fix for building on msvc2008 (also style cleanup)
[blender.git] / source / blender / editors / space_view3d / drawmesh.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
19  * All rights reserved.
20  *
21  * Contributor(s): Blender Foundation, full update, glsl support
22  *
23  * ***** END GPL LICENSE BLOCK *****
24  */
25
26 /** \file blender/editors/space_view3d/drawmesh.c
27  *  \ingroup spview3d
28  */
29
30 #include <string.h>
31 #include <math.h>
32
33 #include "MEM_guardedalloc.h"
34
35 #include "BLI_utildefines.h"
36 #include "BLI_blenlib.h"
37 #include "BLI_math.h"
38 #include "BLI_edgehash.h"
39 #include "BLI_utildefines.h"
40
41 #include "DNA_material_types.h"
42 #include "DNA_mesh_types.h"
43 #include "DNA_meshdata_types.h"
44 #include "DNA_node_types.h"
45 #include "DNA_object_types.h"
46 #include "DNA_property_types.h"
47 #include "DNA_scene_types.h"
48 #include "DNA_screen_types.h"
49 #include "DNA_view3d_types.h"
50 #include "DNA_windowmanager_types.h"
51
52 #include "BKE_DerivedMesh.h"
53 #include "BKE_effect.h"
54 #include "BKE_image.h"
55 #include "BKE_material.h"
56 #include "BKE_paint.h"
57 #include "BKE_property.h"
58 #include "BKE_tessmesh.h"
59 #include "BKE_scene.h"
60
61 #include "BIF_gl.h"
62 #include "BIF_glutil.h"
63
64 #include "UI_resources.h"
65
66 #include "GPU_buffers.h"
67 #include "GPU_extensions.h"
68 #include "GPU_draw.h"
69 #include "GPU_material.h"
70
71 #include "ED_mesh.h"
72 #include "ED_uvedit.h"
73
74 #include "view3d_intern.h"  /* own include */
75
76 /* user data structures for derived mesh callbacks */
77 typedef struct drawMeshFaceSelect_userData {
78         Mesh *me;
79         EdgeHash *eh;
80 } drawMeshFaceSelect_userData;
81
82 typedef struct drawEMTFMapped_userData {
83         BMEditMesh *em;
84         short has_mcol;
85         short has_mtface;
86         MFace *mf;
87         MTFace *tf;
88 } drawEMTFMapped_userData;
89
90 typedef struct drawTFace_userData {
91         MFace *mf;
92         MTFace *tf;
93 } drawTFace_userData;
94
95 /**************************** Face Select Mode *******************************/
96
97 /* Flags for marked edges */
98 enum {
99         eEdge_Visible = (1 << 0),
100         eEdge_Select = (1 << 1),
101 };
102
103 /* Creates a hash of edges to flags indicating selected/visible */
104 static void get_marked_edge_info__orFlags(EdgeHash *eh, int v0, int v1, int flags)
105 {
106         int *flags_p;
107
108         if (!BLI_edgehash_haskey(eh, v0, v1))
109                 BLI_edgehash_insert(eh, v0, v1, NULL);
110
111         flags_p = (int *) BLI_edgehash_lookup_p(eh, v0, v1);
112         *flags_p |= flags;
113 }
114
115 static EdgeHash *get_tface_mesh_marked_edge_info(Mesh *me)
116 {
117         EdgeHash *eh = BLI_edgehash_new();
118         MPoly *mp;
119         MLoop *ml;
120         MLoop *ml_next;
121         int i, j;
122         
123         for (i = 0; i < me->totpoly; i++) {
124                 mp = &me->mpoly[i];
125
126                 if (!(mp->flag & ME_HIDE)) {
127                         unsigned int flags = eEdge_Visible;
128                         if (mp->flag & ME_FACE_SEL) flags |= eEdge_Select;
129
130                         ml = me->mloop + mp->loopstart;
131                         for (j = 0; j < mp->totloop; j++, ml++) {
132                                 ml_next = ME_POLY_LOOP_NEXT(me->mloop, mp, j);
133                                 get_marked_edge_info__orFlags(eh, ml->v, ml_next->v, flags);
134                         }
135                 }
136         }
137
138         return eh;
139 }
140
141
142 static DMDrawOption draw_mesh_face_select__setHiddenOpts(void *userData, int index)
143 {
144         drawMeshFaceSelect_userData *data = userData;
145         Mesh *me = data->me;
146         MEdge *med = &me->medge[index];
147         uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
148
149         if (me->drawflag & ME_DRAWEDGES) {
150                 if ((me->drawflag & ME_HIDDENEDGES) || (flags & eEdge_Visible))
151                         return DM_DRAW_OPTION_NORMAL;
152                 else
153                         return DM_DRAW_OPTION_SKIP;
154         }
155         else if (flags & eEdge_Select)
156                 return DM_DRAW_OPTION_NORMAL;
157         else
158                 return DM_DRAW_OPTION_SKIP;
159 }
160
161 static DMDrawOption draw_mesh_face_select__setSelectOpts(void *userData, int index)
162 {
163         drawMeshFaceSelect_userData *data = userData;
164         MEdge *med = &data->me->medge[index];
165         uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
