);
839 if (la->type==LA_LOCAL) {
840 if(la->mode & LA_SPHERE) {
841 drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
843 /* yafray: for photonlight also draw lightcone as for spot */
846 glPopMatrix(); /* back in object space */
847 vec[0]= vec[1]= vec[2]= 0.0f;
849 if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
850 lvec[0]=lvec[1]= 0.0;
852 x = rv3d->persmat[0][2];
853 y = rv3d->persmat[1][2];
854 z = rv3d->persmat[2][2];
855 vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
856 vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
857 vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];
859 y = cos( M_PI*la->spotsize/360.0 );
860 spotvolume(lvec, vvec, y);
869 /* draw the angled sides of the cone */
870 glBegin(GL_LINE_STRIP);
876 z = x*sqrt(1.0 - y*y);
879 /* draw the circle/square at the end of the cone */
880 glTranslatef(0.0, 0.0 , x);
881 if(la->mode & LA_SQUARE) {
885 glBegin(GL_LINE_LOOP);
895 else circ(0.0, 0.0, fabs(z));
897 /* draw the circle/square representing spotbl */
898 if(la->type==LA_SPOT) {
899 float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
900 /* make sure the line is always visible - prevent it from reaching the outer border (or 0)
901 * values are kinda arbitrary - just what seemed to work well */
902 if (spotblcirc == 0) spotblcirc = 0.15;
903 else if (spotblcirc == fabs(z)) spotblcirc = fabs(z) - 0.07;
904 circ(0.0, 0.0, spotblcirc);
908 else if ELEM(la->type, LA_HEMI, LA_SUN) {
910 /* draw the line from the circle along the dist */
911 glBegin(GL_LINE_STRIP);
918 if(la->type==LA_HEMI) {
919 /* draw the hemisphere curves */
920 short axis, steps, dir;
921 float outdist, zdist, mul;
922 vec[0]=vec[1]=vec[2]= 0.0;
923 outdist = 0.14; mul = 1.4; dir = 1;
926 /* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
927 for (axis=0; axis<4; axis++) {
928 float v[3]= {0.0, 0.0, 0.0};
931 glBegin(GL_LINE_STRIP);
933 for (steps=0; steps<6; steps++) {
934 if (axis == 0 || axis == 1) { /* x axis up, x axis down */
935 /* make the arcs start at the edge of the energy circle */
936 if (steps == 0) v[0] = dir*circrad;
937 else v[0] = v[0] + dir*(steps*outdist);
938 } else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
939 /* make the arcs start at the edge of the energy circle */
940 if (steps == 0) v[1] = dir*circrad;
941 else v[1] = v[1] + dir*(steps*outdist);
944 v[2] = v[2] - steps*zdist;
952 /* flip the direction */
956 } else if(la->type==LA_AREA) {
958 if(la->area_shape==LA_AREA_SQUARE)
959 fdrawbox(-la->area_size*0.5, -la->area_size*0.5, la->area_size*0.5, la->area_size*0.5);
960 else if(la->area_shape==LA_AREA_RECT)
961 fdrawbox(-la->area_size*0.5, -la->area_sizey*0.5, la->area_size*0.5, la->area_sizey*0.5);
963 glBegin(GL_LINE_STRIP);
964 glVertex3f(0.0,0.0,-circrad);
965 glVertex3f(0.0,0.0,-la->dist);
969 /* and back to viewspace */
970 wmLoadMatrix(rv3d->viewmat);
971 VECCOPY(vec, ob->obmat[3]);
975 if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
976 drawshadbuflimits(la, ob->obmat);
979 UI_GetThemeColor4ubv(TH_LAMP, col);
980 glColor4ub(col[0], col[1], col[2], col[3]);
984 if (vec[2]>0) vec[2] -= circrad;
985 else vec[2] += circrad;
987 glBegin(GL_LINE_STRIP);
1001 /* restore for drawing extra stuff */
1006 static void draw_limit_line(float sta, float end, unsigned int col)
1009 glVertex3f(0.0, 0.0, -sta);
1010 glVertex3f(0.0, 0.0, -end);
1016 glVertex3f(0.0, 0.0, -sta);
1017 glVertex3f(0.0, 0.0, -end);
1023 /* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
1024 /* qdn: now also enabled for Blender to set focus point for defocus composit node */
1025 static void draw_focus_cross(float dist, float size)
1028 glVertex3f(-size, 0.f, -dist);
1029 glVertex3f(size, 0.f, -dist);
1030 glVertex3f(0.f, -size, -dist);
1031 glVertex3f(0.f, size, -dist);
1035 /* flag similar to draw_object() */
1036 static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int flag)
1038 /* a standing up pyramid with (0,0,0) as top */
1041 float vec[8][4], tmat[4][4], fac, facx, facy, depth;
1044 if(G.f & G_RENDER_SHADOW)
1049 glDisable(GL_LIGHTING);
1050 glDisable(GL_CULL_FACE);
1052 if(rv3d->persp>=2 && cam->type==CAM_ORTHO && ob==v3d->camera) {
1053 facx= 0.5*cam->ortho_scale*1.28;
1054 facy= 0.5*cam->ortho_scale*1.024;
1055 depth= -cam->clipsta-0.1;
1059 if(rv3d->persp>=2 && ob==v3d->camera) fac= cam->clipsta+0.1; /* that way it's always visible */
1061 depth= - fac*cam->lens/16.0;
1066 vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */
1067 vec[1][0]= facx; vec[1][1]= facy; vec[1][2]= depth;
1068 vec[2][0]= facx; vec[2][1]= -facy; vec[2][2]= depth;
1069 vec[3][0]= -facx; vec[3][1]= -facy; vec[3][2]= depth;
1070 vec[4][0]= -facx; vec[4][1]= facy; vec[4][2]= depth;
1072 glBegin(GL_LINE_LOOP);
1073 glVertex3fv(vec[1]);
1074 glVertex3fv(vec[2]);
1075 glVertex3fv(vec[3]);
1076 glVertex3fv(vec[4]);
1080 if(rv3d->persp>=2 && ob==v3d->camera) return;
1082 glBegin(GL_LINE_STRIP);
1083 glVertex3fv(vec[2]);
1084 glVertex3fv(vec[0]);
1085 glVertex3fv(vec[1]);
1086 glVertex3fv(vec[4]);
1087 glVertex3fv(vec[0]);
1088 glVertex3fv(vec[3]);
1096 /* draw an outline arrow for inactive cameras and filled
1097 * for active cameras. We actually draw both outline+filled
1098 * for active cameras so the wire can be seen side-on */
1100 if (i==0) glBegin(GL_LINE_LOOP);
1101 else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
1104 vec[0][0]= -0.7*cam->drawsize;
1105 vec[0][1]= 1.1*cam->drawsize;
1106 glVertex3fv(vec[0]);
1109 vec[0][1]= 1.8*cam->drawsize;
1110 glVertex3fv(vec[0]);
1112 vec[0][0]= 0.7*cam->drawsize;
1113 vec[0][1]= 1.1*cam->drawsize;
1114 glVertex3fv(vec[0]);
1120 if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
1121 wmLoadMatrix(rv3d->viewmat);
1122 Mat4CpyMat4(vec, ob->obmat);
1126 MTC_Mat4SwapMat4(rv3d->persmat, tmat);
1127 wmGetSingleMatrix(rv3d->persmat);
1129 if(cam->flag & CAM_SHOWLIMITS) {
1130 draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
1131 /* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */
1132 draw_focus_cross(dof_camera(ob), cam->drawsize);
1136 if(cam->flag & CAM_SHOWMIST)
1137 if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
1139 MTC_Mat4SwapMat4(rv3d->persmat, tmat);
