Merging r48862 through r48868 from trunk into soc-2011-tomato
[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
348         /* XXX scene->obedit warning */
349
350         /* texture draw is abused for mask selection mode, do this so wire draw
351          * with face selection in weight paint is not lit. */
352         if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
353                 solidtex = FALSE;
354                 Gtexdraw.is_lit = 0;
355         }
356         else if (v3d->drawtype == OB_SOLID || ((ob->mode & OB_MODE_EDIT) && v3d->drawtype != OB_TEXTURE)) {
357                 /* draw with default lights in solid draw mode and edit mode */
358                 solidtex = TRUE;
359                 Gtexdraw.is_lit = -1;
360         }
361         else {
362                 /* draw with lights in the scene otherwise */
363                 solidtex = FALSE;
364                 Gtexdraw.is_lit = GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
365         }
366         
367         rgba_float_to_uchar(obcol, ob->col);
368
369         glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
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 }
380
381 static void draw_textured_end(void)
382 {
383         /* switch off textures */
384         GPU_set_tpage(NULL, 0, 0);
385
386         glShadeModel(GL_FLAT);
387         glDisable(GL_CULL_FACE);
388
389         /* XXX, bad patch - GPU_default_lights() calls
390          * glLightfv(GL_POSITION, ...) which
391          * is transformed by the current matrix... we
392          * need to make sure that matrix is identity.
393          * 
394          * It would be better if drawmesh.c kept track
395          * of and restored the light settings it changed.
396          *  - zr
397          */
398         glPushMatrix();
399         glLoadIdentity();       
400         GPU_default_lights();
401         glPopMatrix();
402 }
403
404 static DMDrawOption draw_tface__set_draw_legacy(MTFace *tface, int has_mcol, int matnr)
405 {
406         Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
407         int validtexture = 0;
408
409         if (ma && (ma->game.flag & GEMAT_INVISIBLE))
410                 return DM_DRAW_OPTION_SKIP;
411
412         validtexture = set_draw_settings_cached(0, tface, ma, Gtexdraw);
413
414         if (tface && validtexture) {
415                 glColor3ub(0xFF, 0x00, 0xFF);
416                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
417         }
418         else if (ma && (ma->shade_flag & MA_OBCOLOR)) {
419                 glColor3ubv(Gtexdraw.obcol);
420                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
421         }
422         else if (!has_mcol) {
423                 if (tface) glColor3f(1.0, 1.0, 1.0);
424                 else {
425                         if (ma) {
426                                 float col[3];
427                                 if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
428                                 else copy_v3_v3(col, &ma->r);
429                                 
430                                 glColor3fv(col);
431                         }
432                         else glColor3f(1.0, 1.0, 1.0);
433                 }
434                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
435         }
436         else {
437                 return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
438         }
439 }
440
441 static DMDrawOption draw_mcol__set_draw_legacy(MTFace *UNUSED(tface), int has_mcol, int UNUSED(matnr))
442 {
443         if (has_mcol)
444                 return DM_DRAW_OPTION_NORMAL;
445         else
446                 return DM_DRAW_OPTION_NO_MCOL;
447 }
448
449 static DMDrawOption draw_tface__set_draw(MTFace *tface, int has_mcol, int matnr)
450 {
451         Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
452
453         if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
454
455         if (tface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
456                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
457         }
458         else if (tface && (tface->mode & TF_OBCOL)) {
459                 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
460         }
461         else if (!has_mcol) {
462                 /* XXX: this return value looks wrong (and doesn't match comment) */
463                 return DM_DRAW_OPTION_NORMAL; /* Don't set color */
464         }
465         else {
466                 return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
467         }
468 }
469
470 static void update_tface_color_layer(DerivedMesh *dm)
471 {
472         MTFace *tface = DM_get_tessface_data_layer(dm, CD_MTFACE);
473         MFace *mface = dm->getTessFaceArray(dm);
474         MCol *finalCol;
475         int i, j;
476         MCol *mcol = dm->getTessFaceDataArray(dm, CD_PREVIEW_MCOL);
477         if (!mcol)
478                 mcol = dm->getTessFaceDataArray(dm, CD_MCOL);
479
480         if (CustomData_has_layer(&dm->faceData, CD_TEXTURE_MCOL)) {
481                 finalCol = CustomData_get_layer(&dm->faceData, CD_TEXTURE_MCOL);
482         }
483         else {
