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_ipo_types.h"
50 #include "DNA_lamp_types.h"
51 #include "DNA_lattice_types.h"
52 #include "DNA_material_types.h"
53 #include "DNA_mesh_types.h"
54 #include "DNA_meshdata_types.h"
55 #include "DNA_meta_types.h"
56 #include "DNA_modifier_types.h"
57 #include "DNA_object_types.h"
58 #include "DNA_object_force.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 "DNA_object_fluidsim.h"
69 #include "BLI_blenlib.h"
70 #include "BLI_arithb.h"
71 #include "BLI_editVert.h"
72 #include "BLI_edgehash.h"
75 #include "BKE_anim.h" //for the where_on_path function
76 #include "BKE_curve.h"
77 #include "BKE_constraint.h" // for the get_constraint_target function
78 #include "BKE_DerivedMesh.h"
79 #include "BKE_deform.h"
80 #include "BKE_displist.h"
81 #include "BKE_effect.h"
83 #include "BKE_global.h"
84 #include "BKE_image.h"
87 #include "BKE_lattice.h"
89 #include "BKE_material.h"
90 #include "BKE_mball.h"
91 #include "BKE_modifier.h"
92 #include "BKE_object.h"
93 #include "BKE_particle.h"
94 #include "BKE_property.h"
95 #include "BKE_utildefines.h"
98 #include "BIF_glutil.h"
100 #include "GPU_draw.h"
101 #include "GPU_material.h"
102 #include "GPU_extensions.h"
104 #include "ED_types.h"
107 #include "UI_resources.h"
108 #include "UI_interface_icons.h"
112 #include "view3d_intern.h" // own include
116 /* extern Lattice *editLatt; already in BKE_lattice.h */
118 extern ListBase editNurb;
120 extern ListBase editelems;
122 static void draw_bounding_volume(Object *ob);
124 static void drawcube_size(float size);
125 static void drawcircle_size(float size);
126 static void draw_empty_sphere(float size);
127 static void draw_empty_cone(float size);
129 EditVert *EM_get_vert_for_index(int x) {return 0;} // XXX
130 EditEdge *EM_get_edge_for_index(int x) {return 0;} // XXX
131 EditFace *EM_get_face_for_index(int x) {return 0;} // XXX
132 void EM_init_index_arrays(int x, int y, int z) {} // XXX
133 void EM_free_index_arrays(void) {} // XXX
135 EditFace *EM_get_actFace(int x) {return NULL;} // XXX
136 int draw_armature(Base *base, int x, int y) {return 0;} // XXX
137 int em_solidoffs; // XXX
141 /* check for glsl drawing */
143 int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
145 if(!GPU_extensions_minimum_support())
149 if(!CHECK_OB_DRAWTEXTURE(v3d, dt))
151 if(ob==OBACT && (G.f & G_WEIGHTPAINT))
154 return ((G.fileflags & G_FILE_GAME_MAT) &&
155 (G.fileflags & G_FILE_GAME_MAT_GLSL) && (dt >= OB_SHADED));
158 static int check_material_alpha(Base *base, Object *ob, int glsl)
160 if(base->flag & OB_FROMDUPLI)
166 if(G.obedit && G.obedit->data==ob->data)
169 return (glsl || (ob->dtx & OB_DRAWTRANSP));
173 static unsigned int colortab[24]=
174 {0x0, 0xFF88FF, 0xFFBBFF,
175 0x403000, 0xFFFF88, 0xFFFFBB,
176 0x104040, 0x66CCCC, 0x77CCCC,
177 0x104010, 0x55BB55, 0x66FF66,
182 static float cube[8][3] = {
193 /* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
194 /* 32 values of sin function (still same result!) */
195 static float sinval[32] = {
230 /* 32 values of cos function (still same result!) */
231 static float cosval[32] ={
266 /* flag is same as for draw_object */
267 void drawaxes(float size, int flag, char drawtype)
270 float v1[3]= {0.0, 0.0, 0.0};
271 float v2[3]= {0.0, 0.0, 0.0};
272 float v3[3]= {0.0, 0.0, 0.0};
274 if(G.f & G_RENDER_SHADOW)
280 for (axis=0; axis<3; axis++) {
281 float v1[3]= {0.0, 0.0, 0.0};
282 float v2[3]= {0.0, 0.0, 0.0};
294 case OB_SINGLE_ARROW:
297 /* in positive z direction only */
304 glBegin(GL_TRIANGLES);
306 v2[0]= size*0.035; v2[1] = size*0.035;
307 v3[0]= size*-0.035; v3[1] = size*0.035;
308 v2[2]= v3[2]= size*0.75;
310 for (axis=0; axis<4; axis++) {
332 drawcircle_size(size);
335 case OB_EMPTY_SPHERE:
336 draw_empty_sphere(size);
340 draw_empty_cone(size);
345 for (axis=0; axis<3; axis++) {
346 float v1[3]= {0.0, 0.0, 0.0};
347 float v2[3]= {0.0, 0.0, 0.0};
348 int arrow_axis= (axis==0)?1:0;
357 v1[arrow_axis]= -size*0.125;
361 v1[arrow_axis]= size*0.125;
367 v2[axis]+= size*0.125;
370 // patch for 3d cards crashing on glSelect for text drawing (IBM)
371 if((flag & DRAW_PICKING) == 0) {
373 BMF_DrawString(G.font, "x");
375 BMF_DrawString(G.font, "y");
377 BMF_DrawString(G.font, "z");
384 void drawcircball(int mode, float *cent, float rad, float tmat[][4])
386 float vec[3], vx[3], vy[3];
389 VECCOPY(vx, tmat[0]);
390 VECCOPY(vy, tmat[1]);
395 for(a=0; a<tot; a++) {
396 vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
397 vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
398 vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
404 /* circle for object centers, special_color is for library or ob users */
405 static void drawcentercircle(View3D *v3d, float *vec, int selstate, int special_color)
409 size= v3d->persmat[0][3]*vec[0]+ v3d->persmat[1][3]*vec[1]+ v3d->persmat[2][3]*vec[2]+ v3d->persmat[3][3];
410 size*= v3d->pixsize*((float)U.obcenter_dia*0.5f);
412 /* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
413 if(v3d->zbuf) glDepthFunc(GL_ALWAYS);
417 if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
419 else glColor4ub(0x55, 0xCC, 0xCC, 155);
422 if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
423 else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
424 else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
426 drawcircball(GL_POLYGON, vec, size, v3d->viewinv);
428 UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
429 drawcircball(GL_LINE_LOOP, vec, size, v3d->viewinv);
432 if(v3d->zbuf) glDepthFunc(GL_LEQUAL);
436 void drawsolidcube(float size)
441 glScalef(size, size, size);
443 n[0]=0; n[1]=0; n[2]=0;
447 glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
454 glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
461 glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
468 glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
475 glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
482 glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
488 static void drawcube(void)
491 glBegin(GL_LINE_STRIP);
492 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
493 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
494 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
497 glBegin(GL_LINE_STRIP);
498 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
501 glBegin(GL_LINE_STRIP);
502 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
505 glBegin(GL_LINE_STRIP);
506 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
510 /* draws a cube on given the scaling of the cube, assuming that
511 * all required matrices have been set (used for drawing empties)
513 static void drawcube_size(float size)
515 glBegin(GL_LINE_STRIP);
516 glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
517 glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size);
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);
529 glBegin(GL_LINE_STRIP);
530 glVertex3f(-size,size,-size); glVertex3f(size,size,-size);
534 /* this is an unused (old) cube-drawing function based on a given size */
536 static void drawcube_size(float *size)
540 glScalef(size[0], size[1], size[2]);
543 glBegin(GL_LINE_STRIP);
544 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
545 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
546 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
549 glBegin(GL_LINE_STRIP);
550 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
553 glBegin(GL_LINE_STRIP);
554 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
557 glBegin(GL_LINE_STRIP);
558 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
565 static void drawshadbuflimits(Lamp *la, float mat[][4])
567 float sta[3], end[3], lavec[3];
569 lavec[0]= -mat[2][0];
570 lavec[1]= -mat[2][1];
571 lavec[2]= -mat[2][2];
574 sta[0]= mat[3][0]+ la->clipsta*lavec[0];
575 sta[1]= mat[3][1]+ la->clipsta*lavec[1];
576 sta[2]= mat[3][2]+ la->clipsta*lavec[2];
578 end[0]= mat[3][0]+ la->clipend*lavec[0];