166
167         return (flags & eEdge_Select) ? DM_DRAW_OPTION_NORMAL : DM_DRAW_OPTION_SKIP;
168 }
169
170 /* draws unselected */
171 static DMDrawOption draw_mesh_face_select__drawFaceOptsInv(void *userData, int index)
172 {
173         Mesh *me = (Mesh *)userData;
174
175         MPoly *mpoly = &me->mpoly[index];
176         if (!(mpoly->flag & ME_HIDE) && !(mpoly->flag & ME_FACE_SEL))
177                 return DM_DRAW_OPTION_NO_MCOL;  /* Don't set color */
178         else
179                 return DM_DRAW_OPTION_SKIP;
180 }
181
182 void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
183 {
184         drawMeshFaceSelect_userData data;
185
186         data.me = me;
187         data.eh = get_tface_mesh_marked_edge_info(me);
188
189         glEnable(GL_DEPTH_TEST);
190         glDisable(GL_LIGHTING);
191         bglPolygonOffset(rv3d->dist, 1.0);
192
193         /* Draw (Hidden) Edges */
194         setlinestyle(1);
195         UI_ThemeColor(TH_EDGE_FACESEL);
196         dm->drawMappedEdges(dm, draw_mesh_face_select__setHiddenOpts, &data);
197         setlinestyle(0);
198
199         /* Draw Selected Faces */
200         if (me->drawflag & ME_DRAWFACES) {
201                 glEnable(GL_BLEND);
202                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
203                 /* dull unselected faces so as not to get in the way of seeing color */
204                 glColor4ub(96, 96, 96, 64);
205                 dm->drawMappedFaces(dm, draw_mesh_face_select__drawFaceOptsInv, NULL, NULL, (void *)me, 0);
206                 glDisable(GL_BLEND);
207         }
208         
209         bglPolygonOffset(rv3d->dist, 1.0);
210
211         /* Draw Stippled Outline for selected faces */
212         glColor3ub(255, 255, 255);
213         setlinestyle(1);
214         dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
215         setlinestyle(0);
216
217         bglPolygonOffset(rv3d->dist, 0.0);  /* resets correctly now, even after calling accumulated offsets */
218
219         BLI_edgehash_free(data.eh, NULL);
220 }
221
222 /***************************** Texture Drawing ******************************/
223
224 static Material *give_current_material_or_def(Object *ob, int matnr)
225 {
226         extern Material defmaterial;  /* render module abuse... */
227         Material *ma = give_current_material(ob, matnr);
228
229         return ma ? ma : &defmaterial;
230 }
231
232 /* Icky globals, fix with userdata parameter */
233
234 static struct TextureDrawState {
235         Object *ob;
236         int is_lit, is_tex;
237         int color_profile;
238         unsigned char obcol[4];
239 } Gtexdraw = {NULL, 0, 0, 0, {0, 0, 0, 0}};
240
241 static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *ma, struct TextureDrawState gtexdraw)
242 {
243         static Material *c_ma;
244         static int c_textured;
245         static MTFace c_texface;
246         static int c_backculled;
247         static int c_badtex;
248         static int c_lit;
249         static int c_has_texface;
250
251         Object *litob = NULL;  /* to get mode to turn off mipmap in painting mode */
252         int backculled = GEMAT_BACKCULL;
253         int alphablend = 0;
254         int textured = 0;
255         int lit = 0;
256         int has_texface = texface != NULL;
257         int need_set_tpage = FALSE;
258
259         if (clearcache) {
260                 c_textured = c_lit = c_backculled = -1;
261                 memset(&c_texface, 0, sizeof(MTFace));
262                 c_badtex = 0;
263                 c_has_texface = -1;
264         }
265         else {
266                 textured = gtexdraw.is_tex;
267                 litob = gtexdraw.ob;
268         }
269
270         /* convert number of lights into boolean */
271         if (gtexdraw.is_lit) lit = 1;
272
273         if (ma) {
274                 alphablend = ma->game.alpha_blend;
275                 if (ma->mode & MA_SHLESS) lit = 0;
276                 backculled = ma->game.flag & GEMAT_BACKCULL;
277         }
278
279         if (texface) {
280                 textured = textured && (texface->tpage);
281
282                 /* no material, render alpha if texture has depth=32 */
283                 if (!ma && BKE_image_has_alpha(texface->tpage))
284                         alphablend = GPU_BLEND_ALPHA;
285         }
286
287         else
288                 textured = 0;
289
290         if (backculled != c_backculled) {
291                 if (backculled) glEnable(GL_CULL_FACE);
292                 else glDisable(GL_CULL_FACE);
