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_object_fluidsim.h"
59 #include "DNA_particle_types.h"
60 #include "DNA_space_types.h"
61 #include "DNA_scene_types.h"
62 #include "DNA_screen_types.h"
63 #include "DNA_userdef_types.h"
64 #include "DNA_view3d_types.h"
65 #include "DNA_world_types.h"
67 #include "BLI_blenlib.h"
68 #include "BLI_arithb.h"
69 #include "BLI_editVert.h"
70 #include "BLI_edgehash.h"
73 #include "BKE_anim.h" //for the where_on_path function
74 #include "BKE_curve.h"
75 #include "BKE_constraint.h" // for the get_constraint_target function
76 #include "BKE_DerivedMesh.h"
77 #include "BKE_deform.h"
78 #include "BKE_displist.h"
79 #include "BKE_effect.h"
81 #include "BKE_global.h"
82 #include "BKE_image.h"
84 #include "BKE_lattice.h"
86 #include "BKE_material.h"
87 #include "BKE_mball.h"
88 #include "BKE_modifier.h"
89 #include "BKE_object.h"
90 #include "BKE_particle.h"
91 #include "BKE_property.h"
92 #include "BKE_utildefines.h"
95 #include "BIF_glutil.h"
98 #include "GPU_material.h"
99 #include "GPU_extensions.h"
101 #include "ED_editparticle.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;
1118 MDeformWeight *mdw= get_defweight (lt->dvert+index, use_wcol-1);
1120 weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
1126 glVertex3fv(&dl->verts[index*3]);
1128 glVertex3fv(lt->def[index].vec);
1132 /* lattice color is hardcoded, now also shows weightgroup values in edit mode */
1133 static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
1135 Lattice *lt= ob->data;
1140 /* now we default make displist, this will modifiers work for non animated case */
1141 if(ob->disp.first==NULL)
1142 lattice_calc_modifiers(scene, ob);
1143 dl= find_displist(&ob->disp, DL_VERTS);
1148 if(ob->defbase.first && lt->dvert) {
1149 use_wcol= ob->actdef;
1150 glShadeModel(GL_SMOOTH);
1154 if(lt->editlatt) lt= lt->editlatt;
1157 for(w=0; w<lt->pntsw; w++) {
1158 int wxt = (w==0 || w==lt->pntsw-1);
1159 for(v=0; v<lt->pntsv; v++) {
1160 int vxt = (v==0 || v==lt->pntsv-1);
1161 for(u=0; u<lt->pntsu; u++) {
1162 int uxt = (u==0 || u==lt->pntsu-1);
1164 if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
1165 drawlattice__point(lt, dl, u, v, w-1, use_wcol);
1166 drawlattice__point(lt, dl, u, v, w, use_wcol);
1168 if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1169 drawlattice__point(lt, dl, u, v-1, w, use_wcol);
1170 drawlattice__point(lt, dl, u, v, w, use_wcol);
1172 if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1173 drawlattice__point(lt, dl, u-1, v, w, use_wcol);
1174 drawlattice__point(lt, dl, u, v, w, use_wcol);
1181 /* restoration for weight colors */
1183 glShadeModel(GL_FLAT);
1185 if( ((Lattice *)ob->data)->editlatt ) {
1186 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
1188 lattice_draw_verts(lt, dl, 0);
1189 lattice_draw_verts(lt, dl, 1);
1191 if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
1195 /* ***************** ******************** */
1197 static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1199 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;
1200 EditVert *eve = EM_get_vert_for_index(index);
1204 if (data->clipVerts) {
1205 view3d_project_short_clip(data->vc.ar, co, s, data->pmat, data->vmat);
1207 view3d_project_short_noclip(data->vc.ar, co, s, data->pmat);
1210 data->func(data->userData, eve, s[0], s[1], index);
1214 void mesh_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts)
1216 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;
1217 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1221 data.userData = userData;
1222 data.clipVerts = clipVerts;
1224 view3d_get_object_project_mat(vc->rv3d, vc->obedit, data.pmat, data.vmat);
1226 EM_init_index_arrays(vc->em, 1, 0, 0);
1227 dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
1228 EM_free_index_arrays();
1233 static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
1235 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;
1236 EditEdge *eed = EM_get_edge_for_index(index);
1240 if (data->clipVerts==1) {
1241 view3d_project_short_clip(data->vc.ar, v0co, s[0], data->pmat, data->vmat);
1242 view3d_project_short_clip(data->vc.ar, v1co, s[1], data->pmat, data->vmat);
1244 view3d_project_short_noclip(data->vc.ar, v0co, s[0], data->pmat);
1245 view3d_project_short_noclip(data->vc.ar, v1co, s[1], data->pmat);
1247 if (data->clipVerts==2) {
1248 if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->vc.ar->winx && s[0][1]<data->vc.ar->winy))
1249 if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<data->vc.ar->winx && s[1][1]<data->vc.ar->winy))
1254 data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
1258 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)
1260 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;
1261 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1265 data.userData = userData;
1266 data.clipVerts = clipVerts;
1268 view3d_get_object_project_mat(vc->rv3d, vc->obedit, data.pmat, data.vmat);
1270 EM_init_index_arrays(vc->em, 0, 1, 0);
1271 dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
1272 EM_free_index_arrays();
1277 static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *no)
1279 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;
1280 EditFace *efa = EM_get_face_for_index(index);
1283 if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
1284 view3d_project_short_clip(data->vc.ar, cent, s, data->pmat, data->vmat);
1286 data->func(data->userData, efa, s[0], s[1], index);
1290 void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
1292 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;
1293 DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1297 data.userData = userData;
1299 view3d_get_object_project_mat(vc->rv3d, vc->obedit, data.pmat, data.vmat);
1301 EM_init_index_arrays(vc->em, 0, 0, 1);
1302 dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
1303 EM_free_index_arrays();
1308 void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
1310 Curve *cu= vc->obedit->data;
1311 float pmat[4][4], vmat[4][4];
1316 view3d_get_object_project_mat(vc->rv3d, vc->obedit, pmat, vmat);
1318 for (nu= cu->editnurb->first; nu; nu=nu->next) {
1319 if((nu->type & 7)==CU_BEZIER) {
1320 for (i=0; i<nu->pntsu; i++) {