579 end[1]= mat[3][1]+ la->clipend*lavec[1];
580 end[2]= mat[3][2]+ la->clipend*lavec[2];
583 glBegin(GL_LINE_STRIP);
598 static void spotvolume(float *lvec, float *vvec, float inp)
600 /* camera is at 0,0,0 */
601 float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
604 Normalize(vvec); /* is this the correct vector ? */
606 Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
607 Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
611 /* now we've got two equations: one of a cone and one of a plane, but we have
612 three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
614 /* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
615 /* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
617 /* translating this comment to english didnt really help me understanding the math! :-) (ton) */
624 angle = saacos(plane[2])/2.0;
635 /* rotate lamp vector now over acos(inp) degrees */
643 si = sqrt(1-inp*inp);
649 Mat3MulMat3(mat3,mat2,mat1);
653 Mat3MulMat3(mat4,mat2,mat1);
656 Mat3MulMat3(mat2,mat1,mat3);
657 Mat3MulVecfl(mat2,lvec);
658 Mat3MulMat3(mat2,mat1,mat4);
659 Mat3MulVecfl(mat2,vvec);
664 static void drawlamp(Scene *scene, View3D *v3d, Object *ob)
667 float vec[3], lvec[3], vvec[3], circrad, x,y,z;
668 float pixsize, lampsize;
669 float imat[4][4], curcol[4];
672 if(G.f & G_RENDER_SHADOW)
677 /* we first draw only the screen aligned & fixed scale stuff */
679 wmLoadMatrix(v3d->viewmat);
681 /* lets calculate the scale: */
682 pixsize= v3d->persmat[0][3]*ob->obmat[3][0]+ v3d->persmat[1][3]*ob->obmat[3][1]+ v3d->persmat[2][3]*ob->obmat[3][2]+ v3d->persmat[3][3];
683 pixsize*= v3d->pixsize;
684 lampsize= pixsize*((float)U.obcenter_dia*0.5f);
686 /* and view aligned matrix: */
687 Mat4CpyMat4(imat, v3d->viewinv);
692 glGetFloatv(GL_CURRENT_COLOR, curcol);
697 if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
698 else glColor4ub(0x77, 0xCC, 0xCC, 155);
702 VECCOPY(vec, ob->obmat[3]);
704 drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
706 drawcircball(GL_POLYGON, vec, lampsize, imat);
713 circrad = 3.0f*lampsize;
714 drawcircball(GL_LINE_LOOP, vec, circrad, imat);
718 /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
719 if (la->type!=LA_HEMI) {
720 if ((la->mode & LA_SHAD_RAY) ||
721 ((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) )
723 drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
727 /* draw the pretty sun rays */
728 if(la->type==LA_SUN) {
729 float v1[3], v2[3], mat[3][3];
732 /* setup a 45 degree rotation matrix */
733 VecRotToMat3(imat[2], M_PI/4.0f, mat);
736 VECCOPY(v1, imat[0]);
737 VecMulf(v1, circrad*1.2f);
738 VECCOPY(v2, imat[0]);
739 VecMulf(v2, circrad*2.5f);
742 glTranslatef(vec[0], vec[1], vec[2]);
747 for (axis=0; axis<8; axis++) {
750 Mat3MulVecfl(mat, v1);
751 Mat3MulVecfl(mat, v2);
755 glTranslatef(-vec[0], -vec[1], -vec[2]);
759 if (la->type==LA_LOCAL) {
760 if(la->mode & LA_SPHERE) {
761 drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
763 /* yafray: for photonlight also draw lightcone as for spot */
766 glPopMatrix(); /* back in object space */
767 vec[0]= vec[1]= vec[2]= 0.0f;
769 if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
770 lvec[0]=lvec[1]= 0.0;
772 x = v3d->persmat[0][2];
773 y = v3d->persmat[1][2];
774 z = v3d->persmat[2][2];
775 vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
776 vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
777 vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];
779 y = cos( M_PI*la->spotsize/360.0 );
780 spotvolume(lvec, vvec, y);
789 /* draw the angled sides of the cone */
790 glBegin(GL_LINE_STRIP);
796 z = x*sqrt(1.0 - y*y);
799 /* draw the circle/square at the end of the cone */
800 glTranslatef(0.0, 0.0 , x);
801 if(la->mode & LA_SQUARE) {
805 glBegin(GL_LINE_LOOP);
815 else circ(0.0, 0.0, fabs(z));
817 /* draw the circle/square representing spotbl */
818 if(la->type==LA_SPOT) {
819 float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
820 /* make sure the line is always visible - prevent it from reaching the outer border (or 0)
821 * values are kinda arbitrary - just what seemed to work well */
822 if (spotblcirc == 0) spotblcirc = 0.15;
823 else if (spotblcirc == fabs(z)) spotblcirc = fabs(z) - 0.07;
824 circ(0.0, 0.0, spotblcirc);
828 else if ELEM(la->type, LA_HEMI, LA_SUN) {
830 /* draw the line from the circle along the dist */
831 glBegin(GL_LINE_STRIP);
838 if(la->type==LA_HEMI) {
839 /* draw the hemisphere curves */
840 short axis, steps, dir;
841 float outdist, zdist, mul;
842 vec[0]=vec[1]=vec[2]= 0.0;
843 outdist = 0.14; mul = 1.4; dir = 1;
846 /* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
847 for (axis=0; axis<4; axis++) {
848 float v[3]= {0.0, 0.0, 0.0};
851 glBegin(GL_LINE_STRIP);
853 for (steps=0; steps<6; steps++) {
854 if (axis == 0 || axis == 1) { /* x axis up, x axis down */
855 /* make the arcs start at the edge of the energy circle */
856 if (steps == 0) v[0] = dir*circrad;
857 else v[0] = v[0] + dir*(steps*outdist);
858 } else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
859 /* make the arcs start at the edge of the energy circle */
860 if (steps == 0) v[1] = dir*circrad;
861 else v[1] = v[1] + dir*(steps*outdist);
864 v[2] = v[2] - steps*zdist;
872 /* flip the direction */
876 } else if(la->type==LA_AREA) {
878 if(la->area_shape==LA_AREA_SQUARE)
879 fdrawbox(-la->area_size*0.5, -la->area_size*0.5, la->area_size*0.5, la->area_size*0.5);
880 else if(la->area_shape==LA_AREA_RECT)
881 fdrawbox(-la->area_size*0.5, -la->area_sizey*0.5, la->area_size*0.5, la->area_sizey*0.5);
883 glBegin(GL_LINE_STRIP);
884 glVertex3f(0.0,0.0,-circrad);
885 glVertex3f(0.0,0.0,-la->dist);
889 /* and back to viewspace */
890 wmLoadMatrix(v3d->viewmat);
891 VECCOPY(vec, ob->obmat[3]);
895 if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
896 drawshadbuflimits(la, ob->obmat);
899 UI_GetThemeColor4ubv(TH_LAMP, col);
900 glColor4ub(col[0], col[1], col[2], col[3]);
904 if (vec[2]>0) vec[2] -= circrad;
905 else vec[2] += circrad;
907 glBegin(GL_LINE_STRIP);
921 /* restore for drawing extra stuff */
926 static void draw_limit_line(float sta, float end, unsigned int col)
929 glVertex3f(0.0, 0.0, -sta);
930 glVertex3f(0.0, 0.0, -end);
936 glVertex3f(0.0, 0.0, -sta);
937 glVertex3f(0.0, 0.0, -end);
943 /* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
944 /* qdn: now also enabled for Blender to set focus point for defocus composit node */
945 static void draw_focus_cross(float dist, float size)
948 glVertex3f(-size, 0.f, -dist);
949 glVertex3f(size, 0.f, -dist);
950 glVertex3f(0.f, -size, -dist);
951 glVertex3f(0.f, size, -dist);
955 /* flag similar to draw_object() */
956 static void drawcamera(Scene *scene, View3D *v3d, Object *ob, int flag)
958 /* a standing up pyramid with (0,0,0) as top */
961 float vec[8][4], tmat[4][4], fac, facx, facy, depth;
964 if(G.f & G_RENDER_SHADOW)
969 glDisable(GL_LIGHTING);
970 glDisable(GL_CULL_FACE);
972 if(v3d->persp>=2 && cam->type==CAM_ORTHO && ob==v3d->camera) {
973 facx= 0.5*cam->ortho_scale*1.28;
974 facy= 0.5*cam->ortho_scale*1.024;
975 depth= -cam->clipsta-0.1;
979 if(v3d->persp>=2 && ob==v3d->camera) fac= cam->clipsta+0.1; /* that way it's always visible */
981 depth= - fac*cam->lens/16.0;
986 vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */
987 vec[1][0]= facx; vec[1][1]= facy; vec[1][2]= depth;
988 vec[2][0]= facx; vec[2][1]= -facy; vec[2][2]= depth;
989 vec[3][0]= -facx; vec[3][1]= -facy; vec[3][2]= depth;
990 vec[4][0]= -facx; vec[4][1]= facy; vec[4][2]= depth;
992 glBegin(GL_LINE_LOOP);
1000 if(v3d->persp>=2 && ob==v3d->camera) return;
1002 glBegin(GL_LINE_STRIP);
1003 glVertex3fv(vec[2]);
1004 glVertex3fv(vec[0]);
1005 glVertex3fv(vec[1]);
1006 glVertex3fv(vec[4]);
1007 glVertex3fv(vec[0]);
1008 glVertex3fv(vec[3]);
1016 /* draw an outline arrow for inactive cameras and filled
1017 * for active cameras. We actually draw both outline+filled
1018 * for active cameras so the wire can be seen side-on */