293
294                 c_backculled = backculled;
295         }
296
297         /* need to re-set tpage if textured flag changed or existsment of texface changed..  */
298         need_set_tpage = textured != c_textured || has_texface != c_has_texface;
299         /* ..or if settings inside texface were changed (if texface was used) */
300         need_set_tpage |= texface && memcmp(&c_texface, texface, sizeof(c_texface));
301
302         if (need_set_tpage) {
303                 if (textured) {
304                         c_badtex = !GPU_set_tpage(texface, !(litob->mode & OB_MODE_TEXTURE_PAINT), alphablend);
305                 }
306                 else {
307                         GPU_set_tpage(NULL, 0, 0);
308                         c_badtex = 0;
309                 }
310                 c_textured = textured;
311                 c_has_texface = has_texface;
312                 if (texface)
313                         memcpy(&c_texface, texface, sizeof(c_texface));
314         }
315
316         if (c_badtex) lit = 0;
317         if (lit != c_lit || ma != c_ma) {
318                 if (lit) {
319                         float spec[4];
320                         if (!ma) ma = give_current_material_or_def(NULL, 0);  /* default material */
321
322                         spec[0] = ma->spec * ma->specr;
323                         spec[1] = ma->spec * ma->specg;
324                         spec[2] = ma->spec * ma->specb;
325                         spec[3] = 1.0;
326
327                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
328                         glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
329                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(ma->har, 0, 128));
330                         glEnable(GL_LIGHTING);
331                         glEnable(GL_COLOR_MATERIAL);
332                 }
333                 else {
334                         glDisable(GL_LIGHTING); 
335                         glDisable(GL_COLOR_MATERIAL);
336                 }
337                 c_lit = lit;
338         }
339
340         return c_badtex;
341 }
342
343 static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
344 {
345         unsigned char obcol[4];
346         int is_tex, solidtex;
347         Mesh *me = ob->data;
348
349         /* XXX scene->obedit warning */
350
351         /* texture draw is abused for mask selection mode, do this so wire draw
352          * with face selection in weight paint is not lit. */
353         if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
354                 solidtex = FALSE;
355                 Gtexdraw.is_lit = 0;
356         }
357         else if (v3d->drawtype == OB_SOLID || ((ob->mode & OB_MODE_EDIT) && v3d->drawtype != OB_TEXTURE)) {
358                 /* draw with default lights in solid draw mode and edit mode */
359                 solidtex = TRUE;
360                 Gtexdraw.is_lit = -1;
361         }
362         else {
363                 /* draw with lights in the scene otherwise */
364                 solidtex = FALSE;
365                 Gtexdraw.is_lit = GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
366         }
367         
368         rgba_float_to_uchar(obcol, ob->col);
369
370         if (solidtex || v3d->drawtype == OB_TEXTURE) is_tex = 1;
371         else is_tex = 0;
372
373         Gtexdraw.ob = ob;
374         Gtexdraw.is_tex = is_tex;
375         Gtexdraw.color_profile = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
376         memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
377         set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
378         glShadeModel(GL_SMOOTH);
379         if (v3d->flag2 & V3D_BACKFACE_CULLING) {
380                 glEnable(GL_CULL_FACE);
381                 glCullFace(GL_BACK);
382         }
383         else {          
384                 glDisable(GL_CULL_FACE);
385         }
386         glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
387 }
388
389 static void draw_textured_end(void)
390 {
391         /* switch off textures */
392         GPU_set_tpage(NULL, 0, 0);
393
394         glShadeModel(GL_FLAT);
395         glDisable(GL_CULL_FACE);
396
397         /* XXX, bad patch - GPU_default_lights() calls
398          * glLightfv(GL_POSITION, ...) which
399          * is transformed by the current matrix... we
400          * need to make sure that matrix is identity.
401          * 
402          * It would be better if drawmesh.c kept track
403          * of and restored the light settings it changed.
