return dm;
}
-///
-
-typedef struct {
- DerivedMesh dm;
-
- EditMesh *em;
- float (*vertexCos)[3];
- float (*vertexNos)[3];
- float (*faceNos)[3];
-} EditMeshDerivedMesh;
-
-static void emDM_foreachMappedVert(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no_f, short *no_s), void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditVert *eve;
- int i;
-
- for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
- if (emdm->vertexCos) {
- func(userData, i, emdm->vertexCos[i], emdm->vertexNos[i], NULL);
- } else {
- func(userData, i, eve->co, eve->no, NULL);
- }
- }
-}
-static void emDM_foreachMappedEdge(DerivedMesh *dm, void (*func)(void *userData, int index, float *v0co, float *v1co), void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditEdge *eed;
- int i;
-
- if (emdm->vertexCos) {
- EditVert *eve;
-
- for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
- for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
- func(userData, i, emdm->vertexCos[(int) eed->v1->tmp.l], emdm->vertexCos[(int) eed->v2->tmp.l]);
- } else {
- for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
- func(userData, i, eed->v1->co, eed->v2->co);
- }
-}
-static void emDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditEdge *eed;
- int i;
-
- if (emdm->vertexCos) {
- EditVert *eve;
-
- for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
-
- glBegin(GL_LINES);
- for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
- if(!setDrawOptions || setDrawOptions(userData, i)) {
- glVertex3fv(emdm->vertexCos[(int) eed->v1->tmp.l]);
- glVertex3fv(emdm->vertexCos[(int) eed->v2->tmp.l]);
- }
- }
- glEnd();
- } else {
- glBegin(GL_LINES);
- for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
- if(!setDrawOptions || setDrawOptions(userData, i)) {
- glVertex3fv(eed->v1->co);
- glVertex3fv(eed->v2->co);
- }
- }
- glEnd();
- }
-}
-static void emDM_drawEdges(DerivedMesh *dm, int UNUSED(drawLooseEdges), int UNUSED(drawAllEdges))
-{
- emDM_drawMappedEdges(dm, NULL, NULL);
-}
-static void emDM_drawMappedEdgesInterp(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void (*setDrawInterpOptions)(void *userData, int index, float t), void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditEdge *eed;
- int i;
-
- if (emdm->vertexCos) {
- EditVert *eve;
-
- for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
-
- glBegin(GL_LINES);
- for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
- if(!setDrawOptions || setDrawOptions(userData, i)) {
- setDrawInterpOptions(userData, i, 0.0);
- glVertex3fv(emdm->vertexCos[(int) eed->v1->tmp.l]);
- setDrawInterpOptions(userData, i, 1.0);
- glVertex3fv(emdm->vertexCos[(int) eed->v2->tmp.l]);
- }
- }
- glEnd();
- } else {
- glBegin(GL_LINES);
- for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
- if(!setDrawOptions || setDrawOptions(userData, i)) {
- setDrawInterpOptions(userData, i, 0.0);
- glVertex3fv(eed->v1->co);
- setDrawInterpOptions(userData, i, 1.0);
- glVertex3fv(eed->v2->co);
- }
- }
- glEnd();
- }
-}
-
-static void emDM_drawUVEdges(DerivedMesh *dm)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditFace *efa;
- MTFace *tf;
-
- glBegin(GL_LINES);
- for(efa= emdm->em->faces.first; efa; efa= efa->next) {
- tf = CustomData_em_get(&emdm->em->fdata, efa->data, CD_MTFACE);
-
- if(tf && !(efa->h)) {
- glVertex2fv(tf->uv[0]);
- glVertex2fv(tf->uv[1]);
-
- glVertex2fv(tf->uv[1]);
- glVertex2fv(tf->uv[2]);
-
- if (!efa->v4) {
- glVertex2fv(tf->uv[2]);
- glVertex2fv(tf->uv[0]);
- } else {
- glVertex2fv(tf->uv[2]);
- glVertex2fv(tf->uv[3]);
- glVertex2fv(tf->uv[3]);
- glVertex2fv(tf->uv[0]);
- }
- }
- }
- glEnd();
-}
-
-static void emDM__calcFaceCent(EditFace *efa, float cent[3], float (*vertexCos)[3])
-{
- if (vertexCos) {
- copy_v3_v3(cent, vertexCos[(int) efa->v1->tmp.l]);
- add_v3_v3(cent, vertexCos[(int) efa->v2->tmp.l]);
- add_v3_v3(cent, vertexCos[(int) efa->v3->tmp.l]);
- if (efa->v4) add_v3_v3(cent, vertexCos[(int) efa->v4->tmp.l]);
- } else {
- copy_v3_v3(cent, efa->v1->co);
- add_v3_v3(cent, efa->v2->co);
- add_v3_v3(cent, efa->v3->co);
- if (efa->v4) add_v3_v3(cent, efa->v4->co);
- }
-
- if (efa->v4) {
- mul_v3_fl(cent, 0.25f);
- } else {
- mul_v3_fl(cent, 0.33333333333f);
- }
-}
-static void emDM_foreachMappedFaceCenter(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no), void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditVert *eve;
- EditFace *efa;
- float cent[3];
- int i;
-
- if (emdm->vertexCos) {
- for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
- }
-
- for(i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
- emDM__calcFaceCent(efa, cent, emdm->vertexCos);
- func(userData, i, cent, emdm->vertexCos?emdm->faceNos[i]:efa->n);
- }
-}
-
-/* note, material function is ignored for now. */
-static void emDM_drawMappedFaces(DerivedMesh *dm,
- int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r),
- int (*setMaterial)(int, void *attribs),
- int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
- void *userData, int UNUSED(useColors))
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditFace *efa;
- int i, draw;
- const int skip_normals= !glIsEnabled(GL_LIGHTING); /* could be passed as an arg */
-
- /* GL_ZERO is used to detect if drawing has started or not */
- GLenum poly_prev= GL_ZERO;
- GLenum shade_prev= GL_ZERO;
-
- (void)setMaterial; /* unused */
-
- /* currently unused -- each original face is handled separately */
- (void)compareDrawOptions;
-
- if (emdm->vertexCos) {
- /* add direct access */
- float (*vertexCos)[3]= emdm->vertexCos;
- float (*vertexNos)[3]= emdm->vertexNos;
- float (*faceNos)[3]= emdm->faceNos;
- EditVert *eve;
-
- for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
-
- for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
- int drawSmooth = (efa->flag & ME_SMOOTH);
- draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
- if(draw) {
- const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
- if (draw==2) { /* enabled with stipple */
-
- if(poly_prev != GL_ZERO) glEnd();
- poly_prev= GL_ZERO; /* force glBegin */
-
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
- }
-
- if(skip_normals) {
- if(poly_type != poly_prev) {
- if(poly_prev != GL_ZERO) glEnd();
- glBegin((poly_prev= poly_type));
- }
- glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
- if(poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- }
- else {
- const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
- if (shade_type != shade_prev) {
- if(poly_prev != GL_ZERO) glEnd();
- glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
- glBegin((poly_prev= poly_type));
- }
- else if(poly_type != poly_prev) {
- if(poly_prev != GL_ZERO) glEnd();
- glBegin((poly_prev= poly_type));
- }
-
- if (!drawSmooth) {
- glNormal3fv(faceNos[i]);
- glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
- if(poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- } else {
- glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
- glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
- glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
- if(poly_type == GL_QUADS) {
- glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- }
- }
- }
-
-
- if (draw==2) {
- glEnd();
- poly_prev= GL_ZERO; /* force glBegin */
-
- glDisable(GL_POLYGON_STIPPLE);
- }
- }
- }
- }
- else {
- for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
- int drawSmooth = (efa->flag & ME_SMOOTH);
- draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
- if(draw) {
- const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
