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"
39 #include "IMB_imbuf.h"
42 #include "MTC_matrixops.h"
44 #include "DNA_armature_types.h"
45 #include "DNA_camera_types.h"
46 #include "DNA_curve_types.h"
47 #include "DNA_constraint_types.h" // for drawing constraint
48 #include "DNA_effect_types.h"
49 #include "DNA_lamp_types.h"
50 #include "DNA_lattice_types.h"
51 #include "DNA_material_types.h"
52 #include "DNA_mesh_types.h"
53 #include "DNA_meshdata_types.h"
54 #include "DNA_meta_types.h"
55 #include "DNA_modifier_types.h"
56 #include "DNA_object_types.h"
57 #include "DNA_object_force.h"
58 #include "DNA_particle_types.h"
59 #include "DNA_space_types.h"
60 #include "DNA_scene_types.h"
61 #include "DNA_screen_types.h"
62 #include "DNA_userdef_types.h"
63 #include "DNA_view3d_types.h"
64 #include "DNA_world_types.h"
66 #include "DNA_object_fluidsim.h"
68 #include "BLI_blenlib.h"
69 #include "BLI_arithb.h"
70 #include "BLI_editVert.h"
71 #include "BLI_edgehash.h"
74 #include "BKE_anim.h" //for the where_on_path function
75 #include "BKE_curve.h"
76 #include "BKE_constraint.h" // for the get_constraint_target function
77 #include "BKE_DerivedMesh.h"
78 #include "BKE_deform.h"
79 #include "BKE_displist.h"
80 #include "BKE_effect.h"
82 #include "BKE_global.h"
83 #include "BKE_image.h"
85 #include "BKE_lattice.h"
87 #include "BKE_material.h"
88 #include "BKE_mball.h"
89 #include "BKE_modifier.h"
90 #include "BKE_object.h"
91 #include "BKE_particle.h"
92 #include "BKE_property.h"
93 #include "BKE_utildefines.h"
96 #include "BIF_glutil.h"
99 #include "GPU_material.h"
100 #include "GPU_extensions.h"
103 #include "ED_types.h"
106 #include "UI_resources.h"
107 #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->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);
137 /* check for glsl drawing */
139 int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
141 if(!GPU_extensions_minimum_support())
145 if(!CHECK_OB_DRAWTEXTURE(v3d, dt))
147 if(ob==OBACT && (G.f & G_WEIGHTPAINT))
150 return ((G.fileflags & G_FILE_GAME_MAT) &&
151 (G.fileflags & G_FILE_GAME_MAT_GLSL) && (dt >= OB_SHADED));
154 static int check_material_alpha(Base *base, Mesh *me, int glsl)
156 if(base->flag & OB_FROMDUPLI)
165 return (glsl || (base->object->dtx & OB_DRAWTRANSP));
169 static unsigned int colortab[24]=
170 {0x0, 0xFF88FF, 0xFFBBFF,
171 0x403000, 0xFFFF88, 0xFFFFBB,
172 0x104040, 0x66CCCC, 0x77CCCC,
173 0x104010, 0x55BB55, 0x66FF66,
178 static float cube[8][3] = {
189 /* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
190 /* 32 values of sin function (still same result!) */
191 static float sinval[32] = {
226 /* 32 values of cos function (still same result!) */
227 static float cosval[32] ={
262 /* flag is same as for draw_object */
263 void drawaxes(float size, int flag, char drawtype)
266 float v1[3]= {0.0, 0.0, 0.0};
267 float v2[3]= {0.0, 0.0, 0.0};
268 float v3[3]= {0.0, 0.0, 0.0};
270 if(G.f & G_RENDER_SHADOW)
276 for (axis=0; axis<3; axis++) {
277 float v1[3]= {0.0, 0.0, 0.0};
278 float v2[3]= {0.0, 0.0, 0.0};
290 case OB_SINGLE_ARROW:
293 /* in positive z direction only */
300 glBegin(GL_TRIANGLES);
302 v2[0]= size*0.035; v2[1] = size*0.035;
303 v3[0]= size*-0.035; v3[1] = size*0.035;
304 v2[2]= v3[2]= size*0.75;
306 for (axis=0; axis<4; axis++) {
328 drawcircle_size(size);
331 case OB_EMPTY_SPHERE:
332 draw_empty_sphere(size);
336 draw_empty_cone(size);
341 for (axis=0; axis<3; axis++) {
342 float v1[3]= {0.0, 0.0, 0.0};
343 float v2[3]= {0.0, 0.0, 0.0};
344 int arrow_axis= (axis==0)?1:0;
353 v1[arrow_axis]= -size*0.125;
357 v1[arrow_axis]= size*0.125;
363 v2[axis]+= size*0.125;
366 // patch for 3d cards crashing on glSelect for text drawing (IBM)
367 if((flag & DRAW_PICKING) == 0) {
369 BMF_DrawString(G.font, "x");
371 BMF_DrawString(G.font, "y");
373 BMF_DrawString(G.font, "z");
380 void drawcircball(int mode, float *cent, float rad, float tmat[][4])
382 float vec[3], vx[3], vy[3];
385 VECCOPY(vx, tmat[0]);
386 VECCOPY(vy, tmat[1]);
391 for(a=0; a<tot; a++) {
392 vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
393 vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
394 vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
400 /* circle for object centers, special_color is for library or ob users */
401 static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, float *vec, int selstate, int special_color)
405 size= rv3d->persmat[0][3]*vec[0]+ rv3d->persmat[1][3]*vec[1]+ rv3d->persmat[2][3]*vec[2]+ rv3d->persmat[3][3];
406 size*= rv3d->pixsize*((float)U.obcenter_dia*0.5f);
408 /* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
409 if(v3d->zbuf) glDepthFunc(GL_ALWAYS);
413 if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
415 else glColor4ub(0x55, 0xCC, 0xCC, 155);
418 if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
419 else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
420 else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
422 drawcircball(GL_POLYGON, vec, size, rv3d->viewinv);
424 UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
425 drawcircball(GL_LINE_LOOP, vec, size, rv3d->viewinv);
428 if(v3d->zbuf) glDepthFunc(GL_LEQUAL);
432 void drawsolidcube(float size)
437 glScalef(size, size, size);
439 n[0]=0; n[1]=0; n[2]=0;
443 glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
450 glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
457 glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
464 glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
471 glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
478 glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
484 static void drawcube(void)
487 glBegin(GL_LINE_STRIP);
488 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
489 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
490 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
493 glBegin(GL_LINE_STRIP);
494 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
497 glBegin(GL_LINE_STRIP);
498 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
501 glBegin(GL_LINE_STRIP);
502 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
506 /* draws a cube on given the scaling of the cube, assuming that
507 * all required matrices have been set (used for drawing empties)
509 static void drawcube_size(float size)
511 glBegin(GL_LINE_STRIP);
512 glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
513 glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size);
514 glVertex3f(size,size,-size); glVertex3f(size,-size,-size);
517 glBegin(GL_LINE_STRIP);
518 glVertex3f(-size,-size,size); glVertex3f(size,-size,size);
521 glBegin(GL_LINE_STRIP);
522 glVertex3f(-size,size,size); glVertex3f(size,size,size);
525 glBegin(GL_LINE_STRIP);
526 glVertex3f(-size,size,-size); glVertex3f(size,size,-size);
530 /* this is an unused (old) cube-drawing function based on a given size */
532 static void drawcube_size(float *size)
536 glScalef(size[0], size[1], size[2]);
539 glBegin(GL_LINE_STRIP);
540 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
541 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
542 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
545 glBegin(GL_LINE_STRIP);
546 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
549 glBegin(GL_LINE_STRIP);
550 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
553 glBegin(GL_LINE_STRIP);
554 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
561 static void drawshadbuflimits(Lamp *la, float mat[][4])
563 float sta[3], end[3], lavec[3];
565 lavec[0]= -mat[2][0];
566 lavec[1]= -mat[2][1];
567 lavec[2]= -mat[2][2];
570 sta[0]= mat[3][0]+ la->clipsta*lavec[0];
571 sta[1]= mat[3][1]+ la->clipsta*lavec[1];
572 sta[2]= mat[3][2]+ la->clipsta*lavec[2];
574 end[0]= mat[3][0]+ la->clipend*lavec[0];