1321 BezTriple *bezt = &nu->bezt[i];
1324 if (G.f & G_HIDDENHANDLES) {
1325 view3d_project_short_clip(vc->ar, bezt->vec[1], s, pmat, vmat);
1326 if (s[0] != IS_CLIPPED)
1327 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1329 view3d_project_short_clip(vc->ar, bezt->vec[0], s, pmat, vmat);
1330 if (s[0] != IS_CLIPPED)
1331 func(userData, nu, NULL, bezt, 0, s[0], s[1]);
1332 view3d_project_short_clip(vc->ar, bezt->vec[1], s, pmat, vmat);
1333 if (s[0] != IS_CLIPPED)
1334 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1335 view3d_project_short_clip(vc->ar, bezt->vec[2], s, pmat, vmat);
1336 if (s[0] != IS_CLIPPED)
1337 func(userData, nu, NULL, bezt, 2, s[0], s[1]);
1343 for (i=0; i<nu->pntsu*nu->pntsv; i++) {
1344 BPoint *bp = &nu->bp[i];
1347 view3d_project_short_clip(vc->ar, bp->vec, s, pmat, vmat);
1348 func(userData, nu, bp, NULL, -1, s[0], s[1]);
1355 /* ************** DRAW MESH ****************** */
1357 /* First section is all the "simple" draw routines,
1358 * ones that just pass some sort of primitive to GL,
1359 * with perhaps various options to control lighting,
1362 * These routines should not have user interface related
1366 static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
1368 Scene *scene= (Scene *)userData;
1369 EditFace *efa = EM_get_face_for_index(index);
1371 if (efa->h==0 && efa->fgonf!=EM_FGON) {
1373 glVertex3f( cent[0] + no[0]*scene->editbutsize,
1374 cent[1] + no[1]*scene->editbutsize,
1375 cent[2] + no[2]*scene->editbutsize);
1378 static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm)
1381 dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene);
1385 static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *no)
1387 EditFace *efa = EM_get_face_for_index(index);
1388 int sel = *((int*) userData);
1390 if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
1394 static void draw_dm_face_centers(DerivedMesh *dm, int sel)
1396 bglBegin(GL_POINTS);
1397 dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
1401 static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1403 Scene *scene= (Scene *)userData;
1404 EditVert *eve = EM_get_vert_for_index(index);
1410 glVertex3f( co[0] + no_f[0]*scene->editbutsize,
1411 co[1] + no_f[1]*scene->editbutsize,
1412 co[2] + no_f[2]*scene->editbutsize);
1414 glVertex3f( co[0] + no_s[0]*scene->editbutsize/32767.0f,
1415 co[1] + no_s[1]*scene->editbutsize/32767.0f,
1416 co[2] + no_s[2]*scene->editbutsize/32767.0f);
1420 static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm)
1423 dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene);
1427 /* Draw verts with color set based on selection */
1428 static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1430 struct { int sel; EditVert *eve_act; } * data = userData;
1431 EditVert *eve = EM_get_vert_for_index(index);
1433 if (eve->h==0 && (eve->f&SELECT)==data->sel) {
1434 /* draw active larger - need to stop/start point drawing for this :/ */
1435 if (eve==data->eve_act) {
1436 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1437 UI_ThemeColor4(TH_EDITMESH_ACTIVE);
1442 bglBegin(GL_POINTS);
1446 UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
1448 bglBegin(GL_POINTS);
1454 static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
1456 struct { int sel; EditVert *eve_act; } data;
1458 data.eve_act = eve_act;
1460 bglBegin(GL_POINTS);
1461 dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
1465 /* Draw edges with color set based on selection */
1466 static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
1468 EditEdge *eed = EM_get_edge_for_index(index);
1469 //unsigned char **cols = userData, *col;
1470 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
1474 if (eed==data->eed_act) {
1475 glColor4ubv(data->actCol);
1477 if (eed->f&SELECT) {
1480 col = data->baseCol;
1482 /* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
1483 if (col[3]==0) return 0;
1492 static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act)
1494 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
1496 data.baseCol = baseCol;
1497 data.selCol = selCol;
1498 data.actCol = actCol;
1499 data.eed_act = eed_act;
1500 dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
1504 static int draw_dm_edges__setDrawOptions(void *userData, int index)
1506 return EM_get_edge_for_index(index)->h==0;
1508 static void draw_dm_edges(DerivedMesh *dm)
1510 dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
1513 /* Draw edges with color interpolated based on selection */
1514 static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
1516 return EM_get_edge_for_index(index)->h==0;
1518 static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
1520 EditEdge *eed = EM_get_edge_for_index(index);
1521 unsigned char **cols = userData;
1522 unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
1523 unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
1525 glColor4ub( col0[0] + (col1[0]-col0[0])*t,
1526 col0[1] + (col1[1]-col0[1])*t,
1527 col0[2] + (col1[2]-col0[2])*t,
1528 col0[3] + (col1[3]-col0[3])*t);
1530 static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
1532 unsigned char *cols[2];
1535 dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
1538 /* Draw only seam edges */
1539 static int draw_dm_edges_seams__setDrawOptions(void *userData, int index)
1541 EditEdge *eed = EM_get_edge_for_index(index);
1543 return (eed->h==0 && eed->seam);
1545 static void draw_dm_edges_seams(DerivedMesh *dm)
1547 dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
1550 /* Draw only sharp edges */
1551 static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
1553 EditEdge *eed = EM_get_edge_for_index(index);
1555 return (eed->h==0 && eed->sharp);
1557 static void draw_dm_edges_sharp(DerivedMesh *dm)
1559 dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
1563 /* Draw faces with color set based on selection
1564 * return 2 for the active face so it renders with stipple enabled */
1565 static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r)
1567 struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
1568 EditFace *efa = EM_get_face_for_index(index);
1572 if (efa == data->efa_act) {
1573 glColor4ubv(data->cols[2]);