- if (draw==2) { /* enabled with stipple */
-
- if(poly_prev != GL_ZERO) glEnd();
- poly_prev= GL_ZERO; /* force glBegin */
-
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
- }
-
- if(skip_normals) {
- if(poly_type != poly_prev) {
- if(poly_prev != GL_ZERO) glEnd();
- glBegin((poly_prev= poly_type));
- }
- glVertex3fv(efa->v1->co);
- glVertex3fv(efa->v2->co);
- glVertex3fv(efa->v3->co);
- if(poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
- }
- else {
- const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
- if (shade_type != shade_prev) {
- if(poly_prev != GL_ZERO) glEnd();
- glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
- glBegin((poly_prev= poly_type));
- }
- else if(poly_type != poly_prev) {
- if(poly_prev != GL_ZERO) glEnd();
- glBegin((poly_prev= poly_type));
- }
-
- if (!drawSmooth) {
- glNormal3fv(efa->n);
- glVertex3fv(efa->v1->co);
- glVertex3fv(efa->v2->co);
- glVertex3fv(efa->v3->co);
- if(poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
- } else {
- glNormal3fv(efa->v1->no);
- glVertex3fv(efa->v1->co);
- glNormal3fv(efa->v2->no);
- glVertex3fv(efa->v2->co);
- glNormal3fv(efa->v3->no);
- glVertex3fv(efa->v3->co);
- if(poly_type == GL_QUADS) {
- glNormal3fv(efa->v4->no);
- glVertex3fv(efa->v4->co);
- }
- }
- }
-
-
- if (draw==2) {
- glEnd();
- poly_prev= GL_ZERO;
-
- glDisable(GL_POLYGON_STIPPLE);
- }
- }
- }
- }
-
- /* if non zero we know a face was rendered */
- if(poly_prev != GL_ZERO) glEnd();
-}
-
-static void emDM_drawFacesTex_common(DerivedMesh *dm,
- int (*drawParams)(MTFace *tface, int has_mcol, int matnr),
- int (*drawParamsMapped)(void *userData, int index),
- int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
- void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditMesh *em= emdm->em;
- float (*vertexCos)[3]= emdm->vertexCos;
- float (*vertexNos)[3]= emdm->vertexNos;
- EditFace *efa;
- int i;
-
- (void) compareDrawOptions;
-
- /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
- glShadeModel(GL_SMOOTH);
-
- if (vertexCos) {
- EditVert *eve;
-
- for (i=0,eve=em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
-
- for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
- MTFace *tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- MCol *mcol= CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
- unsigned char *cp= NULL;
- int drawSmooth= (efa->flag & ME_SMOOTH);
- int flag;
-
- if(drawParams)
- flag= drawParams(tf, (mcol != NULL), efa->mat_nr);
- else if(drawParamsMapped)
- flag= drawParamsMapped(userData, i);
- else
- flag= 1;
-
- if(flag != 0) { /* flag 0 == the face is hidden or invisible */
-
- /* we always want smooth here since otherwise vertex colors dont interpolate */
- if (mcol) {
- if (flag==1) {
- cp= (unsigned char*)mcol;
- }
- } else {
- glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
- }
-
- glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
- if (!drawSmooth) {
- glNormal3fv(emdm->faceNos[i]);
-
- if(tf) glTexCoord2fv(tf->uv[0]);
- if(cp) glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
-
- if(tf) glTexCoord2fv(tf->uv[1]);
- if(cp) glColor3ub(cp[7], cp[6], cp[5]);
- glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
-
- if(tf) glTexCoord2fv(tf->uv[2]);
- if(cp) glColor3ub(cp[11], cp[10], cp[9]);
- glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
-
- if(efa->v4) {
- if(tf) glTexCoord2fv(tf->uv[3]);
- if(cp) glColor3ub(cp[15], cp[14], cp[13]);
- glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- }
- } else {
- if(tf) glTexCoord2fv(tf->uv[0]);
- if(cp) glColor3ub(cp[3], cp[2], cp[1]);
- glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
-
- if(tf) glTexCoord2fv(tf->uv[1]);
- if(cp) glColor3ub(cp[7], cp[6], cp[5]);
- glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
-
- if(tf) glTexCoord2fv(tf->uv[2]);
- if(cp) glColor3ub(cp[11], cp[10], cp[9]);
- glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
-
- if(efa->v4) {
- if(tf) glTexCoord2fv(tf->uv[3]);
- if(cp) glColor3ub(cp[15], cp[14], cp[13]);
- glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- }
- }
- glEnd();
- }
- }
- } else {
- for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
- MTFace *tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- MCol *mcol= CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
- unsigned char *cp= NULL;
- int drawSmooth= (efa->flag & ME_SMOOTH);
- int flag;
-
- if(drawParams)
- flag= drawParams(tf, (mcol != NULL), efa->mat_nr);
- else if(drawParamsMapped)
- flag= drawParamsMapped(userData, i);
- else
- flag= 1;
-
- if(flag != 0) { /* flag 0 == the face is hidden or invisible */
- /* we always want smooth here since otherwise vertex colors dont interpolate */
- if (mcol) {
- if (flag==1) {
- cp= (unsigned char*)mcol;
- }
- } else {
- glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
- }
-
- glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
- if (!drawSmooth) {
- glNormal3fv(efa->n);
-
- if(tf) glTexCoord2fv(tf->uv[0]);
- if(cp) glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(efa->v1->co);
-
- if(tf) glTexCoord2fv(tf->uv[1]);
- if(cp) glColor3ub(cp[7], cp[6], cp[5]);
- glVertex3fv(efa->v2->co);
-
- if(tf) glTexCoord2fv(tf->uv[2]);
- if(cp) glColor3ub(cp[11], cp[10], cp[9]);
- glVertex3fv(efa->v3->co);
-
- if(efa->v4) {
- if(tf) glTexCoord2fv(tf->uv[3]);
- if(cp) glColor3ub(cp[15], cp[14], cp[13]);
- glVertex3fv(efa->v4->co);
- }
- } else {
- if(tf) glTexCoord2fv(tf->uv[0]);
- if(cp) glColor3ub(cp[3], cp[2], cp[1]);
- glNormal3fv(efa->v1->no);
- glVertex3fv(efa->v1->co);
-
- if(tf) glTexCoord2fv(tf->uv[1]);
- if(cp) glColor3ub(cp[7], cp[6], cp[5]);
- glNormal3fv(efa->v2->no);
- glVertex3fv(efa->v2->co);
-
- if(tf) glTexCoord2fv(tf->uv[2]);
- if(cp) glColor3ub(cp[11], cp[10], cp[9]);
- glNormal3fv(efa->v3->no);
- glVertex3fv(efa->v3->co);
-
- if(efa->v4) {
- if(tf) glTexCoord2fv(tf->uv[3]);
- if(cp) glColor3ub(cp[15], cp[14], cp[13]);
- glNormal3fv(efa->v4->no);
- glVertex3fv(efa->v4->co);
- }
- }
- glEnd();
- }
- }
- }
-}
-
-static void emDM_drawFacesTex(DerivedMesh *dm,
- int (*setDrawOptions)(MTFace *tface, int has_mcol, int matnr),
- int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
- void *userData)
-{
- emDM_drawFacesTex_common(dm, setDrawOptions, NULL, compareDrawOptions, userData);
-}
-
-static void emDM_drawMappedFacesTex(DerivedMesh *dm,
- int (*setDrawOptions)(void *userData, int index),
- int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
- void *userData)
-{
- emDM_drawFacesTex_common(dm, NULL, setDrawOptions, compareDrawOptions, userData);
-}
-
-static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
- int (*setMaterial)(int, void *attribs),
- int (*setDrawOptions)(void *userData, int index),
- void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditMesh *em= emdm->em;
- float (*vertexCos)[3]= emdm->vertexCos;
- float (*vertexNos)[3]= emdm->vertexNos;
- EditVert *eve;
- EditFace *efa;
- DMVertexAttribs attribs= {{{0}}};
- GPUVertexAttribs gattribs;
- /* int tfoffset; */ /* UNUSED */
- int i, b, matnr, new_matnr, dodraw /* , layer */ /* UNUSED */;
-
- dodraw = 0;
- matnr = -1;
-
- /* layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE); */ /* UNUSED */
- /* tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset; */ /* UNUSED */
-
- /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
- glShadeModel(GL_SMOOTH);
-
- for (i=0,eve=em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
-
-#define PASSATTRIB(efa, eve, vert) { \
- if(attribs.totorco) { \
- float *orco = attribs.orco.array[eve->tmp.l]; \
- glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