484                 finalCol = MEM_mallocN(sizeof(MCol) * 4 * dm->getNumTessFaces(dm), "add_tface_color_layer");
485
486                 CustomData_add_layer(&dm->faceData, CD_TEXTURE_MCOL, CD_ASSIGN, finalCol, dm->numTessFaceData);
487         }
488
489         for (i = 0; i < dm->getNumTessFaces(dm); i++) {
490                 Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
491
492                 if (ma && (ma->game.flag & GEMAT_INVISIBLE)) {
493                         if (mcol)
494                                 memcpy(&finalCol[i * 4], &mcol[i * 4], sizeof(MCol) * 4);
495                         else
496                                 for (j = 0; j < 4; j++) {
497                                         finalCol[i * 4 + j].b = 255;
498                                         finalCol[i * 4 + j].g = 255;
499                                         finalCol[i * 4 + j].r = 255;
500                                 }
501                 }
502                 else if (tface && mface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
503                         for (j = 0; j < 4; j++) {
504                                 finalCol[i * 4 + j].b = 255;
505                                 finalCol[i * 4 + j].g = 0;
506                                 finalCol[i * 4 + j].r = 255;
507                         }
508                 }
509                 else if (tface && (tface->mode & TF_OBCOL)) {
510                         for (j = 0; j < 4; j++) {
511                                 finalCol[i * 4 + j].b = FTOCHAR(Gtexdraw.obcol[0]);
512                                 finalCol[i * 4 + j].g = FTOCHAR(Gtexdraw.obcol[1]);
513                                 finalCol[i * 4 + j].r = FTOCHAR(Gtexdraw.obcol[2]);
514                         }
515                 }
516                 else if (!mcol) {
517                         if (tface) {
518                                 for (j = 0; j < 4; j++) {
519                                         finalCol[i * 4 + j].b = 255;
520                                         finalCol[i * 4 + j].g = 255;
521                                         finalCol[i * 4 + j].r = 255;
522                                 }
523                         }
524                         else {
525                                 float col[3];
526                                 Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
527                                 
528                                 if (ma) {
529                                         if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
530                                         else copy_v3_v3(col, &ma->r);
531                                         
532                                         for (j = 0; j < 4; j++) {
533                                                 finalCol[i * 4 + j].b = FTOCHAR(col[0]);
534                                                 finalCol[i * 4 + j].g = FTOCHAR(col[1]);
535                                                 finalCol[i * 4 + j].r = FTOCHAR(col[2]);
536                                         }
537                                 }
538                                 else
539                                         for (j = 0; j < 4; j++) {
540                                                 finalCol[i * 4 + j].b = 255;
541                                                 finalCol[i * 4 + j].g = 255;
542                                                 finalCol[i * 4 + j].r = 255;
543                                         }
544                         }
545                 }
546                 else {
547                         for (j = 0; j < 4; j++) {
548                                 finalCol[i * 4 + j].r = mcol[i * 4 + j].r;
549                                 finalCol[i * 4 + j].g = mcol[i * 4 + j].g;
550                                 finalCol[i * 4 + j].b = mcol[i * 4 + j].b;
551                         }
552                 }
553         }
554 }
555
556 static DMDrawOption draw_tface_mapped__set_draw(void *userData, int index)
557 {
558         Mesh *me = (Mesh *)userData;
559
560         /* array checked for NULL before calling */
561         MPoly *mpoly = &me->mpoly[index];
562
563         BLI_assert(index >= 0 && index < me->totpoly);
564
565         if (mpoly->flag & ME_HIDE) {
566                 return DM_DRAW_OPTION_SKIP;
567         }
568         else {
569                 MTexPoly *tpoly = (me->mtpoly) ? &me->mtpoly[index] : NULL;
570                 MTFace mtf = {{{0}}};
571                 int matnr = mpoly->mat_nr;
572
573                 if (tpoly) {
574                         ME_MTEXFACE_CPY(&mtf, tpoly);
575                 }
576
577                 return draw_tface__set_draw(&mtf, (me->mloopcol != NULL), matnr);
578         }
579 }
580
581 static DMDrawOption draw_em_tf_mapped__set_draw(void *userData, int index)
582 {
583         drawEMTFMapped_userData *data = userData;
584         BMEditMesh *em = data->em;
585         BMFace *efa = EDBM_face_at_index(em, index);
586
587         if (efa == NULL || BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
588                 return DM_DRAW_OPTION_SKIP;
589         }