1574 return 2; /* stipple */
1576 col = data->cols[(efa->f&SELECT)?1:0];
1577 if (col[3]==0) return 0;
1585 /* also draws the active face */
1586 static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act)
1588 struct { unsigned char *cols[3]; EditFace *efa_act; } data;
1589 data.cols[0] = baseCol;
1590 data.cols[1] = selCol;
1591 data.cols[2] = actCol;
1592 data.efa_act = efa_act;
1594 dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
1597 static int draw_dm_creases__setDrawOptions(void *userData, int index)
1599 EditEdge *eed = EM_get_edge_for_index(index);
1601 if (eed->h==0 && eed->crease!=0.0) {
1602 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease);
1608 static void draw_dm_creases(DerivedMesh *dm)
1611 dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
1615 static int draw_dm_bweights__setDrawOptions(void *userData, int index)
1617 EditEdge *eed = EM_get_edge_for_index(index);
1619 if (eed->h==0 && eed->bweight!=0.0) {
1620 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight);
1626 static void draw_dm_bweights__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1628 EditVert *eve = EM_get_vert_for_index(index);
1630 if (eve->h==0 && eve->bweight!=0.0) {
1631 UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight);
1635 static void draw_dm_bweights(Scene *scene, DerivedMesh *dm)
1637 if (scene->selectmode & SCE_SELECT_VERTEX) {
1638 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
1639 bglBegin(GL_POINTS);
1640 dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, NULL);
1645 dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL);
1650 /* Second section of routines: Combine first sets to form fancy
1651 * drawing routines (for example rendering twice to get overlays).
1653 * Also includes routines that are basic drawing but are too
1654 * specialized to be split out (like drawing creases or measurements).
1657 /* EditMesh drawing routines*/
1659 static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, EditMesh *em, DerivedMesh *cageDM, EditVert *eve_act)
1663 if(v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
1665 for (sel=0; sel<2; sel++) {
1666 char col[4], fcol[4];
1669 UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
1670 UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);
1672 for (pass=0; pass<2; pass++) {
1673 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1674 float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
1677 if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
1678 glDisable(GL_DEPTH_TEST);
1685 size = (size>2.1?size/2.0:size);
1686 fsize = (fsize>2.1?fsize/2.0:fsize);
1687 col[3] = fcol[3] = 100;
1689 col[3] = fcol[3] = 255;
1692 if(scene->selectmode & SCE_SELECT_VERTEX) {
1694 glColor4ubv((GLubyte *)col);
1695 draw_dm_verts(cageDM, sel, eve_act);
1698 if( CHECK_OB_DRAWFACEDOT(scene, v3d, obedit->dt) ) {
1700 glColor4ubv((GLubyte *)fcol);
1701 draw_dm_face_centers(cageDM, sel);
1705 glDisable(GL_BLEND);
1706 glEnable(GL_DEPTH_TEST);
1711 if(v3d->zbuf) glDepthMask(1);
1715 static void draw_em_fancy_edges(Scene *scene, View3D *v3d, Mesh *me, DerivedMesh *cageDM, short sel_only, EditEdge *eed_act)
1718 unsigned char wireCol[4], selCol[4], actCol[4];
1720 /* since this function does transparant... */
1721 UI_GetThemeColor4ubv(TH_EDGE_SELECT, (char *)selCol);
1722 UI_GetThemeColor4ubv(TH_WIRE, (char *)wireCol);
1723 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)actCol);
1725 /* when sel only is used, dont render wire, only selected, this is used for
1726 * textured draw mode when the 'edges' option is disabled */
1730 for (pass=0; pass<2; pass++) {
1731 /* show wires in transparant when no zbuf clipping for select */
1733 if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) {
1735 glDisable(GL_DEPTH_TEST);
1737 if (!sel_only) wireCol[3] = 85;
1743 if (!sel_only) wireCol[3] = 255;
1746 if(scene->selectmode == SCE_SELECT_FACE) {
1747 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1749 else if( (me->drawflag & ME_DRAWEDGES) || (scene->selectmode & SCE_SELECT_EDGE) ) {
1750 if(cageDM->drawMappedEdgesInterp && (scene->selectmode & SCE_SELECT_VERTEX)) {
1751 glShadeModel(GL_SMOOTH);
1752 draw_dm_edges_sel_interp(cageDM, wireCol, selCol);
1753 glShadeModel(GL_FLAT);
1755 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1760 glColor4ubv(wireCol);
1761 draw_dm_edges(cageDM);
1766 glDisable(GL_BLEND);
1767 glEnable(GL_DEPTH_TEST);
1772 static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em)
1777 float v1[3], v2[3], v3[3], v4[3];
1779 char val[32]; /* Stores the measurement display text here */
1780 char conv_float[5]; /* Use a float conversion matching the grid size */
1781 float area, col[3]; /* area of the face, color of the text to draw */
1783 if(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))
1786 /* make the precission of the pronted value proportionate to the gridsize */
1787 if ((v3d->grid) < 0.01)
1788 strcpy(conv_float, "%.6f");
1789 else if ((v3d->grid) < 0.1)
1790 strcpy(conv_float, "%.5f");
1791 else if ((v3d->grid) < 1.0)
1792 strcpy(conv_float, "%.4f");
1793 else if ((v3d->grid) < 10.0)
1794 strcpy(conv_float, "%.3f");
1796 strcpy(conv_float, "%.2f");
1799 if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
1800 glDisable(GL_DEPTH_TEST);
1802 if(v3d->zbuf) bglPolygonOffset(rv3d->dist, 5.0);
1804 if(me->drawflag & ME_DRAW_EDGELEN) {
1805 UI_GetThemeColor3fv(TH_TEXT, col);
1806 /* make color a bit more red */
1807 if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;}
1808 else col[0]= col[0]*0.7 + 0.3;
1811 for(eed= em->edges.first; eed; eed= eed->next) {
1812 /* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
1813 if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
1814 VECCOPY(v1, eed->v1->co);
1815 VECCOPY(v2, eed->v2->co);
1817 glRasterPos3f( 0.5*(v1[0]+v2[0]), 0.5*(v1[1]+v2[1]), 0.5*(v1[2]+v2[2]));
1819 if(v3d->flag & V3D_GLOBAL_STATS) {
1820 Mat4MulVecfl(ob->obmat, v1);
1821 Mat4MulVecfl(ob->obmat, v2);
1824 sprintf(val, conv_float, VecLenf(v1, v2));
1825 BMF_DrawString( G.fonts, val);
1830 if(me->drawflag & ME_DRAW_FACEAREA) {
1831 // XXX extern int faceselectedOR(EditFace *efa, int flag); // editmesh.h shouldn't be in this file... ok for now?