1020 if (i==0) glBegin(GL_LINE_LOOP);
1021 else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
1024 vec[0][0]= -0.7*cam->drawsize;
1025 vec[0][1]= 1.1*cam->drawsize;
1026 glVertex3fv(vec[0]);
1029 vec[0][1]= 1.8*cam->drawsize;
1030 glVertex3fv(vec[0]);
1032 vec[0][0]= 0.7*cam->drawsize;
1033 vec[0][1]= 1.1*cam->drawsize;
1034 glVertex3fv(vec[0]);
1040 if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
1041 wmLoadMatrix(v3d->viewmat);
1042 Mat4CpyMat4(vec, ob->obmat);
1046 MTC_Mat4SwapMat4(v3d->persmat, tmat);
1047 wmGetSingleMatrix(v3d->persmat);
1049 if(cam->flag & CAM_SHOWLIMITS) {
1050 draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
1051 /* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */
1052 draw_focus_cross(dof_camera(ob), cam->drawsize);
1056 if(cam->flag & CAM_SHOWMIST)
1057 if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
1059 MTC_Mat4SwapMat4(v3d->persmat, tmat);
1064 static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
1066 BPoint *bp = lt->def;
1067 float *co = dl?dl->verts:NULL;
1070 UI_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX);
1071 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
1072 bglBegin(GL_POINTS);
1074 for(w=0; w<lt->pntsw; w++) {
1075 int wxt = (w==0 || w==lt->pntsw-1);
1076 for(v=0; v<lt->pntsv; v++) {
1077 int vxt = (v==0 || v==lt->pntsv-1);
1078 for(u=0; u<lt->pntsu; u++, bp++, co+=3) {
1079 int uxt = (u==0 || u==lt->pntsu-1);
1080 if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
1082 if((bp->f1 & SELECT)==sel) {
1083 bglVertex3fv(dl?co:bp->vec);
1095 void lattice_foreachScreenVert(void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
1097 ARegion *ar= NULL; // XXX
1098 View3D *v3d= NULL; // XXX
1099 BPoint *bp = editLatt->def;
1100 DispList *dl = find_displist(&G.obedit->disp, DL_VERTS);
1101 float *co = dl?dl->verts:NULL;
1102 float pmat[4][4], vmat[4][4];
1103 int i, N = editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
1106 view3d_get_object_project_mat(v3d, G.obedit, pmat, vmat);
1108 for (i=0; i<N; i++, bp++, co+=3) {
1110 view3d_project_short_clip(ar, v3d, dl?co:bp->vec, s, pmat, vmat);
1111 func(userData, bp, s[0], s[1]);
1116 static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
1118 int index = ((w*lt->pntsv + v)*lt->pntsu) + u;
1124 MDeformWeight *mdw= get_defweight (lt->dvert+index, use_wcol-1);
1126 weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
1132 glVertex3fv(&dl->verts[index*3]);
1134 glVertex3fv(lt->def[index].vec);
1138 /* lattice color is hardcoded, now also shows weightgroup values in edit mode */
1139 static void drawlattice(View3D *v3d, Object *ob)
1146 lt= (ob==G.obedit)?editLatt:ob->data;
1148 /* now we default make displist, this will modifiers work for non animated case */
1149 if(ob->disp.first==NULL)
1150 lattice_calc_modifiers(ob);
1151 dl= find_displist(&ob->disp, DL_VERTS);
1156 if(ob->defbase.first && lt->dvert) {
1157 use_wcol= ob->actdef;
1158 glShadeModel(GL_SMOOTH);
1163 for(w=0; w<lt->pntsw; w++) {
1164 int wxt = (w==0 || w==lt->pntsw-1);
1165 for(v=0; v<lt->pntsv; v++) {
1166 int vxt = (v==0 || v==lt->pntsv-1);
1167 for(u=0; u<lt->pntsu; u++) {
1168 int uxt = (u==0 || u==lt->pntsu-1);
1170 if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
1171 drawlattice__point(lt, dl, u, v, w-1, use_wcol);
1172 drawlattice__point(lt, dl, u, v, w, use_wcol);
1174 if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1175 drawlattice__point(lt, dl, u, v-1, w, use_wcol);
1176 drawlattice__point(lt, dl, u, v, w, use_wcol);
1178 if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1179 drawlattice__point(lt, dl, u-1, v, w, use_wcol);
1180 drawlattice__point(lt, dl, u, v, w, use_wcol);
1187 /* restoration for weight colors */
1189 glShadeModel(GL_FLAT);
1192 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
1194 lattice_draw_verts(lt, dl, 0);
1195 lattice_draw_verts(lt, dl, 1);
1197 if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
1201 /* ***************** ******************** */
1203 static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1205 struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ARegion *ar; View3D *v3d; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData;
1206 EditVert *eve = EM_get_vert_for_index(index);
1210 if (data->clipVerts) {
1211 view3d_project_short_clip(data->ar, data->v3d, co, s, data->pmat, data->vmat);
1213 view3d_project_short_noclip(data->ar, co, s, data->pmat);
1216 data->func(data->userData, eve, s[0], s[1], index);
1220 void mesh_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts)
1222 struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ARegion *ar; View3D *v3d; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
1223 DerivedMesh *dm = editmesh_get_derived_cage(CD_MASK_BAREMESH);
1226 data.userData = userData;
1229 data.clipVerts = clipVerts;
1231 view3d_get_object_project_mat(v3d, G.obedit, data.pmat, data.vmat);
1233 EM_init_index_arrays(1, 0, 0);
1234 dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
1235 EM_free_index_arrays();
1240 static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
1242 struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ARegion *ar; View3D *v3d; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData;
1243 EditEdge *eed = EM_get_edge_for_index(index);
1247 if (data->clipVerts==1) {
1248 view3d_project_short_clip(data->ar, data->v3d, v0co, s[0], data->pmat, data->vmat);
1249 view3d_project_short_clip(data->ar, data->v3d, v1co, s[1], data->pmat, data->vmat);
1251 view3d_project_short_noclip(data->ar, v0co, s[0], data->pmat);
1252 view3d_project_short_noclip(data->ar, v1co, s[1], data->pmat);
1254 if (data->clipVerts==2) {
1255 if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->ar->winx && s[0][1]<data->ar->winy))
1256 if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<data->ar->winx && s[1][1]<data->ar->winy))
1261 data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
1264 void mesh_foreachScreenEdge(ARegion *ar, View3D *v3d, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts)
1266 struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ARegion *ar; View3D *v3d; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
1267 DerivedMesh *dm = editmesh_get_derived_cage(CD_MASK_BAREMESH);
1272 data.userData = userData;
1273 data.clipVerts = clipVerts;
1275 view3d_get_object_project_mat(v3d, G.obedit, data.pmat, data.vmat);
1277 EM_init_index_arrays(0, 1, 0);
1278 dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
1279 EM_free_index_arrays();
1284 static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *no)
1286 struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ARegion *ar; View3D *v3d; float pmat[4][4], vmat[4][4]; } *data = userData;
1287 EditFace *efa = EM_get_face_for_index(index);
1290 if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
1291 view3d_project_short_clip(data->ar, data->v3d, cent, s, data->pmat, data->vmat);
1293 data->func(data->userData, efa, s[0], s[1], index);
1296 void mesh_foreachScreenFace(ARegion *ar, View3D *v3d, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
1298 struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ARegion *ar; View3D *v3d; float pmat[4][4], vmat[4][4]; } data;
1299 DerivedMesh *dm = editmesh_get_derived_cage(CD_MASK_BAREMESH);
1304 data.userData = userData;
1306 view3d_get_object_project_mat(v3d, G.obedit, data.pmat, data.vmat);
1308 EM_init_index_arrays(0, 0, 1);
1309 dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
1310 EM_free_index_arrays();
1315 void nurbs_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
1317 float pmat[4][4], vmat[4][4];
1322 view3d_get_object_project_mat(v3d, G.obedit, pmat, vmat);
1324 for (nu= editNurb.first; nu; nu=nu->next) {
1325 if((nu->type & 7)==CU_BEZIER) {
1326 for (i=0; i<nu->pntsu; i++) {
1327 BezTriple *bezt = &nu->bezt[i];
1330 if (G.f & G_HIDDENHANDLES) {
1331 view3d_project_short_clip(ar, v3d, bezt->vec[1], s, pmat, vmat);