- } \
- for(b = 0; b < attribs.tottface; b++) { \
- MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
- glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]); \
- } \
- for(b = 0; b < attribs.totmcol; b++) { \
- MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset); \
- GLubyte col[4]; \
- col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
- glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
- } \
- if(attribs.tottang) { \
- float *tang = attribs.tang.array[i*4 + vert]; \
- glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
- } \
-}
-
- for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
- int drawSmooth= (efa->flag & ME_SMOOTH);
-
- if(setDrawOptions && !setDrawOptions(userData, i))
- continue;
-
- new_matnr = efa->mat_nr + 1;
- if(new_matnr != matnr) {
- dodraw = setMaterial(matnr = new_matnr, &gattribs);
- if(dodraw)
- DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
- }
-
- if(dodraw) {
- glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
- if (!drawSmooth) {
- if(vertexCos) glNormal3fv(emdm->faceNos[i]);
- else glNormal3fv(efa->n);
-
- PASSATTRIB(efa, efa->v1, 0);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
- else glVertex3fv(efa->v1->co);
-
- PASSATTRIB(efa, efa->v2, 1);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
- else glVertex3fv(efa->v2->co);
-
- PASSATTRIB(efa, efa->v3, 2);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
- else glVertex3fv(efa->v3->co);
-
- if(efa->v4) {
- PASSATTRIB(efa, efa->v4, 3);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- else glVertex3fv(efa->v4->co);
- }
- } else {
- PASSATTRIB(efa, efa->v1, 0);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
- }
- else {
- glNormal3fv(efa->v1->no);
- glVertex3fv(efa->v1->co);
- }
-
- PASSATTRIB(efa, efa->v2, 1);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
- }
- else {
- glNormal3fv(efa->v2->no);
- glVertex3fv(efa->v2->co);
- }
-
- PASSATTRIB(efa, efa->v3, 2);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
- }
- else {
- glNormal3fv(efa->v3->no);
- glVertex3fv(efa->v3->co);
- }
-
- if(efa->v4) {
- PASSATTRIB(efa, efa->v4, 3);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- }
- else {
- glNormal3fv(efa->v4->no);
- glVertex3fv(efa->v4->co);
- }
- }
- }
- glEnd();
- }
- }
-#undef PASSATTRIB
-}
-
-static void emDM_drawFacesGLSL(DerivedMesh *dm,
- int (*setMaterial)(int, void *attribs))
-{
- dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
-}
-
-static void emDM_drawMappedFacesMat(DerivedMesh *dm,
- void (*setMaterial)(void *userData, int, void *attribs),
- int (*setFace)(void *userData, int index), void *userData)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditMesh *em= emdm->em;
- float (*vertexCos)[3]= emdm->vertexCos;
- float (*vertexNos)[3]= emdm->vertexNos;
- EditVert *eve;
- EditFace *efa;
- DMVertexAttribs attribs= {{{0}}};
- GPUVertexAttribs gattribs;
- int i, b, matnr, new_matnr;
-
- matnr = -1;
-
- /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
- glShadeModel(GL_SMOOTH);
-
- for (i=0,eve=em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
-
-#define PASSATTRIB(efa, eve, vert) { \
- if(attribs.totorco) { \
- float *orco = attribs.orco.array[eve->tmp.l]; \
- if(attribs.orco.glTexco) \
- glTexCoord3fv(orco); \
- else \
- glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
- } \
- for(b = 0; b < attribs.tottface; b++) { \
- MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
- if(attribs.tface[b].glTexco) \
- glTexCoord2fv(_tf->uv[vert]); \
- else \
- glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]); \
- } \
- for(b = 0; b < attribs.totmcol; b++) { \
- MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset); \
- GLubyte col[4]; \
- col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
- glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
- } \
- if(attribs.tottang) { \
- float *tang = attribs.tang.array[i*4 + vert]; \
- glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
- } \
-}
-
- for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
- int drawSmooth= (efa->flag & ME_SMOOTH);
-
- /* face hiding */
- if(setFace && !setFace(userData, i))
- continue;
-
- /* material */
- new_matnr = efa->mat_nr + 1;
- if(new_matnr != matnr) {
- setMaterial(userData, matnr = new_matnr, &gattribs);
- DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
- }
-
- /* face */
- glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
- if (!drawSmooth) {
- if(vertexCos) glNormal3fv(emdm->faceNos[i]);
- else glNormal3fv(efa->n);
-
- PASSATTRIB(efa, efa->v1, 0);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
- else glVertex3fv(efa->v1->co);
-
- PASSATTRIB(efa, efa->v2, 1);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
- else glVertex3fv(efa->v2->co);
-
- PASSATTRIB(efa, efa->v3, 2);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
- else glVertex3fv(efa->v3->co);
-
- if(efa->v4) {
- PASSATTRIB(efa, efa->v4, 3);
- if(vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- else glVertex3fv(efa->v4->co);
- }
- } else {
- PASSATTRIB(efa, efa->v1, 0);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
- }
- else {
- glNormal3fv(efa->v1->no);
- glVertex3fv(efa->v1->co);
- }
-
- PASSATTRIB(efa, efa->v2, 1);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
- }
- else {
- glNormal3fv(efa->v2->no);
- glVertex3fv(efa->v2->co);
- }
-
- PASSATTRIB(efa, efa->v3, 2);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
- }
- else {
- glNormal3fv(efa->v3->no);
- glVertex3fv(efa->v3->co);
- }
-
- if(efa->v4) {
- PASSATTRIB(efa, efa->v4, 3);
- if(vertexCos) {
- glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
- glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
- }
- else {
- glNormal3fv(efa->v4->no);
- glVertex3fv(efa->v4->co);
- }
- }
- }
- glEnd();
- }
-#undef PASSATTRIB
-}
-
-static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditVert *eve;
- int i;
-
- if (emdm->em->verts.first) {
- for (i=0,eve= emdm->em->verts.first; eve; i++,eve= eve->next) {
- if (emdm->vertexCos) {
- DO_MINMAX(emdm->vertexCos[i], min_r, max_r);
- } else {
- DO_MINMAX(eve->co, min_r, max_r);
- }
- }
- } else {
- min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
- }
-}
-static int emDM_getNumVerts(DerivedMesh *dm)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
-
- return BLI_countlist(&emdm->em->verts);
-}
-
-static int emDM_getNumEdges(DerivedMesh *dm)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
-
- return BLI_countlist(&emdm->em->edges);
-}
-
-static int emDM_getNumFaces(DerivedMesh *dm)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
-
- return BLI_countlist(&emdm->em->faces);
-}
-
-static void emDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditVert *eve;
- int i;
-
- for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
- if (emdm->vertexCos) {
- copy_v3_v3(cos_r[i], emdm->vertexCos[i]);
- } else {
- copy_v3_v3(cos_r[i], eve->co);
- }
- }
-}
-
-static void emDM_getVert(DerivedMesh *dm, int index, MVert *vert_r)
-{
- EditVert *ev = ((EditMeshDerivedMesh *)dm)->em->verts.first;
- int i;
-
- for(i = 0; i < index; ++i) ev = ev->next;
-
- copy_v3_v3(vert_r->co, ev->co);
-
- normal_float_to_short_v3(vert_r->no, ev->no);
-
- /* TODO what to do with vert_r->flag? */
- vert_r->bweight = (unsigned char) (ev->bweight*255.0f);
-}
-
-static void emDM_getEdge(DerivedMesh *dm, int index, MEdge *edge_r)
-{
- EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
- EditEdge *ee = em->edges.first;
- EditVert *ev, *v1, *v2;
- int i;
-
- for(i = 0; i < index; ++i) ee = ee->next;