575 end[1]= mat[3][1]+ la->clipend*lavec[1];
576 end[2]= mat[3][2]+ la->clipend*lavec[2];
579 glBegin(GL_LINE_STRIP);
594 static void spotvolume(float *lvec, float *vvec, float inp)
596 /* camera is at 0,0,0 */
597 float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
600 Normalize(vvec); /* is this the correct vector ? */
602 Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
603 Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
607 /* now we've got two equations: one of a cone and one of a plane, but we have
608 three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
610 /* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
611 /* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
613 /* translating this comment to english didnt really help me understanding the math! :-) (ton) */
620 angle = saacos(plane[2])/2.0;
631 /* rotate lamp vector now over acos(inp) degrees */
639 si = sqrt(1-inp*inp);
645 Mat3MulMat3(mat3,mat2,mat1);
649 Mat3MulMat3(mat4,mat2,mat1);
652 Mat3MulMat3(mat2,mat1,mat3);
653 Mat3MulVecfl(mat2,lvec);
654 Mat3MulMat3(mat2,mat1,mat4);
655 Mat3MulVecfl(mat2,vvec);
660 static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
663 float vec[3], lvec[3], vvec[3], circrad, x,y,z;
664 float pixsize, lampsize;
665 float imat[4][4], curcol[4];
668 if(G.f & G_RENDER_SHADOW)
673 /* we first draw only the screen aligned & fixed scale stuff */
675 wmLoadMatrix(rv3d->viewmat);
677 /* lets calculate the scale: */
678 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];
679 pixsize*= rv3d->pixsize;
680 lampsize= pixsize*((float)U.obcenter_dia*0.5f);
682 /* and view aligned matrix: */
683 Mat4CpyMat4(imat, rv3d->viewinv);
688 glGetFloatv(GL_CURRENT_COLOR, curcol);
693 if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
694 else glColor4ub(0x77, 0xCC, 0xCC, 155);
698 VECCOPY(vec, ob->obmat[3]);
700 drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
702 drawcircball(GL_POLYGON, vec, lampsize, imat);
709 circrad = 3.0f*lampsize;
710 drawcircball(GL_LINE_LOOP, vec, circrad, imat);
714 /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
715 if (la->type!=LA_HEMI) {
716 if ((la->mode & LA_SHAD_RAY) ||
717 ((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) )
719 drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
723 /* draw the pretty sun rays */
724 if(la->type==LA_SUN) {
725 float v1[3], v2[3], mat[3][3];
728 /* setup a 45 degree rotation matrix */
729 VecRotToMat3(imat[2], M_PI/4.0f, mat);
732 VECCOPY(v1, imat[0]);
733 VecMulf(v1, circrad*1.2f);
734 VECCOPY(v2, imat[0]);
735 VecMulf(v2, circrad*2.5f);
738 glTranslatef(vec[0], vec[1], vec[2]);
743 for (axis=0; axis<8; axis++) {
746 Mat3MulVecfl(mat, v1);
747 Mat3MulVecfl(mat, v2);
751 glTranslatef(-vec[0], -vec[1], -vec[2]);
755 if (la->type==LA_LOCAL) {
756 if(la->mode & LA_SPHERE) {
757 drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
759 /* yafray: for photonlight also draw lightcone as for spot */
762 glPopMatrix(); /* back in object space */
763 vec[0]= vec[1]= vec[2]= 0.0f;
765 if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
766 lvec[0]=lvec[1]= 0.0;
768 x = rv3d->persmat[0][2];
769 y = rv3d->persmat[1][2];
770 z = rv3d->persmat[2][2];
771 vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
772 vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
773 vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];
775 y = cos( M_PI*la->spotsize/360.0 );
776 spotvolume(lvec, vvec, y);
785 /* draw the angled sides of the cone */
786 glBegin(GL_LINE_STRIP);
792 z = x*sqrt(1.0 - y*y);
795 /* draw the circle/square at the end of the cone */
796 glTranslatef(0.0, 0.0 , x);
797 if(la->mode & LA_SQUARE) {
801 glBegin(GL_LINE_LOOP);
811 else circ(0.0, 0.0, fabs(z));
813 /* draw the circle/square representing spotbl */
814 if(la->type==LA_SPOT) {
815 float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
816 /* make sure the line is always visible - prevent it from reaching the outer border (or 0)
817 * values are kinda arbitrary - just what seemed to work well */
818 if (spotblcirc == 0) spotblcirc = 0.15;
819 else if (spotblcirc == fabs(z)) spotblcirc = fabs(z) - 0.07;
820 circ(0.0, 0.0, spotblcirc);
824 else if ELEM(la->type, LA_HEMI, LA_SUN) {
826 /* draw the line from the circle along the dist */
827 glBegin(GL_LINE_STRIP);
834 if(la->type==LA_HEMI) {
835 /* draw the hemisphere curves */
836 short axis, steps, dir;
837 float outdist, zdist, mul;
838 vec[0]=vec[1]=vec[2]= 0.0;
839 outdist = 0.14; mul = 1.4; dir = 1;
842 /* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
843 for (axis=0; axis<4; axis++) {
844 float v[3]= {0.0, 0.0, 0.0};
847 glBegin(GL_LINE_STRIP);
849 for (steps=0; steps<6; steps++) {
850 if (axis == 0 || axis == 1) { /* x axis up, x axis down */
851 /* make the arcs start at the edge of the energy circle */
852 if (steps == 0) v[0] = dir*circrad;
853 else v[0] = v[0] + dir*(steps*outdist);
854 } else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
855 /* make the arcs start at the edge of the energy circle */
856 if (steps == 0) v[1] = dir*circrad;
857 else v[1] = v[1] + dir*(steps*outdist);
860 v[2] = v[2] - steps*zdist;
868 /* flip the direction */
872 } else if(la->type==LA_AREA) {
874 if(la->area_shape==LA_AREA_SQUARE)
875 fdrawbox(-la->area_size*0.5, -la->area_size*0.5, la->area_size*0.5, la->area_size*0.5);
876 else if(la->area_shape==LA_AREA_RECT)
877 fdrawbox(-la->area_size*0.5, -la->area_sizey*0.5, la->area_size*0.5, la->area_sizey*0.5);
879 glBegin(GL_LINE_STRIP);
880 glVertex3f(0.0,0.0,-circrad);
881 glVertex3f(0.0,0.0,-la->dist);
885 /* and back to viewspace */
886 wmLoadMatrix(rv3d->viewmat);
887 VECCOPY(vec, ob->obmat[3]);
891 if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
892 drawshadbuflimits(la, ob->obmat);
895 UI_GetThemeColor4ubv(TH_LAMP, col);
896 glColor4ub(col[0], col[1], col[2], col[3]);
900 if (vec[2]>0) vec[2] -= circrad;
901 else vec[2] += circrad;
903 glBegin(GL_LINE_STRIP);
917 /* restore for drawing extra stuff */
922 static void draw_limit_line(float sta, float end, unsigned int col)
925 glVertex3f(0.0, 0.0, -sta);
926 glVertex3f(0.0, 0.0, -end);
932 glVertex3f(0.0, 0.0, -sta);
933 glVertex3f(0.0, 0.0, -end);
939 /* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
940 /* qdn: now also enabled for Blender to set focus point for defocus composit node */
941 static void draw_focus_cross(float dist, float size)
944 glVertex3f(-size, 0.f, -dist);
945 glVertex3f(size, 0.f, -dist);
946 glVertex3f(0.f, -size, -dist);
947 glVertex3f(0.f, size, -dist);
951 /* flag similar to draw_object() */
952 static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int flag)
954 /* a standing up pyramid with (0,0,0) as top */
957 float vec[8][4], tmat[4][4], fac, facx, facy, depth;
960 if(G.f & G_RENDER_SHADOW)
965 glDisable(GL_LIGHTING);
966 glDisable(GL_CULL_FACE);
968 if(rv3d->persp>=2 && cam->type==CAM_ORTHO && ob==v3d->camera) {
969 facx= 0.5*cam->ortho_scale*1.28;
970 facy= 0.5*cam->ortho_scale*1.024;
971 depth= -cam->clipsta-0.1;
975 if(rv3d->persp>=2 && ob==v3d->camera) fac= cam->clipsta+0.1; /* that way it's always visible */
977 depth= - fac*cam->lens/16.0;
982 vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */
983 vec[1][0]= facx; vec[1][1]= facy; vec[1][2]= depth;
984 vec[2][0]= facx; vec[2][1]= -facy; vec[2][2]= depth;
985 vec[3][0]= -facx; vec[3][1]= -facy; vec[3][2]= depth;
986 vec[4][0]= -facx; vec[4][1]= facy; vec[4][2]= depth;
988 glBegin(GL_LINE_LOOP);
996 if(rv3d->persp>=2 && ob==v3d->camera) return;
998 glBegin(GL_LINE_STRIP);
1000 glVertex3fv(vec[0]);
1001 glVertex3fv(vec[1]);
1002 glVertex3fv(vec[4]);
1003 glVertex3fv(vec[0]);
1004 glVertex3fv(vec[3]);
1012 /* draw an outline arrow for inactive cameras and filled