1332 if (s[0] != IS_CLIPPED)
1333 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1335 view3d_project_short_clip(ar, v3d, bezt->vec[0], s, pmat, vmat);
1336 if (s[0] != IS_CLIPPED)
1337 func(userData, nu, NULL, bezt, 0, s[0], s[1]);
1338 view3d_project_short_clip(ar, v3d, bezt->vec[1], s, pmat, vmat);
1339 if (s[0] != IS_CLIPPED)
1340 func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1341 view3d_project_short_clip(ar, v3d, bezt->vec[2], s, pmat, vmat);
1342 if (s[0] != IS_CLIPPED)
1343 func(userData, nu, NULL, bezt, 2, s[0], s[1]);
1349 for (i=0; i<nu->pntsu*nu->pntsv; i++) {
1350 BPoint *bp = &nu->bp[i];
1353 view3d_project_short_clip(ar, v3d, bp->vec, s, pmat, vmat);
1354 func(userData, nu, bp, NULL, -1, s[0], s[1]);
1361 /* ************** DRAW MESH ****************** */
1363 /* First section is all the "simple" draw routines,
1364 * ones that just pass some sort of primitive to GL,
1365 * with perhaps various options to control lighting,
1368 * These routines should not have user interface related
1372 static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
1374 Scene *scene= (Scene *)userData;
1375 EditFace *efa = EM_get_face_for_index(index);
1377 if (efa->h==0 && efa->fgonf!=EM_FGON) {
1379 glVertex3f( cent[0] + no[0]*scene->editbutsize,
1380 cent[1] + no[1]*scene->editbutsize,
1381 cent[2] + no[2]*scene->editbutsize);
1384 static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm)
1387 dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene);
1391 static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *no)
1393 EditFace *efa = EM_get_face_for_index(index);
1394 int sel = *((int*) userData);
1396 if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
1400 static void draw_dm_face_centers(DerivedMesh *dm, int sel)
1402 bglBegin(GL_POINTS);
1403 dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
1407 static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1409 Scene *scene= (Scene *)userData;
1410 EditVert *eve = EM_get_vert_for_index(index);
1416 glVertex3f( co[0] + no_f[0]*scene->editbutsize,
1417 co[1] + no_f[1]*scene->editbutsize,
1418 co[2] + no_f[2]*scene->editbutsize);
1420 glVertex3f( co[0] + no_s[0]*scene->editbutsize/32767.0f,
1421 co[1] + no_s[1]*scene->editbutsize/32767.0f,
1422 co[2] + no_s[2]*scene->editbutsize/32767.0f);
1426 static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm)
1429 dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene);
1433 /* Draw verts with color set based on selection */
1434 static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1436 struct { int sel; EditVert *eve_act; } * data = userData;
1437 EditVert *eve = EM_get_vert_for_index(index);
1439 if (eve->h==0 && (eve->f&SELECT)==data->sel) {
1440 /* draw active larger - need to stop/start point drawing for this :/ */
1441 if (eve==data->eve_act) {
1442 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1443 UI_ThemeColor4(TH_EDITMESH_ACTIVE);
1448 bglBegin(GL_POINTS);
1452 UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
1454 bglBegin(GL_POINTS);
1460 static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
1462 struct { int sel; EditVert *eve_act; } data;
1464 data.eve_act = eve_act;
1466 bglBegin(GL_POINTS);
1467 dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
1471 /* Draw edges with color set based on selection */
1472 static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
1474 EditEdge *eed = EM_get_edge_for_index(index);
1475 //unsigned char **cols = userData, *col;
1476 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
1480 if (eed==data->eed_act) {
1481 glColor4ubv(data->actCol);
1483 if (eed->f&SELECT) {
1486 col = data->baseCol;
1488 /* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
1489 if (col[3]==0) return 0;
1498 static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act)
1500 struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
1502 data.baseCol = baseCol;
1503 data.selCol = selCol;
1504 data.actCol = actCol;
1505 data.eed_act = eed_act;
1506 dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
1510 static int draw_dm_edges__setDrawOptions(void *userData, int index)
1512 return EM_get_edge_for_index(index)->h==0;
1514 static void draw_dm_edges(DerivedMesh *dm)
1516 dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
1519 /* Draw edges with color interpolated based on selection */
1520 static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
1522 return EM_get_edge_for_index(index)->h==0;
1524 static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
1526 EditEdge *eed = EM_get_edge_for_index(index);
1527 unsigned char **cols = userData;
1528 unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
1529 unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
1531 glColor4ub( col0[0] + (col1[0]-col0[0])*t,
1532 col0[1] + (col1[1]-col0[1])*t,
1533 col0[2] + (col1[2]-col0[2])*t,
1534 col0[3] + (col1[3]-col0[3])*t);
1536 static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
1538 unsigned char *cols[2];
1541 dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
1544 /* Draw only seam edges */
1545 static int draw_dm_edges_seams__setDrawOptions(void *userData, int index)
1547 EditEdge *eed = EM_get_edge_for_index(index);
1549 return (eed->h==0 && eed->seam);
1551 static void draw_dm_edges_seams(DerivedMesh *dm)
1553 dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
1556 /* Draw only sharp edges */
1557 static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
1559 EditEdge *eed = EM_get_edge_for_index(index);
1561 return (eed->h==0 && eed->sharp);
1563 static void draw_dm_edges_sharp(DerivedMesh *dm)
1565 dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
1569 /* Draw faces with color set based on selection
1570 * return 2 for the active face so it renders with stipple enabled */
1571 static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r)
1573 struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
1574 EditFace *efa = EM_get_face_for_index(index);
1578 if (efa == data->efa_act) {
1579 glColor4ubv(data->cols[2]);
1580 return 2; /* stipple */
1582 col = data->cols[(efa->f&SELECT)?1:0];
1583 if (col[3]==0) return 0;
1591 /* also draws the active face */
1592 static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act)
1594 struct { unsigned char *cols[3]; EditFace *efa_act; } data;
1595 data.cols[0] = baseCol;
1596 data.cols[1] = selCol;
1597 data.cols[2] = actCol;
1598 data.efa_act = efa_act;
1600 dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
1603 static int draw_dm_creases__setDrawOptions(void *userData, int index)
1605 EditEdge *eed = EM_get_edge_for_index(index);
1607 if (eed->h==0 && eed->crease!=0.0) {
1608 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease);
1614 static void draw_dm_creases(DerivedMesh *dm)
1617 dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
1621 static int draw_dm_bweights__setDrawOptions(void *userData, int index)
1623 EditEdge *eed = EM_get_edge_for_index(index);
1625 if (eed->h==0 && eed->bweight!=0.0) {
1626 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight);
1632 static void draw_dm_bweights__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1634 EditVert *eve = EM_get_vert_for_index(index);
1636 if (eve->h==0 && eve->bweight!=0.0) {
1637 UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight);
1641 static void draw_dm_bweights(Scene *scene, DerivedMesh *dm)
1643 if (scene->selectmode & SCE_SELECT_VERTEX) {
1644 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
1645 bglBegin(GL_POINTS);
1646 dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, NULL);
1651 dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL);
1656 /* Second section of routines: Combine first sets to form fancy
1657 * drawing routines (for example rendering twice to get overlays).
1659 * Also includes routines that are basic drawing but are too
1660 * specialized to be split out (like drawing creases or measurements).