1144 static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
1146 BPoint *bp = lt->def;
1147 float *co = dl?dl->verts:NULL;
1150 UI_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX);
1151 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
1152 bglBegin(GL_POINTS);
1154 for(w=0; w<lt->pntsw; w++) {
1155 int wxt = (w==0 || w==lt->pntsw-1);
1156 for(v=0; v<lt->pntsv; v++) {
1157 int vxt = (v==0 || v==lt->pntsv-1);
1158 for(u=0; u<lt->pntsu; u++, bp++, co+=3) {
1159 int uxt = (u==0 || u==lt->pntsu-1);
1160 if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
1162 if((bp->f1 & SELECT)==sel) {
1163 bglVertex3fv(dl?co:bp->vec);
1175 void lattice_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
1177 Object *obedit= vc->obedit;
1178 Lattice *lt= obedit->data;
1179 BPoint *bp = lt->editlatt->def;
1180 DispList *dl = find_displist(&obedit->disp, DL_VERTS);
1181 float *co = dl?dl->verts:NULL;
1182 int i, N = lt->editlatt->pntsu*lt->editlatt->pntsv*lt->editlatt->pntsw;
1183 short s[2] = {IS_CLIPPED, 0};
1185 for (i=0; i<N; i++, bp++, co+=3) {
1187 view3d_project_short_clip(vc->ar, dl?co:bp->vec, s);
1188 if (s[0] != IS_CLIPPED)
1189 func(userData, bp, s[0], s[1]);
1194 static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
1196 int index = ((w*lt->pntsv + v)*lt->pntsu) + u;
1200 MDeformWeight *mdw= get_defweight (lt->dvert+index, use_wcol-1);
1202 weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
1208 glVertex3fv(&dl->verts[index*3]);
1210 glVertex3fv(lt->def[index].vec);
1214 /* lattice color is hardcoded, now also shows weightgroup values in edit mode */
1215 static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
1217 Lattice *lt= ob->data;
1222 /* now we default make displist, this will modifiers work for non animated case */
1223 if(ob->disp.first==NULL)
1224 lattice_calc_modifiers(scene, ob);
1225 dl= find_displist(&ob->disp, DL_VERTS);
1230 if(ob->defbase.first && lt->dvert) {
1231 use_wcol= ob->actdef;
1232 glShadeModel(GL_SMOOTH);
1236 if(lt->editlatt) lt= lt->editlatt;
1239 for(w=0; w<lt->pntsw; w++) {
1240 int wxt = (w==0 || w==lt->pntsw-1);
1241 for(v=0; v<lt->pntsv; v++) {
1242 int vxt = (v==0 || v==lt->pntsv-1);
1243 for(u=0; u<lt->pntsu; u++) {
1244 int uxt = (u==0 || u==lt->pntsu-1);
1246 if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
1247 drawlattice__point(lt, dl, u, v, w-1, use_wcol);
1248 drawlattice__point(lt, dl, u, v, w, use_wcol);
1250 if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1251 drawlattice__point(lt, dl, u, v-1, w, use_wcol);
1252 drawlattice__point(lt, dl, u, v, w, use_wcol);
1254 if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1255 drawlattice__point(lt, dl, u-1, v, w, use_wcol);
1256 drawlattice__point(lt, dl, u, v, w, use_wcol);
1263 /* restoration for weight colors */
1265 glShadeModel(GL_FLAT);
1267 if( ((Lattice *)ob->data)->editlatt ) {
1268 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
1270 lattice_draw_verts(lt, dl, 0);
1271 lattice_draw_verts(lt, dl, 1);
1273 if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
1277 /* ***************** ******************** */
1279 static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1281 struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; } *data = userData;
1282 EditVert *eve = EM_get_vert_for_index(index);
1285 short s[2]= {IS_CLIPPED, 0};
1287 if (data->clipVerts) {
1288 view3d_project_short_clip(data->vc.ar, co, s);
1290 view3d_project_short_noclip(data->vc.ar, co, s);
1293 if (s[0]!=IS_CLIPPED)
1294 data->func(data->userData, eve, s[0], s[1], index);
1298 void mesh_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts)
1300 struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; } data;
1301 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1305 data.userData = userData;
1306 data.clipVerts = clipVerts;
1308 EM_init_index_arrays(vc->em, 1, 0, 0);
1309 dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
1310 EM_free_index_arrays();
1315 static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
1317 struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; } *data = userData;
1318 EditEdge *eed = EM_get_edge_for_index(index);
1322 if (data->clipVerts==1) {
1323 view3d_project_short_clip(data->vc.ar, v0co, s[0]);
1324 view3d_project_short_clip(data->vc.ar, v1co, s[1]);
1326 view3d_project_short_noclip(data->vc.ar, v0co, s[0]);
1327 view3d_project_short_noclip(data->vc.ar, v1co, s[1]);
1329 if (data->clipVerts==2) {
1330 if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->vc.ar->winx && s[0][1]<data->vc.ar->winy))
1331 if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<data->vc.ar->winx && s[1][1]<data->vc.ar->winy))
1336 data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
1340 void mesh_foreachScreenEdge(ViewContext *vc, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts)
1342 struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; } data;
1343 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1347 data.userData = userData;
1348 data.clipVerts = clipVerts;
1350 EM_init_index_arrays(vc->em, 0, 1, 0);
1351 dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
1352 EM_free_index_arrays();
1357 static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *no)
1359 struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } *data = userData;
1360 EditFace *efa = EM_get_face_for_index(index);
1363 if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
1364 view3d_project_short_clip(data->vc.ar, cent, s);
1366 data->func(data->userData, efa, s[0], s[1], index);
1370 void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
1372 struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } data;
1373 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1377 data.userData = userData;
1379 EM_init_index_arrays(vc->em, 0, 0, 1);
1380 dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
1381 EM_free_index_arrays();
1386 void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
1388 Curve *cu= vc->obedit->data;
1389 short s[2] = {IS_CLIPPED, 0};
1393 for (nu= cu->editnurb->first; nu; nu=nu->next) {
1394 if((nu->type & 7)==CU_BEZIER) {
1395 for (i=0; i<nu->pntsu; i++) {
1396 BezTriple *bezt = &nu->bezt[i];
1399 if (G.f & G_HIDDENHANDLES) {