1013 * for active cameras. We actually draw both outline+filled
1014 * for active cameras so the wire can be seen side-on */
1016 if (i==0) glBegin(GL_LINE_LOOP);
1017 else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
1020 vec[0][0]= -0.7*cam->drawsize;
1021 vec[0][1]= 1.1*cam->drawsize;
1022 glVertex3fv(vec[0]);
1025 vec[0][1]= 1.8*cam->drawsize;
1026 glVertex3fv(vec[0]);
1028 vec[0][0]= 0.7*cam->drawsize;
1029 vec[0][1]= 1.1*cam->drawsize;
1030 glVertex3fv(vec[0]);
1036 if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
1037 wmLoadMatrix(rv3d->viewmat);
1038 Mat4CpyMat4(vec, ob->obmat);
1042 MTC_Mat4SwapMat4(rv3d->persmat, tmat);
1043 wmGetSingleMatrix(rv3d->persmat);
1045 if(cam->flag & CAM_SHOWLIMITS) {
1046 draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
1047 /* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */
1048 draw_focus_cross(dof_camera(ob), cam->drawsize);
1052 if(cam->flag & CAM_SHOWMIST)
1053 if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
1055 MTC_Mat4SwapMat4(rv3d->persmat, tmat);
1060 static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
1062 BPoint *bp = lt->def;
1063 float *co = dl?dl->verts:NULL;
1066 UI_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX);
1067 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
1068 bglBegin(GL_POINTS);
1070 for(w=0; w<lt->pntsw; w++) {
1071 int wxt = (w==0 || w==lt->pntsw-1);
1072 for(v=0; v<lt->pntsv; v++) {
1073 int vxt = (v==0 || v==lt->pntsv-1);
1074 for(u=0; u<lt->pntsu; u++, bp++, co+=3) {
1075 int uxt = (u==0 || u==lt->pntsu-1);
1076 if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
1078 if((bp->f1 & SELECT)==sel) {
1079 bglVertex3fv(dl?co:bp->vec);
1091 void lattice_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
1093 Object *obedit= vc->obedit;
1094 Lattice *lt= obedit->data;
1095 BPoint *bp = lt->editlatt->def;
1096 DispList *dl = find_displist(&obedit->disp, DL_VERTS);
1097 float *co = dl?dl->verts:NULL;
1098 float pmat[4][4], vmat[4][4];
1099 int i, N = lt->editlatt->pntsu*lt->editlatt->pntsv*lt->editlatt->pntsw;
1102 view3d_get_object_project_mat(vc->rv3d, vc->obedit, pmat, vmat);
1104 for (i=0; i<N; i++, bp++, co+=3) {
1106 view3d_project_short_clip(vc->ar, dl?co:bp->vec, s, pmat, vmat);
1107 func(userData, bp, s[0], s[1]);
1112 static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
1114 int index = ((w*lt->pntsv + v)*lt->pntsu) + u;
1120 MDeformWeight *mdw= get_defweight (lt->dvert+index, use_wcol-1);
1122 weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
1128 glVertex3fv(&dl->verts[index*3]);
1130 glVertex3fv(lt->def[index].vec);
1134 /* lattice color is hardcoded, now also shows weightgroup values in edit mode */
1135 static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
1137 Lattice *lt= ob->data;
1142 /* now we default make displist, this will modifiers work for non animated case */
1143 if(ob->disp.first==NULL)
1144 lattice_calc_modifiers(scene, ob);
1145 dl= find_displist(&ob->disp, DL_VERTS);
1150 if(ob->defbase.first && lt->dvert) {
1151 use_wcol= ob->actdef;
1152 glShadeModel(GL_SMOOTH);
1156 if(lt->editlatt) lt= lt->editlatt;
1159 for(w=0; w<lt->pntsw; w++) {
1160 int wxt = (w==0 || w==lt->pntsw-1);
1161 for(v=0; v<lt->pntsv; v++) {
1162 int vxt = (v==0 || v==lt->pntsv-1);
1163 for(u=0; u<lt->pntsu; u++) {
1164 int uxt = (u==0 || u==lt->pntsu-1);
1166 if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
1167 drawlattice__point(lt, dl, u, v, w-1, use_wcol);
1168 drawlattice__point(lt, dl, u, v, w, use_wcol);
1170 if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1171 drawlattice__point(lt, dl, u, v-1, w, use_wcol);
1172 drawlattice__point(lt, dl, u, v, w, use_wcol);
1174 if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1175 drawlattice__point(lt, dl, u-1, v, w, use_wcol);
1176 drawlattice__point(lt, dl, u, v, w, use_wcol);
1183 /* restoration for weight colors */
1185 glShadeModel(GL_FLAT);
1187 if( ((Lattice *)ob->data)->editlatt ) {
1188 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
1190 lattice_draw_verts(lt, dl, 0);
1191 lattice_draw_verts(lt, dl, 1);
1193 if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
1197 /* ***************** ******************** */
1199 static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1201 struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData;
1202 EditVert *eve = EM_get_vert_for_index(index);
1206 if (data->clipVerts) {
1207 view3d_project_short_clip(data->vc.ar, co, s, data->pmat, data->vmat);
1209 view3d_project_short_noclip(data->vc.ar, co, s, data->pmat);
1212 data->func(data->userData, eve, s[0], s[1], index);
1216 void mesh_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts)
1218 struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
1219 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1223 data.userData = userData;
1224 data.clipVerts = clipVerts;
1226 view3d_get_object_project_mat(vc->rv3d, vc->obedit, data.pmat, data.vmat);
1228 EM_init_index_arrays(vc->em, 1, 0, 0);
1229 dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
1230 EM_free_index_arrays();
1235 static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
1237 struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData;
1238 EditEdge *eed = EM_get_edge_for_index(index);
1242 if (data->clipVerts==1) {
1243 view3d_project_short_clip(data->vc.ar, v0co, s[0], data->pmat, data->vmat);
1244 view3d_project_short_clip(data->vc.ar, v1co, s[1], data->pmat, data->vmat);
1246 view3d_project_short_noclip(data->vc.ar, v0co, s[0], data->pmat);
1247 view3d_project_short_noclip(data->vc.ar, v1co, s[1], data->pmat);
1249 if (data->clipVerts==2) {
1250 if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->vc.ar->winx && s[0][1]<data->vc.ar->winy))
1251 if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<data->vc.ar->winx && s[1][1]<data->vc.ar->winy))
1256 data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
1260 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)
1262 struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
1263 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1267 data.userData = userData;
1268 data.clipVerts = clipVerts;
1270 view3d_get_object_project_mat(vc->rv3d, vc->obedit, data.pmat, data.vmat);
1272 EM_init_index_arrays(vc->em, 0, 1, 0);
1273 dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
1274 EM_free_index_arrays();
1279 static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *no)
1281 struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; float pmat[4][4], vmat[4][4]; } *data = userData;
1282 EditFace *efa = EM_get_face_for_index(index);
1285 if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
1286 view3d_project_short_clip(data->vc.ar, cent, s, data->pmat, data->vmat);
1288 data->func(data->userData, efa, s[0], s[1], index);
1292 void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
1294 struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; float pmat[4][4], vmat[4][4]; } data;
1295 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1299 data.userData = userData;
1301 view3d_get_object_project_mat(vc->rv3d, vc->obedit, data.pmat, data.vmat);
1303 EM_init_index_arrays(vc->em, 0, 0, 1);
1304 dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
1305 EM_free_index_arrays();
1310 void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
1312 Curve *cu= vc->obedit->data;
1313 float pmat[4][4], vmat[4][4];
1318 view3d_get_object_project_mat(vc->rv3d, vc->obedit, pmat, vmat);
1320 for (nu= cu->editnurb->first; nu; nu=nu->next) {
1321 if((nu->type & 7)==CU_BEZIER) {
1322 for (i=0; i<nu->pntsu; i++) {
1323 BezTriple *bezt = &nu->bezt[i];
1326 if (G.f & G_HIDDENHANDLES) {
1327 view3d_project_short_clip(vc->ar, bezt->vec[1], s, pmat, vmat);
1328 if (s[0] != IS_CLIPPED)
