svn merge ^/trunk/blender -r46300:46330
[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 islit, istex;
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.istex;
267                 litob = gtexdraw.ob;
268         }
269
270         /* convert number of lights into boolean */
271         if (gtexdraw.islit) 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 istex, 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.islit = 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.islit = -1;
360         }
361         else {
362                 /* draw with lights in the scene otherwise */
363                 solidtex = FALSE;
364                 Gtexdraw.islit = 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) istex = 1;
371         else istex = 0;
372
373         Gtexdraw.ob = ob;
374         Gtexdraw.istex = istex;
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_LIGHT_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 static void add_tface_color_layer(DerivedMesh *dm)
470 {
471         MTFace *tface = DM_get_tessface_data_layer(dm, CD_MTFACE);
472         MFace *mface = dm->getTessFaceArray(dm);
473         MCol *finalCol;
474         int i, j;
475         MCol *mcol = dm->getTessFaceDataArray(dm, CD_PREVIEW_MCOL);
476         if (!mcol)
477                 mcol = dm->getTessFaceDataArray(dm, CD_MCOL);
478
479         finalCol = MEM_mallocN(sizeof(MCol) * 4 * dm->getNumTessFaces(dm), "add_tface_color_layer");
480         for (i = 0; i < dm->getNumTessFaces(dm); i++) {
481                 Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
482
483                 if (ma && (ma->game.flag & GEMAT_INVISIBLE)) {
484                         if (mcol)
485                                 memcpy(&finalCol[i * 4], &mcol[i * 4], sizeof(MCol) * 4);
486                         else
487                                 for (j = 0; j < 4; j++) {
488                                         finalCol[i * 4 + j].b = 255;
489                                         finalCol[i * 4 + j].g = 255;
490                                         finalCol[i * 4 + j].r = 255;
491                                 }
492                 }
493                 else if (tface && mface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
494                         for (j = 0; j < 4; j++) {
495                                 finalCol[i * 4 + j].b = 255;
496                                 finalCol[i * 4 + j].g = 0;
497                                 finalCol[i * 4 + j].r = 255;
498                         }
499                 }
500                 else if (tface && (tface->mode & TF_OBCOL)) {
501                         for (j = 0; j < 4; j++) {
502                                 finalCol[i * 4 + j].b = FTOCHAR(Gtexdraw.obcol[0]);
503                                 finalCol[i * 4 + j].g = FTOCHAR(Gtexdraw.obcol[1]);
504                                 finalCol[i * 4 + j].r = FTOCHAR(Gtexdraw.obcol[2]);
505                         }
506                 }
507                 else if (!mcol) {
508                         if (tface) {
509                                 for (j = 0; j < 4; j++) {
510                                         finalCol[i * 4 + j].b = 255;
511                                         finalCol[i * 4 + j].g = 255;
512                                         finalCol[i * 4 + j].r = 255;
513                                 }
514                         }
515                         else {
516                                 float col[3];
517                                 Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
518                                 
519                                 if (ma) {
520                                         if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
521                                         else copy_v3_v3(col, &ma->r);
522                                         
523                                         for (j = 0; j < 4; j++) {
524                                                 finalCol[i * 4 + j].b = FTOCHAR(col[0]);
525                                                 finalCol[i * 4 + j].g = FTOCHAR(col[1]);
526                                                 finalCol[i * 4 + j].r = FTOCHAR(col[2]);
527                                         }
528                                 }
529                                 else
530                                         for (j = 0; j < 4; j++) {
531                                                 finalCol[i * 4 + j].b = 255;
532                                                 finalCol[i * 4 + j].g = 255;
533                                                 finalCol[i * 4 + j].r = 255;
534                                         }
535                         }
536                 }
537                 else {
538                         for (j = 0; j < 4; j++) {