1663 /* EditMesh drawing routines*/
1665 static void draw_em_fancy_verts(Scene *scene, View3D *v3d, EditMesh *em, DerivedMesh *cageDM, EditVert *eve_act)
1669 if(v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
1671 for (sel=0; sel<2; sel++) {
1672 char col[4], fcol[4];
1675 UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
1676 UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);
1678 for (pass=0; pass<2; pass++) {
1679 float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1680 float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
1683 if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
1684 glDisable(GL_DEPTH_TEST);
1691 size = (size>2.1?size/2.0:size);
1692 fsize = (fsize>2.1?fsize/2.0:fsize);
1693 col[3] = fcol[3] = 100;
1695 col[3] = fcol[3] = 255;
1698 if(scene->selectmode & SCE_SELECT_VERTEX) {
1700 glColor4ubv((GLubyte *)col);
1701 draw_dm_verts(cageDM, sel, eve_act);
1704 if( CHECK_OB_DRAWFACEDOT(scene, v3d, G.obedit->dt) ) {
1706 glColor4ubv((GLubyte *)fcol);
1707 draw_dm_face_centers(cageDM, sel);
1711 glDisable(GL_BLEND);
1712 glEnable(GL_DEPTH_TEST);
1717 if(v3d->zbuf) glDepthMask(1);
1721 static void draw_em_fancy_edges(Scene *scene, View3D *v3d, DerivedMesh *cageDM, short sel_only, EditEdge *eed_act)
1724 unsigned char wireCol[4], selCol[4], actCol[4];
1726 /* since this function does transparant... */
1727 UI_GetThemeColor4ubv(TH_EDGE_SELECT, (char *)selCol);
1728 UI_GetThemeColor4ubv(TH_WIRE, (char *)wireCol);
1729 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)actCol);
1731 /* when sel only is used, dont render wire, only selected, this is used for
1732 * textured draw mode when the 'edges' option is disabled */
1736 for (pass=0; pass<2; pass++) {
1737 /* show wires in transparant when no zbuf clipping for select */
1739 if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) {
1741 glDisable(GL_DEPTH_TEST);
1743 if (!sel_only) wireCol[3] = 85;
1749 if (!sel_only) wireCol[3] = 255;
1752 if(scene->selectmode == SCE_SELECT_FACE) {
1753 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1755 else if( (G.f & G_DRAWEDGES) || (scene->selectmode & SCE_SELECT_EDGE) ) {
1756 if(cageDM->drawMappedEdgesInterp && (scene->selectmode & SCE_SELECT_VERTEX)) {
1757 glShadeModel(GL_SMOOTH);
1758 draw_dm_edges_sel_interp(cageDM, wireCol, selCol);
1759 glShadeModel(GL_FLAT);
1761 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
1766 glColor4ubv(wireCol);
1767 draw_dm_edges(cageDM);
1772 glDisable(GL_BLEND);
1773 glEnable(GL_DEPTH_TEST);
1778 static void draw_em_measure_stats(View3D *v3d, Object *ob, EditMesh *em)
1782 float v1[3], v2[3], v3[3], v4[3];
1784 char val[32]; /* Stores the measurement display text here */
1785 char conv_float[5]; /* Use a float conversion matching the grid size */
1786 float area, col[3]; /* area of the face, color of the text to draw */
1788 if(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))
1791 /* make the precission of the pronted value proportionate to the gridsize */
1792 if ((v3d->grid) < 0.01)
1793 strcpy(conv_float, "%.6f");
1794 else if ((v3d->grid) < 0.1)
1795 strcpy(conv_float, "%.5f");
1796 else if ((v3d->grid) < 1.0)
1797 strcpy(conv_float, "%.4f");
1798 else if ((v3d->grid) < 10.0)
1799 strcpy(conv_float, "%.3f");
1801 strcpy(conv_float, "%.2f");
1804 if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
1805 glDisable(GL_DEPTH_TEST);
1807 if(v3d->zbuf) bglPolygonOffset(5.0);
1809 if(G.f & G_DRAW_EDGELEN) {
1810 UI_GetThemeColor3fv(TH_TEXT, col);
1811 /* make color a bit more red */
1812 if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;}
1813 else col[0]= col[0]*0.7 + 0.3;
1816 for(eed= em->edges.first; eed; eed= eed->next) {
1817 /* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
1818 if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
1819 VECCOPY(v1, eed->v1->co);
1820 VECCOPY(v2, eed->v2->co);
1822 glRasterPos3f( 0.5*(v1[0]+v2[0]), 0.5*(v1[1]+v2[1]), 0.5*(v1[2]+v2[2]));
1824 if(v3d->flag & V3D_GLOBAL_STATS) {
1825 Mat4MulVecfl(ob->obmat, v1);
1826 Mat4MulVecfl(ob->obmat, v2);
1829 sprintf(val, conv_float, VecLenf(v1, v2));
1830 BMF_DrawString( G.fonts, val);
1835 if(G.f & G_DRAW_FACEAREA) {
1836 // XXX extern int faceselectedOR(EditFace *efa, int flag); // editmesh.h shouldn't be in this file... ok for now?
1838 UI_GetThemeColor3fv(TH_TEXT, col);
1839 /* make color a bit more green */
1840 if(col[1]> 0.5) {col[0]*=0.7; col[2]*= 0.7;}
1841 else col[1]= col[1]*0.7 + 0.3;
1844 for(efa= em->faces.first; efa; efa= efa->next) {
1845 if((efa->f & SELECT)) { // XXX || (G.moving && faceselectedOR(efa, SELECT)) ) {
1846 VECCOPY(v1, efa->v1->co);
1847 VECCOPY(v2, efa->v2->co);
1848 VECCOPY(v3, efa->v3->co);
1850 VECCOPY(v4, efa->v4->co);
1852 if(v3d->flag & V3D_GLOBAL_STATS) {
1853 Mat4MulVecfl(ob->obmat, v1);
1854 Mat4MulVecfl(ob->obmat, v2);
1855 Mat4MulVecfl(ob->obmat, v3);
1856 if (efa->v4) Mat4MulVecfl(ob->obmat, v4);
1860 area= AreaQ3Dfl(v1, v2, v3, v4);
1862 area = AreaT3Dfl(v1, v2, v3);
1864 sprintf(val, conv_float, area);
1865 glRasterPos3fv(efa->cent);
1866 BMF_DrawString( G.fonts, val);
1871 if(G.f & G_DRAW_EDGEANG) {
1872 EditEdge *e1, *e2, *e3, *e4;
1874 UI_GetThemeColor3fv(TH_TEXT, col);
1875 /* make color a bit more blue */
1876 if(col[2]> 0.5) {col[0]*=0.7; col[1]*= 0.7;}
1877 else col[2]= col[2]*0.7 + 0.3;
1880 for(efa= em->faces.first; efa; efa= efa->next) {
1881 VECCOPY(v1, efa->v1->co);
1882 VECCOPY(v2, efa->v2->co);
1883 VECCOPY(v3, efa->v3->co);
1885 VECCOPY(v4, efa->v4->co);
1890 if(v3d->flag & V3D_GLOBAL_STATS) {
1891 Mat4MulVecfl(ob->obmat, v1);
1892 Mat4MulVecfl(ob->obmat, v2);
1893 Mat4MulVecfl(ob->obmat, v3);
1894 Mat4MulVecfl(ob->obmat, v4);
1900 if(efa->e4) e4= efa->e4; else e4= e3;
1902 /* Calculate the angles */
1904 if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
1906 sprintf(val,"%.3f", VecAngle3(v4, v1, v2));
1907 VecLerpf(fvec, efa->cent, efa->v1->co, 0.8);
1908 glRasterPos3fv(fvec);
1909 BMF_DrawString( G.fonts, val);
1911 if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
1913 sprintf(val,"%.3f", VecAngle3(v1, v2, v3));
1914 VecLerpf(fvec, efa->cent, efa->v2->co, 0.8);
1915 glRasterPos3fv(fvec);
1916 BMF_DrawString( G.fonts, val);
1918 if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
1921 sprintf(val,"%.3f", VecAngle3(v2, v3, v4));
1923 sprintf(val,"%.3f", VecAngle3(v2, v3, v1));
1924 VecLerpf(fvec, efa->cent, efa->v3->co, 0.8);
1925 glRasterPos3fv(fvec);
1926 BMF_DrawString( G.fonts, val);
1930 if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
1931 sprintf(val,"%.3f", VecAngle3(v3, v4, v1));
1932 VecLerpf(fvec, efa->cent, efa->v4->co, 0.8);
1933 glRasterPos3fv(fvec);
1934 BMF_DrawString( G.fonts, val);
1941 glEnable(GL_DEPTH_TEST);
1942 bglPolygonOffset(0.0);
1946 static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth_r)
1948 EditFace *efa = EM_get_face_for_index(index);
1951 GPU_enable_material(efa->mat_nr+1, NULL);
1958 static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
1960 EditFace *efa = EM_get_face_for_index(index);
1965 static void draw_em_fancy(Scene *scene, View3D *v3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
1967 Mesh *me = ob->data;
1968 EditFace *efa_act = EM_get_actFace(0); /* annoying but active faces is stored differently */
1969 EditEdge *eed_act = NULL;
1970 EditVert *eve_act = NULL;
1972 if (G.editMesh->selected.last) {
1973 EditSelection *ese = G.editMesh->selected.last;
1974 /* face is handeled above */
1975 /*if (ese->type == EDITFACE ) {
1976 efa_act = (EditFace *)ese->data;
1977 } else */ if ( ese->type == EDITEDGE ) {
1978 eed_act = (EditEdge *)ese->data;
1979 } else if ( ese->type == EDITVERT ) {
1980 eve_act = (EditVert *)ese->data;
1984 EM_init_index_arrays(1, 1, 1);
1987 if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
1988 if(draw_glsl_material(scene, ob, v3d, dt)) {
1989 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
1991 finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
1992 draw_em_fancy__setGLSLFaceOpts, NULL);
1993 GPU_disable_material();
1995 glFrontFace(GL_CCW);
1998 draw_mesh_textured(scene, v3d, ob, finalDM, 0);
2002 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
2004 glEnable(GL_LIGHTING);