1329 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1331 view3d_project_short_clip(vc->ar, bezt->vec[0], s, pmat, vmat);
1332 if (s[0] != IS_CLIPPED)
1333 func(userData, nu, NULL, bezt, 0, s[0], s[1]);
1334 view3d_project_short_clip(vc->ar, bezt->vec[1], s, pmat, vmat);
1335 if (s[0] != IS_CLIPPED)
1336 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1337 view3d_project_short_clip(vc->ar, bezt->vec[2], s, pmat, vmat);
1338 if (s[0] != IS_CLIPPED)
1339 func(userData, nu, NULL, bezt, 2, s[0], s[1]);
1345 for (i=0; i<nu->pntsu*nu->pntsv; i++) {
1346 BPoint *bp = &nu->bp[i];
1349 view3d_project_short_clip(vc->ar, bp->vec, s, pmat, vmat);
1350 func(userData, nu, bp, NULL, -1, s[0], s[1]);
1357 /* ************** DRAW MESH ****************** */
1359 /* First section is all the "simple" draw routines,
1360 * ones that just pass some sort of primitive to GL,
1361 * with perhaps various options to control lighting,
1364 * These routines should not have user interface related
1368 static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
1370 Scene *scene= (Scene *)userData;
1371 EditFace *efa = EM_get_face_for_index(index);
1373 if (efa->h==0 && efa->fgonf!=EM_FGON) {
1375 glVertex3f( cent[0] + no[0]*scene->editbutsize,
1376 cent[1] + no[1]*scene->editbutsize,
1377 cent[2] + no[2]*scene->editbutsize);
1380 static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm)
1383 dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene);
1387 static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *no)
1389 EditFace *efa = EM_get_face_for_index(index);
1390 int sel = *((int*) userData);
1392 if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
1396 static void draw_dm_face_centers(DerivedMesh *dm, int sel)
1398 bglBegin(GL_POINTS);
1399 dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
1403 static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1405 Scene *scene= (Scene *)userData;
1406 EditVert *eve = EM_get_vert_for_index(index);
1412 glVertex3f( co[0] + no_f[0]*scene->editbutsize,
1413 co[1] + no_f[1]*scene->editbutsize,
1414 co[2] + no_f[2]*scene->editbutsize);
1416 glVertex3f( co[0] + no_s[0]*scene->editbutsize/32767.0f,
1417 co[1] + no_s[1]*scene->editbutsize/32767.0f,
1418 co[2] + no_s[2]*scene->editbutsize/32767.0f);
1422 static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm)
1425 dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene);
1429 /* Draw verts with color set based on selection */
1430 static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1432 struct { int sel; EditVert *eve_act; } * data = userData;
1433 EditVert *eve = EM_get_vert_for_index(index);
1435 if (eve->h==0 && (eve->f&SELECT)==data->sel) {
1436 /* draw active larger - need to stop/start point drawing for this :/ */
1437 if (eve==data->eve_act) {
1438 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1439 UI_ThemeColor4(TH_EDITMESH_ACTIVE);
1444 bglBegin(GL_POINTS);
1448 UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
1450 bglBegin(GL_POINTS);
1456 static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
1458 struct { int sel; EditVert *eve_act; } data;
1460 data.eve_act = eve_act;
1462 bglBegin(GL_POINTS);
1463 dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
1467 /* Draw edges with color set based on selection */
1468 static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
1470 EditEdge *eed = EM_get_edge_for_index(index);
1471 //unsigned char **cols = userData, *col;
1472 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
1476 if (eed==data->eed_act) {
1477 glColor4ubv(data->actCol);
1479 if (eed->f&SELECT) {
1482 col = data->baseCol;
1484 /* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
1485 if (col[3]==0) return 0;
1494 static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act)
1496 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
1498 data.baseCol = baseCol;
1499 data.selCol = selCol;
1500 data.actCol = actCol;
1501 data.eed_act = eed_act;
1502 dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
1506 static int draw_dm_edges__setDrawOptions(void *userData, int index)
1508 return EM_get_edge_for_index(index)->h==0;
1510 static void draw_dm_edges(DerivedMesh *dm)
1512 dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
1515 /* Draw edges with color interpolated based on selection */
1516 static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
1518 return EM_get_edge_for_index(index)->h==0;
1520 static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
1522 EditEdge *eed = EM_get_edge_for_index(index);
1523 unsigned char **cols = userData;
1524 unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
1525 unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
1527 glColor4ub( col0[0] + (col1[0]-col0[0])*t,
1528 col0[1] + (col1[1]-col0[1])*t,
1529 col0[2] + (col1[2]-col0[2])*t,
1530 col0[3] + (col1[3]-col0[3])*t);
1532 static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
1534 unsigned char *cols[2];
1537 dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
1540 /* Draw only seam edges */
1541 static int draw_dm_edges_seams__setDrawOptions(void *userData, int index)
1543 EditEdge *eed = EM_get_edge_for_index(index);
1545 return (eed->h==0 && eed->seam);
1547 static void draw_dm_edges_seams(DerivedMesh *dm)
1549 dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
1552 /* Draw only sharp edges */
1553 static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
1555 EditEdge *eed = EM_get_edge_for_index(index);
1557 return (eed->h==0 && eed->sharp);
1559 static void draw_dm_edges_sharp(DerivedMesh *dm)
1561 dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
1565 /* Draw faces with color set based on selection
1566 * return 2 for the active face so it renders with stipple enabled */
1567 static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r)
1569 struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
1570 EditFace *efa = EM_get_face_for_index(index);
1574 if (efa == data->efa_act) {
1575 glColor4ubv(data->cols[2]);
1576 return 2; /* stipple */
1578 col = data->cols[(efa->f&SELECT)?1:0];
1579 if (col[3]==0) return 0;
1587 /* also draws the active face */
1588 static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act)
1590 struct { unsigned char *cols[3]; EditFace *efa_act; } data;
1591 data.cols[0] = baseCol;
1592 data.cols[1] = selCol;
1593 data.cols[2] = actCol;
1594 data.efa_act = efa_act;
1596 dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
1599 static int draw_dm_creases__setDrawOptions(void *userData, int index)
1601 EditEdge *eed = EM_get_edge_for_index(index);
1603 if (eed->h==0 && eed->crease!=0.0) {
1604 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease);
1610 static void draw_dm_creases(DerivedMesh *dm)
1613 dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
1617 static int draw_dm_bweights__setDrawOptions(void *userData, int index)
1619 EditEdge *eed = EM_get_edge_for_index(index);
1621 if (eed->h==0 && eed->bweight!=0.0) {
1622 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight);
1628 static void draw_dm_bweights__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1630 EditVert *eve = EM_get_vert_for_index(index);
1632 if (eve->h==0 && eve->bweight!=0.0) {
1633 UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight);
1637 static void draw_dm_bweights(Scene *scene, DerivedMesh *dm)
1639 if (scene->selectmode & SCE_SELECT_VERTEX) {
1640 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
1641 bglBegin(GL_POINTS);
1642 dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, NULL);
1647 dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL);
1652 /* Second section of routines: Combine first sets to form fancy
1653 * drawing routines (for example rendering twice to get overlays).