-
- edge_r->crease = (unsigned char) (ee->crease*255.0f);
- edge_r->bweight = (unsigned char) (ee->bweight*255.0f);
- /* TODO what to do with edge_r->flag? */
- edge_r->flag = ME_EDGEDRAW|ME_EDGERENDER;
- if (ee->seam) edge_r->flag |= ME_SEAM;
- if (ee->sharp) edge_r->flag |= ME_SHARP;
-#if 0
- /* this needs setup of f2 field */
- if (!ee->f2) edge_r->flag |= ME_LOOSEEDGE;
-#endif
-
- /* goddamn, we have to search all verts to find indices */
- v1 = ee->v1;
- v2 = ee->v2;
- for(i = 0, ev = em->verts.first; v1 || v2; i++, ev = ev->next) {
- if(ev == v1) {
- edge_r->v1 = i;
- v1 = NULL;
- }
- if(ev == v2) {
- edge_r->v2 = i;
- v2 = NULL;
- }
- }
-}
-
-static void emDM_getFace(DerivedMesh *dm, int index, MFace *face_r)
-{
- EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
- EditFace *ef = em->faces.first;
- EditVert *ev, *v1, *v2, *v3, *v4;
- int i;
-
- for(i = 0; i < index; ++i) ef = ef->next;
-
- face_r->mat_nr = ef->mat_nr;
- face_r->flag = ef->flag;
-
- /* goddamn, we have to search all verts to find indices */
- v1 = ef->v1;
- v2 = ef->v2;
- v3 = ef->v3;
- v4 = ef->v4;
- if(!v4) face_r->v4 = 0;
-
- for(i = 0, ev = em->verts.first; v1 || v2 || v3 || v4;
- i++, ev = ev->next) {
- if(ev == v1) {
- face_r->v1 = i;
- v1 = NULL;
- }
- if(ev == v2) {
- face_r->v2 = i;
- v2 = NULL;
- }
- if(ev == v3) {
- face_r->v3 = i;
- v3 = NULL;
- }
- if(ev == v4) {
- face_r->v4 = i;
- v4 = NULL;
- }
- }
-
- test_index_face(face_r, NULL, 0, ef->v4?4:3);
-}
-
-static void emDM_copyVertArray(DerivedMesh *dm, MVert *vert_r)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditVert *ev = emdm->em->verts.first;
- int i;
-
- for(i=0; ev; ev = ev->next, ++vert_r, ++i) {
- if(emdm->vertexCos)
- copy_v3_v3(vert_r->co, emdm->vertexCos[i]);
- else
- copy_v3_v3(vert_r->co, ev->co);
-
- normal_float_to_short_v3(vert_r->no, ev->no);
-
- /* TODO what to do with vert_r->flag? */
- vert_r->flag = 0;
- vert_r->bweight = (unsigned char) (ev->bweight*255.0f);
- }
-}
-
-static void emDM_copyEdgeArray(DerivedMesh *dm, MEdge *edge_r)
-{
- EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
- EditEdge *ee = em->edges.first;
- EditVert *ev;
- int i;
-
- /* store vertex indices in tmp union */
- for(ev = em->verts.first, i = 0; ev; ev = ev->next, ++i)
- ev->tmp.l = (intptr_t) i;
-
- for( ; ee; ee = ee->next, ++edge_r) {
- edge_r->crease = (unsigned char) (ee->crease*255.0f);
- edge_r->bweight = (unsigned char) (ee->bweight*255.0f);
- /* TODO what to do with edge_r->flag? */
- edge_r->flag = ME_EDGEDRAW|ME_EDGERENDER;
- if (ee->seam) edge_r->flag |= ME_SEAM;
- if (ee->sharp) edge_r->flag |= ME_SHARP;
-#if 0
- /* this needs setup of f2 field */
- if (!ee->f2) edge_r->flag |= ME_LOOSEEDGE;
-#endif
-
- edge_r->v1 = (int)ee->v1->tmp.l;
- edge_r->v2 = (int)ee->v2->tmp.l;
- }
-}
-
-static void emDM_copyFaceArray(DerivedMesh *dm, MFace *face_r)
-{
- EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
- EditFace *ef = em->faces.first;
- EditVert *ev;
- int i;
-
- /* store vertexes indices in tmp union */
- for(ev = em->verts.first, i = 0; ev; ev = ev->next, ++i)
- ev->tmp.l = (intptr_t) i;
-
- for( ; ef; ef = ef->next, ++face_r) {
- face_r->mat_nr = ef->mat_nr;
- face_r->flag = ef->flag;
-
- face_r->v1 = (int)ef->v1->tmp.l;
- face_r->v2 = (int)ef->v2->tmp.l;
- face_r->v3 = (int)ef->v3->tmp.l;
- if(ef->v4) face_r->v4 = (int)ef->v4->tmp.l;
- else face_r->v4 = 0;
-
- test_index_face(face_r, NULL, 0, ef->v4?4:3);
- }
-}
-
-static void *emDM_getFaceDataArray(DerivedMesh *dm, int type)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
- EditMesh *em= emdm->em;
- EditFace *efa;
- char *data, *emdata;
- void *datalayer;
- int index, size;
-
- datalayer = DM_get_face_data_layer(dm, type);
- if(datalayer)
- return datalayer;
-
- /* layers are store per face for editmesh, we convert to a temporary
- * data layer array in the derivedmesh when these are requested */
- if(type == CD_MTFACE || type == CD_MCOL) {
- index = CustomData_get_layer_index(&em->fdata, type);
-
- if(index != -1) {
- /* int offset = em->fdata.layers[index].offset; */ /* UNUSED */
- size = CustomData_sizeof(type);
-
- DM_add_face_layer(dm, type, CD_CALLOC, NULL);
- index = CustomData_get_layer_index(&dm->faceData, type);
- dm->faceData.layers[index].flag |= CD_FLAG_TEMPORARY;
-
- data = datalayer = DM_get_face_data_layer(dm, type);
- for(efa=em->faces.first; efa; efa=efa->next, data+=size) {
- emdata = CustomData_em_get(&em->fdata, efa->data, type);
- memcpy(data, emdata, size);
- }
- }
- }
-
- return datalayer;
-}
-
-static void emDM_release(DerivedMesh *dm)
-{
- EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
-
- if (DM_release(dm)) {
- if (emdm->vertexCos) {
- MEM_freeN(emdm->vertexCos);
- MEM_freeN(emdm->vertexNos);
- MEM_freeN(emdm->faceNos);
- }
-
- MEM_freeN(emdm);
- }
-}
-
-DerivedMesh *editmesh_get_derived(EditMesh *em, float (*vertexCos)[3])
-{
- EditMeshDerivedMesh *emdm = MEM_callocN(sizeof(*emdm), "emdm");
-
- DM_init(&emdm->dm, DM_TYPE_EDITMESH, BLI_countlist(&em->verts),
- BLI_countlist(&em->edges), BLI_countlist(&em->faces));
-
- emdm->dm.getMinMax = emDM_getMinMax;
-
- emdm->dm.getNumVerts = emDM_getNumVerts;
- emdm->dm.getNumEdges = emDM_getNumEdges;
- emdm->dm.getNumFaces = emDM_getNumFaces;
-
- emdm->dm.getVertCos = emDM_getVertCos;
-
- emdm->dm.getVert = emDM_getVert;
- emdm->dm.getEdge = emDM_getEdge;
- emdm->dm.getFace = emDM_getFace;
- emdm->dm.copyVertArray = emDM_copyVertArray;
- emdm->dm.copyEdgeArray = emDM_copyEdgeArray;
- emdm->dm.copyFaceArray = emDM_copyFaceArray;
- emdm->dm.getFaceDataArray = emDM_getFaceDataArray;
-
- emdm->dm.foreachMappedVert = emDM_foreachMappedVert;
- emdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
- emdm->dm.foreachMappedFaceCenter = emDM_foreachMappedFaceCenter;
-
- emdm->dm.drawEdges = emDM_drawEdges;
- emdm->dm.drawMappedEdges = emDM_drawMappedEdges;
- emdm->dm.drawMappedEdgesInterp = emDM_drawMappedEdgesInterp;
- emdm->dm.drawMappedFaces = emDM_drawMappedFaces;
- emdm->dm.drawMappedFacesTex = emDM_drawMappedFacesTex;
- emdm->dm.drawMappedFacesGLSL = emDM_drawMappedFacesGLSL;
- emdm->dm.drawFacesTex = emDM_drawFacesTex;
- emdm->dm.drawFacesGLSL = emDM_drawFacesGLSL;
- emdm->dm.drawMappedFacesMat = emDM_drawMappedFacesMat;
- emdm->dm.drawUVEdges = emDM_drawUVEdges;
-
- emdm->dm.release = emDM_release;
-
- emdm->em = em;
- emdm->vertexCos = vertexCos;
-
- if(CustomData_has_layer(&em->vdata, CD_MDEFORMVERT)) {
- EditVert *eve;
- int i;
-
- DM_add_vert_layer(&emdm->dm, CD_MDEFORMVERT, CD_CALLOC, NULL);
-
- for(eve = em->verts.first, i = 0; eve; eve = eve->next, ++i)
- DM_set_vert_data(&emdm->dm, i, CD_MDEFORMVERT,
- CustomData_em_get(&em->vdata, eve->data, CD_MDEFORMVERT));
- }
-
- if(vertexCos) {
- EditVert *eve;
- EditFace *efa;
- int totface = BLI_countlist(&em->faces);
- int i;
-
- for (i=0,eve=em->verts.first; eve; eve= eve->next)
- eve->tmp.l = (intptr_t) i++;
-
- emdm->vertexNos = MEM_callocN(sizeof(*emdm->vertexNos)*i, "emdm_vno");
- emdm->faceNos = MEM_mallocN(sizeof(*emdm->faceNos)*totface, "emdm_vno");
-
- for(i=0, efa= em->faces.first; efa; i++, efa=efa->next) {
- float *v1 = vertexCos[(int) efa->v1->tmp.l];
- float *v2 = vertexCos[(int) efa->v2->tmp.l];
- float *v3 = vertexCos[(int) efa->v3->tmp.l];
- float *no = emdm->faceNos[i];
-
- if(efa->v4) {
- float *v4 = vertexCos[(int) efa->v4->tmp.l];
-
- normal_quad_v3( no,v1, v2, v3, v4);
- add_v3_v3(emdm->vertexNos[(int) efa->v4->tmp.l], no);
- }
- else {
- normal_tri_v3( no,v1, v2, v3);
- }
-
- add_v3_v3(emdm->vertexNos[(int) efa->v1->tmp.l], no);