590         else {
591                 MTFace mtf = {{{0}}};
592                 int matnr = efa->mat_nr;
593
594                 if (data->has_mtface) {
595                         MTexPoly *tpoly = CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
596                         ME_MTEXFACE_CPY(&mtf, tpoly);
597                 }
598
599                 return draw_tface__set_draw_legacy(data->has_mtface ? &mtf : NULL,
600                                                    data->has_mcol, matnr);
601         }
602 }
603
604 /* when face select is on, use face hidden flag */
605 static DMDrawOption wpaint__setSolidDrawOptions_facemask(void *userData, int index)
606 {
607         Mesh *me = (Mesh *)userData;
608         MPoly *mp = &me->mpoly[index];
609         if (mp->flag & ME_HIDE)
610                 return DM_DRAW_OPTION_SKIP;
611         return DM_DRAW_OPTION_NORMAL;
612 }
613
614 static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
615 {
616         Mesh *me = ob->data;
617         DerivedMesh *ddm;
618         MPoly *mp, *mface  = me->mpoly;
619         MTexPoly *mtpoly   = me->mtpoly;
620         MLoopUV *mloopuv   = me->mloopuv;
621         MLoopUV *luv;
622         MLoopCol *mloopcol = me->mloopcol;  /* why does mcol exist? */
623         MLoopCol *lcol;
624
625         bProperty *prop = get_ob_property(ob, "Text");
626         GPUVertexAttribs gattribs;
627         int a, totpoly = me->totpoly;
628
629         /* fake values to pass to GPU_render_text() */
630         MCol tmp_mcol[4]  = {{0}};
631         MCol *tmp_mcol_pt  = mloopcol ? tmp_mcol : NULL;
632         MTFace tmp_tf      = {{{0}}};
633
634         /* don't draw without tfaces */
635         if (!mtpoly || !mloopuv)
636                 return;
637
638         /* don't draw when editing */
639         if (ob->mode & OB_MODE_EDIT)
640                 return;
641         else if (ob == OBACT)
642                 if (paint_facesel_test(ob) || paint_vertsel_test(ob))
643                         return;
644
645         ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
646
647         for (a = 0, mp = mface; a < totpoly; a++, mtpoly++, mp++) {
648                 short matnr = mp->mat_nr;
649                 int mf_smooth = mp->flag & ME_SMOOTH;
650                 Material *mat = me->mat[matnr];
651                 int mode = mat ? mat->game.flag : GEMAT_INVISIBLE;
652
653                 if (!(mode & GEMAT_INVISIBLE) && (mode & GEMAT_TEXT) && mp->totloop >= 3) {
654                         /* get the polygon as a tri/quad */
655                         int mp_vi[4];
656                         float v1[3], v2[3], v3[3], v4[3];
657                         char string[MAX_PROPSTRING];
658                         int characters, i, glattrib = -1, badtex = 0;
659
660
661                         /* TEXFACE */
662                         ME_MTEXFACE_CPY(&tmp_tf, mtpoly);
663
664                         if (glsl) {
665                                 GPU_enable_material(matnr + 1, &gattribs);
666
667                                 for (i = 0; i < gattribs.totlayer; i++) {
668                                         if (gattribs.layer[i].type == CD_MTFACE) {
669                                                 glattrib = gattribs.layer[i].glindex;
670                                                 break;
671                                         }
672                                 }
673                         }
674                         else {
675                                 badtex = set_draw_settings_cached(0, &tmp_tf, mat, Gtexdraw);
676                                 if (badtex) {
677                                         continue;
678                                 }
679                         }
680
681                         mp_vi[0] = me->mloop[mp->loopstart + 0].v;
682                         mp_vi[1] = me->mloop[mp->loopstart + 1].v;
683                         mp_vi[2] = me->mloop[mp->loopstart + 2].v;
684                         mp_vi[3] = (mp->totloop >= 4) ? me->mloop[mp->loopstart + 3].v : 0;
685
686                         /* UV */
687                         luv = &mloopuv[mp->loopstart];
688                         copy_v2_v2(tmp_tf.uv[0], luv->uv); luv++;
689                         copy_v2_v2(tmp_tf.uv[1], luv->uv); luv++;
690                         copy_v2_v2(tmp_tf.uv[2], luv->uv); luv++;
691                         if (mp->totloop >= 4) {
692                                 copy_v2_v2(tmp_tf.uv[3], luv->uv);
693                         }
694
695                         /* COLOR */
696                         if (mloopcol) {
697                                 unsigned int totloop_clamp = MIN2(4, mp->totloop);
698                                 unsigned int j;
699                                 lcol = &mloopcol[mp->loopstart];
700
701                                 for (j = 0; j <= totloop_clamp; j++, lcol++) {
702                                         MESH_MLOOPCOL_TO_MCOL(lcol, &tmp_mcol[j]);
703                                 }
704                         }
705
706                         /* LOCATION */
707                         ddm->getVertCo(ddm, mp_vi[0], v1);