539                                 finalCol[i * 4 + j].r = mcol[i * 4 + j].r;
540                                 finalCol[i * 4 + j].g = mcol[i * 4 + j].g;
541                                 finalCol[i * 4 + j].b = mcol[i * 4 + j].b;
542                         }
543                 }
544         }
545         CustomData_add_layer(&dm->faceData, CD_TEXTURE_MCOL, CD_ASSIGN, finalCol, dm->numTessFaceData);
546 }
547
548 static DMDrawOption draw_tface_mapped__set_draw(void *userData, int index)
549 {
550         Mesh *me = (Mesh *)userData;
551
552         /* array checked for NULL before calling */
553         MPoly *mpoly = &me->mpoly[index];
554
555         BLI_assert(index >= 0 && index < me->totpoly);
556
557         if (mpoly->flag & ME_HIDE) {
558                 return DM_DRAW_OPTION_SKIP;
559         }
560         else {
561                 MTexPoly *tpoly = (me->mtpoly) ? &me->mtpoly[index] : NULL;
562                 MTFace mtf = {{{0}}};
563                 int matnr = mpoly->mat_nr;
564
565                 if (tpoly) {
566                         ME_MTEXFACE_CPY(&mtf, tpoly);
567                 }
568
569                 return draw_tface__set_draw(&mtf, (me->mloopcol != NULL), matnr);
570         }
571 }
572
573 static DMDrawOption draw_em_tf_mapped__set_draw(void *userData, int index)
574 {
575         drawEMTFMapped_userData *data = userData;
576         BMEditMesh *em = data->em;
577         BMFace *efa = EDBM_face_at_index(em, index);
578
579         if (efa == NULL || BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
580                 return DM_DRAW_OPTION_SKIP;
581         }
582         else {
583                 MTFace mtf = {{{0}}};
584                 int matnr = efa->mat_nr;
585
586                 if (data->has_mtface) {
587                         MTexPoly *tpoly = CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
588                         ME_MTEXFACE_CPY(&mtf, tpoly);
589                 }
590
591                 return draw_tface__set_draw_legacy(data->has_mtface ? &mtf : NULL,
592                                                    data->has_mcol, matnr);
593         }
594 }
595
596 /* when face select is on, use face hidden flag */
597 static DMDrawOption wpaint__setSolidDrawOptions_facemask(void *userData, int index)
598 {
599         Mesh *me = (Mesh *)userData;
600         MPoly *mp = &me->mpoly[index];
601         if (mp->flag & ME_HIDE)
602                 return DM_DRAW_OPTION_SKIP;
603         return DM_DRAW_OPTION_NORMAL;
604 }
605
606 static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
607 {
608         Mesh *me = ob->data;
609         DerivedMesh *ddm;
610         MPoly *mp, *mface  = me->mpoly;
611         MTexPoly *mtpoly   = me->mtpoly;
612         MLoopUV *mloopuv   = me->mloopuv;
613         MLoopUV *luv;
614         MLoopCol *mloopcol = me->mloopcol;  /* why does mcol exist? */
615         MLoopCol *lcol;
616
617         bProperty *prop = get_ob_property(ob, "Text");
618         GPUVertexAttribs gattribs;
619         int a, totpoly = me->totpoly;
620
621         /* fake values to pass to GPU_render_text() */
622         MCol tmp_mcol[4]  = {{0}};
623         MCol *tmp_mcol_pt  = mloopcol ? tmp_mcol : NULL;
624         MTFace tmp_tf      = {{{0}}};
625
626         /* don't draw without tfaces */
627         if (!mtpoly || !mloopuv)
628                 return;
629
630         /* don't draw when editing */
631         if (ob->mode & OB_MODE_EDIT)
632                 return;
633         else if (ob == OBACT)
634                 if (paint_facesel_test(ob) || paint_vertsel_test(ob))
635                         return;
636
637         ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
638
639         for (a = 0, mp = mface; a < totpoly; a++, mtpoly++, mp++) {
640                 short matnr = mp->mat_nr;
641                 int mf_smooth = mp->flag & ME_SMOOTH;
642                 Material *mat = me->mat[matnr];
643                 int mode = mat->game.flag;
644
645                 if (!(mode & GEMAT_INVISIBLE) && (mode & GEMAT_TEXT) && mp->totloop >= 3) {
646                         /* get the polygon as a tri/quad */
647                         int mp_vi[4];
648                         float v1[3], v2[3], v3[3], v4[3];
649                         char string[MAX_PROPSTRING];
650                         int characters, i, glattrib = -1, badtex = 0;
651
652
653                         /* TEXFACE */
654                         ME_MTEXFACE_CPY(&tmp_tf, mtpoly);
655
656                         if (glsl) {
657                                 GPU_enable_material(matnr + 1, &gattribs);
658
659                                 for (i = 0; i < gattribs.totlayer; i++) {
660                                         if (gattribs.layer[i].type == CD_MTFACE) {
661                                                 glattrib = gattribs.layer[i].glindex;