1400 view3d_project_short_clip(vc->ar, bezt->vec[1], s);
1401 if (s[0] != IS_CLIPPED)
1402 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1404 view3d_project_short_clip(vc->ar, bezt->vec[0], s);
1405 if (s[0] != IS_CLIPPED)
1406 func(userData, nu, NULL, bezt, 0, s[0], s[1]);
1407 view3d_project_short_clip(vc->ar, bezt->vec[1], s);
1408 if (s[0] != IS_CLIPPED)
1409 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1410 view3d_project_short_clip(vc->ar, bezt->vec[2], s);
1411 if (s[0] != IS_CLIPPED)
1412 func(userData, nu, NULL, bezt, 2, s[0], s[1]);
1418 for (i=0; i<nu->pntsu*nu->pntsv; i++) {
1419 BPoint *bp = &nu->bp[i];
1422 view3d_project_short_clip(vc->ar, bp->vec, s);
1423 if (s[0] != IS_CLIPPED)
1424 func(userData, nu, bp, NULL, -1, s[0], s[1]);
1431 /* ************** DRAW MESH ****************** */
1433 /* First section is all the "simple" draw routines,
1434 * ones that just pass some sort of primitive to GL,
1435 * with perhaps various options to control lighting,
1438 * These routines should not have user interface related
1442 static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
1444 ToolSettings *ts= ((Scene *)userData)->toolsettings;
1445 EditFace *efa = EM_get_face_for_index(index);
1447 if (efa->h==0 && efa->fgonf!=EM_FGON) {
1449 glVertex3f( cent[0] + no[0]*ts->normalsize,
1450 cent[1] + no[1]*ts->normalsize,
1451 cent[2] + no[2]*ts->normalsize);
1454 static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm)
1457 dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene);
1461 static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *no)
1463 EditFace *efa = EM_get_face_for_index(index);
1464 int sel = *((int*) userData);
1466 if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
1470 static void draw_dm_face_centers(DerivedMesh *dm, int sel)
1472 bglBegin(GL_POINTS);
1473 dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
1477 static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1479 Scene *scene= (Scene *)userData;
1480 ToolSettings *ts= scene->toolsettings;
1481 EditVert *eve = EM_get_vert_for_index(index);
1487 glVertex3f( co[0] + no_f[0]*ts->normalsize,
1488 co[1] + no_f[1]*ts->normalsize,
1489 co[2] + no_f[2]*ts->normalsize);
1491 glVertex3f( co[0] + no_s[0]*ts->normalsize/32767.0f,
1492 co[1] + no_s[1]*ts->normalsize/32767.0f,
1493 co[2] + no_s[2]*ts->normalsize/32767.0f);
1497 static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm)
1500 dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene);
1504 /* Draw verts with color set based on selection */
1505 static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1507 struct { int sel; EditVert *eve_act; } * data = userData;
1508 EditVert *eve = EM_get_vert_for_index(index);
1510 if (eve->h==0 && (eve->f&SELECT)==data->sel) {
1511 /* draw active larger - need to stop/start point drawing for this :/ */
1512 if (eve==data->eve_act) {
1513 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1514 UI_ThemeColor4(TH_EDITMESH_ACTIVE);
1519 bglBegin(GL_POINTS);
1523 UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
1525 bglBegin(GL_POINTS);
1531 static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
1533 struct { int sel; EditVert *eve_act; } data;
1535 data.eve_act = eve_act;
1537 bglBegin(GL_POINTS);
1538 dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
1542 /* Draw edges with color set based on selection */
1543 static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
1545 EditEdge *eed = EM_get_edge_for_index(index);
1546 //unsigned char **cols = userData, *col;
1547 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
1551 if (eed==data->eed_act) {
1552 glColor4ubv(data->actCol);
1554 if (eed->f&SELECT) {
1557 col = data->baseCol;
1559 /* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
1560 if (col[3]==0) return 0;
1569 static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act)
1571 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
1573 data.baseCol = baseCol;
1574 data.selCol = selCol;
1575 data.actCol = actCol;
1576 data.eed_act = eed_act;
1577 dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
1581 static int draw_dm_edges__setDrawOptions(void *userData, int index)
1583 return EM_get_edge_for_index(index)->h==0;
1585 static void draw_dm_edges(DerivedMesh *dm)
1587 dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
1590 /* Draw edges with color interpolated based on selection */
1591 static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
1593 return EM_get_edge_for_index(index)->h==0;
1595 static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
1597 EditEdge *eed = EM_get_edge_for_index(index);
1598 unsigned char **cols = userData;
1599 unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
1600 unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
1602 glColor4ub( col0[0] + (col1[0]-col0[0])*t,
1603 col0[1] + (col1[1]-col0[1])*t,
1604 col0[2] + (col1[2]-col0[2])*t,
1605 col0[3] + (col1[3]-col0[3])*t);
1607 static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
1609 unsigned char *cols[2];
1612 dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
1615 /* Draw only seam edges */
1616 static int draw_dm_edges_seams__setDrawOptions(void *userData, int index)
1618 EditEdge *eed = EM_get_edge_for_index(index);
1620 return (eed->h==0 && eed->seam);
1622 static void draw_dm_edges_seams(DerivedMesh *dm)
1624 dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
1627 /* Draw only sharp edges */
1628 static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
1630 EditEdge *eed = EM_get_edge_for_index(index);
1632 return (eed->h==0 && eed->sharp);
1634 static void draw_dm_edges_sharp(DerivedMesh *dm)
1636 dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
1640 /* Draw faces with color set based on selection
1641 * return 2 for the active face so it renders with stipple enabled */
1642 static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r)
1644 struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
1645 EditFace *efa = EM_get_face_for_index(index);
1649 if (efa == data->efa_act) {
1650 glColor4ubv(data->cols[2]);
1651 return 2; /* stipple */
1653 col = data->cols[(efa->f&SELECT)?1:0];
1654 if (col[3]==0) return 0;
1662 /* also draws the active face */