404          *  - zr
405          */
406         glPushMatrix();
407         glLoadIdentity();       
408         GPU_default_lights();
409         glPopMatrix();
410 }
411
412 static DMDrawOption draw_tface__set_draw_legacy(MTFace *tface, int has_mcol, int matnr)
413 {
414         Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
415         int validtexture = 0;
416
417         if (ma && (ma->game.flag & GEMAT_INVISIBLE))
418                 return DM_DRAW_OPTION_SKIP;
419
420         validtexture = set_draw_settings_cached(0, tface, ma, Gtexdraw);
421
422         if (tface && validtexture) {
423                 glColor3ub(0xFF, 0x00, 0xFF);
424                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
425         }
426         else if (ma && (ma->shade_flag & MA_OBCOLOR)) {
427                 glColor3ubv(Gtexdraw.obcol);
428                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
429         }
430         else if (!has_mcol) {
431                 if (tface) glColor3f(1.0, 1.0, 1.0);
432                 else {
433                         if (ma) {
434                                 float col[3];
435                                 if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
436                                 else copy_v3_v3(col, &ma->r);
437                                 
438                                 glColor3fv(col);
439                         }
440                         else glColor3f(1.0, 1.0, 1.0);
441                 }
442                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
443         }
444         else {
445                 return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
446         }
447 }
448
449 static DMDrawOption draw_mcol__set_draw_legacy(MTFace *UNUSED(tface), int has_mcol, int UNUSED(matnr))
450 {
451         if (has_mcol)
452                 return DM_DRAW_OPTION_NORMAL;
453         else
454                 return DM_DRAW_OPTION_NO_MCOL;
455 }
456
457 static DMDrawOption draw_tface__set_draw(MTFace *tface, int has_mcol, int matnr)
458 {
459         Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
460
461         if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
462
463         if (tface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
464                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
465         }
466         else if (tface && (tface->mode & TF_OBCOL)) {
467                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
468         }
469         else if (!has_mcol) {
470                 /* XXX: this return value looks wrong (and doesn't match comment) */
471                 return DM_DRAW_OPTION_NORMAL; /* Don't set color */
472         }
473         else {
474                 return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
475         }
476 }
477
478 static void update_tface_color_layer(DerivedMesh *dm)
479 {
480         MTFace *tface = DM_get_tessface_data_layer(dm, CD_MTFACE);
481         MFace *mface = dm->getTessFaceArray(dm);
482         MCol *finalCol;
483         int i, j;
484         MCol *mcol = dm->getTessFaceDataArray(dm, CD_PREVIEW_MCOL);
485         if (!mcol)
486                 mcol = dm->getTessFaceDataArray(dm, CD_MCOL);
487
488         if (CustomData_has_layer(&dm->faceData, CD_TEXTURE_MCOL)) {
489                 finalCol = CustomData_get_layer(&dm->faceData, CD_TEXTURE_MCOL);
490         }
491         else {
492                 finalCol = MEM_mallocN(sizeof(MCol) * 4 * dm->getNumTessFaces(dm), "add_tface_color_layer");
493
494                 CustomData_add_layer(&dm->faceData, CD_TEXTURE_MCOL, CD_ASSIGN, finalCol, dm->numTessFaceData);
495         }
496
497         for (i = 0; i < dm->getNumTessFaces(dm); i++) {
498                 Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
499
500                 if (ma && (ma->game.flag & GEMAT_INVISIBLE)) {
501                         if (mcol)
502                                 memcpy(&finalCol[i * 4], &mcol[i * 4], sizeof(MCol) * 4);
503                         else
504                                 for (j = 0; j < 4; j++) {
505                                         finalCol[i * 4 + j].b = 255;
506                                         finalCol[i * 4 + j].g = 255;
507                                         finalCol[i * 4 + j].r = 255;
508                                 }
509                 }
510                 else if (tface && mface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
511                         for (j = 0; j < 4; j++) {
512                                 finalCol[i * 4 + j].b = 255;
513                                 finalCol[i * 4 + j].g = 0;
514                                 finalCol[i * 4 + j].r = 255;
515                         }
516                 }
517                 else if (tface && (tface->mode & TF_OBCOL)) {
518                         for (j = 0; j < 4; j++) {
519                                 finalCol[i * 4 + j].b = FTOCHAR(Gtexdraw.obcol[0]);
520                                 finalCol[i * 4 + j].g = FTOCHAR(Gtexdraw.obcol[1]);
521                                 finalCol[i * 4 + j].r = FTOCHAR(Gtexdraw.obcol[2]);
522                         }
523                 }
524                 else if (!mcol) {
525                         if (tface) {
526                                 for (j = 0; j < 4; j++) {
527                                         finalCol[i * 4 + j].b = 255;
528                                         finalCol[i * 4 + j].g = 255;
529                                         finalCol[i * 4 + j].r = 255;
530                                 }
531                         }
532                         else {
533                                 float col[3];
534                                 Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
535                                 
536                                 if (ma) {