- add_v3_v3(emdm->vertexNos[(int) efa->v2->tmp.l], no);
- add_v3_v3(emdm->vertexNos[(int) efa->v3->tmp.l], no);
- }
-
- for(i=0, eve= em->verts.first; eve; i++, eve=eve->next) {
- float *no = emdm->vertexNos[i];
- /* following Mesh convention; we use vertex coordinate itself
- * for normal in this case */
- if (normalize_v3(no) == 0.0f) {
- normalize_v3_v3(no, vertexCos[i]);
- }
- }
- }
-
- return (DerivedMesh*) emdm;
-}
-
-/***/
-
DerivedMesh *mesh_create_derived_for_modifier(Scene *scene, Object *ob, ModifierData *md)
{
Mesh *me = ob->data;
/* ugly hack, editmesh derivedmesh doesn't copy face data, this way we
* can use offsets instead */
- if(dm->release == emDM_release)
+ if(dm->type == DM_TYPE_EDITMESH)
tfdata = &((EditMeshDerivedMesh*)dm)->em->fdata;
else
tfdata = fdata;
--- /dev/null
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/blenkernel/intern/editderivedmesh.c
+ * \ingroup bke
+ */
+
+#include "GL/glew.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_blenlib.h"
+#include "BLI_edgehash.h"
+#include "BLI_editVert.h"
+#include "BLI_math.h"
+#include "BLI_pbvh.h"
+
+#include "BKE_cdderivedmesh.h"
+#include "BKE_global.h"
+#include "BKE_mesh.h"
+#include "BKE_paint.h"
+
+
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_curve_types.h" /* for Curve */
+
+#include "MEM_guardedalloc.h"
+
+#include "GPU_buffers.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
+#include <string.h>
+#include <limits.h>
+#include <math.h>
+
+extern GLubyte stipple_quarttone[128]; /* glutil.c, bad level data */
+
+static void emDM_foreachMappedVert(
+ DerivedMesh *dm,
+ void (*func)(void *userData, int index, float *co, float *no_f, short *no_s),
+ void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditVert *eve;
+ int i;
+
+ for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
+ if (emdm->vertexCos) {
+ func(userData, i, emdm->vertexCos[i], emdm->vertexNos[i], NULL);
+ }
+ else {
+ func(userData, i, eve->co, eve->no, NULL);
+ }
+ }
+}
+static void emDM_foreachMappedEdge(
+ DerivedMesh *dm,
+ void (*func)(void *userData, int index, float *v0co, float *v1co),
+ void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditEdge *eed;
+ int i;
+
+ if (emdm->vertexCos) {
+ EditVert *eve;
+
+ for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+ for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
+ func(userData, i, emdm->vertexCos[(int) eed->v1->tmp.l], emdm->vertexCos[(int) eed->v2->tmp.l]);
+ }
+ else {
+ for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
+ func(userData, i, eed->v1->co, eed->v2->co);
+ }
+}
+
+static void emDM_drawMappedEdges(
+ DerivedMesh *dm,
+ int (*setDrawOptions)(void *userData, int index),
+ void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditEdge *eed;
+ int i;
+
+ if (emdm->vertexCos) {
+ EditVert *eve;
+
+ for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+ glBegin(GL_LINES);
+ for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
+ if (!setDrawOptions || setDrawOptions(userData, i)) {
+ glVertex3fv(emdm->vertexCos[(int) eed->v1->tmp.l]);
+ glVertex3fv(emdm->vertexCos[(int) eed->v2->tmp.l]);
+ }
+ }
+ glEnd();
+ }
+ else {
+ glBegin(GL_LINES);
+ for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
+ if (!setDrawOptions || setDrawOptions(userData, i)) {
+ glVertex3fv(eed->v1->co);
+ glVertex3fv(eed->v2->co);
+ }
+ }
+ glEnd();
+ }
+}
+static void emDM_drawEdges(
+ DerivedMesh *dm,
+ int UNUSED(drawLooseEdges),
+ int UNUSED(drawAllEdges))
+{
+ emDM_drawMappedEdges(dm, NULL, NULL);
+}
+
+static void emDM_drawMappedEdgesInterp(
+ DerivedMesh *dm,
+ int (*setDrawOptions)(void *userData, int index),
+ void (*setDrawInterpOptions)(void *userData, int index, float t),
+ void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditEdge *eed;
+ int i;
+
+ if (emdm->vertexCos) {
+ EditVert *eve;
+
+ for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+ glBegin(GL_LINES);
+ for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
+ if (!setDrawOptions || setDrawOptions(userData, i)) {
+ setDrawInterpOptions(userData, i, 0.0);
+ glVertex3fv(emdm->vertexCos[(int) eed->v1->tmp.l]);
+ setDrawInterpOptions(userData, i, 1.0);
+ glVertex3fv(emdm->vertexCos[(int) eed->v2->tmp.l]);
+ }
+ }
+ glEnd();
+ }
+ else {
+ glBegin(GL_LINES);
+ for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
+ if (!setDrawOptions || setDrawOptions(userData, i)) {
+ setDrawInterpOptions(userData, i, 0.0);
+ glVertex3fv(eed->v1->co);
+ setDrawInterpOptions(userData, i, 1.0);
+ glVertex3fv(eed->v2->co);
+ }
+ }
+ glEnd();
+ }
+}
+
+static void emDM_drawUVEdges(DerivedMesh *dm)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditFace *efa;
+ MTFace *tf;
+
+ glBegin(GL_LINES);
+ for (efa= emdm->em->faces.first; efa; efa= efa->next) {
+ tf = CustomData_em_get(&emdm->em->fdata, efa->data, CD_MTFACE);
+
+ if (tf && !(efa->h)) {
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+
+ if (!efa->v4) {
+ glVertex2fv(tf->uv[2]);
+ glVertex2fv(tf->uv[0]);
+ }
+ else {
+ glVertex2fv(tf->uv[2]);
+ glVertex2fv(tf->uv[3]);
+ glVertex2fv(tf->uv[3]);
+ glVertex2fv(tf->uv[0]);
+ }
+ }
+ }
+ glEnd();
+}
+
+static void emDM__calcFaceCent(EditFace *efa, float cent[3], float (*vertexCos)[3])
+{
+ if (vertexCos) {
+ copy_v3_v3(cent, vertexCos[(int) efa->v1->tmp.l]);
+ add_v3_v3(cent, vertexCos[(int) efa->v2->tmp.l]);
+ add_v3_v3(cent, vertexCos[(int) efa->v3->tmp.l]);
+ if (efa->v4) add_v3_v3(cent, vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ copy_v3_v3(cent, efa->v1->co);
+ add_v3_v3(cent, efa->v2->co);
+ add_v3_v3(cent, efa->v3->co);
+ if (efa->v4) add_v3_v3(cent, efa->v4->co);
+ }
+
+ if (efa->v4) {
+ mul_v3_fl(cent, 0.25f);
+ }
+ else {
+ mul_v3_fl(cent, 0.33333333333f);
+ }
+}
+
+static void emDM_foreachMappedFaceCenter(
+ DerivedMesh *dm,
+ void (*func)(void *userData, int index, float *co, float *no),
+ void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditVert *eve;
+ EditFace *efa;
+ float cent[3];
+ int i;
+
+ if (emdm->vertexCos) {
+ for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+ }
+
+ for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
+ emDM__calcFaceCent(efa, cent, emdm->vertexCos);
+ func(userData, i, cent, emdm->vertexCos?emdm->faceNos[i]:efa->n);
+ }
+}
+
+/* note, material function is ignored for now. */
+static void emDM_drawMappedFaces(
+ DerivedMesh *dm,
+ int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r),
+ int (*setMaterial)(int, void *attribs),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
+ void *userData, int UNUSED(useColors))
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditFace *efa;
+ int i, draw;
+ const int skip_normals= !glIsEnabled(GL_LIGHTING); /* could be passed as an arg */
+
+ /* GL_ZERO is used to detect if drawing has started or not */
+ GLenum poly_prev= GL_ZERO;
+ GLenum shade_prev= GL_ZERO;
+
+ (void)setMaterial; /* UNUSED */
+
+ /* currently unused -- each original face is handled separately */
+ (void)compareDrawOptions;
+
+ if (emdm->vertexCos) {
+ /* add direct access */
+ float (*vertexCos)[3]= emdm->vertexCos;
+ float (*vertexNos)[3]= emdm->vertexNos;
+ float (*faceNos)[3]= emdm->faceNos;
+ EditVert *eve;
+
+ for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+ for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth = (efa->flag & ME_SMOOTH);
+ draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
+ if (draw) {
+ const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
+ if (draw==2) { /* enabled with stipple */
+
+ if (poly_prev != GL_ZERO) glEnd();
+ poly_prev= GL_ZERO; /* force glBegin */