1663 static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act)
1665 struct { unsigned char *cols[3]; EditFace *efa_act; } data;
1666 data.cols[0] = baseCol;
1667 data.cols[1] = selCol;
1668 data.cols[2] = actCol;
1669 data.efa_act = efa_act;
1671 dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
1674 static int draw_dm_creases__setDrawOptions(void *userData, int index)
1676 EditEdge *eed = EM_get_edge_for_index(index);
1678 if (eed->h==0 && eed->crease!=0.0) {
1679 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease);
1685 static void draw_dm_creases(DerivedMesh *dm)
1688 dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
1692 static int draw_dm_bweights__setDrawOptions(void *userData, int index)
1694 EditEdge *eed = EM_get_edge_for_index(index);
1696 if (eed->h==0 && eed->bweight!=0.0) {
1697 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight);
1703 static void draw_dm_bweights__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1705 EditVert *eve = EM_get_vert_for_index(index);
1707 if (eve->h==0 && eve->bweight!=0.0) {
1708 UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight);
1712 static void draw_dm_bweights(Scene *scene, DerivedMesh *dm)
1714 ToolSettings *ts= scene->toolsettings;
1716 if (ts->selectmode & SCE_SELECT_VERTEX) {
1717 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
1718 bglBegin(GL_POINTS);
1719 dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, NULL);
1724 dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL);
1729 /* Second section of routines: Combine first sets to form fancy
1730 * drawing routines (for example rendering twice to get overlays).
1732 * Also includes routines that are basic drawing but are too
1733 * specialized to be split out (like drawing creases or measurements).
1736 /* EditMesh drawing routines*/
1738 static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, EditMesh *em, DerivedMesh *cageDM, EditVert *eve_act)
1740 ToolSettings *ts= scene->toolsettings;
1743 if(v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
1745 for (sel=0; sel<2; sel++) {
1746 char col[4], fcol[4];
1749 UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
1750 UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);
1752 for (pass=0; pass<2; pass++) {
1753 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1754 float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
1757 if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
1758 glDisable(GL_DEPTH_TEST);
1765 size = (size>2.1?size/2.0:size);
1766 fsize = (fsize>2.1?fsize/2.0:fsize);
1767 col[3] = fcol[3] = 100;
1769 col[3] = fcol[3] = 255;
1772 if(ts->selectmode & SCE_SELECT_VERTEX) {
1774 glColor4ubv((GLubyte *)col);
1775 draw_dm_verts(cageDM, sel, eve_act);
1778 if( CHECK_OB_DRAWFACEDOT(scene, v3d, obedit->dt) ) {
1780 glColor4ubv((GLubyte *)fcol);
1781 draw_dm_face_centers(cageDM, sel);
1785 glDisable(GL_BLEND);
1786 glEnable(GL_DEPTH_TEST);
1791 if(v3d->zbuf) glDepthMask(1);
1795 static void draw_em_fancy_edges(Scene *scene, View3D *v3d, Mesh *me, DerivedMesh *cageDM, short sel_only, EditEdge *eed_act)
1797 ToolSettings *ts= scene->toolsettings;
1799 unsigned char wireCol[4], selCol[4], actCol[4];
1801 /* since this function does transparant... */
1802 UI_GetThemeColor4ubv(TH_EDGE_SELECT, (char *)selCol);
1803 UI_GetThemeColor4ubv(TH_WIRE, (char *)wireCol);
1804 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)actCol);
1806 /* when sel only is used, dont render wire, only selected, this is used for
1807 * textured draw mode when the 'edges' option is disabled */
1811 for (pass=0; pass<2; pass++) {
1812 /* show wires in transparant when no zbuf clipping for select */
1814 if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) {
1816 glDisable(GL_DEPTH_TEST);
1818 if (!sel_only) wireCol[3] = 85;
1824 if (!sel_only) wireCol[3] = 255;
1827 if(ts->selectmode == SCE_SELECT_FACE) {
1828 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1830 else if( (me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE) ) {
1831 if(cageDM->drawMappedEdgesInterp && (ts->selectmode & SCE_SELECT_VERTEX)) {
1832 glShadeModel(GL_SMOOTH);
1833 draw_dm_edges_sel_interp(cageDM, wireCol, selCol);
1834 glShadeModel(GL_FLAT);
1836 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1841 glColor4ubv(wireCol);
1842 draw_dm_edges(cageDM);
1847 glDisable(GL_BLEND);
1848 glEnable(GL_DEPTH_TEST);
1853 static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em)
1858 float v1[3], v2[3], v3[3], v4[3], x, y, z;
1860 char val[32]; /* Stores the measurement display text here */
1861 char conv_float[5]; /* Use a float conversion matching the grid size */
1862 float area, col[3]; /* area of the face, color of the text to draw */
1864 if(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))
1867 /* make the precission of the pronted value proportionate to the gridsize */
1868 if ((v3d->grid) < 0.01)
1869 strcpy(conv_float, "%.6f");
1870 else if ((v3d->grid) < 0.1)
1871 strcpy(conv_float, "%.5f");
1872 else if ((v3d->grid) < 1.0)
1873 strcpy(conv_float, "%.4f");
1874 else if ((v3d->grid) < 10.0)
1875 strcpy(conv_float, "%.3f");
1877 strcpy(conv_float, "%.2f");
1880 if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
1881 glDisable(GL_DEPTH_TEST);
1883 if(v3d->zbuf) bglPolygonOffset(rv3d->dist, 5.0);
1885 if(me->drawflag & ME_DRAW_EDGELEN) {
1886 UI_GetThemeColor3fv(TH_TEXT, col);
1887 /* make color a bit more red */
1888 if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;}
1889 else col[0]= col[0]*0.7 + 0.3;
1892 for(eed= em->edges.first; eed; eed= eed->next) {
1893 /* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
1894 if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
1895 VECCOPY(v1, eed->v1->co);
1896 VECCOPY(v2, eed->v2->co);
1898 x= 0.5*(v1[0]+v2[0]);
1899 y= 0.5*(v1[1]+v2[1]);
1900 z= 0.5*(v1[2]+v2[2]);
1902 if(v3d->flag & V3D_GLOBAL_STATS) {
1903 Mat4MulVecfl(ob->obmat, v1);
1904 Mat4MulVecfl(ob->obmat, v2);
1907 sprintf(val, conv_float, VecLenf(v1, v2));
1908 view3d_object_text_draw_add(x, y, z, val, 0);
1913 if(me->drawflag & ME_DRAW_FACEAREA) {
1914 // XXX extern int faceselectedOR(EditFace *efa, int flag); // editmesh.h shouldn't be in this file... ok for now?