537                                         if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
538                                         else copy_v3_v3(col, &ma->r);
539                                         
540                                         for (j = 0; j < 4; j++) {
541                                                 finalCol[i * 4 + j].b = FTOCHAR(col[0]);
542                                                 finalCol[i * 4 + j].g = FTOCHAR(col[1]);
543                                                 finalCol[i * 4 + j].r = FTOCHAR(col[2]);
544                                         }
545                                 }
546                                 else
547                                         for (j = 0; j < 4; j++) {
548                                                 finalCol[i * 4 + j].b = 255;
549                                                 finalCol[i * 4 + j].g = 255;
550                                                 finalCol[i * 4 + j].r = 255;
551                                         }
552                         }
553                 }
554                 else {
555                         for (j = 0; j < 4; j++) {
556                                 finalCol[i * 4 + j].r = mcol[i * 4 + j].r;
557                                 finalCol[i * 4 + j].g = mcol[i * 4 + j].g;
558                                 finalCol[i * 4 + j].b = mcol[i * 4 + j].b;
559                         }
560                 }
561         }
562 }
563
564 static DMDrawOption draw_tface_mapped__set_draw(void *userData, int index)
565 {
566         Mesh *me = (Mesh *)userData;
567
568         /* array checked for NULL before calling */
569         MPoly *mpoly = &me->mpoly[index];
570
571         BLI_assert(index >= 0 && index < me->totpoly);
572
573         if (mpoly->flag & ME_HIDE) {
574                 return DM_DRAW_OPTION_SKIP;
575         }
576         else {
577                 MTexPoly *tpoly = (me->mtpoly) ? &me->mtpoly[index] : NULL;
578                 MTFace mtf = {{{0}}};
579                 int matnr = mpoly->mat_nr;
580
581                 if (tpoly) {
582                         ME_MTEXFACE_CPY(&mtf, tpoly);
583                 }
584
585                 return draw_tface__set_draw(&mtf, (me->mloopcol != NULL), matnr);
586         }
587 }
588
589 static DMDrawOption draw_em_tf_mapped__set_draw(void *userData, int index)
590 {
591         drawEMTFMapped_userData *data = userData;
592         BMEditMesh *em = data->em;
593         BMFace *efa = EDBM_face_at_index(em, index);
594
595         if (efa == NULL || BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
596                 return DM_DRAW_OPTION_SKIP;
597         }
598         else {
599                 MTFace mtf = {{{0}}};
600                 int matnr = efa->mat_nr;
601
602                 if (data->has_mtface) {
603                         MTexPoly *tpoly = CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
604                         ME_MTEXFACE_CPY(&mtf, tpoly);
605                 }
606
607                 return draw_tface__set_draw_legacy(data->has_mtface ? &mtf : NULL,
608                                                    data->has_mcol, matnr);
609         }
610 }
611
612 /* when face select is on, use face hidden flag */
613 static DMDrawOption wpaint__setSolidDrawOptions_facemask(void *userData, int index)
614 {
615         Mesh *me = (Mesh *)userData;
616         MPoly *mp = &me->mpoly[index];
617         if (mp->flag & ME_HIDE)
618                 return DM_DRAW_OPTION_SKIP;
619         return DM_DRAW_OPTION_NORMAL;
620 }
621
622 static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
623 {
624         Mesh *me = ob->data;
625         DerivedMesh *ddm;
626         MPoly *mp, *mface  = me->mpoly;
627         MTexPoly *mtpoly   = me->mtpoly;
628         MLoopUV *mloopuv   = me->mloopuv;
629         MLoopUV *luv;
630         MLoopCol *mloopcol = me->mloopcol;  /* why does mcol exist? */
631         MLoopCol *lcol;
632
633         bProperty *prop = get_ob_property(ob, "Text");
634         GPUVertexAttribs gattribs;
635         int a, totpoly = me->totpoly;
636
637         /* fake values to pass to GPU_render_text() */
638         MCol tmp_mcol[4]  = {{0}};
639         MCol *tmp_mcol_pt  = mloopcol ? tmp_mcol : NULL;
640         MTFace tmp_tf      = {{{0}}};
641
642         /* don't draw without tfaces */
643         if (!mtpoly || !mloopuv)
644                 return;
645
646         /* don't draw when editing */
647         if (ob->mode & OB_MODE_EDIT)
648                 return;
649         else if (ob == OBACT)
650                 if (paint_facesel_test(ob) || paint_vertsel_test(ob))
651                         return;
652
653         ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
654
655         for (a = 0, mp = mface; a < totpoly; a++, mtpoly++, mp++) {
656                 short matnr = mp->mat_nr;
657                 int mf_smooth = mp->flag & ME_SMOOTH;
658                 Material *mat = me->mat[matnr];
659                 int mode = mat ? mat->game.flag : GEMAT_INVISIBLE;
660
661                 if (!(mode & GEMAT_INVISIBLE) && (mode & GEMAT_TEXT) && mp->totloop >= 3) {
662                         /* get the polygon as a tri/quad */
663                         int mp_vi[4];
664                         float v1[3], v2[3], v3[3], v4[3];
665                         char string[MAX_PROPSTRING];
666                         int characters, i, glattrib = -1, badtex = 0;
667
668
669                         /* TEXFACE */
670                         ME_MTEXFACE_CPY(&tmp_tf, mtpoly);
671
672                         if (glsl) {
673                                 GPU_enable_material(matnr + 1, &gattribs);
674
675                                 for (i = 0; i < gattribs.totlayer; i++) {
676                                         if (gattribs.layer[i].type == CD_MTFACE) {