+
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+
+ if (skip_normals) {
+ if (poly_type != poly_prev) {
+ if (poly_prev != GL_ZERO) glEnd();
+ glBegin((poly_prev= poly_type));
+ }
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ if (poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
+ if (shade_type != shade_prev) {
+ if (poly_prev != GL_ZERO) glEnd();
+ glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
+ glBegin((poly_prev= poly_type));
+ }
+ else if (poly_type != poly_prev) {
+ if (poly_prev != GL_ZERO) glEnd();
+ glBegin((poly_prev= poly_type));
+ }
+
+ if (!drawSmooth) {
+ glNormal3fv(faceNos[i]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ if (poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ if (poly_type == GL_QUADS) {
+ glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ }
+ }
+
+ if (draw==2) {
+ glEnd();
+ poly_prev= GL_ZERO; /* force glBegin */
+
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+ }
+ }
+ }
+ else {
+ for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth = (efa->flag & ME_SMOOTH);
+ draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
+ if (draw) {
+ const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
+ if (draw==2) { /* enabled with stipple */
+
+ if (poly_prev != GL_ZERO) glEnd();
+ poly_prev= GL_ZERO; /* force glBegin */
+
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+
+ if (skip_normals) {
+ if (poly_type != poly_prev) {
+ if (poly_prev != GL_ZERO) glEnd();
+ glBegin((poly_prev= poly_type));
+ }
+ glVertex3fv(efa->v1->co);
+ glVertex3fv(efa->v2->co);
+ glVertex3fv(efa->v3->co);
+ if (poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
+ }
+ else {
+ const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
+ if (shade_type != shade_prev) {
+ if (poly_prev != GL_ZERO) glEnd();
+ glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
+ glBegin((poly_prev= poly_type));
+ }
+ else if (poly_type != poly_prev) {
+ if (poly_prev != GL_ZERO) glEnd();
+ glBegin((poly_prev= poly_type));
+ }
+
+ if (!drawSmooth) {
+ glNormal3fv(efa->n);
+ glVertex3fv(efa->v1->co);
+ glVertex3fv(efa->v2->co);
+ glVertex3fv(efa->v3->co);
+ if (poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
+ }
+ else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ if (poly_type == GL_QUADS) {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ }
+
+
+ if (draw==2) {
+ glEnd();
+ poly_prev= GL_ZERO; /* force glBegin */
+
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+ }
+ }
+ }
+
+ /* if non zero we know a face was rendered */
+ if (poly_prev != GL_ZERO) glEnd();
+}
+
+static void emDM_drawFacesTex_common(
+ DerivedMesh *dm,
+ int (*drawParams)(MTFace *tface, int has_mcol, int matnr),
+ int (*drawParamsMapped)(void *userData, int index),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
+ void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ float (*vertexCos)[3]= emdm->vertexCos;
+ float (*vertexNos)[3]= emdm->vertexNos;
+ EditFace *efa;
+ int i;
+
+ (void) compareDrawOptions;
+
+ /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
+ glShadeModel(GL_SMOOTH);
+
+ if (vertexCos) {
+ EditVert *eve;
+
+ for (i=0,eve=em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ MTFace *tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ MCol *mcol= CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
+ unsigned char *cp= NULL;
+ int drawSmooth= (efa->flag & ME_SMOOTH);
+ int flag;
+
+ if (drawParams)
+ flag= drawParams(tf, (mcol != NULL), efa->mat_nr);
+ else if (drawParamsMapped)
+ flag= drawParamsMapped(userData, i);
+ else
+ flag= 1;
+
+ if (flag != 0) { /* flag 0 == the face is hidden or invisible */
+
+ /* we always want smooth here since otherwise vertex colors dont interpolate */
+ if (mcol) {
+ if (flag==1) {
+ cp= (unsigned char*)mcol;
+ }
+ }
+ else {
+ glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+ }
+
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ glNormal3fv(emdm->faceNos[i]);
+
+ if (tf) glTexCoord2fv(tf->uv[0]);
+ if (cp) glColor3ub(cp[3], cp[2], cp[1]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+
+ if (tf) glTexCoord2fv(tf->uv[1]);
+ if (cp) glColor3ub(cp[7], cp[6], cp[5]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+
+ if (tf) glTexCoord2fv(tf->uv[2]);
+ if (cp) glColor3ub(cp[11], cp[10], cp[9]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+
+ if (efa->v4) {
+ if (tf) glTexCoord2fv(tf->uv[3]);
+ if (cp) glColor3ub(cp[15], cp[14], cp[13]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ }
+ else {
+ if (tf) glTexCoord2fv(tf->uv[0]);
+ if (cp) glColor3ub(cp[3], cp[2], cp[1]);
+ glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+
+ if (tf) glTexCoord2fv(tf->uv[1]);
+ if (cp) glColor3ub(cp[7], cp[6], cp[5]);
+ glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+
+ if (tf) glTexCoord2fv(tf->uv[2]);
+ if (cp) glColor3ub(cp[11], cp[10], cp[9]);
+ glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+
+ if (efa->v4) {
+ if (tf) glTexCoord2fv(tf->uv[3]);
+ if (cp) glColor3ub(cp[15], cp[14], cp[13]);
+ glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ }
+ glEnd();
+ }
+ }
+ }
+ else {
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ MTFace *tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ MCol *mcol= CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
+ unsigned char *cp= NULL;
+ int drawSmooth= (efa->flag & ME_SMOOTH);
+ int flag;
+
+ if (drawParams)
+ flag= drawParams(tf, (mcol != NULL), efa->mat_nr);
+ else if (drawParamsMapped)
+ flag= drawParamsMapped(userData, i);
+ else
+ flag= 1;
+
+ if (flag != 0) { /* flag 0 == the face is hidden or invisible */
+
+ /* we always want smooth here since otherwise vertex colors dont interpolate */
+ if (mcol) {
+ if (flag==1) {
+ cp= (unsigned char*)mcol;
+ }
+ }
+ else {
+ glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+ }
+
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ glNormal3fv(efa->n);
+
+ if (tf) glTexCoord2fv(tf->uv[0]);
+ if (cp) glColor3ub(cp[3], cp[2], cp[1]);
+ glVertex3fv(efa->v1->co);
+
+ if (tf) glTexCoord2fv(tf->uv[1]);
+ if (cp) glColor3ub(cp[7], cp[6], cp[5]);
+ glVertex3fv(efa->v2->co);
+
+ if (tf) glTexCoord2fv(tf->uv[2]);
+ if (cp) glColor3ub(cp[11], cp[10], cp[9]);
+ glVertex3fv(efa->v3->co);
+
+ if (efa->v4) {
+ if (tf) glTexCoord2fv(tf->uv[3]);
+ if (cp) glColor3ub(cp[15], cp[14], cp[13]);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ else {
+ if (tf) glTexCoord2fv(tf->uv[0]);
+ if (cp) glColor3ub(cp[3], cp[2], cp[1]);
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+
+ if (tf) glTexCoord2fv(tf->uv[1]);
+ if (cp) glColor3ub(cp[7], cp[6], cp[5]);
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+
+ if (tf) glTexCoord2fv(tf->uv[2]);
+ if (cp) glColor3ub(cp[11], cp[10], cp[9]);
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+
+ if (efa->v4) {
+ if (tf) glTexCoord2fv(tf->uv[3]);
+ if (cp) glColor3ub(cp[15], cp[14], cp[13]);
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ glEnd();
+ }
+ }
+ }
+}
+
+static void emDM_drawFacesTex(
+ DerivedMesh *dm,
+ int (*setDrawOptions)(MTFace *tface, int has_mcol, int matnr),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
+ void *userData)
+{
+ emDM_drawFacesTex_common(dm, setDrawOptions, NULL, compareDrawOptions, userData);
+}
+
+static void emDM_drawMappedFacesTex(
+ DerivedMesh *dm,
+ int (*setDrawOptions)(void *userData, int index),
+ int (*compareDrawOptions)(void *userData, int cur_index, int next_index),
+ void *userData)
+{
+ emDM_drawFacesTex_common(dm, NULL, setDrawOptions, compareDrawOptions, userData);