1916 UI_GetThemeColor3fv(TH_TEXT, col);
1917 /* make color a bit more green */
1918 if(col[1]> 0.5) {col[0]*=0.7; col[2]*= 0.7;}
1919 else col[1]= col[1]*0.7 + 0.3;
1922 for(efa= em->faces.first; efa; efa= efa->next) {
1923 if((efa->f & SELECT)) { // XXX || (G.moving && faceselectedOR(efa, SELECT)) ) {
1924 VECCOPY(v1, efa->v1->co);
1925 VECCOPY(v2, efa->v2->co);
1926 VECCOPY(v3, efa->v3->co);
1928 VECCOPY(v4, efa->v4->co);
1930 if(v3d->flag & V3D_GLOBAL_STATS) {
1931 Mat4MulVecfl(ob->obmat, v1);
1932 Mat4MulVecfl(ob->obmat, v2);
1933 Mat4MulVecfl(ob->obmat, v3);
1934 if (efa->v4) Mat4MulVecfl(ob->obmat, v4);
1938 area= AreaQ3Dfl(v1, v2, v3, v4);
1940 area = AreaT3Dfl(v1, v2, v3);
1942 sprintf(val, conv_float, area);
1943 view3d_object_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0);
1948 if(me->drawflag & ME_DRAW_EDGEANG) {
1949 EditEdge *e1, *e2, *e3, *e4;
1951 UI_GetThemeColor3fv(TH_TEXT, col);
1952 /* make color a bit more blue */
1953 if(col[2]> 0.5) {col[0]*=0.7; col[1]*= 0.7;}
1954 else col[2]= col[2]*0.7 + 0.3;
1957 for(efa= em->faces.first; efa; efa= efa->next) {
1958 VECCOPY(v1, efa->v1->co);
1959 VECCOPY(v2, efa->v2->co);
1960 VECCOPY(v3, efa->v3->co);
1962 VECCOPY(v4, efa->v4->co);
1967 if(v3d->flag & V3D_GLOBAL_STATS) {
1968 Mat4MulVecfl(ob->obmat, v1);
1969 Mat4MulVecfl(ob->obmat, v2);
1970 Mat4MulVecfl(ob->obmat, v3);
1971 Mat4MulVecfl(ob->obmat, v4);
1977 if(efa->e4) e4= efa->e4; else e4= e3;
1979 /* Calculate the angles */
1981 if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
1983 sprintf(val,"%.3f", VecAngle3(v4, v1, v2));
1984 VecLerpf(fvec, efa->cent, efa->v1->co, 0.8);
1985 view3d_object_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0);
1987 if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
1989 sprintf(val,"%.3f", VecAngle3(v1, v2, v3));
1990 VecLerpf(fvec, efa->cent, efa->v2->co, 0.8);
1991 view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
1993 if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
1996 sprintf(val,"%.3f", VecAngle3(v2, v3, v4));
1998 sprintf(val,"%.3f", VecAngle3(v2, v3, v1));
1999 VecLerpf(fvec, efa->cent, efa->v3->co, 0.8);
2000 view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
2004 if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
2005 sprintf(val,"%.3f", VecAngle3(v3, v4, v1));
2006 VecLerpf(fvec, efa->cent, efa->v4->co, 0.8);
2007 view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
2014 glEnable(GL_DEPTH_TEST);
2015 bglPolygonOffset(rv3d->dist, 0.0);
2019 static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth_r)
2021 EditFace *efa = EM_get_face_for_index(index);
2024 GPU_enable_material(efa->mat_nr+1, NULL);
2031 static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
2033 EditFace *efa = EM_get_face_for_index(index);
2038 static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
2040 Mesh *me = ob->data;
2041 EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */
2042 EditEdge *eed_act = NULL;
2043 EditVert *eve_act = NULL;
2045 if (em->selected.last) {
2046 EditSelection *ese = em->selected.last;
2047 /* face is handeled above */
2048 /*if (ese->type == EDITFACE ) {
2049 efa_act = (EditFace *)ese->data;
2050 } else */ if ( ese->type == EDITEDGE ) {
2051 eed_act = (EditEdge *)ese->data;
2052 } else if ( ese->type == EDITVERT ) {
2053 eve_act = (EditVert *)ese->data;
2057 EM_init_index_arrays(em, 1, 1, 1);
2060 if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
2061 if(draw_glsl_material(scene, ob, v3d, dt)) {
2062 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2064 finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
2065 draw_em_fancy__setGLSLFaceOpts, NULL);
2066 GPU_disable_material();
2068 glFrontFace(GL_CCW);
2071 draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
2075 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
2077 glEnable(GL_LIGHTING);
2078 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2080 finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
2082 glFrontFace(GL_CCW);
2083 glDisable(GL_LIGHTING);
2086 // Setup for drawing wire over, disable zbuffer
2087 // write to show selected edge wires better
2088 UI_ThemeColor(TH_WIRE);
2090 bglPolygonOffset(rv3d->dist, 1.0);
2094 if (cageDM!=finalDM) {
2095 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
2096 finalDM->drawEdges(finalDM, 1);
2100 if((me->drawflag & (ME_DRAWFACES)) || FACESEL_PAINT_TEST) { /* transp faces */
2101 unsigned char col1[4], col2[4], col3[4];
2103 UI_GetThemeColor4ubv(TH_FACE, (char *)col1);
2104 UI_GetThemeColor4ubv(TH_FACE_SELECT, (char *)col2);
2105 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2108 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2110 /* dont draw unselected faces, only selected, this is MUCH nicer when texturing */
2111 if CHECK_OB_DRAWTEXTURE(v3d, dt)
2114 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2116 glDisable(GL_BLEND);
2117 glDepthMask(1); // restore write in zbuffer
2118 } else if (efa_act) {
2119 /* even if draw faces is off it would be nice to draw the stipple face
2120 * Make all other faces zero alpha except for the active
2122 unsigned char col1[4], col2[4], col3[4];
2123 col1[3] = col2[3] = 0; /* dont draw */
2124 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2127 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2129 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2131 glDisable(GL_BLEND);
2132 glDepthMask(1); // restore write in zbuffer
2136 /* here starts all fancy draw-extra over */
2137 if((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
2138 /* we are drawing textures and 'ME_DRAWEDGES' is disabled, dont draw any edges */
2140 /* only draw selected edges otherwise there is no way of telling if a face is selected */
2141 draw_em_fancy_edges(scene, v3d, me, cageDM, 1, eed_act);
2144 if(me->drawflag & ME_DRAWSEAMS) {
2145 UI_ThemeColor(TH_EDGE_SEAM);
2148 draw_dm_edges_seams(cageDM);
2154 if(me->drawflag & ME_DRAWSHARP) {
2155 UI_ThemeColor(TH_EDGE_SHARP);
2158 draw_dm_edges_sharp(cageDM);
2164 if(me->drawflag & ME_DRAWCREASES) {
2165 draw_dm_creases(cageDM);