1833 UI_GetThemeColor3fv(TH_TEXT, col);
1834 /* make color a bit more green */
1835 if(col[1]> 0.5) {col[0]*=0.7; col[2]*= 0.7;}
1836 else col[1]= col[1]*0.7 + 0.3;
1839 for(efa= em->faces.first; efa; efa= efa->next) {
1840 if((efa->f & SELECT)) { // XXX || (G.moving && faceselectedOR(efa, SELECT)) ) {
1841 VECCOPY(v1, efa->v1->co);
1842 VECCOPY(v2, efa->v2->co);
1843 VECCOPY(v3, efa->v3->co);
1845 VECCOPY(v4, efa->v4->co);
1847 if(v3d->flag & V3D_GLOBAL_STATS) {
1848 Mat4MulVecfl(ob->obmat, v1);
1849 Mat4MulVecfl(ob->obmat, v2);
1850 Mat4MulVecfl(ob->obmat, v3);
1851 if (efa->v4) Mat4MulVecfl(ob->obmat, v4);
1855 area= AreaQ3Dfl(v1, v2, v3, v4);
1857 area = AreaT3Dfl(v1, v2, v3);
1859 sprintf(val, conv_float, area);
1860 glRasterPos3fv(efa->cent);
1861 BMF_DrawString( G.fonts, val);
1866 if(me->drawflag & ME_DRAW_EDGEANG) {
1867 EditEdge *e1, *e2, *e3, *e4;
1869 UI_GetThemeColor3fv(TH_TEXT, col);
1870 /* make color a bit more blue */
1871 if(col[2]> 0.5) {col[0]*=0.7; col[1]*= 0.7;}
1872 else col[2]= col[2]*0.7 + 0.3;
1875 for(efa= em->faces.first; efa; efa= efa->next) {
1876 VECCOPY(v1, efa->v1->co);
1877 VECCOPY(v2, efa->v2->co);
1878 VECCOPY(v3, efa->v3->co);
1880 VECCOPY(v4, efa->v4->co);
1885 if(v3d->flag & V3D_GLOBAL_STATS) {
1886 Mat4MulVecfl(ob->obmat, v1);
1887 Mat4MulVecfl(ob->obmat, v2);
1888 Mat4MulVecfl(ob->obmat, v3);
1889 Mat4MulVecfl(ob->obmat, v4);
1895 if(efa->e4) e4= efa->e4; else e4= e3;
1897 /* Calculate the angles */
1899 if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
1901 sprintf(val,"%.3f", VecAngle3(v4, v1, v2));
1902 VecLerpf(fvec, efa->cent, efa->v1->co, 0.8);
1903 glRasterPos3fv(fvec);
1904 BMF_DrawString( G.fonts, val);
1906 if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
1908 sprintf(val,"%.3f", VecAngle3(v1, v2, v3));
1909 VecLerpf(fvec, efa->cent, efa->v2->co, 0.8);
1910 glRasterPos3fv(fvec);
1911 BMF_DrawString( G.fonts, val);
1913 if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
1916 sprintf(val,"%.3f", VecAngle3(v2, v3, v4));
1918 sprintf(val,"%.3f", VecAngle3(v2, v3, v1));
1919 VecLerpf(fvec, efa->cent, efa->v3->co, 0.8);
1920 glRasterPos3fv(fvec);
1921 BMF_DrawString( G.fonts, val);
1925 if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
1926 sprintf(val,"%.3f", VecAngle3(v3, v4, v1));
1927 VecLerpf(fvec, efa->cent, efa->v4->co, 0.8);
1928 glRasterPos3fv(fvec);
1929 BMF_DrawString( G.fonts, val);
1936 glEnable(GL_DEPTH_TEST);
1937 bglPolygonOffset(rv3d->dist, 0.0);
1941 static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth_r)
1943 EditFace *efa = EM_get_face_for_index(index);
1946 GPU_enable_material(efa->mat_nr+1, NULL);
1953 static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
1955 EditFace *efa = EM_get_face_for_index(index);
1960 static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
1962 Mesh *me = ob->data;
1963 EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */
1964 EditEdge *eed_act = NULL;
1965 EditVert *eve_act = NULL;
1967 if (em->selected.last) {
1968 EditSelection *ese = em->selected.last;
1969 /* face is handeled above */
1970 /*if (ese->type == EDITFACE ) {
1971 efa_act = (EditFace *)ese->data;
1972 } else */ if ( ese->type == EDITEDGE ) {
1973 eed_act = (EditEdge *)ese->data;
1974 } else if ( ese->type == EDITVERT ) {
1975 eve_act = (EditVert *)ese->data;
1979 EM_init_index_arrays(em, 1, 1, 1);
1982 if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
1983 if(draw_glsl_material(scene, ob, v3d, dt)) {
1984 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
1986 finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
1987 draw_em_fancy__setGLSLFaceOpts, NULL);
1988 GPU_disable_material();
1990 glFrontFace(GL_CCW);
1993 draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
1997 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
1999 glEnable(GL_LIGHTING);
2000 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2002 finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
2004 glFrontFace(GL_CCW);
2005 glDisable(GL_LIGHTING);
2008 // Setup for drawing wire over, disable zbuffer