708                         ddm->getVertCo(ddm, mp_vi[1], v2);
709                         ddm->getVertCo(ddm, mp_vi[2], v3);
710                         if (mp->totloop >= 4) {
711                                 ddm->getVertCo(ddm, mp_vi[3], v4);
712                         }
713
714
715
716                         /* The BM_FONT handling is in the gpu module, shared with the
717                          * game engine, was duplicated previously */
718
719                         set_property_valstr(prop, string);
720                         characters = strlen(string);
721                         
722                         if (!BKE_image_get_ibuf(mtpoly->tpage, NULL))
723                                 characters = 0;
724
725                         if (!mf_smooth) {
726                                 float nor[3];
727
728                                 normal_tri_v3(nor, v1, v2, v3);
729
730                                 glNormal3fv(nor);
731                         }
732
733                         GPU_render_text(&tmp_tf, mode, string, characters,
734                                         (unsigned int *)tmp_mcol_pt, v1, v2, v3, (mp->totloop >= 4 ? v4 : NULL), glattrib);
735                 }
736         }
737
738         ddm->release(ddm);
739 }
740
741 static int compareDrawOptions(void *userData, int cur_index, int next_index)
742 {
743         drawTFace_userData *data = userData;
744
745         if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
746                 return 0;
747
748         if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
749                 return 0;
750
751         return 1;
752 }
753
754 static int compareDrawOptionsEm(void *userData, int cur_index, int next_index)
755 {
756         drawEMTFMapped_userData *data = userData;
757
758         if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
759                 return 0;
760
761         if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
762                 return 0;
763
764         return 1;
765 }
766
767 void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
768 {
769         Mesh *me = ob->data;
770         
771         /* correct for negative scale */
772         if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
773         else glFrontFace(GL_CCW);
774         
775         /* draw the textured mesh */
776         draw_textured_begin(scene, v3d, rv3d, ob);
777
778         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
779
780         if (ob->mode & OB_MODE_EDIT) {
781                 drawEMTFMapped_userData data;
782
783                 data.em = me->edit_btmesh;
784                 data.has_mcol = CustomData_has_layer(&me->edit_btmesh->bm->ldata, CD_MLOOPCOL);
785                 data.has_mtface = CustomData_has_layer(&me->edit_btmesh->bm->pdata, CD_MTEXPOLY);
786                 data.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
787                 data.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
788
789                 dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, compareDrawOptionsEm, &data);
790         }
791         else if (draw_flags & DRAW_FACE_SELECT) {
792                 if (ob->mode & OB_MODE_WEIGHT_PAINT)
793                         dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions_facemask, GPU_enable_material, NULL, me,
794                                             DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
795                 else
796                         dm->drawMappedFacesTex(dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, NULL, me);
797         }
798         else {
799                 if (GPU_buffer_legacy(dm)) {
800                         if (draw_flags & DRAW_MODIFIERS_PREVIEW)
801                                 dm->drawFacesTex(dm, draw_mcol__set_draw_legacy, NULL, NULL);
802                         else 
803                                 dm->drawFacesTex(dm, draw_tface__set_draw_legacy, NULL, NULL);
804                 }
805                 else {
806                         drawTFace_userData userData;
807
808                         update_tface_color_layer(dm);
809
810                         userData.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
811                         userData.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
812
813                         dm->drawFacesTex(dm, draw_tface__set_draw, compareDrawOptions, &userData);
814                 }
815         }
816
817         /* draw game engine text hack */
818         if (get_ob_property(ob, "Text"))
819                 draw_mesh_text(scene, ob, 0);
820
821         draw_textured_end();
822         
823         /* draw edges and selected faces over textured mesh */
824         if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
825                 draw_mesh_face_select(rv3d, me, dm);
826
827         /* reset from negative scale correction */
828         glFrontFace(GL_CCW);
829         
830         /* in editmode, the blend mode needs to be set in case it was ADD */
831         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
832 }
833
834 /************************** NEW SHADING NODES ********************************/