1655 * Also includes routines that are basic drawing but are too
1656 * specialized to be split out (like drawing creases or measurements).
1659 /* EditMesh drawing routines*/
1661 static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, EditMesh *em, DerivedMesh *cageDM, EditVert *eve_act)
1665 if(v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
1667 for (sel=0; sel<2; sel++) {
1668 char col[4], fcol[4];
1671 UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
1672 UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);
1674 for (pass=0; pass<2; pass++) {
1675 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1676 float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
1679 if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
1680 glDisable(GL_DEPTH_TEST);
1687 size = (size>2.1?size/2.0:size);
1688 fsize = (fsize>2.1?fsize/2.0:fsize);
1689 col[3] = fcol[3] = 100;
1691 col[3] = fcol[3] = 255;
1694 if(scene->selectmode & SCE_SELECT_VERTEX) {
1696 glColor4ubv((GLubyte *)col);
1697 draw_dm_verts(cageDM, sel, eve_act);
1700 if( CHECK_OB_DRAWFACEDOT(scene, v3d, obedit->dt) ) {
1702 glColor4ubv((GLubyte *)fcol);
1703 draw_dm_face_centers(cageDM, sel);
1707 glDisable(GL_BLEND);
1708 glEnable(GL_DEPTH_TEST);
1713 if(v3d->zbuf) glDepthMask(1);
1717 static void draw_em_fancy_edges(Scene *scene, View3D *v3d, DerivedMesh *cageDM, short sel_only, EditEdge *eed_act)
1720 unsigned char wireCol[4], selCol[4], actCol[4];
1722 /* since this function does transparant... */
1723 UI_GetThemeColor4ubv(TH_EDGE_SELECT, (char *)selCol);
1724 UI_GetThemeColor4ubv(TH_WIRE, (char *)wireCol);
1725 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)actCol);
1727 /* when sel only is used, dont render wire, only selected, this is used for
1728 * textured draw mode when the 'edges' option is disabled */
1732 for (pass=0; pass<2; pass++) {
1733 /* show wires in transparant when no zbuf clipping for select */
1735 if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) {
1737 glDisable(GL_DEPTH_TEST);
1739 if (!sel_only) wireCol[3] = 85;
1745 if (!sel_only) wireCol[3] = 255;
1748 if(scene->selectmode == SCE_SELECT_FACE) {
1749 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1751 else if( (G.f & G_DRAWEDGES) || (scene->selectmode & SCE_SELECT_EDGE) ) {
1752 if(cageDM->drawMappedEdgesInterp && (scene->selectmode & SCE_SELECT_VERTEX)) {
1753 glShadeModel(GL_SMOOTH);
1754 draw_dm_edges_sel_interp(cageDM, wireCol, selCol);
1755 glShadeModel(GL_FLAT);
1757 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1762 glColor4ubv(wireCol);
1763 draw_dm_edges(cageDM);
1768 glDisable(GL_BLEND);
1769 glEnable(GL_DEPTH_TEST);
1774 static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em)
1778 float v1[3], v2[3], v3[3], v4[3];
1780 char val[32]; /* Stores the measurement display text here */
1781 char conv_float[5]; /* Use a float conversion matching the grid size */
1782 float area, col[3]; /* area of the face, color of the text to draw */
1784 if(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))
1787 /* make the precission of the pronted value proportionate to the gridsize */
1788 if ((v3d->grid) < 0.01)
1789 strcpy(conv_float, "%.6f");
1790 else if ((v3d->grid) < 0.1)
1791 strcpy(conv_float, "%.5f");
1792 else if ((v3d->grid) < 1.0)
1793 strcpy(conv_float, "%.4f");
1794 else if ((v3d->grid) < 10.0)
1795 strcpy(conv_float, "%.3f");
1797 strcpy(conv_float, "%.2f");
1800 if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
1801 glDisable(GL_DEPTH_TEST);
1803 if(v3d->zbuf) bglPolygonOffset(rv3d->dist, 5.0);
1805 if(G.f & G_DRAW_EDGELEN) {
1806 UI_GetThemeColor3fv(TH_TEXT, col);
1807 /* make color a bit more red */
1808 if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;}
1809 else col[0]= col[0]*0.7 + 0.3;
1812 for(eed= em->edges.first; eed; eed= eed->next) {
1813 /* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
1814 if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
1815 VECCOPY(v1, eed->v1->co);
1816 VECCOPY(v2, eed->v2->co);
1818 glRasterPos3f( 0.5*(v1[0]+v2[0]), 0.5*(v1[1]+v2[1]), 0.5*(v1[2]+v2[2]));
1820 if(v3d->flag & V3D_GLOBAL_STATS) {
1821 Mat4MulVecfl(ob->obmat, v1);
1822 Mat4MulVecfl(ob->obmat, v2);
1825 sprintf(val, conv_float, VecLenf(v1, v2));
1826 BMF_DrawString( G.fonts, val);
1831 if(G.f & G_DRAW_FACEAREA) {
1832 // XXX extern int faceselectedOR(EditFace *efa, int flag); // editmesh.h shouldn't be in this file... ok for now?
1834 UI_GetThemeColor3fv(TH_TEXT, col);
1835 /* make color a bit more green */
1836 if(col[1]> 0.5) {col[0]*=0.7; col[2]*= 0.7;}
1837 else col[1]= col[1]*0.7 + 0.3;
1840 for(efa= em->faces.first; efa; efa= efa->next) {
1841 if((efa->f & SELECT)) { // XXX || (G.moving && faceselectedOR(efa, SELECT)) ) {
1842 VECCOPY(v1, efa->v1->co);
1843 VECCOPY(v2, efa->v2->co);
1844 VECCOPY(v3, efa->v3->co);
1846 VECCOPY(v4, efa->v4->co);
1848 if(v3d->flag & V3D_GLOBAL_STATS) {
1849 Mat4MulVecfl(ob->obmat, v1);
1850 Mat4MulVecfl(ob->obmat, v2);
1851 Mat4MulVecfl(ob->obmat, v3);
1852 if (efa->v4) Mat4MulVecfl(ob->obmat, v4);
1856 area= AreaQ3Dfl(v1, v2, v3, v4);
1858 area = AreaT3Dfl(v1, v2, v3);
1860 sprintf(val, conv_float, area);
1861 glRasterPos3fv(efa->cent);
1862 BMF_DrawString( G.fonts, val);
1867 if(G.f & G_DRAW_EDGEANG) {
1868 EditEdge *e1, *e2, *e3, *e4;
1870 UI_GetThemeColor3fv(TH_TEXT, col);
1871 /* make color a bit more blue */
1872 if(col[2]> 0.5) {col[0]*=0.7; col[1]*= 0.7;}
1873 else col[2]= col[2]*0.7 + 0.3;
1876 for(efa= em->faces.first; efa; efa= efa->next) {
1877 VECCOPY(v1, efa->v1->co);
1878 VECCOPY(v2, efa->v2->co);
1879 VECCOPY(v3, efa->v3->co);
1881 VECCOPY(v4, efa->v4->co);
1886 if(v3d->flag & V3D_GLOBAL_STATS) {
1887 Mat4MulVecfl(ob->obmat, v1);
1888 Mat4MulVecfl(ob->obmat, v2);
1889 Mat4MulVecfl(ob->obmat, v3);
1890 Mat4MulVecfl(ob->obmat, v4);
1896 if(efa->e4) e4= efa->e4; else e4= e3;
1898 /* Calculate the angles */
1900 if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
1902 sprintf(val,"%.3f", VecAngle3(v4, v1, v2));
1903 VecLerpf(fvec, efa->cent, efa->v1->co, 0.8);
1904 glRasterPos3fv(fvec);
1905 BMF_DrawString( G.fonts, val);
1907 if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
1909 sprintf(val,"%.3f", VecAngle3(v1, v2, v3));