2009 // write to show selected edge wires better
2010 UI_ThemeColor(TH_WIRE);
2012 bglPolygonOffset(rv3d->dist, 1.0);
2016 if (cageDM!=finalDM) {
2017 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
2018 finalDM->drawEdges(finalDM, 1);
2022 if((me->drawflag & (ME_DRAWFACES)) || FACESEL_PAINT_TEST) { /* transp faces */
2023 unsigned char col1[4], col2[4], col3[4];
2025 UI_GetThemeColor4ubv(TH_FACE, (char *)col1);
2026 UI_GetThemeColor4ubv(TH_FACE_SELECT, (char *)col2);
2027 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2030 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2032 /* dont draw unselected faces, only selected, this is MUCH nicer when texturing */
2033 if CHECK_OB_DRAWTEXTURE(v3d, dt)
2036 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2038 glDisable(GL_BLEND);
2039 glDepthMask(1); // restore write in zbuffer
2040 } else if (efa_act) {
2041 /* even if draw faces is off it would be nice to draw the stipple face
2042 * Make all other faces zero alpha except for the active
2044 unsigned char col1[4], col2[4], col3[4];
2045 col1[3] = col2[3] = 0; /* dont draw */
2046 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2049 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2051 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2053 glDisable(GL_BLEND);
2054 glDepthMask(1); // restore write in zbuffer
2058 /* here starts all fancy draw-extra over */
2059 if((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
2060 /* we are drawing textures and 'ME_DRAWEDGES' is disabled, dont draw any edges */
2062 /* only draw selected edges otherwise there is no way of telling if a face is selected */
2063 draw_em_fancy_edges(scene, v3d, me, cageDM, 1, eed_act);
2066 if(me->drawflag & ME_DRAWSEAMS) {
2067 UI_ThemeColor(TH_EDGE_SEAM);
2070 draw_dm_edges_seams(cageDM);
2076 if(me->drawflag & ME_DRAWSHARP) {
2077 UI_ThemeColor(TH_EDGE_SHARP);
2080 draw_dm_edges_sharp(cageDM);
2086 if(me->drawflag & ME_DRAWCREASES) {
2087 draw_dm_creases(cageDM);
2089 if(me->drawflag & ME_DRAWBWEIGHTS) {
2090 draw_dm_bweights(scene, cageDM);
2093 draw_em_fancy_edges(scene, v3d, me, cageDM, 0, eed_act);
2096 // XXX retopo_matrix_update(v3d);
2098 draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act);
2100 if(me->drawflag & ME_DRAWNORMALS) {
2101 UI_ThemeColor(TH_NORMAL);
2102 draw_dm_face_normals(scene, cageDM);
2104 if(me->drawflag & ME_DRAW_VNORMALS) {
2105 UI_ThemeColor(TH_NORMAL);
2106 draw_dm_vert_normals(scene, cageDM);
2109 if(me->drawflag & (ME_DRAW_EDGELEN|ME_DRAW_FACEAREA|ME_DRAW_EDGEANG))
2110 draw_em_measure_stats(v3d, rv3d, ob, em);
2115 bglPolygonOffset(rv3d->dist, 0.0);
2116 GPU_disable_material();
2119 EM_free_index_arrays();
2122 /* Mesh drawing routines */
2124 static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
2127 if(v3d->transp==0) { // not when we draw the transparent pass
2131 /* if transparent, we cannot draw the edges for solid select... edges have no material info.
2132 drawFacesSolid() doesn't draw the transparent faces */
2133 if(ob->dtx & OB_DRAWTRANSP) {
2134 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2135 dm->drawFacesSolid(dm, GPU_enable_material);
2136 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2137 GPU_disable_material();
2140 dm->drawEdges(dm, 0);
2148 static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
2154 static void draw_mesh_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2156 Object *ob= base->object;
2157 Mesh *me = ob->data;
2158 Material *ma= give_current_material(ob, 1);
2159 int hasHaloMat = (ma && (ma->mode&MA_HALO));
2161 int totvert, totedge, totface;
2163 DerivedMesh *dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
2168 if (ob->dtx&OB_DRAWWIRE) {
2169 draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
2172 totvert = dm->getNumVerts(dm);
2173 totedge = dm->getNumEdges(dm);
2174 totface = dm->getNumFaces(dm);
2176 /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
2178 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2180 // Unwanted combination.