662                                                 break;
663                                         }
664                                 }
665                         }
666                         else {
667                                 badtex = set_draw_settings_cached(0, &tmp_tf, mat, Gtexdraw);
668                                 if (badtex) {
669                                         continue;
670                                 }
671                         }
672
673                         mp_vi[0] = me->mloop[mp->loopstart + 0].v;
674                         mp_vi[1] = me->mloop[mp->loopstart + 1].v;
675                         mp_vi[2] = me->mloop[mp->loopstart + 2].v;
676                         mp_vi[3] = (mp->totloop >= 4) ? me->mloop[mp->loopstart + 3].v : 0;
677
678                         /* UV */
679                         luv = &mloopuv[mp->loopstart];
680                         copy_v2_v2(tmp_tf.uv[0], luv->uv); luv++;
681                         copy_v2_v2(tmp_tf.uv[1], luv->uv); luv++;
682                         copy_v2_v2(tmp_tf.uv[2], luv->uv); luv++;
683                         if (mp->totloop >= 4) {
684                                 copy_v2_v2(tmp_tf.uv[3], luv->uv);
685                         }
686
687                         /* COLOR */
688                         if (mloopcol) {
689                                 unsigned int totloop_clamp = MIN2(4, mp->totloop);
690                                 unsigned int j;
691                                 lcol = &mloopcol[mp->loopstart];
692
693                                 for (j = 0; j <= totloop_clamp; j++, lcol++) {
694                                         MESH_MLOOPCOL_TO_MCOL(lcol, &tmp_mcol[j]);
695                                 }
696                         }
697
698                         /* LOCATION */
699                         ddm->getVertCo(ddm, mp_vi[0], v1);
700                         ddm->getVertCo(ddm, mp_vi[1], v2);
701                         ddm->getVertCo(ddm, mp_vi[2], v3);
702                         if (mp->totloop >= 4) {
703                                 ddm->getVertCo(ddm, mp_vi[3], v4);
704                         }
705
706
707
708                         // The BM_FONT handling is in the gpu module, shared with the
709                         // game engine, was duplicated previously
710
711                         set_property_valstr(prop, string);
712                         characters = strlen(string);
713                         
714                         if (!BKE_image_get_ibuf(mtpoly->tpage, NULL))
715                                 characters = 0;
716
717                         if (!mf_smooth) {
718                                 float nor[3];
719
720                                 normal_tri_v3(nor, v1, v2, v3);
721
722                                 glNormal3fv(nor);
723                         }
724
725                         GPU_render_text(&tmp_tf, mode, string, characters,
726                                         (unsigned int *)tmp_mcol_pt, v1, v2, v3, (mp->totloop >= 4 ? v4 : NULL), glattrib);
727                 }
728         }
729
730         ddm->release(ddm);
731 }
732
733 static int compareDrawOptions(void *userData, int cur_index, int next_index)
734 {
735         drawTFace_userData *data = userData;
736
737         if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
738                 return 0;
739
740         if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
741                 return 0;
742
743         return 1;
744 }
745
746 static int compareDrawOptionsEm(void *userData, int cur_index, int next_index)
747 {
748         drawEMTFMapped_userData *data = userData;
749
750         if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
751                 return 0;
752
753         if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
754                 return 0;
755
756         return 1;
757 }
758
759 void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
760 {
761         Mesh *me = ob->data;
762         
763         /* correct for negative scale */
764         if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
765         else glFrontFace(GL_CCW);
766         
767         /* draw the textured mesh */
768         draw_textured_begin(scene, v3d, rv3d, ob);
769
770         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
771
772         if (ob->mode & OB_MODE_EDIT) {
773                 drawEMTFMapped_userData data;
774
775                 data.em = me->edit_btmesh;
776                 data.has_mcol = CustomData_has_layer(&me->edit_btmesh->bm->ldata, CD_MLOOPCOL);
777                 data.has_mtface = CustomData_has_layer(&me->edit_btmesh->bm->pdata, CD_MTEXPOLY);
778                 data.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