2167 if(me->drawflag & ME_DRAWBWEIGHTS) {
2168 draw_dm_bweights(scene, cageDM);
2171 draw_em_fancy_edges(scene, v3d, me, cageDM, 0, eed_act);
2174 // XXX retopo_matrix_update(v3d);
2176 draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act);
2178 if(me->drawflag & ME_DRAWNORMALS) {
2179 UI_ThemeColor(TH_NORMAL);
2180 draw_dm_face_normals(scene, cageDM);
2182 if(me->drawflag & ME_DRAW_VNORMALS) {
2183 UI_ThemeColor(TH_NORMAL);
2184 draw_dm_vert_normals(scene, cageDM);
2187 if(me->drawflag & (ME_DRAW_EDGELEN|ME_DRAW_FACEAREA|ME_DRAW_EDGEANG))
2188 draw_em_measure_stats(v3d, rv3d, ob, em);
2193 bglPolygonOffset(rv3d->dist, 0.0);
2194 GPU_disable_material();
2197 EM_free_index_arrays();
2200 /* Mesh drawing routines */
2202 static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
2205 if(v3d->transp==0) { // not when we draw the transparent pass
2209 /* if transparent, we cannot draw the edges for solid select... edges have no material info.
2210 drawFacesSolid() doesn't draw the transparent faces */
2211 if(ob->dtx & OB_DRAWTRANSP) {
2212 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2213 dm->drawFacesSolid(dm, GPU_enable_material);
2214 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2215 GPU_disable_material();
2218 dm->drawEdges(dm, 0);
2226 static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
2232 static void draw_mesh_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2234 Object *ob= base->object;
2235 Mesh *me = ob->data;
2236 Material *ma= give_current_material(ob, 1);
2237 int hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO));
2239 int totvert, totedge, totface;
2241 DerivedMesh *dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
2246 if (ob->dtx&OB_DRAWWIRE) {
2247 draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
2250 totvert = dm->getNumVerts(dm);
2251 totedge = dm->getNumEdges(dm);
2252 totface = dm->getNumFaces(dm);
2254 /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
2256 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2258 // Unwanted combination.
2259 if (ob==OBACT && FACESEL_PAINT_TEST) draw_wire = 0;
2261 if(dt==OB_BOUNDBOX) {
2262 draw_bounding_volume(scene, ob);
2264 else if(hasHaloMat || (totface==0 && totedge==0)) {
2269 else if(dt==OB_WIRE || totface==0) {
2270 draw_wire = 1; /* draw wire only, no depth buffer stuff */
2272 else if( (ob==OBACT && (G.f & G_TEXTUREPAINT || FACESEL_PAINT_TEST)) ||
2273 CHECK_OB_DRAWTEXTURE(v3d, dt))
2275 int faceselect= (ob==OBACT && FACESEL_PAINT_TEST);
2277 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || FACESEL_PAINT_TEST) && !draw_wire) {
2278 draw_mesh_object_outline(v3d, ob, dm);
2281 if(draw_glsl_material(scene, ob, v3d, dt)) {
2282 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2284 dm->drawFacesGLSL(dm, GPU_enable_material);
2285 // if(get_ob_property(ob, "Text"))
2286 // XXX draw_mesh_text(ob, 1);
2287 GPU_disable_material();
2289 glFrontFace(GL_CCW);
2292 draw_mesh_textured(scene, v3d, rv3d, ob, dm, faceselect);
2296 if(base->flag & SELECT)
2297 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2299 UI_ThemeColor(TH_WIRE);
2301 dm->drawLooseEdges(dm);
2304 else if(dt==OB_SOLID) {
2305 if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire)
2306 draw_mesh_object_outline(v3d, ob, dm);
2308 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
2310 glEnable(GL_LIGHTING);
2311 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2313 dm->drawFacesSolid(dm, GPU_enable_material);
2314 GPU_disable_material();
2316 glFrontFace(GL_CCW);
2317 glDisable(GL_LIGHTING);
2319 if(base->flag & SELECT) {
2320 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2322 UI_ThemeColor(TH_WIRE);
2324 dm->drawLooseEdges(dm);
2326 else if(dt==OB_SHADED) {
2327 int do_draw= 1; /* to resolve all G.f settings below... */
2331 if( (G.f & G_WEIGHTPAINT)) {
2332 /* enforce default material settings */
2333 GPU_enable_material(0, NULL);
2335 /* but set default spec */
2336 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
2337 glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
2338 glColor3ub(120, 120, 120);
2339 glDisable(GL_COLOR_MATERIAL);
2341 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
2342 glEnable(GL_LIGHTING);
2343 glEnable(GL_COLOR_MATERIAL);
2345 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
2346 glDisable(GL_COLOR_MATERIAL);
2347 glDisable(GL_LIGHTING);
2349 GPU_disable_material();
2351 else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) {
2352 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
2354 else if(G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) {
2355 glColor3f(1.0f, 1.0f, 1.0f);
2356 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
2361 dl = ob->disp.first;
2362 if (!dl || !dl->col1) {
2363 /* release and reload derivedmesh because it might be freed in
2364 shadeDispList due to a different datamask */
2366 shadeDispList(scene, base);
2367 dl = find_displist(&ob->disp, DL_VERTCOL);
2368 dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
2371 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
2372 draw_mesh_object_outline(v3d, ob, dm);
2375 /* False for dupliframe objects */
2377 unsigned int *obCol1 = dl->col1;
2378 unsigned int *obCol2 = dl->col2;
2380 dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2);
2383 if(base->flag & SELECT) {
2384 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2386 UI_ThemeColor(TH_WIRE);
2388 dm->drawLooseEdges(dm);
2392 /* set default draw color back for wire or for draw-extra later on */
2394 if(base->flag & SELECT) {
2395 if(ob==OBACT && ob->flag & OB_FROMGROUP)
2396 UI_ThemeColor(TH_GROUP_ACTIVE);
2397 else if(ob->flag & OB_FROMGROUP)
2398 UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
2399 else if(flag!=DRAW_CONSTCOLOR)
2400 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2402 glColor3ub(80,80,80);
2404 if (ob->flag & OB_FROMGROUP)
2405 UI_ThemeColor(TH_GROUP);
2407 if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
2408 glColor3ub(80,80,80);
2410 UI_ThemeColor(TH_WIRE);
2415 /* If drawing wire and drawtype is not OB_WIRE then we are
2416 * overlaying the wires.