2181 if (ob==OBACT && FACESEL_PAINT_TEST) draw_wire = 0;
2183 if(dt==OB_BOUNDBOX) {
2184 draw_bounding_volume(scene, ob);
2186 else if(hasHaloMat || (totface==0 && totedge==0)) {
2191 else if(dt==OB_WIRE || totface==0) {
2192 draw_wire = 1; /* draw wire only, no depth buffer stuff */
2194 else if( (ob==OBACT && (G.f & G_TEXTUREPAINT || FACESEL_PAINT_TEST)) ||
2195 CHECK_OB_DRAWTEXTURE(v3d, dt))
2197 int faceselect= (ob==OBACT && FACESEL_PAINT_TEST);
2199 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || FACESEL_PAINT_TEST) && !draw_wire) {
2200 draw_mesh_object_outline(v3d, ob, dm);
2203 if(draw_glsl_material(scene, ob, v3d, dt)) {
2204 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2206 dm->drawFacesGLSL(dm, GPU_enable_material);
2207 // if(get_ob_property(ob, "Text"))
2208 // XXX draw_mesh_text(ob, 1);
2209 GPU_disable_material();
2211 glFrontFace(GL_CCW);
2214 draw_mesh_textured(scene, v3d, rv3d, ob, dm, faceselect);
2218 if(base->flag & SELECT)
2219 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2221 UI_ThemeColor(TH_WIRE);
2223 dm->drawLooseEdges(dm);
2226 else if(dt==OB_SOLID) {
2227 if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire)
2228 draw_mesh_object_outline(v3d, ob, dm);
2230 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
2232 glEnable(GL_LIGHTING);
2233 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2235 dm->drawFacesSolid(dm, GPU_enable_material);
2236 GPU_disable_material();
2238 glFrontFace(GL_CCW);
2239 glDisable(GL_LIGHTING);
2241 if(base->flag & SELECT) {
2242 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2244 UI_ThemeColor(TH_WIRE);
2246 dm->drawLooseEdges(dm);
2248 else if(dt==OB_SHADED) {
2249 int do_draw= 1; /* to resolve all G.f settings below... */
2253 if( (G.f & G_WEIGHTPAINT)) {
2254 /* enforce default material settings */
2255 GPU_enable_material(0, NULL);
2257 /* but set default spec */
2258 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
2259 glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
2260 glColor3ub(120, 120, 120);
2261 glDisable(GL_COLOR_MATERIAL);
2263 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
2264 glEnable(GL_LIGHTING);
2265 glEnable(GL_COLOR_MATERIAL);
2267 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
2268 glDisable(GL_COLOR_MATERIAL);
2269 glDisable(GL_LIGHTING);
2271 GPU_disable_material();
2273 else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) {
2274 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
2276 else if(G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) {
2277 glColor3f(1.0f, 1.0f, 1.0f);
2278 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
2283 dl = ob->disp.first;
2284 if (!dl || !dl->col1) {
2285 /* release and reload derivedmesh because it might be freed in
2286 shadeDispList due to a different datamask */
2288 shadeDispList(scene, base);
2289 dl = find_displist(&ob->disp, DL_VERTCOL);
2290 dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
2293 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
2294 draw_mesh_object_outline(v3d, ob, dm);
2297 /* False for dupliframe objects */
2299 unsigned int *obCol1 = dl->col1;
2300 unsigned int *obCol2 = dl->col2;
2302 dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2);
2305 if(base->flag & SELECT) {
2306 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2308 UI_ThemeColor(TH_WIRE);
2310 dm->drawLooseEdges(dm);
2314 /* set default draw color back for wire or for draw-extra later on */
2316 if(base->flag & SELECT) {
2317 if(ob==OBACT && ob->flag & OB_FROMGROUP)
2318 UI_ThemeColor(TH_GROUP_ACTIVE);
2319 else if(ob->flag & OB_FROMGROUP)
2320 UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
2321 else if(flag!=DRAW_CONSTCOLOR)
2322 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2324 glColor3ub(80,80,80);
2326 if (ob->flag & OB_FROMGROUP)
2327 UI_ThemeColor(TH_GROUP);
2329 if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
2330 glColor3ub(80,80,80);
2332 UI_ThemeColor(TH_WIRE);
2337 /* If drawing wire and drawtype is not OB_WIRE then we are
2338 * overlaying the wires.
2340 * UPDATE bug #10290 - With this wire-only objects can draw
2341 * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
2343 * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
2344 * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
2346 if (dt!=OB_WIRE && draw_wire==2) {
2347 bglPolygonOffset(rv3d->dist, 1.0);
2348 glDepthMask(0); // disable write in zbuffer, selected edge wires show better
2351 dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
2353 if (dt!=OB_WIRE && draw_wire==2) {
2355 bglPolygonOffset(rv3d->dist, 0.0);
2362 /* returns 1 if nothing was drawn, for detecting to draw an object center */
2363 static int draw_mesh_object(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2365 Object *ob= base->object;
2366 Object *obedit= scene->obedit;
2368 EditMesh *em= me->edit_mesh;
2369 int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
2371 if(obedit && ob!=obedit && ob->data==obedit->data) {
2376 if(ob==obedit || drawlinked) {
2377 DerivedMesh *finalDM, *cageDM;
2380 finalDM = cageDM = editmesh_get_derived_base(ob, em);
2382 cageDM = editmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
2383 v3d->customdata_mask);
2386 // no transp in editmode, the fancy draw over goes bad then
2387 glsl = draw_glsl_material(scene, ob, v3d, dt);
2388 GPU_set_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
2391 draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
2393 if (obedit!=ob && finalDM)
2394 finalDM->release(finalDM);
2396 // else if(!em && (G.f & G_SCULPTMODE) &&(scene->sculptdata.flags & SCULPT_DRAW_FAST) &&