+}
+
+static void emDM_drawMappedFacesGLSL(
+ DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs),
+ int (*setDrawOptions)(void *userData, int index),
+ void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ float (*vertexCos)[3]= emdm->vertexCos;
+ float (*vertexNos)[3]= emdm->vertexNos;
+ EditVert *eve;
+ EditFace *efa;
+ DMVertexAttribs attribs= {{{0}}};
+ GPUVertexAttribs gattribs;
+ /* int tfoffset; */ /* UNUSED */
+ int i, b, matnr, new_matnr, dodraw /* , layer */ /* UNUSED */;
+
+ dodraw = 0;
+ matnr = -1;
+
+ /* layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE); */ /* UNUSED */
+ /* tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset; */ /* UNUSED */
+
+ /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
+ glShadeModel(GL_SMOOTH);
+
+ for (i=0,eve=em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+#define PASSATTRIB(efa, eve, vert) { \
+ if (attribs.totorco) { \
+ float *orco = attribs.orco.array[eve->tmp.l]; \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
+ } \
+ for (b = 0; b < attribs.tottface; b++) { \
+ MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]); \
+ } \
+ for (b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset); \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if (attribs.tottang) { \
+ float *tang = attribs.tang.array[i*4 + vert]; \
+ glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
+ } \
+}
+
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth= (efa->flag & ME_SMOOTH);
+
+ if (setDrawOptions && !setDrawOptions(userData, i))
+ continue;
+
+ new_matnr = efa->mat_nr + 1;
+ if (new_matnr != matnr) {
+ dodraw = setMaterial(matnr = new_matnr, &gattribs);
+ if (dodraw)
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ }
+
+ if (dodraw) {
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ if (vertexCos) glNormal3fv(emdm->faceNos[i]);
+ else glNormal3fv(efa->n);
+
+ PASSATTRIB(efa, efa->v1, 0);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ else glVertex3fv(efa->v1->co);
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ else glVertex3fv(efa->v2->co);
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ else glVertex3fv(efa->v3->co);
+
+ if (efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ else glVertex3fv(efa->v4->co);
+ }
+ }
+ else {
+ PASSATTRIB(efa, efa->v1, 0);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ }
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ }
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ }
+
+ if (efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ }
+ glEnd();
+ }
+ }
+#undef PASSATTRIB
+}
+
+static void emDM_drawFacesGLSL(
+ DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs))
+{
+ dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
+}
+
+static void emDM_drawMappedFacesMat(
+ DerivedMesh *dm,
+ void (*setMaterial)(void *userData, int, void *attribs),
+ int (*setFace)(void *userData, int index), void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ float (*vertexCos)[3]= emdm->vertexCos;
+ float (*vertexNos)[3]= emdm->vertexNos;
+ EditVert *eve;
+ EditFace *efa;
+ DMVertexAttribs attribs= {{{0}}};
+ GPUVertexAttribs gattribs;
+ int i, b, matnr, new_matnr;
+
+ matnr = -1;
+
+ /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
+ glShadeModel(GL_SMOOTH);
+
+ for (i=0,eve=em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+#define PASSATTRIB(efa, eve, vert) { \
+ if (attribs.totorco) { \
+ float *orco = attribs.orco.array[eve->tmp.l]; \
+ if (attribs.orco.glTexco) \
+ glTexCoord3fv(orco); \
+ else \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
+ } \
+ for (b = 0; b < attribs.tottface; b++) { \
+ MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
+ if (attribs.tface[b].glTexco) \
+ glTexCoord2fv(_tf->uv[vert]); \
+ else \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]); \
+ } \
+ for (b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset); \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if (attribs.tottang) { \
+ float *tang = attribs.tang.array[i*4 + vert]; \
+ glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
+ } \
+}
+
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth= (efa->flag & ME_SMOOTH);
+
+ /* face hiding */
+ if (setFace && !setFace(userData, i))
+ continue;
+
+ /* material */
+ new_matnr = efa->mat_nr + 1;
+ if (new_matnr != matnr) {
+ setMaterial(userData, matnr = new_matnr, &gattribs);
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ }
+
+ /* face */
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ if (vertexCos) glNormal3fv(emdm->faceNos[i]);
+ else glNormal3fv(efa->n);
+
+ PASSATTRIB(efa, efa->v1, 0);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ else glVertex3fv(efa->v1->co);
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ else glVertex3fv(efa->v2->co);
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ else glVertex3fv(efa->v3->co);
+
+ if (efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if (vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ else glVertex3fv(efa->v4->co);
+ }
+ }
+ else {
+ PASSATTRIB(efa, efa->v1, 0);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ }
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ }
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ }
+
+ if (efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if (vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ }
+ glEnd();
+ }
+#undef PASSATTRIB
+}
+
+static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditVert *eve;
+ int i;
+
+ if (emdm->em->verts.first) {
+ for (i=0,eve= emdm->em->verts.first; eve; i++,eve= eve->next) {
+ if (emdm->vertexCos) {
+ DO_MINMAX(emdm->vertexCos[i], min_r, max_r);
+ }
+ else {
+ DO_MINMAX(eve->co, min_r, max_r);
+ }
+ }
+ }
+ else {
+ min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
+ }
+}
+static int emDM_getNumVerts(DerivedMesh *dm)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+
+ return BLI_countlist(&emdm->em->verts);
+}
+
+static int emDM_getNumEdges(DerivedMesh *dm)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+
+ return BLI_countlist(&emdm->em->edges);
+}
+
+static int emDM_getNumFaces(DerivedMesh *dm)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+
+ return BLI_countlist(&emdm->em->faces);
+}
+
+static void emDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditVert *eve;
+ int i;
+
+ for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
+ if (emdm->vertexCos) {
+ copy_v3_v3(cos_r[i], emdm->vertexCos[i]);
+ }
+ else {
+ copy_v3_v3(cos_r[i], eve->co);
+ }
+ }
+}
+
+static void emDM_getVert(DerivedMesh *dm, int index, MVert *vert_r)
+{
+ EditVert *ev = ((EditMeshDerivedMesh *)dm)->em->verts.first;
+ int i;
+
+ for (i = 0; i < index; ++i) ev = ev->next;
+
+ copy_v3_v3(vert_r->co, ev->co);
+
+ normal_float_to_short_v3(vert_r->no, ev->no);
+
+ /* TODO what to do with vert_r->flag? */
+ vert_r->bweight = (unsigned char) (ev->bweight*255.0f);
+}
+
+static void emDM_getEdge(DerivedMesh *dm, int index, MEdge *edge_r)
+{
+ EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
+ EditEdge *ee = em->edges.first;
+ EditVert *ev, *v1, *v2;
+ int i;
+
+ for (i = 0; i < index; ++i) ee = ee->next;
+
+ edge_r->crease = (unsigned char) (ee->crease*255.0f);
+ edge_r->bweight = (unsigned char) (ee->bweight*255.0f);
+ /* TODO what to do with edge_r->flag? */
+ edge_r->flag = ME_EDGEDRAW|ME_EDGERENDER;
+ if (ee->seam) edge_r->flag |= ME_SEAM;
+ if (ee->sharp) edge_r->flag |= ME_SHARP;
+#if 0
+ /* this needs setup of f2 field */
+ if (!ee->f2) edge_r->flag |= ME_LOOSEEDGE;
+#endif
+