1910 VecLerpf(fvec, efa->cent, efa->v2->co, 0.8);
1911 glRasterPos3fv(fvec);
1912 BMF_DrawString( G.fonts, val);
1914 if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
1917 sprintf(val,"%.3f", VecAngle3(v2, v3, v4));
1919 sprintf(val,"%.3f", VecAngle3(v2, v3, v1));
1920 VecLerpf(fvec, efa->cent, efa->v3->co, 0.8);
1921 glRasterPos3fv(fvec);
1922 BMF_DrawString( G.fonts, val);
1926 if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
1927 sprintf(val,"%.3f", VecAngle3(v3, v4, v1));
1928 VecLerpf(fvec, efa->cent, efa->v4->co, 0.8);
1929 glRasterPos3fv(fvec);
1930 BMF_DrawString( G.fonts, val);
1937 glEnable(GL_DEPTH_TEST);
1938 bglPolygonOffset(rv3d->dist, 0.0);
1942 static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth_r)
1944 EditFace *efa = EM_get_face_for_index(index);
1947 GPU_enable_material(efa->mat_nr+1, NULL);
1954 static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
1956 EditFace *efa = EM_get_face_for_index(index);
1961 static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
1963 Mesh *me = ob->data;
1964 EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */
1965 EditEdge *eed_act = NULL;
1966 EditVert *eve_act = NULL;
1968 if (em->selected.last) {
1969 EditSelection *ese = em->selected.last;
1970 /* face is handeled above */
1971 /*if (ese->type == EDITFACE ) {
1972 efa_act = (EditFace *)ese->data;
1973 } else */ if ( ese->type == EDITEDGE ) {
1974 eed_act = (EditEdge *)ese->data;
1975 } else if ( ese->type == EDITVERT ) {
1976 eve_act = (EditVert *)ese->data;
1980 EM_init_index_arrays(em, 1, 1, 1);
1983 if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
1984 if(draw_glsl_material(scene, ob, v3d, dt)) {
1985 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
1987 finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
1988 draw_em_fancy__setGLSLFaceOpts, NULL);
1989 GPU_disable_material();
1991 glFrontFace(GL_CCW);
1994 draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
1998 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
2000 glEnable(GL_LIGHTING);
2001 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2003 finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
2005 glFrontFace(GL_CCW);
2006 glDisable(GL_LIGHTING);
2009 // Setup for drawing wire over, disable zbuffer
2010 // write to show selected edge wires better
2011 UI_ThemeColor(TH_WIRE);
2013 bglPolygonOffset(rv3d->dist, 1.0);
2017 if (cageDM!=finalDM) {
2018 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
2019 finalDM->drawEdges(finalDM, 1);
2023 if((G.f & (G_DRAWFACES)) || FACESEL_PAINT_TEST) { /* transp faces */
2024 unsigned char col1[4], col2[4], col3[4];
2026 UI_GetThemeColor4ubv(TH_FACE, (char *)col1);
2027 UI_GetThemeColor4ubv(TH_FACE_SELECT, (char *)col2);
2028 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2031 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2033 /* dont draw unselected faces, only selected, this is MUCH nicer when texturing */
2034 if CHECK_OB_DRAWTEXTURE(v3d, dt)
2037 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2039 glDisable(GL_BLEND);
2040 glDepthMask(1); // restore write in zbuffer
2041 } else if (efa_act) {
2042 /* even if draw faces is off it would be nice to draw the stipple face
2043 * Make all other faces zero alpha except for the active
2045 unsigned char col1[4], col2[4], col3[4];
2046 col1[3] = col2[3] = 0; /* dont draw */
2047 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2050 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2052 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2054 glDisable(GL_BLEND);
2055 glDepthMask(1); // restore write in zbuffer
2059 /* here starts all fancy draw-extra over */
2060 if((G.f & G_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
2061 /* we are drawing textures and 'G_DRAWEDGES' is disabled, dont draw any edges */
2063 /* only draw selected edges otherwise there is no way of telling if a face is selected */
2064 draw_em_fancy_edges(scene, v3d, cageDM, 1, eed_act);
2067 if(G.f & G_DRAWSEAMS) {
2068 UI_ThemeColor(TH_EDGE_SEAM);
2071 draw_dm_edges_seams(cageDM);
2077 if(G.f & G_DRAWSHARP) {
2078 UI_ThemeColor(TH_EDGE_SHARP);
2081 draw_dm_edges_sharp(cageDM);
2087 if(G.f & G_DRAWCREASES) {
2088 draw_dm_creases(cageDM);
2090 if(G.f & G_DRAWBWEIGHTS) {
2091 draw_dm_bweights(scene, cageDM);
2094 draw_em_fancy_edges(scene, v3d, cageDM, 0, eed_act);
2097 // XXX retopo_matrix_update(v3d);
2099 draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act);
2101 if(G.f & G_DRAWNORMALS) {
2102 UI_ThemeColor(TH_NORMAL);
2103 draw_dm_face_normals(scene, cageDM);
2105 if(G.f & G_DRAW_VNORMALS) {
2106 UI_ThemeColor(TH_NORMAL);
2107 draw_dm_vert_normals(scene, cageDM);
2110 if(G.f & (G_DRAW_EDGELEN|G_DRAW_FACEAREA|G_DRAW_EDGEANG))
2111 draw_em_measure_stats(v3d, rv3d, ob, em);
2116 bglPolygonOffset(rv3d->dist, 0.0);
2117 GPU_disable_material();
2120 EM_free_index_arrays();
2123 /* Mesh drawing routines */
2125 static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
2128 if(v3d->transp==0) { // not when we draw the transparent pass
2132 /* if transparent, we cannot draw the edges for solid select... edges have no material info.
2133 drawFacesSolid() doesn't draw the transparent faces */
2134 if(ob->dtx & OB_DRAWTRANSP) {
2135 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2136 dm->drawFacesSolid(dm, GPU_enable_material);
2137 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2138 GPU_disable_material();
2141 dm->drawEdges(dm, 0);
2149 static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
2155 static void draw_mesh_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2157 Object *ob= base->object;
2158 Mesh *me = ob->data;
2159 Material *ma= give_current_material(ob, 1);
2160 int hasHaloMat = (ma && (ma->mode&MA_HALO));
2162 int totvert, totedge, totface;
2164 DerivedMesh *dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
2169 if (ob->dtx&OB_DRAWWIRE) {
2170 draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
2173 totvert = dm->getNumVerts(dm);
2174 totedge = dm->getNumEdges(dm);
2175 totface = dm->getNumFaces(dm);
2177 /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
2179 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2181 // Unwanted combination.