779                 data.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
780
781                 dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, compareDrawOptionsEm, &data);
782         }
783         else if (draw_flags & DRAW_FACE_SELECT) {
784                 if (ob->mode & OB_MODE_WEIGHT_PAINT)
785                         dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions_facemask, GPU_enable_material, NULL, me,
786                                             DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
787                 else
788                         dm->drawMappedFacesTex(dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, NULL, me);
789         }
790         else {
791                 if (GPU_buffer_legacy(dm)) {
792                         if (draw_flags & DRAW_MODIFIERS_PREVIEW)
793                                 dm->drawFacesTex(dm, draw_mcol__set_draw_legacy, NULL, NULL);
794                         else 
795                                 dm->drawFacesTex(dm, draw_tface__set_draw_legacy, NULL, NULL);
796                 }
797                 else {
798                         drawTFace_userData userData;
799
800                         if (!CustomData_has_layer(&dm->faceData, CD_TEXTURE_MCOL))
801                                 add_tface_color_layer(dm);
802
803                         userData.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
804                         userData.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
805
806                         dm->drawFacesTex(dm, draw_tface__set_draw, compareDrawOptions, &userData);
807                 }
808         }
809
810         /* draw game engine text hack */
811         if (get_ob_property(ob, "Text"))
812                 draw_mesh_text(scene, ob, 0);
813
814         draw_textured_end();
815         
816         /* draw edges and selected faces over textured mesh */
817         if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
818                 draw_mesh_face_select(rv3d, me, dm);
819
820         /* reset from negative scale correction */
821         glFrontFace(GL_CCW);
822         
823         /* in editmode, the blend mode needs to be set in case it was ADD */
824         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
825 }
826
827 /************************** NEW SHADING NODES ********************************/
828
829 typedef struct TexMatCallback {
830         Scene *scene;
831         Object *ob;
832         Mesh *me;
833         DerivedMesh *dm;
834 } TexMatCallback;
835
836 static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
837 {
838         /* all we have to do here is simply enable the GLSL material, but note
839          * that the GLSL code will give different result depending on the drawtype,
840          * in texture draw mode it will output the active texture node, in material
841          * draw mode it will show the full material. */
842         GPU_enable_material(mat_nr, attribs);
843 }
844
845 static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
846 {
847         /* texture draw mode without GLSL */
848         TexMatCallback *data = (TexMatCallback *)userData;
849         GPUVertexAttribs *gattribs = attribs;
850         Image *ima;
851         ImageUser *iuser;
852         bNode *node;
853         int texture_set = 0;
854
855         /* draw image texture if we find one */
856         if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node)) {
857                 /* get openl texture */
858                 int mipmap = 1;
859                 int bindcode = (ima) ? GPU_verify_image(ima, iuser, 0, 0, mipmap) : 0;
860                 float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
861
862                 if (bindcode) {
863                         NodeTexBase *texbase = node->storage;
864
865                         /* disable existing material */
866                         GPU_disable_material();
867                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
868                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
869                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
870
871                         /* bind texture */
872                         glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
873                         glEnable(GL_COLOR_MATERIAL);
874                         glEnable(GL_TEXTURE_2D);
875
876                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
877                         glColor3f(1.0f, 1.0f, 1.0f);
878
879                         glMatrixMode(GL_TEXTURE);
880                         glLoadMatrixf(texbase->tex_mapping.mat);
881                         glMatrixMode(GL_MODELVIEW);
882
883                         /* use active UV texture layer */
884                         memset(gattribs, 0, sizeof(*gattribs));
885