2005 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2007 finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
2009 glFrontFace(GL_CCW);
2010 glDisable(GL_LIGHTING);
2013 // Setup for drawing wire over, disable zbuffer
2014 // write to show selected edge wires better
2015 UI_ThemeColor(TH_WIRE);
2017 bglPolygonOffset(1.0);
2021 if (cageDM!=finalDM) {
2022 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
2023 finalDM->drawEdges(finalDM, 1);
2027 if((G.f & (G_DRAWFACES)) || FACESEL_PAINT_TEST) { /* transp faces */
2028 unsigned char col1[4], col2[4], col3[4];
2030 UI_GetThemeColor4ubv(TH_FACE, (char *)col1);
2031 UI_GetThemeColor4ubv(TH_FACE_SELECT, (char *)col2);
2032 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2035 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2037 /* dont draw unselected faces, only selected, this is MUCH nicer when texturing */
2038 if CHECK_OB_DRAWTEXTURE(v3d, dt)
2041 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2043 glDisable(GL_BLEND);
2044 glDepthMask(1); // restore write in zbuffer
2045 } else if (efa_act) {
2046 /* even if draw faces is off it would be nice to draw the stipple face
2047 * Make all other faces zero alpha except for the active
2049 unsigned char col1[4], col2[4], col3[4];
2050 col1[3] = col2[3] = 0; /* dont draw */
2051 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
2054 glDepthMask(0); // disable write in zbuffer, needed for nice transp
2056 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2058 glDisable(GL_BLEND);
2059 glDepthMask(1); // restore write in zbuffer
2063 /* here starts all fancy draw-extra over */
2064 if((G.f & G_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
2065 /* we are drawing textures and 'G_DRAWEDGES' is disabled, dont draw any edges */
2067 /* only draw selected edges otherwise there is no way of telling if a face is selected */
2068 draw_em_fancy_edges(scene, v3d, cageDM, 1, eed_act);
2071 if(G.f & G_DRAWSEAMS) {
2072 UI_ThemeColor(TH_EDGE_SEAM);
2075 draw_dm_edges_seams(cageDM);
2081 if(G.f & G_DRAWSHARP) {
2082 UI_ThemeColor(TH_EDGE_SHARP);
2085 draw_dm_edges_sharp(cageDM);
2091 if(G.f & G_DRAWCREASES) {
2092 draw_dm_creases(cageDM);
2094 if(G.f & G_DRAWBWEIGHTS) {
2095 draw_dm_bweights(scene, cageDM);
2098 draw_em_fancy_edges(scene, v3d, cageDM, 0, eed_act);
2101 // XXX retopo_matrix_update(v3d);
2103 draw_em_fancy_verts(scene, v3d, em, cageDM, eve_act);
2105 if(G.f & G_DRAWNORMALS) {
2106 UI_ThemeColor(TH_NORMAL);
2107 draw_dm_face_normals(scene, cageDM);
2109 if(G.f & G_DRAW_VNORMALS) {
2110 UI_ThemeColor(TH_NORMAL);
2111 draw_dm_vert_normals(scene, cageDM);
2114 if(G.f & (G_DRAW_EDGELEN|G_DRAW_FACEAREA|G_DRAW_EDGEANG))
2115 draw_em_measure_stats(v3d, ob, em);
2120 bglPolygonOffset(0.0);
2121 GPU_disable_material();
2124 EM_free_index_arrays();
2127 /* Mesh drawing routines */
2129 static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
2132 if(v3d->transp==0) { // not when we draw the transparent pass
2136 /* if transparent, we cannot draw the edges for solid select... edges have no material info.
2137 drawFacesSolid() doesn't draw the transparent faces */
2138 if(ob->dtx & OB_DRAWTRANSP) {
2139 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2140 dm->drawFacesSolid(dm, GPU_enable_material);
2141 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2142 GPU_disable_material();
2145 dm->drawEdges(dm, 0);
2153 static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
2159 static void draw_mesh_fancy(Scene *scene, View3D *v3d, Base *base, int dt, int flag)
2161 Object *ob= base->object;
2162 Mesh *me = ob->data;
2163 Material *ma= give_current_material(ob, 1);
2164 int hasHaloMat = (ma && (ma->mode&MA_HALO));
2166 int totvert, totedge, totface;
2168 DerivedMesh *dm= mesh_get_derived_final(ob, get_viewedit_datamask());
2173 if (ob->dtx&OB_DRAWWIRE) {
2174 draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
2177 totvert = dm->getNumVerts(dm);
2178 totedge = dm->getNumEdges(dm);
2179 totface = dm->getNumFaces(dm);
2181 /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
2183 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2185 // Unwanted combination.
2186 if (ob==OBACT && FACESEL_PAINT_TEST) draw_wire = 0;
2188 if(dt==OB_BOUNDBOX) {
2189 draw_bounding_volume(ob);
2191 else if(hasHaloMat || (totface==0 && totedge==0)) {
2196 else if(dt==OB_WIRE || totface==0) {
2197 draw_wire = 1; /* draw wire only, no depth buffer stuff */
2199 else if( (ob==OBACT && (G.f & G_TEXTUREPAINT || FACESEL_PAINT_TEST)) ||
2200 CHECK_OB_DRAWTEXTURE(v3d, dt))
2202 int faceselect= (ob==OBACT && FACESEL_PAINT_TEST);
2204 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || FACESEL_PAINT_TEST) && !draw_wire) {
2205 draw_mesh_object_outline(v3d, ob, dm);
2208 if(draw_glsl_material(scene, ob, v3d, dt)) {
2209 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2211 dm->drawFacesGLSL(dm, GPU_enable_material);
2212 // if(get_ob_property(ob, "Text"))
2213 // XXX draw_mesh_text(ob, 1);
2214 GPU_disable_material();
2216 glFrontFace(GL_CCW);
2219 draw_mesh_textured(scene, v3d, ob, dm, faceselect);
2223 if(base->flag & SELECT)
2224 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2226 UI_ThemeColor(TH_WIRE);
2228 dm->drawLooseEdges(dm);
2231 else if(dt==OB_SOLID) {
2232 if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire)
2233 draw_mesh_object_outline(v3d, ob, dm);
2235 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
2237 glEnable(GL_LIGHTING);
2238 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2240 dm->drawFacesSolid(dm, GPU_enable_material);
2241 GPU_disable_material();
2243 glFrontFace(GL_CCW);
2244 glDisable(GL_LIGHTING);
2246 if(base->flag & SELECT) {
2247 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2249 UI_ThemeColor(TH_WIRE);
2251 dm->drawLooseEdges(dm);
2253 else if(dt==OB_SHADED) {
2254 int do_draw= 1; /* to resolve all G.f settings below... */
2258 if( (G.f & G_WEIGHTPAINT)) {
2259 /* enforce default material settings */
2260 GPU_enable_material(0, NULL);
2262 /* but set default spec */
2263 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
2264 glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
2265 glColor3ub(120, 120, 120);
2266 glDisable(GL_COLOR_MATERIAL);
2268 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
2269 glEnable(GL_LIGHTING);
2270 glEnable(GL_COLOR_MATERIAL);
2272 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
2273 glDisable(GL_COLOR_MATERIAL);
2274 glDisable(GL_LIGHTING);
2276 GPU_disable_material();
2278 else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) {
2279 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
2281 else if(G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) {
2282 glColor3f(1.0f, 1.0f, 1.0f);
2283 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
2288 dl = ob->disp.first;
2289 if (!dl || !dl->col1) {
2290 /* release and reload derivedmesh because it might be freed in
2291 shadeDispList due to a different datamask */
2293 shadeDispList(base);
2294 dl = find_displist(&ob->disp, DL_VERTCOL);
2295 dm= mesh_get_derived_final(ob, get_viewedit_datamask());
2298 if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
2299 draw_mesh_object_outline(v3d, ob, dm);
2302 /* False for dupliframe objects */
2304 unsigned int *obCol1 = dl->col1;
2305 unsigned int *obCol2 = dl->col2;
2307 dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2);
2310 if(base->flag & SELECT) {
2311 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2313 UI_ThemeColor(TH_WIRE);
2315 dm->drawLooseEdges(dm);
2319 /* set default draw color back for wire or for draw-extra later on */
2321 if(base->flag & SELECT) {
2322 if(ob==OBACT && ob->flag & OB_FROMGROUP)
2323 UI_ThemeColor(TH_GROUP_ACTIVE);
2324 else if(ob->flag & OB_FROMGROUP)
2325 UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
2326 else if(flag!=DRAW_CONSTCOLOR)
2327 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2329 glColor3ub(80,80,80);
2331 if (ob->flag & OB_FROMGROUP)
2332 UI_ThemeColor(TH_GROUP);
2334 if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
2335 glColor3ub(80,80,80);
2337 UI_ThemeColor(TH_WIRE);
2342 /* If drawing wire and drawtype is not OB_WIRE then we are
2343 * overlaying the wires.