835
836 typedef struct TexMatCallback {
837         Scene *scene;
838         Object *ob;
839         Mesh *me;
840         DerivedMesh *dm;
841 } TexMatCallback;
842
843 static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
844 {
845         /* all we have to do here is simply enable the GLSL material, but note
846          * that the GLSL code will give different result depending on the drawtype,
847          * in texture draw mode it will output the active texture node, in material
848          * draw mode it will show the full material. */
849         GPU_enable_material(mat_nr, attribs);
850 }
851
852 static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
853 {
854         /* texture draw mode without GLSL */
855         TexMatCallback *data = (TexMatCallback *)userData;
856         GPUVertexAttribs *gattribs = attribs;
857         Image *ima;
858         ImageUser *iuser;
859         bNode *node;
860         int texture_set = 0;
861
862         /* draw image texture if we find one */
863         if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node)) {
864                 /* get openl texture */
865                 int mipmap = 1;
866                 int bindcode = (ima) ? GPU_verify_image(ima, iuser, 0, 0, mipmap) : 0;
867                 float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
868
869                 if (bindcode) {
870                         NodeTexBase *texbase = node->storage;
871
872                         /* disable existing material */
873                         GPU_disable_material();
874                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
875                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
876                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
877
878                         /* bind texture */
879                         glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
880                         glEnable(GL_COLOR_MATERIAL);
881                         glEnable(GL_TEXTURE_2D);
882
883                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
884                         glColor3f(1.0f, 1.0f, 1.0f);
885
886                         glMatrixMode(GL_TEXTURE);
887                         glLoadMatrixf(texbase->tex_mapping.mat);
888                         glMatrixMode(GL_MODELVIEW);
889
890                         /* use active UV texture layer */
891                         memset(gattribs, 0, sizeof(*gattribs));
892
893                         gattribs->layer[0].type = CD_MTFACE;
894                         gattribs->layer[0].name[0] = '\0';
895                         gattribs->layer[0].gltexco = 1;
896                         gattribs->totlayer = 1;
897
898                         texture_set = 1;
899                 }
900         }
901
902         if (!texture_set) {
903                 glMatrixMode(GL_TEXTURE);
904                 glLoadIdentity();
905                 glMatrixMode(GL_MODELVIEW);
906
907                 /* disable texture */
908                 glDisable(GL_TEXTURE_2D);
909                 glDisable(GL_COLOR_MATERIAL);
910
911                 /* draw single color */
912                 GPU_enable_material(mat_nr, attribs);
913         }
914 }
915
916 static int tex_mat_set_face_mesh_cb(void *userData, int index)
917 {
918         /* faceselect mode face hiding */
919         TexMatCallback *data = (TexMatCallback *)userData;
920         Mesh *me = (Mesh *)data->me;
921         MPoly *mp = &me->mpoly[index];
922
923         return !(mp->flag & ME_HIDE);
924 }
925
926 static int tex_mat_set_face_editmesh_cb(void *userData, int index)
927 {
928         /* editmode face hiding */
929         TexMatCallback *data = (TexMatCallback *)userData;
930         Mesh *me = (Mesh *)data->me;
931         BMFace *efa = EDBM_face_at_index(me->edit_btmesh, index);
932
933         return !BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
934 }
935
936 void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, const int draw_flags)
937 {
938         if ((!BKE_scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_MODIFIERS_PREVIEW)) {
939                 draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
940                 return;
941         }
942         else if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
943                 draw_mesh_paint(v3d, rv3d, ob, dm, draw_flags);
944                 return;
945         }
946
947         /* set opengl state for negative scale & color */
948         if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
949         else glFrontFace(GL_CCW);
950
951         glEnable(GL_LIGHTING);
952
953         {
954                 Mesh *me = ob->data;
955                 TexMatCallback data = {scene, ob, me, dm};
956                 int (*set_face_cb)(void *, int);
957                 int glsl;
958                 
959                 /* face hiding callback depending on mode */
960                 if (ob == scene->obedit)
961                         set_face_cb = tex_mat_set_face_editmesh_cb;
962                 else if (draw_flags & DRAW_FACE_SELECT)
963                         set_face_cb = tex_mat_set_face_mesh_cb;