2418 * UPDATE bug #10290 - With this wire-only objects can draw
2419 * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
2421 * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
2422 * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
2424 if (dt!=OB_WIRE && draw_wire==2) {
2425 bglPolygonOffset(rv3d->dist, 1.0);
2426 glDepthMask(0); // disable write in zbuffer, selected edge wires show better
2429 dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
2431 if (dt!=OB_WIRE && draw_wire==2) {
2433 bglPolygonOffset(rv3d->dist, 0.0);
2440 /* returns 1 if nothing was drawn, for detecting to draw an object center */
2441 static int draw_mesh_object(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2443 Object *ob= base->object;
2444 Object *obedit= scene->obedit;
2446 EditMesh *em= me->edit_mesh;
2447 int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
2449 if(obedit && ob!=obedit && ob->data==obedit->data) {
2454 if(ob==obedit || drawlinked) {
2455 DerivedMesh *finalDM, *cageDM;
2458 finalDM = cageDM = editmesh_get_derived_base(ob, em);
2460 cageDM = editmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
2461 v3d->customdata_mask);
2464 // no transp in editmode, the fancy draw over goes bad then
2465 glsl = draw_glsl_material(scene, ob, v3d, dt);
2466 GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
2469 draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
2471 GPU_end_object_materials();
2473 if (obedit!=ob && finalDM)
2474 finalDM->release(finalDM);
2476 // else if(!em && (G.f & G_SCULPTMODE) &&(scene->sculptdata.flags & SCULPT_DRAW_FAST) &&
2477 // OBACT==ob && !sculpt_modifiers_active(ob)) {
2478 // XXX sculptmode_draw_mesh(0);
2481 /* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
2482 if(me->totface<=4 || boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
2483 glsl = draw_glsl_material(scene, ob, v3d, dt);
2484 check_alpha = check_material_alpha(base, me, glsl);
2486 if(dt==OB_SOLID || glsl) {
2487 GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
2488 (check_alpha)? &do_alpha_pass: NULL);
2491 draw_mesh_fancy(scene, v3d, rv3d, base, dt, flag);
2493 GPU_end_object_materials();
2495 if(me->totvert==0) retval= 1;
2499 /* GPU_begin_object_materials checked if this is needed */
2500 if(do_alpha_pass) add_view3d_after(v3d, base, V3D_TRANSP, flag);
2505 /* ************** DRAW DISPLIST ****************** */
2507 static int draw_index_wire= 1;
2508 static int index3_nors_incr= 1;
2510 /* returns 1 when nothing was drawn */
2511 static int drawDispListwire(ListBase *dlbase)
2517 if(dlbase==NULL) return 1;
2519 glDisableClientState(GL_NORMAL_ARRAY);
2520 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2522 for(dl= dlbase->first; dl; dl= dl->next) {
2523 if(dl->parts==0 || dl->nr==0)
2531 glVertexPointer(3, GL_FLOAT, 0, data);
2533 for(parts=0; parts<dl->parts; parts++)
2534 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2539 glVertexPointer(3, GL_FLOAT, 0, data);
2541 for(parts=0; parts<dl->parts; parts++)
2542 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2547 glVertexPointer(3, GL_FLOAT, 0, data);
2549 for(parts=0; parts<dl->parts; parts++) {
2550 if(dl->flag & DL_CYCL_U)
2551 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2553 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2556 for(nr=0; nr<dl->nr; nr++) {
2559 data= ( dl->verts )+3*nr;
2562 if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
2563 else glBegin(GL_LINE_STRIP);
2571 /* (ton) this code crashes for me when resolv is 86 or higher... no clue */
2572 // glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
2573 // if(dl->flag & DL_CYCL_V)
2574 // glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
2576 // glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
2581 if(draw_index_wire) {
2582 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2583 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2588 if(draw_index_wire) {
2589 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2590 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2596 glEnableClientState(GL_NORMAL_ARRAY);
2597 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2602 static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
2605 GPUVertexAttribs gattribs;
2606 float *data, curcol[4];
2609 if(lb==NULL) return;
2611 /* for drawing wire */
2612 glGetFloatv(GL_CURRENT_COLOR, curcol);
2614 glEnable(GL_LIGHTING);
2616 if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
2617 else glFrontFace(GL_CCW);
2619 if(ob->type==OB_MBALL) { // mball always smooth shaded
2620 glShadeModel(GL_SMOOTH);
2630 if(ob->type==OB_SURF) {
2633 glDisable(GL_LIGHTING);
2636 // glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2637 // glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
2639 glBegin(GL_LINE_STRIP);
2640 for(nr= dl->nr; nr; nr--, data+=3)
2644 glEnable(GL_LIGHTING);
2648 if(ob->type==OB_SURF) {
2651 UI_ThemeColor(TH_WIRE);
2652 glDisable(GL_LIGHTING);
2654 /* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
2655 //glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2656 //glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
2658 glBegin(GL_LINE_LOOP);
2659 for(nr= dl->nr; nr; nr--, data+=3)
2663 glEnable(GL_LIGHTING);
2669 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2671 if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
2672 else glShadeModel(GL_FLAT);
2674 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2675 glNormalPointer(GL_FLOAT, 0, dl->nors);
2676 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2681 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2683 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2685 /* voor polys only one normal needed */