2182 if (ob==OBACT && FACESEL_PAINT_TEST) draw_wire = 0;
2184 if(dt==OB_BOUNDBOX) {
2185 draw_bounding_volume(scene, ob);
2187 else if(hasHaloMat || (totface==0 && totedge==0)) {
2192 else if(dt==OB_WIRE || totface==0) {
2193 draw_wire = 1; /* draw wire only, no depth buffer stuff */
2195 else if( (ob==OBACT && (G.f & G_TEXTUREPAINT || FACESEL_PAINT_TEST)) ||
2196 CHECK_OB_DRAWTEXTURE(v3d, dt))
2198 int faceselect= (ob==OBACT && FACESEL_PAINT_TEST);
2200 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || FACESEL_PAINT_TEST) && !draw_wire) {
2201 draw_mesh_object_outline(v3d, ob, dm);
2204 if(draw_glsl_material(scene, ob, v3d, dt)) {
2205 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2207 dm->drawFacesGLSL(dm, GPU_enable_material);
2208 // if(get_ob_property(ob, "Text"))
2209 // XXX draw_mesh_text(ob, 1);
2210 GPU_disable_material();
2212 glFrontFace(GL_CCW);
2215 draw_mesh_textured(scene, v3d, rv3d, ob, dm, faceselect);
2219 if(base->flag & SELECT)
2220 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2222 UI_ThemeColor(TH_WIRE);
2224 dm->drawLooseEdges(dm);
2227 else if(dt==OB_SOLID) {
2228 if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire)
2229 draw_mesh_object_outline(v3d, ob, dm);
2231 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
2233 glEnable(GL_LIGHTING);
2234 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2236 dm->drawFacesSolid(dm, GPU_enable_material);
2237 GPU_disable_material();
2239 glFrontFace(GL_CCW);
2240 glDisable(GL_LIGHTING);
2242 if(base->flag & SELECT) {
2243 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2245 UI_ThemeColor(TH_WIRE);
2247 dm->drawLooseEdges(dm);
2249 else if(dt==OB_SHADED) {
2250 int do_draw= 1; /* to resolve all G.f settings below... */
2254 if( (G.f & G_WEIGHTPAINT)) {
2255 /* enforce default material settings */
2256 GPU_enable_material(0, NULL);
2258 /* but set default spec */
2259 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
2260 glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
2261 glColor3ub(120, 120, 120);
2262 glDisable(GL_COLOR_MATERIAL);
2264 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
2265 glEnable(GL_LIGHTING);
2266 glEnable(GL_COLOR_MATERIAL);
2268 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
2269 glDisable(GL_COLOR_MATERIAL);
2270 glDisable(GL_LIGHTING);
2272 GPU_disable_material();
2274 else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) {
2275 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
2277 else if(G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) {
2278 glColor3f(1.0f, 1.0f, 1.0f);
2279 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
2284 dl = ob->disp.first;
2285 if (!dl || !dl->col1) {
2286 /* release and reload derivedmesh because it might be freed in
2287 shadeDispList due to a different datamask */
2289 shadeDispList(scene, base);
2290 dl = find_displist(&ob->disp, DL_VERTCOL);
2291 dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
2294 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
2295 draw_mesh_object_outline(v3d, ob, dm);
2298 /* False for dupliframe objects */
2300 unsigned int *obCol1 = dl->col1;
2301 unsigned int *obCol2 = dl->col2;
2303 dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2);
2306 if(base->flag & SELECT) {
2307 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2309 UI_ThemeColor(TH_WIRE);
2311 dm->drawLooseEdges(dm);
2315 /* set default draw color back for wire or for draw-extra later on */
2317 if(base->flag & SELECT) {
2318 if(ob==OBACT && ob->flag & OB_FROMGROUP)
2319 UI_ThemeColor(TH_GROUP_ACTIVE);
2320 else if(ob->flag & OB_FROMGROUP)
2321 UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
2322 else if(flag!=DRAW_CONSTCOLOR)
2323 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2325 glColor3ub(80,80,80);
2327 if (ob->flag & OB_FROMGROUP)
2328 UI_ThemeColor(TH_GROUP);
2330 if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
2331 glColor3ub(80,80,80);
2333 UI_ThemeColor(TH_WIRE);
2338 /* If drawing wire and drawtype is not OB_WIRE then we are
2339 * overlaying the wires.
2341 * UPDATE bug #10290 - With this wire-only objects can draw
2342 * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
2344 * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
2345 * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
2347 if (dt!=OB_WIRE && draw_wire==2) {
2348 bglPolygonOffset(rv3d->dist, 1.0);
2349 glDepthMask(0); // disable write in zbuffer, selected edge wires show better
2352 dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
2354 if (dt!=OB_WIRE && draw_wire==2) {
2356 bglPolygonOffset(rv3d->dist, 0.0);
2363 /* returns 1 if nothing was drawn, for detecting to draw an object center */
2364 static int draw_mesh_object(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2366 Object *ob= base->object;
2367 Object *obedit= scene->obedit; // XXX hrumf, see below
2369 EditMesh *em= me->edit_mesh;
2370 int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
2372 if(obedit && ob!=obedit && ob->data==obedit->data) {
2377 if(ob==obedit || drawlinked) {
2378 DerivedMesh *finalDM, *cageDM;
2381 finalDM = cageDM = editmesh_get_derived_base(ob, em);
2383 cageDM = editmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
2384 v3d->customdata_mask);
2387 // no transp in editmode, the fancy draw over goes bad then
2388 glsl = draw_glsl_material(scene, ob, v3d, dt);
2389 GPU_set_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
2392 draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
2394 if (obedit!=ob && finalDM)
2395 finalDM->release(finalDM);
2397 // else if(!em && (G.f & G_SCULPTMODE) &&(scene->sculptdata.flags & SCULPT_DRAW_FAST) &&
2398 // OBACT==ob && !sculpt_modifiers_active(ob)) {
2399 // XXX sculptmode_draw_mesh(0);
2402 /* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
2403 if(me->totface<=4 || boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
2404 glsl = draw_glsl_material(scene, ob, v3d, dt);
2405 check_alpha = check_material_alpha(base, me, glsl);
2407 if(dt==OB_SOLID || glsl) {
2408 GPU_set_object_materials(v3d, rv3d, scene, ob, glsl,
2409 (check_alpha)? &do_alpha_pass: NULL);
2412 draw_mesh_fancy(scene, v3d, rv3d, base, dt, flag);
2414 if(me->totvert==0) retval= 1;
2418 /* GPU_set_object_materials checked if this is needed */
2419 if(do_alpha_pass) add_view3d_after(v3d, base, V3D_TRANSP, flag);
2424 /* ************** DRAW DISPLIST ****************** */
2426 static int draw_index_wire= 1;
2427 static int index3_nors_incr= 1;
2429 /* returns 1 when nothing was drawn */
2430 static int drawDispListwire(ListBase *dlbase)
2436 if(dlbase==NULL) return 1;
2438 glDisableClientState(GL_NORMAL_ARRAY);
2439 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2441 for(dl= dlbase->first; dl; dl= dl->next) {
2442 if(dl->parts==0 || dl->nr==0)
2450 glVertexPointer(3, GL_FLOAT, 0, data);
2452 for(parts=0; parts<dl->parts; parts++)
2453 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2458 glVertexPointer(3, GL_FLOAT, 0, data);
2460 for(parts=0; parts<dl->parts; parts++)
2461 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2466 glVertexPointer(3, GL_FLOAT, 0, data);
2468 for(parts=0; parts<dl->parts; parts++) {
2469 if(dl->flag & DL_CYCL_U)
2470 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2472 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2475 for(nr=0; nr<dl->nr; nr++) {
2478 data= ( dl->verts )+3*nr;
2481 if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
2482 else glBegin(GL_LINE_STRIP);
2490 /* (ton) this code crashes for me when resolv is 86 or higher... no clue */
2491 // glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
2492 // if(dl->flag & DL_CYCL_V)
2493 // glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
2495 // glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
2500 if(draw_index_wire) {
2501 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2502 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2507 if(draw_index_wire) {
2508 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2509 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2515 glEnableClientState(GL_NORMAL_ARRAY);
2516 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2521 static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
2524 GPUVertexAttribs gattribs;
2525 float *data, curcol[4];
2528 if(lb==NULL) return;
2530 /* for drawing wire */
2531 glGetFloatv(GL_CURRENT_COLOR, curcol);
2533 glEnable(GL_LIGHTING);
2535 if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