964                 else
965                         set_face_cb = NULL;
966
967                 /* test if we can use glsl */
968                 glsl = (v3d->drawtype == OB_MATERIAL) && GPU_glsl_support();
969
970                 GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
971
972                 if (glsl) {
973                         /* draw glsl */
974                         dm->drawMappedFacesMat(dm,
975                                                tex_mat_set_material_cb,
976                                                set_face_cb, &data);
977                 }
978                 else {
979                         float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
980
981                         /* draw textured */
982                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
983                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
984                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
985
986                         dm->drawMappedFacesMat(dm,
987                                                tex_mat_set_texture_cb,
988                                                set_face_cb, &data);
989                 }
990
991                 GPU_end_object_materials();
992         }
993
994         /* reset opengl state */
995         glDisable(GL_COLOR_MATERIAL);
996         glDisable(GL_TEXTURE_2D);
997         glDisable(GL_LIGHTING);
998         glBindTexture(GL_TEXTURE_2D, 0);
999         glFrontFace(GL_CCW);
1000
1001         glMatrixMode(GL_TEXTURE);
1002         glLoadIdentity();
1003         glMatrixMode(GL_MODELVIEW);
1004
1005         /* faceselect mode drawing over textured mesh */
1006         if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
1007                 draw_mesh_face_select(rv3d, ob->data, dm);
1008 }
1009
1010 /* Vertex Paint and Weight Paint */
1011
1012 void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
1013 {
1014         DMSetDrawOptions facemask = NULL;
1015         Mesh *me = ob->data;
1016         const short do_light = (v3d->drawtype >= OB_SOLID);
1017
1018         /* hide faces in face select mode */
1019         if (draw_flags & DRAW_FACE_SELECT)
1020                 facemask = wpaint__setSolidDrawOptions_facemask;
1021
1022         if (ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
1023
1024                 if (do_light) {
1025                         const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
1026
1027                         /* enforce default material settings */
1028                         GPU_enable_material(0, NULL);
1029                 
1030                         /* but set default spec */
1031                         glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
1032                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
1033
1034                         /* diffuse */
1035                         glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
1036                         glEnable(GL_LIGHTING);
1037                         glEnable(GL_COLOR_MATERIAL);
1038                 }
1039
1040                 dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1041                                     DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1042
1043                 if (do_light) {
1044                         glDisable(GL_COLOR_MATERIAL);
1045                         glDisable(GL_LIGHTING);
1046
1047                         GPU_disable_material();
1048                 }
1049         }
1050         else if (ob->mode & OB_MODE_VERTEX_PAINT) {
1051                 if (me->mloopcol) {
1052                         dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1053                                             DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1054                 }
1055                 else {
1056                         glColor3f(1.0f, 1.0f, 1.0f);
1057                         dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1058                                             DM_DRAW_ALWAYS_SMOOTH);
1059                 }
1060         }
1061
1062         /* draw face selection on top */
1063         if (draw_flags & DRAW_FACE_SELECT) {
1064                 draw_mesh_face_select(rv3d, me, dm);
1065         }
1066         else if ((do_light == FALSE) || (ob->dtx & OB_DRAWWIRE)) {
1067
1068                 /* weight paint in solid mode, special case. focus on making the weights clear
1069                  * rather than the shading, this is also forced in wire view */
1070
1071                 bglPolygonOffset(rv3d->dist, 1.0);
1072                 glDepthMask(0);  /* disable write in zbuffer, selected edge wires show better */
1073
1074                 glEnable(GL_BLEND);
1075                 glColor4ub(255, 255, 255, 96);
1076                 glEnable(GL_LINE_STIPPLE);
1077                 glLineStipple(1, 0xAAAA);
1078
1079                 dm->drawEdges(dm, 1, 1);
1080
1081                 bglPolygonOffset(rv3d->dist, 0.0);
1082                 glDepthMask(1);
1083                 glDisable(GL_LINE_STIPPLE);
1084                 glDisable(GL_BLEND);
1085         }
1086 }
1087