677                                                 glattrib = gattribs.layer[i].glindex;
678                                                 break;
679                                         }
680                                 }
681                         }
682                         else {
683                                 badtex = set_draw_settings_cached(0, &tmp_tf, mat, Gtexdraw);
684                                 if (badtex) {
685                                         continue;
686                                 }
687                         }
688
689                         mp_vi[0] = me->mloop[mp->loopstart + 0].v;
690                         mp_vi[1] = me->mloop[mp->loopstart + 1].v;
691                         mp_vi[2] = me->mloop[mp->loopstart + 2].v;
692                         mp_vi[3] = (mp->totloop >= 4) ? me->mloop[mp->loopstart + 3].v : 0;
693
694                         /* UV */
695                         luv = &mloopuv[mp->loopstart];
696                         copy_v2_v2(tmp_tf.uv[0], luv->uv); luv++;
697                         copy_v2_v2(tmp_tf.uv[1], luv->uv); luv++;
698                         copy_v2_v2(tmp_tf.uv[2], luv->uv); luv++;
699                         if (mp->totloop >= 4) {
700                                 copy_v2_v2(tmp_tf.uv[3], luv->uv);
701                         }
702
703                         /* COLOR */
704                         if (mloopcol) {
705                                 unsigned int totloop_clamp = MIN2(4, mp->totloop);
706                                 unsigned int j;
707                                 lcol = &mloopcol[mp->loopstart];
708
709                                 for (j = 0; j <= totloop_clamp; j++, lcol++) {
710                                         MESH_MLOOPCOL_TO_MCOL(lcol, &tmp_mcol[j]);
711                                 }
712                         }
713
714                         /* LOCATION */
715                         ddm->getVertCo(ddm, mp_vi[0], v1);
716                         ddm->getVertCo(ddm, mp_vi[1], v2);
717                         ddm->getVertCo(ddm, mp_vi[2], v3);
718                         if (mp->totloop >= 4) {
719                                 ddm->getVertCo(ddm, mp_vi[3], v4);
720                         }
721
722
723
724                         /* The BM_FONT handling is in the gpu module, shared with the
725                          * game engine, was duplicated previously */
726
727                         set_property_valstr(prop, string);
728                         characters = strlen(string);
729                         
730                         if (!BKE_image_get_ibuf(mtpoly->tpage, NULL))
731                                 characters = 0;
732
733                         if (!mf_smooth) {
734                                 float nor[3];
735
736                                 normal_tri_v3(nor, v1, v2, v3);
737
738                                 glNormal3fv(nor);
739                         }
740
741                         GPU_render_text(&tmp_tf, mode, string, characters,
742                                         (unsigned int *)tmp_mcol_pt, v1, v2, v3, (mp->totloop >= 4 ? v4 : NULL), glattrib);
743                 }
744         }
745
746         ddm->release(ddm);
747 }
748
749 static int compareDrawOptions(void *userData, int cur_index, int next_index)
750 {
751         drawTFace_userData *data = userData;
752
753         if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
754                 return 0;
755
756         if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
757                 return 0;
758
759         return 1;
760 }
761
762 static int compareDrawOptionsEm(void *userData, int cur_index, int next_index)
763 {
764         drawEMTFMapped_userData *data = userData;
765
766         if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
767                 return 0;
768
769         if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
770                 return 0;
771
772         return 1;
773 }
774
775 void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d,
776                             Object *ob, DerivedMesh *dm, const int draw_flags)
777 {
778         Mesh *me = ob->data;
779         
780         /* correct for negative scale */
781         if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
782         else glFrontFace(GL_CCW);
783         
784         /* draw the textured mesh */
785         draw_textured_begin(scene, v3d, rv3d, ob);
786
787         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
788
789         if (ob->mode & OB_MODE_EDIT) {
790                 drawEMTFMapped_userData data;
791
792                 data.em = me->edit_btmesh;
793                 data.has_mcol = CustomData_has_layer(&me->edit_btmesh->bm->ldata, CD_MLOOPCOL);
794                 data.has_mtface = CustomData_has_layer(&me->edit_btmesh->bm->pdata, CD_MTEXPOLY);
795                 data.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
796                 data.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
797
798                 dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, compareDrawOptionsEm, &data);
799         }
800         else if (draw_flags & DRAW_FACE_SELECT) {
801                 if (ob->mode & OB_MODE_WEIGHT_PAINT)
802                         dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions_facemask, GPU_enable_material, NULL, me,
803                                             DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
804                 else
805                         dm->drawMappedFacesTex(dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, NULL, me);
806         }
807         else {
808                 if (GPU_buffer_legacy(dm)) {
809                         if (draw_flags & DRAW_MODIFIERS_PREVIEW)
810                                 dm->drawFacesTex(dm, draw_mcol__set_draw_legacy, NULL, NULL);
811                         else 