2397 // OBACT==ob && !sculpt_modifiers_active(ob)) {
2398 // XXX sculptmode_draw_mesh(0);
2401 /* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
2402 if(me->totface<=4 || boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
2403 glsl = draw_glsl_material(scene, ob, v3d, dt);
2404 check_alpha = check_material_alpha(base, me, glsl);
2406 if(dt==OB_SOLID || glsl) {
2407 GPU_set_object_materials(v3d, rv3d, scene, ob, glsl,
2408 (check_alpha)? &do_alpha_pass: NULL);
2411 draw_mesh_fancy(scene, v3d, rv3d, base, dt, flag);
2413 if(me->totvert==0) retval= 1;
2417 /* GPU_set_object_materials checked if this is needed */
2418 if(do_alpha_pass) add_view3d_after(v3d, base, V3D_TRANSP, flag);
2423 /* ************** DRAW DISPLIST ****************** */
2425 static int draw_index_wire= 1;
2426 static int index3_nors_incr= 1;
2428 /* returns 1 when nothing was drawn */
2429 static int drawDispListwire(ListBase *dlbase)
2435 if(dlbase==NULL) return 1;
2437 glDisableClientState(GL_NORMAL_ARRAY);
2438 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2440 for(dl= dlbase->first; dl; dl= dl->next) {
2441 if(dl->parts==0 || dl->nr==0)
2449 glVertexPointer(3, GL_FLOAT, 0, data);
2451 for(parts=0; parts<dl->parts; parts++)
2452 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2457 glVertexPointer(3, GL_FLOAT, 0, data);
2459 for(parts=0; parts<dl->parts; parts++)
2460 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2465 glVertexPointer(3, GL_FLOAT, 0, data);
2467 for(parts=0; parts<dl->parts; parts++) {
2468 if(dl->flag & DL_CYCL_U)
2469 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2471 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2474 for(nr=0; nr<dl->nr; nr++) {
2477 data= ( dl->verts )+3*nr;
2480 if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
2481 else glBegin(GL_LINE_STRIP);
2489 /* (ton) this code crashes for me when resolv is 86 or higher... no clue */
2490 // glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
2491 // if(dl->flag & DL_CYCL_V)
2492 // glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
2494 // glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
2499 if(draw_index_wire) {
2500 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2501 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2506 if(draw_index_wire) {
2507 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2508 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2514 glEnableClientState(GL_NORMAL_ARRAY);
2515 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2520 static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
2523 GPUVertexAttribs gattribs;
2524 float *data, curcol[4];
2527 if(lb==NULL) return;
2529 /* for drawing wire */
2530 glGetFloatv(GL_CURRENT_COLOR, curcol);
2532 glEnable(GL_LIGHTING);
2534 if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
2535 else glFrontFace(GL_CCW);
2537 if(ob->type==OB_MBALL) { // mball always smooth shaded
2538 glShadeModel(GL_SMOOTH);
2548 if(ob->type==OB_SURF) {
2551 glDisable(GL_LIGHTING);
2554 // glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2555 // glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
2557 glBegin(GL_LINE_STRIP);
2558 for(nr= dl->nr; nr; nr--, data+=3)
2562 glEnable(GL_LIGHTING);
2566 if(ob->type==OB_SURF) {
2569 UI_ThemeColor(TH_WIRE);
2570 glDisable(GL_LIGHTING);
2572 /* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
2573 //glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2574 //glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
2576 glBegin(GL_LINE_LOOP);
2577 for(nr= dl->nr; nr; nr--, data+=3)
2581 glEnable(GL_LIGHTING);
2587 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2589 if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
2590 else glShadeModel(GL_FLAT);
2592 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2593 glNormalPointer(GL_FLOAT, 0, dl->nors);
2594 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2595 GPU_disable_material();
2600 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2602 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2604 /* voor polys only one normal needed */
2605 if(index3_nors_incr==0) {
2606 glDisableClientState(GL_NORMAL_ARRAY);
2610 glNormalPointer(GL_FLOAT, 0, dl->nors);
2612 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2613 GPU_disable_material();
2615 if(index3_nors_incr==0)
2616 glEnableClientState(GL_NORMAL_ARRAY);
2621 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2623 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2624 glNormalPointer(GL_FLOAT, 0, dl->nors);
2625 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2627 GPU_disable_material();
2634 glShadeModel(GL_FLAT);
2635 glDisable(GL_LIGHTING);
2636 glFrontFace(GL_CCW);
2639 static void drawDispListshaded(ListBase *lb, Object *ob)
2641 DispList *dl, *dlob;
2642 unsigned int *cdata;
2644 if(lb==NULL) return;
2646 glShadeModel(GL_SMOOTH);
2647 glDisableClientState(GL_NORMAL_ARRAY);
2648 glEnableClientState(GL_COLOR_ARRAY);
2651 dlob= ob->disp.first;
2655 if(cdata==NULL) break;
2660 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2661 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2662 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2668 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2669 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2670 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2675 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2676 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2677 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2685 glShadeModel(GL_FLAT);