2536 else glFrontFace(GL_CCW);
2538 if(ob->type==OB_MBALL) { // mball always smooth shaded
2539 glShadeModel(GL_SMOOTH);
2549 if(ob->type==OB_SURF) {
2552 glDisable(GL_LIGHTING);
2555 // glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2556 // glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
2558 glBegin(GL_LINE_STRIP);
2559 for(nr= dl->nr; nr; nr--, data+=3)
2563 glEnable(GL_LIGHTING);
2567 if(ob->type==OB_SURF) {
2570 UI_ThemeColor(TH_WIRE);
2571 glDisable(GL_LIGHTING);
2573 /* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
2574 //glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2575 //glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
2577 glBegin(GL_LINE_LOOP);
2578 for(nr= dl->nr; nr; nr--, data+=3)
2582 glEnable(GL_LIGHTING);
2588 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2590 if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
2591 else glShadeModel(GL_FLAT);
2593 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2594 glNormalPointer(GL_FLOAT, 0, dl->nors);
2595 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2596 GPU_disable_material();
2601 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2603 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2605 /* voor polys only one normal needed */
2606 if(index3_nors_incr==0) {
2607 glDisableClientState(GL_NORMAL_ARRAY);
2611 glNormalPointer(GL_FLOAT, 0, dl->nors);
2613 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2614 GPU_disable_material();
2616 if(index3_nors_incr==0)
2617 glEnableClientState(GL_NORMAL_ARRAY);
2622 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2624 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2625 glNormalPointer(GL_FLOAT, 0, dl->nors);
2626 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2628 GPU_disable_material();
2635 glShadeModel(GL_FLAT);
2636 glDisable(GL_LIGHTING);
2637 glFrontFace(GL_CCW);
2640 static void drawDispListshaded(ListBase *lb, Object *ob)
2642 DispList *dl, *dlob;
2643 unsigned int *cdata;
2645 if(lb==NULL) return;
2647 glShadeModel(GL_SMOOTH);
2648 glDisableClientState(GL_NORMAL_ARRAY);
2649 glEnableClientState(GL_COLOR_ARRAY);
2652 dlob= ob->disp.first;
2656 if(cdata==NULL) break;
2661 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2662 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2663 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2669 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2670 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2671 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2676 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2677 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2678 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2686 glShadeModel(GL_FLAT);
2687 glEnableClientState(GL_NORMAL_ARRAY);
2688 glDisableClientState(GL_COLOR_ARRAY);
2691 /* returns 1 when nothing was drawn */
2692 static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
2694 Object *ob= base->object;
2698 int solid, retval= 0;
2700 solid= (dt > OB_WIRE);
2711 if(dl==NULL) return 1;
2713 if(dl->nors==0) addnormalsDispList(ob, lb);
2714 index3_nors_incr= 0;
2716 if( displist_has_faces(lb)==0) {
2718 drawDispListwire(lb);
2722 if(draw_glsl_material(scene, ob, v3d, dt)) {
2723 GPU_set_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2724 drawDispListsolid(lb, ob, 1);
2726 else if(dt == OB_SHADED) {
2727 if(ob->disp.first==0) shadeDispList(scene, base);
2728 drawDispListshaded(lb, ob);
2731 GPU_set_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2732 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2733 drawDispListsolid(lb, ob, 0);
2735 if(cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0 && cu->ext2 == 0.0) {
2738 drawDispListwire(lb);
2742 index3_nors_incr= 1;
2746 retval= drawDispListwire(lb);
2752 lb= &((Curve *)ob->data)->disp;
2756 if(dl==NULL) return 1;
2758 if(dl->nors==NULL) addnormalsDispList(ob, lb);
2760 if(draw_glsl_material(scene, ob, v3d, dt)) {
2761 GPU_set_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2762 drawDispListsolid(lb, ob, 1);
2764 else if(dt==OB_SHADED) {
2765 if(ob->disp.first==NULL) shadeDispList(scene, base);
2766 drawDispListshaded(lb, ob);
2769 GPU_set_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2770 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2772 drawDispListsolid(lb, ob, 0);
2776 retval= drawDispListwire(lb);
2781 if( is_basis_mball(ob)) {
2783 if(lb->first==NULL) makeDispListMBall(scene, ob);
2784 if(lb->first==NULL) return 1;
2788 if(draw_glsl_material(scene, ob, v3d, dt)) {
2789 GPU_set_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2790 drawDispListsolid(lb, ob, 1);
2792 else if(dt == OB_SHADED) {
2794 if(dl && dl->col1==0) shadeDispList(scene, base);
2795 drawDispListshaded(lb, ob);
2798 GPU_set_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2799 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2801 drawDispListsolid(lb, ob, 0);
2805 /* MetaBalls use DL_INDEX4 type of DispList */
2806 retval= drawDispListwire(lb);
2815 /* unified drawing of all new particle systems draw types except dupli ob & group */
2816 /* mostly tries to use vertex arrays for speed */
2818 /* 1. check that everything is ok & updated */
2819 /* 2. start initialising things */
2820 /* 3. initialize according to draw type */
2821 /* 4. allocate drawing data arrays */
2822 /* 5. start filling the arrays */
2823 /* 6. draw the arrays */
2825 static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, ParticleSystem *psys, int dt)
2827 Object *ob=base->object;
2828 ParticleSystemModifierData *psmd;
2829 ParticleSettings *part;
2830 ParticleData *pars, *pa;
2831 ParticleKey state, *states=0;
2832 ParticleCacheKey *cache=0;
2835 float vel[3], vec[3], vec2[3], imat[4][4], onevec[3]={0.0f,0.0f,0.0f}, bb_center[3];
2836 float timestep, pixsize=1.0, pa_size, pa_time, r_tilt;
2837 float cfra= bsystem_time(scene, ob,(float)CFRA,0.0);
2838 float *vdata=0, *vedata=0, *cdata=0, *ndata=0, *vd=0, *ved=0, *cd=0, *nd=0, xvec[3], yvec[3], zvec[3];
2839 float ma_r=0.0f, ma_g=0.0f, ma_b=0.0f;
2840 int a, k, k_max=0, totpart, totpoint=0, draw_as, path_nbr=0;
2841 int path_possible=0, keys_possible=0, draw_keys=0, totchild=0;
2842 int select=ob->flag&SELECT, create_cdata=0;
2843 GLint polygonmode[2];
2851 pars=psys->particles;
2853 if(part==0 || !psys_check_enabled(ob, psys))
2858 // XXX what logic is this?
2859 if(!scene->obedit && psys_in_edit_mode(scene, psys)
2860 && psys->flag & PSYS_HAIR_DONE && part->draw_as==PART_DRAW_PATH)
2863 if(part->draw_as==PART_DRAW_NOT) return;
2866 if(part->phystype==PART_PHYS_KEYED){
2867 if(psys->flag & PSYS_FIRST_KEYED){
2868 if(psys->flag&PSYS_KEYED){
2869 select=psys_count_keyed_targets(ob,psys);
2870 if(psys->totkeyed==0)
2880 if(psys_get_current(ob)==psys)
2884 psys->flag|=PSYS_DRAWING;
2886 if(part->type==PART_HAIR && !psys->childcache)
2889 totchild=psys->totchild*part->disp/100;
2891 ma= give_current_material(ob,part->omat);
2899 if(v3d->zbuf) glDepthMask(1);
2903 else if((ma) && (part->draw&PART_DRAW_MAT_COL)) {
2904 glColor3f(ma->r,ma->g,ma->b);
2910 psmd= psys_get_modifier(ob,psys);
2912 timestep= psys_get_timestep(part);
2914 wmLoadMatrix(rv3d->viewmat);
2916 if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
2918 Mat4MulMat4(mat, psys->imat, ob->obmat);
2922 totpart=psys->totpart;
2923 draw_as=part->draw_as;
2925 if(part->flag&PART_GLOB_TIME)
2926 cfra=bsystem_time(scene, 0, (float)CFRA, 0.0f);
2928 if(psys->pathcache){
2932 if(draw_as==PART_DRAW_PATH && path_possible==0)
2933 draw_as=PART_DRAW_DOT;
2935 if(draw_as!=PART_DRAW_PATH && keys_possible && part->draw&PART_DRAW_KEYS){
2936 path_nbr=part->keys_step;
2944 glPointSize(part->draw_size);
2946 glPointSize(2.0); /* default dot size */
2948 case PART_DRAW_CIRC:
2949 /* calculate view aligned matrix: */
2950 Mat4CpyMat4(imat, rv3d->viewinv);
2954 case PART_DRAW_CROSS:
2955 case PART_DRAW_AXIS:
2956 /* lets calculate the scale: */
2957 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];
2958 pixsize*= rv3d->pixsize;
2959 if(part->draw_size==0.0)
2962 pixsize*=part->draw_size;
2966 draw_as=PART_DRAW_DOT;
2971 if(part->dup_group==0)
2972 draw_as=PART_DRAW_DOT;
2977 if(v3d->camera==0 && part->bb_ob==0){
2978 printf("Billboards need an active camera or a target object!\n");
2980 draw_as=part->draw_as=PART_DRAW_DOT;
2983 glPointSize(part->draw_size);
2985 glPointSize(2.0); /* default dot size */
2987 else if(part->bb_ob)