812                                 dm->drawFacesTex(dm, draw_tface__set_draw_legacy, NULL, NULL);
813                 }
814                 else {
815                         drawTFace_userData userData;
816
817                         update_tface_color_layer(dm);
818
819                         userData.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
820                         userData.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
821
822                         dm->drawFacesTex(dm, draw_tface__set_draw, compareDrawOptions, &userData);
823                 }
824         }
825
826         /* draw game engine text hack */
827         if (get_ob_property(ob, "Text"))
828                 draw_mesh_text(scene, ob, 0);
829
830         draw_textured_end();
831         
832         /* draw edges and selected faces over textured mesh */
833         if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
834                 draw_mesh_face_select(rv3d, me, dm);
835
836         /* reset from negative scale correction */
837         glFrontFace(GL_CCW);
838         
839         /* in editmode, the blend mode needs to be set in case it was ADD */
840         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
841 }
842
843 /************************** NEW SHADING NODES ********************************/
844
845 typedef struct TexMatCallback {
846         Scene *scene;
847         Object *ob;
848         Mesh *me;
849         DerivedMesh *dm;
850 } TexMatCallback;
851
852 static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
853 {
854         /* all we have to do here is simply enable the GLSL material, but note
855          * that the GLSL code will give different result depending on the drawtype,
856          * in texture draw mode it will output the active texture node, in material
857          * draw mode it will show the full material. */
858         GPU_enable_material(mat_nr, attribs);
859 }
860
861 static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
862 {
863         /* texture draw mode without GLSL */
864         TexMatCallback *data = (TexMatCallback *)userData;
865         GPUVertexAttribs *gattribs = attribs;
866         Image *ima;
867         ImageUser *iuser;
868         bNode *node;
869         int texture_set = 0;
870
871         /* draw image texture if we find one */
872         if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node)) {
873                 /* get openl texture */
874                 int mipmap = 1;
875                 int bindcode = (ima) ? GPU_verify_image(ima, iuser, 0, 0, mipmap, FALSE) : 0;
876                 float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
877
878                 if (bindcode) {
879                         NodeTexBase *texbase = node->storage;
880
881                         /* disable existing material */
882                         GPU_disable_material();
883                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
884                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
885                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
886
887                         /* bind texture */
888                         glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
889                         glEnable(GL_COLOR_MATERIAL);
890                         glEnable(GL_TEXTURE_2D);
891
892                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
893                         glColor3f(1.0f, 1.0f, 1.0f);
894
895                         glMatrixMode(GL_TEXTURE);
896                         glLoadMatrixf(texbase->tex_mapping.mat);
897                         glMatrixMode(GL_MODELVIEW);
898
899                         /* use active UV texture layer */
900                         memset(gattribs, 0, sizeof(*gattribs));
901
902                         gattribs->layer[0].type = CD_MTFACE;
903                         gattribs->layer[0].name[0] = '\0';
904                         gattribs->layer[0].gltexco = 1;
905                         gattribs->totlayer = 1;
906
907                         texture_set = 1;
908                 }
909         }
910
911         if (!texture_set) {
912                 glMatrixMode(GL_TEXTURE);
913                 glLoadIdentity();
914                 glMatrixMode(GL_MODELVIEW);
915
916                 /* disable texture */
917                 glDisable(GL_TEXTURE_2D);
918                 glDisable(GL_COLOR_MATERIAL);
919
920                 /* draw single color */
921                 GPU_enable_material(mat_nr, attribs);
922         }
923 }
924
925 static int tex_mat_set_face_mesh_cb(void *userData, int index)
926 {
927         /* faceselect mode face hiding */
928         TexMatCallback *data = (TexMatCallback *)userData;
929         Mesh *me = (Mesh *)data->me;
930         MPoly *mp = &me->mpoly[index];
931
932         return !(mp->flag & ME_HIDE);
933 }
934
935 static int tex_mat_set_face_editmesh_cb(void *userData, int index)
936 {
937         /* editmode face hiding */
938         TexMatCallback *data = (TexMatCallback *)userData;
939         Mesh *me = (Mesh *)data->me;
940         BMFace *efa = EDBM_face_at_index(me->edit_btmesh, index);
941
942         return !BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
943 }
944
945 void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
946                         Object *ob, DerivedMesh *dm, const int draw_flags)
947 {
948         if ((!BKE_scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_MODIFIERS_PREVIEW)) {
949                 draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
950                 return;
951         }
952         else if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
953                 draw_mesh_paint(v3d, rv3d, ob, dm, draw_flags);
954                 return;
955         }
956
957         /* set opengl state for negative scale & color */