2686 if(index3_nors_incr==0) {
2687 glDisableClientState(GL_NORMAL_ARRAY);
2691 glNormalPointer(GL_FLOAT, 0, dl->nors);
2693 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2695 if(index3_nors_incr==0)
2696 glEnableClientState(GL_NORMAL_ARRAY);
2701 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2703 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2704 glNormalPointer(GL_FLOAT, 0, dl->nors);
2705 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2712 glShadeModel(GL_FLAT);
2713 glDisable(GL_LIGHTING);
2714 glFrontFace(GL_CCW);
2717 static void drawDispListshaded(ListBase *lb, Object *ob)
2719 DispList *dl, *dlob;
2720 unsigned int *cdata;
2722 if(lb==NULL) return;
2724 glShadeModel(GL_SMOOTH);
2725 glDisableClientState(GL_NORMAL_ARRAY);
2726 glEnableClientState(GL_COLOR_ARRAY);
2729 dlob= ob->disp.first;
2733 if(cdata==NULL) break;
2738 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2739 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2740 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2746 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2747 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2748 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2753 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2754 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2755 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2763 glShadeModel(GL_FLAT);
2764 glEnableClientState(GL_NORMAL_ARRAY);
2765 glDisableClientState(GL_COLOR_ARRAY);
2768 /* returns 1 when nothing was drawn */
2769 static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
2771 Object *ob= base->object;
2775 int solid, retval= 0;
2777 solid= (dt > OB_WIRE);
2788 if(dl==NULL) return 1;
2790 if(dl->nors==0) addnormalsDispList(ob, lb);
2791 index3_nors_incr= 0;
2793 if( displist_has_faces(lb)==0) {
2795 drawDispListwire(lb);
2799 if(draw_glsl_material(scene, ob, v3d, dt)) {
2800 GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2801 drawDispListsolid(lb, ob, 1);
2802 GPU_end_object_materials();
2804 else if(dt == OB_SHADED) {
2805 if(ob->disp.first==0) shadeDispList(scene, base);
2806 drawDispListshaded(lb, ob);
2809 GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2810 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2811 drawDispListsolid(lb, ob, 0);
2812 GPU_end_object_materials();
2814 if(cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0 && cu->ext2 == 0.0) {
2817 drawDispListwire(lb);
2821 index3_nors_incr= 1;
2825 retval= drawDispListwire(lb);
2831 lb= &((Curve *)ob->data)->disp;
2835 if(dl==NULL) return 1;
2837 if(dl->nors==NULL) addnormalsDispList(ob, lb);
2839 if(draw_glsl_material(scene, ob, v3d, dt)) {
2840 GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2841 drawDispListsolid(lb, ob, 1);
2842 GPU_end_object_materials();
2844 else if(dt==OB_SHADED) {
2845 if(ob->disp.first==NULL) shadeDispList(scene, base);
2846 drawDispListshaded(lb, ob);
2849 GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2850 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2851 drawDispListsolid(lb, ob, 0);
2852 GPU_end_object_materials();
2856 retval= drawDispListwire(lb);
2861 if( is_basis_mball(ob)) {
2863 if(lb->first==NULL) makeDispListMBall(scene, ob);
2864 if(lb->first==NULL) return 1;
2868 if(draw_glsl_material(scene, ob, v3d, dt)) {
2869 GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2870 drawDispListsolid(lb, ob, 1);
2871 GPU_end_object_materials();
2873 else if(dt == OB_SHADED) {
2875 if(dl && dl->col1==0) shadeDispList(scene, base);
2876 drawDispListshaded(lb, ob);
2879 GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2880 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2881 drawDispListsolid(lb, ob, 0);
2882 GPU_end_object_materials();
2886 /* MetaBalls use DL_INDEX4 type of DispList */
2887 retval= drawDispListwire(lb);
2896 /* *********** text drawing for particles ************* */
2897 static ListBase pstrings= {NULL, NULL};
2899 typedef struct ViewParticleString {
2900 struct ViewParticleString *next, *prev;
2901 float vec[3], col[4];
2905 } ViewParticleString;
2908 void view3d_particle_text_draw_add(float x, float y, float z, char *str, short xoffs)
2910 ViewObjectString *vos= MEM_callocN(sizeof(ViewObjectString), "ViewObjectString");
2912 BLI_addtail(&pstrings, vos);
2913 BLI_strncpy(vos->str, str, 128);
2917 glGetFloatv(GL_CURRENT_COLOR, vos->col);
2921 static void view3d_particle_text_draw(View3D *v3d, ARegion *ar)
2923 ViewObjectString *vos;
2926 /* project first and test */
2927 for(vos= pstrings.first; vos; vos= vos->next) {
2928 project_short(ar, vos->vec, vos->mval);
2929 if(vos->mval[0]!=IS_CLIPPED)
2934 RegionView3D *rv3d= ar->regiondata;
2937 if(rv3d->rflag & RV3D_CLIPPING)
2939 glDisable(GL_CLIP_PLANE0+a);
2942 ED_region_pixelspace(ar);
2944 if(v3d->zbuf) glDepthMask(0);
2946 for(vos= pstrings.first; vos; vos= vos->next) {
2947 if(vos->mval[0]!=IS_CLIPPED) {
2948 glColor3fv(vos->col);
2949 BLF_draw_default((float)vos->mval[0]+vos->xoffs, (float)vos->mval[1], 2.0, vos->str);
2953 if(v3d->zbuf) glDepthMask(1);
2957 if(rv3d->rflag & RV3D_CLIPPING)
2959 glEnable(GL_CLIP_PLANE0+a);
2963 BLI_freelistN(&pstrings);
2965 typedef struct ParticleDrawData {
2969 float *vedata, *ved;
2970 float *ma_r, *ma_g, *ma_b;
2972 static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize, float imat[4][4], float *draw_line, ParticleBillboardData *bb, ParticleDrawData *pdd)
2974 float vec[3], vec2[3];
2975 float *vd = pdd->vd;
2976 float *cd = pdd->cd;