2686 glEnableClientState(GL_NORMAL_ARRAY);
2687 glDisableClientState(GL_COLOR_ARRAY);
2690 /* returns 1 when nothing was drawn */
2691 static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
2693 Object *ob= base->object;
2697 int solid, retval= 0;
2699 solid= (dt > OB_WIRE);
2710 if(dl==NULL) return 1;
2712 if(dl->nors==0) addnormalsDispList(ob, lb);
2713 index3_nors_incr= 0;
2715 if( displist_has_faces(lb)==0) {
2717 drawDispListwire(lb);
2721 if(draw_glsl_material(scene, ob, v3d, dt)) {
2722 GPU_set_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2723 drawDispListsolid(lb, ob, 1);
2725 else if(dt == OB_SHADED) {
2726 if(ob->disp.first==0) shadeDispList(scene, base);
2727 drawDispListshaded(lb, ob);
2730 GPU_set_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2731 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2732 drawDispListsolid(lb, ob, 0);
2734 if(cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0 && cu->ext2 == 0.0) {
2737 drawDispListwire(lb);
2741 index3_nors_incr= 1;
2745 retval= drawDispListwire(lb);
2751 lb= &((Curve *)ob->data)->disp;
2755 if(dl==NULL) return 1;
2757 if(dl->nors==NULL) addnormalsDispList(ob, lb);
2759 if(draw_glsl_material(scene, ob, v3d, dt)) {
2760 GPU_set_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2761 drawDispListsolid(lb, ob, 1);
2763 else if(dt==OB_SHADED) {
2764 if(ob->disp.first==NULL) shadeDispList(scene, base);
2765 drawDispListshaded(lb, ob);
2768 GPU_set_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2769 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2771 drawDispListsolid(lb, ob, 0);
2775 retval= drawDispListwire(lb);
2780 if( is_basis_mball(ob)) {
2782 if(lb->first==NULL) makeDispListMBall(scene, ob);
2783 if(lb->first==NULL) return 1;
2787 if(draw_glsl_material(scene, ob, v3d, dt)) {
2788 GPU_set_object_materials(v3d, rv3d, scene, ob, 1, NULL);
2789 drawDispListsolid(lb, ob, 1);
2791 else if(dt == OB_SHADED) {
2793 if(dl && dl->col1==0) shadeDispList(scene, base);
2794 drawDispListshaded(lb, ob);
2797 GPU_set_object_materials(v3d, rv3d, scene, ob, 0, NULL);
2798 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2800 drawDispListsolid(lb, ob, 0);
2804 /* MetaBalls use DL_INDEX4 type of DispList */
2805 retval= drawDispListwire(lb);
2814 /* unified drawing of all new particle systems draw types except dupli ob & group */
2815 /* mostly tries to use vertex arrays for speed */
2817 /* 1. check that everything is ok & updated */
2818 /* 2. start initialising things */
2819 /* 3. initialize according to draw type */
2820 /* 4. allocate drawing data arrays */
2821 /* 5. start filling the arrays */
2822 /* 6. draw the arrays */
2824 static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, ParticleSystem *psys, int dt)
2826 Object *ob=base->object;
2827 ParticleSystemModifierData *psmd;
2828 ParticleSettings *part;
2829 ParticleData *pars, *pa;
2830 ParticleKey state, *states=0;
2831 ParticleCacheKey *cache=0;
2834 float vel[3], vec[3], vec2[3], imat[4][4], onevec[3]={0.0f,0.0f,0.0f}, bb_center[3];
2835 float timestep, pixsize=1.0, pa_size, pa_time, r_tilt;
2836 float cfra= bsystem_time(scene, ob,(float)CFRA,0.0);
2837 float *vdata=0, *vedata=0, *cdata=0, *ndata=0, *vd=0, *ved=0, *cd=0, *nd=0, xvec[3], yvec[3], zvec[3];
2838 float ma_r=0.0f, ma_g=0.0f, ma_b=0.0f;
2839 int a, k, k_max=0, totpart, totpoint=0, draw_as, path_nbr=0;
2840 int path_possible=0, keys_possible=0, draw_keys=0, totchild=0;
2841 int select=ob->flag&SELECT, create_cdata=0;
2842 GLint polygonmode[2];
2850 pars=psys->particles;
2852 if(part==0 || !psys_check_enabled(ob, psys))
2857 // XXX what logic is this?
2858 if(!scene->obedit && psys_in_edit_mode(scene, psys)
2859 && psys->flag & PSYS_HAIR_DONE && part->draw_as==PART_DRAW_PATH)
2862 if(part->draw_as==PART_DRAW_NOT) return;
2865 if(part->phystype==PART_PHYS_KEYED){
2866 if(psys->flag & PSYS_FIRST_KEYED){
2867 if(psys->flag&PSYS_KEYED){
2868 select=psys_count_keyed_targets(ob,psys);
2869 if(psys->totkeyed==0)
2879 if(psys_get_current(ob)==psys)
2883 psys->flag|=PSYS_DRAWING;
2885 if(part->type==PART_HAIR && !psys->childcache)
2888 totchild=psys->totchild*part->disp/100;
2890 ma= give_current_material(ob,part->omat);
2898 if(v3d->zbuf) glDepthMask(1);
2902 else if((ma) && (part->draw&PART_DRAW_MAT_COL)) {
2903 glColor3f(ma->r,ma->g,ma->b);
2909 psmd= psys_get_modifier(ob,psys);
2911 timestep= psys_get_timestep(part);
2913 wmLoadMatrix(rv3d->viewmat);
2915 if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
2917 Mat4MulMat4(mat, psys->imat, ob->obmat);
2921 totpart=psys->totpart;
2922 draw_as=part->draw_as;
2924 if(part->flag&PART_GLOB_TIME)
2925 cfra=bsystem_time(scene, 0, (float)CFRA, 0.0f);
2927 if(psys->pathcache){
2931 if(draw_as==PART_DRAW_PATH && path_possible==0)
2932 draw_as=PART_DRAW_DOT;
2934 if(draw_as!=PART_DRAW_PATH && keys_possible && part->draw&PART_DRAW_KEYS){
2935 path_nbr=part->keys_step;
2943 glPointSize(part->draw_size);
2945 glPointSize(2.0); /* default dot size */
2947 case PART_DRAW_CIRC:
2948 /* calculate view aligned matrix: */
2949 Mat4CpyMat4(imat, rv3d->viewinv);
2953 case PART_DRAW_CROSS:
2954 case PART_DRAW_AXIS:
2955 /* lets calculate the scale: */
2956 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];
2957 pixsize*= rv3d->pixsize;
2958 if(part->draw_size==0.0)
2961 pixsize*=part->draw_size;
2965 draw_as=PART_DRAW_DOT;
2970 if(part->dup_group==0)
2971 draw_as=PART_DRAW_DOT;
2976 if(v3d->camera==0 && part->bb_ob==0){
2977 printf("Billboards need an active camera or a target object!\n");
2979 draw_as=part->draw_as=PART_DRAW_DOT;
2982 glPointSize(part->draw_size);