958         if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
959         else glFrontFace(GL_CCW);
960
961         glEnable(GL_LIGHTING);
962
963         {
964                 Mesh *me = ob->data;
965                 TexMatCallback data = {scene, ob, me, dm};
966                 int (*set_face_cb)(void *, int);
967                 int glsl;
968                 
969                 /* face hiding callback depending on mode */
970                 if (ob == scene->obedit)
971                         set_face_cb = tex_mat_set_face_editmesh_cb;
972                 else if (draw_flags & DRAW_FACE_SELECT)
973                         set_face_cb = tex_mat_set_face_mesh_cb;
974                 else
975                         set_face_cb = NULL;
976
977                 /* test if we can use glsl */
978                 glsl = (v3d->drawtype == OB_MATERIAL) && GPU_glsl_support();
979
980                 GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
981
982                 if (glsl) {
983                         /* draw glsl */
984                         dm->drawMappedFacesMat(dm,
985                                                tex_mat_set_material_cb,
986                                                set_face_cb, &data);
987                 }
988                 else {
989                         float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
990
991                         /* draw textured */
992                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
993                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
994                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
995
996                         dm->drawMappedFacesMat(dm,
997                                                tex_mat_set_texture_cb,
998                                                set_face_cb, &data);
999                 }
1000
1001                 GPU_end_object_materials();
1002         }
1003
1004         /* reset opengl state */
1005         glDisable(GL_COLOR_MATERIAL);
1006         glDisable(GL_TEXTURE_2D);
1007         glDisable(GL_LIGHTING);
1008         glBindTexture(GL_TEXTURE_2D, 0);
1009         glFrontFace(GL_CCW);
1010
1011         glMatrixMode(GL_TEXTURE);
1012         glLoadIdentity();
1013         glMatrixMode(GL_MODELVIEW);
1014
1015         /* faceselect mode drawing over textured mesh */
1016         if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
1017                 draw_mesh_face_select(rv3d, ob->data, dm);
1018 }
1019
1020 /* Vertex Paint and Weight Paint */
1021
1022 void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
1023                      Object *ob, DerivedMesh *dm, const int draw_flags)
1024 {
1025         DMSetDrawOptions facemask = NULL;
1026         Mesh *me = ob->data;
1027         const short do_light = (v3d->drawtype >= OB_SOLID);
1028
1029         /* hide faces in face select mode */
1030         if (draw_flags & DRAW_FACE_SELECT)
1031                 facemask = wpaint__setSolidDrawOptions_facemask;
1032
1033         if (ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
1034
1035                 if (do_light) {
1036                         const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
1037
1038                         /* enforce default material settings */
1039                         GPU_enable_material(0, NULL);
1040                 
1041                         /* but set default spec */
1042                         glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
1043                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
1044
1045                         /* diffuse */
1046                         glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
1047                         glEnable(GL_LIGHTING);
1048                         glEnable(GL_COLOR_MATERIAL);
1049                 }
1050
1051                 dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1052                                     DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1053
1054                 if (do_light) {
1055                         glDisable(GL_COLOR_MATERIAL);
1056                         glDisable(GL_LIGHTING);
1057
1058                         GPU_disable_material();
1059                 }
1060         }
1061         else if (ob->mode & OB_MODE_VERTEX_PAINT) {
1062                 if (me->mloopcol) {
1063                         dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1064                                             DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1065                 }
1066                 else {
1067                         glColor3f(1.0f, 1.0f, 1.0f);
1068                         dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1069                                             DM_DRAW_ALWAYS_SMOOTH);
1070                 }
1071         }
1072
1073         /* draw face selection on top */
1074         if (draw_flags & DRAW_FACE_SELECT) {
1075                 draw_mesh_face_select(rv3d, me, dm);
1076         }
1077         else if ((do_light == FALSE) || (ob->dtx & OB_DRAWWIRE)) {
1078
1079                 /* weight paint in solid mode, special case. focus on making the weights clear
1080                  * rather than the shading, this is also forced in wire view */
1081
1082                 bglPolygonOffset(rv3d->dist, 1.0);
1083                 glDepthMask(0);  /* disable write in zbuffer, selected edge wires show better */
1084
1085                 glEnable(GL_BLEND);
1086                 glColor4ub(255, 255, 255, 96);
1087                 glEnable(GL_LINE_STIPPLE);
1088                 glLineStipple(1, 0xAAAA);
1089
1090                 dm->drawEdges(dm, 1, 1);
1091
1092                 bglPolygonOffset(rv3d->dist, 0.0);
1093                 glDepthMask(1);
1094                 glDisable(GL_LINE_STIPPLE);
1095                 glDisable(GL_BLEND);
1096         }
1097 }
1098