2345 * UPDATE bug #10290 - With this wire-only objects can draw
2346 * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
2348 * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
2349 * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
2351 if (dt!=OB_WIRE && draw_wire==2) {
2352 bglPolygonOffset(1.0);
2353 glDepthMask(0); // disable write in zbuffer, selected edge wires show better
2356 dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
2358 if (dt!=OB_WIRE && draw_wire==2) {
2360 bglPolygonOffset(0.0);
2367 /* returns 1 if nothing was drawn, for detecting to draw an object center */
2368 static int draw_mesh_object(Scene *scene, View3D *v3d, Base *base, int dt, int flag)
2370 Object *ob= base->object;
2372 int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
2374 if(G.obedit && ob!=G.obedit && ob->data==G.obedit->data) {
2379 if(ob==G.obedit || drawlinked) {
2380 DerivedMesh *finalDM, *cageDM;
2383 finalDM = cageDM = editmesh_get_derived_base();
2385 cageDM = editmesh_get_derived_cage_and_final(&finalDM,
2386 get_viewedit_datamask());
2389 // no transp in editmode, the fancy draw over goes bad then
2390 glsl = draw_glsl_material(scene, ob, v3d, dt);
2391 GPU_set_object_materials(scene, ob, glsl, NULL);
2394 draw_em_fancy(scene, v3d, ob, G.editMesh, cageDM, finalDM, dt);
2396 if (G.obedit!=ob && finalDM)
2397 finalDM->release(finalDM);
2399 // else if(!G.obedit && (G.f & G_SCULPTMODE) &&(scene->sculptdata.flags & SCULPT_DRAW_FAST) &&
2400 // OBACT==ob && !sculpt_modifiers_active(ob)) {
2401 // XXX sculptmode_draw_mesh(0);
2404 /* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
2405 if(me->totface<=4 || boundbox_clip(v3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
2406 glsl = draw_glsl_material(scene, ob, v3d, dt);
2407 check_alpha = check_material_alpha(base, ob, glsl);
2409 if(dt==OB_SOLID || glsl) {
2410 GPU_set_object_materials(scene, ob, glsl,
2411 (check_alpha)? &do_alpha_pass: NULL);
2414 draw_mesh_fancy(scene, v3d, base, dt, flag);
2416 if(me->totvert==0) retval= 1;
2420 /* GPU_set_object_materials checked if this is needed */
2421 if(do_alpha_pass) add_view3d_after(v3d, base, V3D_TRANSP, flag);
2426 /* ************** DRAW DISPLIST ****************** */
2428 static int draw_index_wire= 1;
2429 static int index3_nors_incr= 1;
2431 /* returns 1 when nothing was drawn */
2432 static int drawDispListwire(ListBase *dlbase)
2438 if(dlbase==NULL) return 1;
2440 glDisableClientState(GL_NORMAL_ARRAY);
2441 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
2443 for(dl= dlbase->first; dl; dl= dl->next) {
2444 if(dl->parts==0 || dl->nr==0)
2452 glVertexPointer(3, GL_FLOAT, 0, data);
2454 for(parts=0; parts<dl->parts; parts++)
2455 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2460 glVertexPointer(3, GL_FLOAT, 0, data);
2462 for(parts=0; parts<dl->parts; parts++)
2463 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2468 glVertexPointer(3, GL_FLOAT, 0, data);
2470 for(parts=0; parts<dl->parts; parts++) {
2471 if(dl->flag & DL_CYCL_U)
2472 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
2474 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
2477 for(nr=0; nr<dl->nr; nr++) {
2480 data= ( dl->verts )+3*nr;
2483 if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
2484 else glBegin(GL_LINE_STRIP);
2492 /* (ton) this code crashes for me when resolv is 86 or higher... no clue */
2493 // glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
2494 // if(dl->flag & DL_CYCL_V)
2495 // glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
2497 // glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
2502 if(draw_index_wire) {
2503 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2504 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2509 if(draw_index_wire) {
2510 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2511 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2517 glEnableClientState(GL_NORMAL_ARRAY);
2518 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2523 static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
2526 GPUVertexAttribs gattribs;
2527 float *data, curcol[4];
2530 if(lb==NULL) return;
2532 /* for drawing wire */
2533 glGetFloatv(GL_CURRENT_COLOR, curcol);
2535 glEnable(GL_LIGHTING);
2537 if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
2538 else glFrontFace(GL_CCW);
2540 if(ob->type==OB_MBALL) { // mball always smooth shaded
2541 glShadeModel(GL_SMOOTH);
2551 if(ob->type==OB_SURF) {
2554 glDisable(GL_LIGHTING);
2557 // glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2558 // glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
2560 glBegin(GL_LINE_STRIP);
2561 for(nr= dl->nr; nr; nr--, data+=3)
2565 glEnable(GL_LIGHTING);
2569 if(ob->type==OB_SURF) {
2572 UI_ThemeColor(TH_WIRE);
2573 glDisable(GL_LIGHTING);
2575 /* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
2576 //glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2577 //glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
2579 glBegin(GL_LINE_LOOP);
2580 for(nr= dl->nr; nr; nr--, data+=3)
2584 glEnable(GL_LIGHTING);
2590 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2592 if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
2593 else glShadeModel(GL_FLAT);
2595 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2596 glNormalPointer(GL_FLOAT, 0, dl->nors);
2597 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2598 GPU_disable_material();
2603 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2605 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2607 /* voor polys only one normal needed */
2608 if(index3_nors_incr==0) {
2609 glDisableClientState(GL_NORMAL_ARRAY);
2613 glNormalPointer(GL_FLOAT, 0, dl->nors);
2615 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2616 GPU_disable_material();
2618 if(index3_nors_incr==0)
2619 glEnableClientState(GL_NORMAL_ARRAY);
2624 GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
2626 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2627 glNormalPointer(GL_FLOAT, 0, dl->nors);
2628 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2630 GPU_disable_material();
2637 glShadeModel(GL_FLAT);
2638 glDisable(GL_LIGHTING);
2639 glFrontFace(GL_CCW);
2642 static void drawDispListshaded(ListBase *lb, Object *ob)
2644 DispList *dl, *dlob;
2645 unsigned int *cdata;
2647 if(lb==NULL) return;
2649 glShadeModel(GL_SMOOTH);
2650 glDisableClientState(GL_NORMAL_ARRAY);
2651 glEnableClientState(GL_COLOR_ARRAY);
2654 dlob= ob->disp.first;
2658 if(cdata==NULL) break;
2663 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2664 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2665 glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
2671 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2672 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2673 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
2678 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
2679 glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
2680 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
2688 glShadeModel(GL_FLAT);
2689 glEnableClientState(GL_NORMAL_ARRAY);
2690 glDisableClientState(GL_COLOR_ARRAY);
2693 /* returns 1 when nothing was drawn */