+ /* goddamn, we have to search all verts to find indices */
+ v1 = ee->v1;
+ v2 = ee->v2;
+ for (i = 0, ev = em->verts.first; v1 || v2; i++, ev = ev->next) {
+ if (ev == v1) {
+ edge_r->v1 = i;
+ v1 = NULL;
+ }
+ if (ev == v2) {
+ edge_r->v2 = i;
+ v2 = NULL;
+ }
+ }
+}
+
+static void emDM_getFace(DerivedMesh *dm, int index, MFace *face_r)
+{
+ EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
+ EditFace *ef = em->faces.first;
+ EditVert *ev, *v1, *v2, *v3, *v4;
+ int i;
+
+ for (i = 0; i < index; ++i) ef = ef->next;
+
+ face_r->mat_nr = ef->mat_nr;
+ face_r->flag = ef->flag;
+
+ /* goddamn, we have to search all verts to find indices */
+ v1 = ef->v1;
+ v2 = ef->v2;
+ v3 = ef->v3;
+ v4 = ef->v4;
+ if (!v4) face_r->v4 = 0;
+
+ for (i = 0, ev = em->verts.first; v1 || v2 || v3 || v4;
+ i++, ev = ev->next) {
+ if (ev == v1) {
+ face_r->v1 = i;
+ v1 = NULL;
+ }
+ if (ev == v2) {
+ face_r->v2 = i;
+ v2 = NULL;
+ }
+ if (ev == v3) {
+ face_r->v3 = i;
+ v3 = NULL;
+ }
+ if (ev == v4) {
+ face_r->v4 = i;
+ v4 = NULL;
+ }
+ }
+
+ test_index_face(face_r, NULL, 0, ef->v4?4:3);
+}
+
+static void emDM_copyVertArray(DerivedMesh *dm, MVert *vert_r)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditVert *ev = emdm->em->verts.first;
+ int i;
+
+ for (i=0; ev; ev = ev->next, ++vert_r, ++i) {
+ if (emdm->vertexCos)
+ copy_v3_v3(vert_r->co, emdm->vertexCos[i]);
+ else
+ copy_v3_v3(vert_r->co, ev->co);
+
+ normal_float_to_short_v3(vert_r->no, ev->no);
+
+ /* TODO what to do with vert_r->flag? */
+ vert_r->flag = 0;
+ vert_r->bweight = (unsigned char) (ev->bweight*255.0f);
+ }
+}
+
+static void emDM_copyEdgeArray(DerivedMesh *dm, MEdge *edge_r)
+{
+ EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
+ EditEdge *ee = em->edges.first;
+ EditVert *ev;
+ int i;
+
+ /* store vertex indices in tmp union */
+ for (ev = em->verts.first, i = 0; ev; ev = ev->next, ++i)
+ ev->tmp.l = (intptr_t) i;
+
+ for ( ; ee; ee = ee->next, ++edge_r) {
+ edge_r->crease = (unsigned char) (ee->crease*255.0f);
+ edge_r->bweight = (unsigned char) (ee->bweight*255.0f);
+ /* TODO what to do with edge_r->flag? */
+ edge_r->flag = ME_EDGEDRAW|ME_EDGERENDER;
+ if (ee->seam) edge_r->flag |= ME_SEAM;
+ if (ee->sharp) edge_r->flag |= ME_SHARP;
+#if 0
+ /* this needs setup of f2 field */
+ if (!ee->f2) edge_r->flag |= ME_LOOSEEDGE;
+#endif
+
+ edge_r->v1 = (int)ee->v1->tmp.l;
+ edge_r->v2 = (int)ee->v2->tmp.l;
+ }
+}
+
+static void emDM_copyFaceArray(DerivedMesh *dm, MFace *face_r)
+{
+ EditMesh *em = ((EditMeshDerivedMesh *)dm)->em;
+ EditFace *ef = em->faces.first;
+ EditVert *ev;
+ int i;
+
+ /* store vertexes indices in tmp union */
+ for (ev = em->verts.first, i = 0; ev; ev = ev->next, ++i)
+ ev->tmp.l = (intptr_t) i;
+
+ for ( ; ef; ef = ef->next, ++face_r) {
+ face_r->mat_nr = ef->mat_nr;
+ face_r->flag = ef->flag;
+
+ face_r->v1 = (int)ef->v1->tmp.l;
+ face_r->v2 = (int)ef->v2->tmp.l;
+ face_r->v3 = (int)ef->v3->tmp.l;
+ if (ef->v4) face_r->v4 = (int)ef->v4->tmp.l;
+ else face_r->v4 = 0;
+
+ test_index_face(face_r, NULL, 0, ef->v4?4:3);
+ }
+}
+
+static void *emDM_getFaceDataArray(DerivedMesh *dm, int type)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ EditFace *efa;
+ char *data, *emdata;
+ void *datalayer;
+ int index, size;
+
+ datalayer = DM_get_face_data_layer(dm, type);
+ if (datalayer)
+ return datalayer;
+
+ /* layers are store per face for editmesh, we convert to a temporary
+ * data layer array in the derivedmesh when these are requested */
+ if (type == CD_MTFACE || type == CD_MCOL) {
+ index = CustomData_get_layer_index(&em->fdata, type);
+
+ if (index != -1) {
+ /* int offset = em->fdata.layers[index].offset; */ /* UNUSED */
+ size = CustomData_sizeof(type);
+
+ DM_add_face_layer(dm, type, CD_CALLOC, NULL);
+ index = CustomData_get_layer_index(&dm->faceData, type);
+ dm->faceData.layers[index].flag |= CD_FLAG_TEMPORARY;
+
+ data = datalayer = DM_get_face_data_layer(dm, type);
+ for (efa=em->faces.first; efa; efa=efa->next, data+=size) {
+ emdata = CustomData_em_get(&em->fdata, efa->data, type);
+ memcpy(data, emdata, size);
+ }
+ }
+ }
+
+ return datalayer;
+}
+
+static void emDM_release(DerivedMesh *dm)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+
+ if (DM_release(dm)) {
+ if (emdm->vertexCos) {
+ MEM_freeN(emdm->vertexCos);
+ MEM_freeN(emdm->vertexNos);
+ MEM_freeN(emdm->faceNos);
+ }
+
+ MEM_freeN(emdm);
+ }
+}
+
+DerivedMesh *editmesh_get_derived(
+ EditMesh *em,
+ float (*vertexCos)[3])
+{
+ EditMeshDerivedMesh *emdm = MEM_callocN(sizeof(*emdm), "emdm");
+
+ DM_init(&emdm->dm, DM_TYPE_EDITMESH, BLI_countlist(&em->verts),
+ BLI_countlist(&em->edges), BLI_countlist(&em->faces));
+
+ emdm->dm.getMinMax = emDM_getMinMax;
+
+ emdm->dm.getNumVerts = emDM_getNumVerts;
+ emdm->dm.getNumEdges = emDM_getNumEdges;
+ emdm->dm.getNumFaces = emDM_getNumFaces;
+
+ emdm->dm.getVertCos = emDM_getVertCos;
+
+ emdm->dm.getVert = emDM_getVert;
+ emdm->dm.getEdge = emDM_getEdge;
+ emdm->dm.getFace = emDM_getFace;
+ emdm->dm.copyVertArray = emDM_copyVertArray;
+ emdm->dm.copyEdgeArray = emDM_copyEdgeArray;
+ emdm->dm.copyFaceArray = emDM_copyFaceArray;
+ emdm->dm.getFaceDataArray = emDM_getFaceDataArray;
+
+ emdm->dm.foreachMappedVert = emDM_foreachMappedVert;
+ emdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
+ emdm->dm.foreachMappedFaceCenter = emDM_foreachMappedFaceCenter;
+
+ emdm->dm.drawEdges = emDM_drawEdges;
+ emdm->dm.drawMappedEdges = emDM_drawMappedEdges;
+ emdm->dm.drawMappedEdgesInterp = emDM_drawMappedEdgesInterp;
+ emdm->dm.drawMappedFaces = emDM_drawMappedFaces;
+ emdm->dm.drawMappedFacesTex = emDM_drawMappedFacesTex;
+ emdm->dm.drawMappedFacesGLSL = emDM_drawMappedFacesGLSL;
+ emdm->dm.drawFacesTex = emDM_drawFacesTex;
+ emdm->dm.drawFacesGLSL = emDM_drawFacesGLSL;
+ emdm->dm.drawMappedFacesMat = emDM_drawMappedFacesMat;
+ emdm->dm.drawUVEdges = emDM_drawUVEdges;
+
+ emdm->dm.release = emDM_release;
+
+ emdm->em = em;
+ emdm->vertexCos = vertexCos;
+
+ if (CustomData_has_layer(&em->vdata, CD_MDEFORMVERT)) {
+ EditVert *eve;
+ int i;
+
+ DM_add_vert_layer(&emdm->dm, CD_MDEFORMVERT, CD_CALLOC, NULL);
+
+ for (eve = em->verts.first, i = 0; eve; eve = eve->next, ++i)
+ DM_set_vert_data(&emdm->dm, i, CD_MDEFORMVERT,
+ CustomData_em_get(&em->vdata, eve->data, CD_MDEFORMVERT));
+ }
+
+ if (vertexCos) {
+ EditVert *eve;
+ EditFace *efa;
+ int totface = BLI_countlist(&em->faces);
+ int i;
+
+ for (i=0,eve=em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+ emdm->vertexNos = MEM_callocN(sizeof(*emdm->vertexNos)*i, "emdm_vno");
+ emdm->faceNos = MEM_mallocN(sizeof(*emdm->faceNos)*totface, "emdm_vno");
+
+ for (i=0, efa= em->faces.first; efa; i++, efa=efa->next) {
+ float *v1 = vertexCos[(int) efa->v1->tmp.l];
+ float *v2 = vertexCos[(int) efa->v2->tmp.l];
+ float *v3 = vertexCos[(int) efa->v3->tmp.l];
+ float *no = emdm->faceNos[i];
+
+ if (efa->v4) {
+ float *v4 = vertexCos[(int) efa->v4->tmp.l];
+
+ normal_quad_v3( no,v1, v2, v3, v4);
+ add_v3_v3(emdm->vertexNos[(int) efa->v4->tmp.l], no);
+ }
+ else {
+ normal_tri_v3( no,v1, v2, v3);
+ }
+
+ add_v3_v3(emdm->vertexNos[(int) efa->v1->tmp.l], no);
+ add_v3_v3(emdm->vertexNos[(int) efa->v2->tmp.l], no);
+ add_v3_v3(emdm->vertexNos[(int) efa->v3->tmp.l], no);
+ }
+
+ for (i=0, eve= em->verts.first; eve; i++, eve=eve->next) {
+ float *no = emdm->vertexNos[i];
+ /* following Mesh convention; we use vertex coordinate itself
+ * for normal in this case */
+ if (normalize_v3(no) == 0.0f) {
+ normalize_v3_v3(no, vertexCos[i]);
+ }
+ }
+ }
+
+ return (DerivedMesh*) emdm;
+}
+