2694 static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt)
2696 Object *ob= base->object;
2700 int solid, retval= 0;
2702 solid= (dt > OB_WIRE);
2713 if(dl==NULL) return 1;
2715 if(dl->nors==0) addnormalsDispList(ob, lb);
2716 index3_nors_incr= 0;
2718 if( displist_has_faces(lb)==0) {
2720 drawDispListwire(lb);
2724 if(draw_glsl_material(scene, ob, v3d, dt)) {
2725 GPU_set_object_materials(scene, ob, 1, NULL);
2726 drawDispListsolid(lb, ob, 1);
2728 else if(dt == OB_SHADED) {
2729 if(ob->disp.first==0) shadeDispList(base);
2730 drawDispListshaded(lb, ob);
2733 GPU_set_object_materials(scene, ob, 0, NULL);
2734 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2735 drawDispListsolid(lb, ob, 0);
2737 if(ob==G.obedit && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0 && cu->ext2 == 0.0) {
2740 drawDispListwire(lb);
2744 index3_nors_incr= 1;
2748 retval= drawDispListwire(lb);
2754 lb= &((Curve *)ob->data)->disp;
2758 if(dl==NULL) return 1;
2760 if(dl->nors==NULL) addnormalsDispList(ob, lb);
2762 if(draw_glsl_material(scene, ob, v3d, dt)) {
2763 GPU_set_object_materials(scene, ob, 1, NULL);
2764 drawDispListsolid(lb, ob, 1);
2766 else if(dt==OB_SHADED) {
2767 if(ob->disp.first==NULL) shadeDispList(base);
2768 drawDispListshaded(lb, ob);
2771 GPU_set_object_materials(scene, ob, 0, NULL);
2772 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2774 drawDispListsolid(lb, ob, 0);
2778 retval= drawDispListwire(lb);
2783 if( is_basis_mball(ob)) {
2785 if(lb->first==NULL) makeDispListMBall(ob);
2786 if(lb->first==NULL) return 1;
2790 if(draw_glsl_material(scene, ob, v3d, dt)) {
2791 GPU_set_object_materials(scene, ob, 1, NULL);
2792 drawDispListsolid(lb, ob, 1);
2794 else if(dt == OB_SHADED) {
2796 if(dl && dl->col1==0) shadeDispList(base);
2797 drawDispListshaded(lb, ob);
2800 GPU_set_object_materials(scene, ob, 0, NULL);
2801 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
2803 drawDispListsolid(lb, ob, 0);
2807 /* MetaBalls use DL_INDEX4 type of DispList */
2808 retval= drawDispListwire(lb);
2817 /* unified drawing of all new particle systems draw types except dupli ob & group */
2818 /* mostly tries to use vertex arrays for speed */
2820 /* 1. check that everything is ok & updated */
2821 /* 2. start initialising things */
2822 /* 3. initialize according to draw type */
2823 /* 4. allocate drawing data arrays */
2824 /* 5. start filling the arrays */
2825 /* 6. draw the arrays */
2827 static void draw_new_particle_system(View3D *v3d, Base *base, ParticleSystem *psys, int dt)
2829 Object *ob=base->object;
2830 ParticleSystemModifierData *psmd;
2831 ParticleSettings *part;
2832 ParticleData *pars, *pa;
2833 ParticleKey state, *states=0;
2834 ParticleCacheKey *cache=0;
2837 float vel[3], vec[3], vec2[3], imat[4][4], onevec[3]={0.0f,0.0f,0.0f}, bb_center[3];
2838 float timestep, pixsize=1.0, pa_size, pa_time, r_tilt;
2839 float cfra=bsystem_time(ob,(float)CFRA,0.0);
2840 float *vdata=0, *vedata=0, *cdata=0, *ndata=0, *vd=0, *ved=0, *cd=0, *nd=0, xvec[3], yvec[3], zvec[3];
2841 float ma_r=0.0f, ma_g=0.0f, ma_b=0.0f;
2842 int a, k, k_max=0, totpart, totpoint=0, draw_as, path_nbr=0;
2843 int path_possible=0, keys_possible=0, draw_keys=0, totchild=0;
2844 int select=ob->flag&SELECT, create_cdata=0;
2845 GLint polygonmode[2];
2853 pars=psys->particles;
2855 if(part==0 || !psys_check_enabled(ob, psys))
2860 if(!G.obedit && psys_in_edit_mode(psys)
2861 && psys->flag & PSYS_HAIR_DONE && part->draw_as==PART_DRAW_PATH)
2864 if(part->draw_as==PART_DRAW_NOT) return;
2867 if(part->phystype==PART_PHYS_KEYED){
2868 if(psys->flag & PSYS_FIRST_KEYED){
2869 if(psys->flag&PSYS_KEYED){
2870 select=psys_count_keyed_targets(ob,psys);
2871 if(psys->totkeyed==0)
2881 if(psys_get_current(ob)==psys)
2885 psys->flag|=PSYS_DRAWING;
2887 if(part->type==PART_HAIR && !psys->childcache)
2890 totchild=psys->totchild*part->disp/100;
2892 ma= give_current_material(ob,part->omat);
2900 if(v3d->zbuf) glDepthMask(1);
2904 else if((ma) && (part->draw&PART_DRAW_MAT_COL)) {
2905 glColor3f(ma->r,ma->g,ma->b);
2911 psmd= psys_get_modifier(ob,psys);
2913 timestep= psys_get_timestep(part);
2915 wmLoadMatrix(v3d->viewmat);
2917 if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
2919 Mat4MulMat4(mat, psys->imat, ob->obmat);
2923 totpart=psys->totpart;
2924 draw_as=part->draw_as;
2926 if(part->flag&PART_GLOB_TIME)
2927 cfra=bsystem_time(0,(float)CFRA,0.0);
2929 if(psys->pathcache){
2933 if(draw_as==PART_DRAW_PATH && path_possible==0)
2934 draw_as=PART_DRAW_DOT;
2936 if(draw_as!=PART_DRAW_PATH && keys_possible && part->draw&PART_DRAW_KEYS){
2937 path_nbr=part->keys_step;
2945 glPointSize(part->draw_size);
2947 glPointSize(2.0); /* default dot size */
2949 case PART_DRAW_CIRC:
2950 /* calculate view aligned matrix: */
2951 Mat4CpyMat4(imat, v3d->viewinv);
2955 case PART_DRAW_CROSS:
2956 case PART_DRAW_AXIS:
2957 /* lets calculate the scale: */
2958 pixsize= v3d->persmat[0][3]*ob->obmat[3][0]+ v3d->persmat[1][3]*ob->obmat[3][1]+ v3d->persmat[2][3]*ob->obmat[3][2]+ v3d->persmat[3][3];
2959 pixsize*= v3d->pixsize;
2960 if(part->draw_size==0.0)
2963 pixsize*=part->draw_size;
2967 draw_as=PART_DRAW_DOT;
2972 if(part->dup_group==0)
2973 draw_as=PART_DRAW_DOT;
2978 if(v3d->camera==0 && part->bb_ob==0){
2979 printf("Billboards need an active camera or a target object!\n");
2981 draw_as=part->draw_as=PART_DRAW_DOT;
2984 glPointSize(part->draw_size);
2986 glPointSize(2.0); /* default dot size */
2988 else if(part->bb_ob)
2993 if(part->bb_align<PART_BB_VIEW)
2994 onevec[part->bb_align]=1.0f;
2996 case PART_DRAW_PATH:
2999 if(part->draw & PART_DRAW_SIZE && part->draw_as!=PART_DRAW_CIRC){
3000 Mat4CpyMat4(imat, v3d->viewinv);
3006 if(draw_as && draw_as!=PART_DRAW_PATH){
3007 if(draw_as!=PART_DRAW_CIRC){
3009 case PART_DRAW_AXIS:
3010 case PART_DRAW_CROSS:
3011 if(draw_as!=PART_DRAW_CROSS || create_cdata)
3012 cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*6*3*sizeof(float), "particle_cdata");
3013 vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*6*3*sizeof(float), "particle_vdata");
3015 case PART_DRAW_LINE:
3017 cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*2*3*sizeof(float), "particle_cdata");
3018 vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*2*3*sizeof(float), "particle_vdata");
3022 cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*4*3*sizeof(float), "particle_cdata");
3023 vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*4*3*sizeof(float), "particle_vdata");
3024 ndata=MEM_callocN((totpart+totchild)*(path_nbr+1)*4*3*sizeof(float), "particle_vdata");
3028 cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*3*sizeof(float), "particle_cdata");
3029 vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*3*sizeof(float), "particle_vdata");
3033 if(part->draw&PART_DRAW_VEL && draw_as!=PART_DRAW_LINE)
3034 vedata=MEM_callocN((totpart+totchild)*2*3*(path_nbr+1)*sizeof(float), "particle_vedata");
3041 psys->lattice=psys_get_lattice(ob,psys);
3046 for(a=0,pa=pars; a<totpart+totchild; a++, pa++){
3048 if(totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
3049 if(pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
3051 pa_time=(cfra-pa->tim