886                         gattribs->layer[0].type = CD_MTFACE;
887                         gattribs->layer[0].name[0] = '\0';
888                         gattribs->layer[0].gltexco = 1;
889                         gattribs->totlayer = 1;
890
891                         texture_set = 1;
892                 }
893         }
894
895         if (!texture_set) {
896                 glMatrixMode(GL_TEXTURE);
897                 glLoadIdentity();
898                 glMatrixMode(GL_MODELVIEW);
899
900                 /* disable texture */
901                 glDisable(GL_TEXTURE_2D);
902                 glDisable(GL_COLOR_MATERIAL);
903
904                 /* draw single color */
905                 GPU_enable_material(mat_nr, attribs);
906         }
907 }
908
909 static int tex_mat_set_face_mesh_cb(void *userData, int index)
910 {
911         /* faceselect mode face hiding */
912         TexMatCallback *data = (TexMatCallback *)userData;
913         Mesh *me = (Mesh *)data->me;
914         MPoly *mp = &me->mpoly[index];
915
916         return !(mp->flag & ME_HIDE);
917 }
918
919 static int tex_mat_set_face_editmesh_cb(void *userData, int index)
920 {
921         /* editmode face hiding */
922         TexMatCallback *data = (TexMatCallback *)userData;
923         Mesh *me = (Mesh *)data->me;
924         BMFace *efa = EDBM_face_at_index(me->edit_btmesh, index);
925
926         return !BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
927 }
928
929 void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
930 {
931         if ((!BKE_scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_MODIFIERS_PREVIEW)) {
932                 draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
933                 return;
934         }
935         else if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
936                 draw_mesh_paint(rv3d, ob, dm, draw_flags);
937                 return;
938         }
939
940         /* set opengl state for negative scale & color */
941         if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
942         else glFrontFace(GL_CCW);
943
944         glEnable(GL_LIGHTING);
945
946         {
947                 Mesh *me = ob->data;
948                 TexMatCallback data = {scene, ob, me, dm};
949                 int (*set_face_cb)(void *, int);
950                 int glsl;
951                 
952                 /* face hiding callback depending on mode */
953                 if (ob == scene->obedit)
954                         set_face_cb = tex_mat_set_face_editmesh_cb;
955                 else if (draw_flags & DRAW_FACE_SELECT)
956                         set_face_cb = tex_mat_set_face_mesh_cb;
957                 else
958                         set_face_cb = NULL;
959
960                 /* test if we can use glsl */
961                 glsl = (v3d->drawtype == OB_MATERIAL) && GPU_glsl_support();
962
963                 GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
964
965                 if (glsl) {
966                         /* draw glsl */
967                         dm->drawMappedFacesMat(dm,
968                                                tex_mat_set_material_cb,
969                                                set_face_cb, &data);
970                 }
971                 else {
972                         float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
973
974                         /* draw textured */
975                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
976                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
977                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
978
979                         dm->drawMappedFacesMat(dm,
980                                                tex_mat_set_texture_cb,
981                                                set_face_cb, &data);
982                 }
983
984                 GPU_end_object_materials();
985         }
986
987         /* reset opengl state */
988         glDisable(GL_COLOR_MATERIAL);
989         glDisable(GL_TEXTURE_2D);
990         glDisable(GL_LIGHTING);
991         glBindTexture(GL_TEXTURE_2D, 0);
992         glFrontFace(GL_CCW);
993
994         glMatrixMode(GL_TEXTURE);
995         glLoadIdentity();
996         glMatrixMode(GL_MODELVIEW);
997
998         /* faceselect mode drawing over textured mesh */
999         if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
1000                 draw_mesh_face_select(rv3d, ob->data, dm);
1001 }
1002
1003 /* Vertex Paint and Weight Paint */
1004
1005 void draw_mesh_paint(RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
1006 {
1007         DMSetDrawOptions facemask = NULL;
1008         Mesh *me = ob->data;
1009
1010         /* hide faces in face select mode */
1011         if (draw_flags & DRAW_FACE_SELECT)
1012                 facemask = wpaint__setSolidDrawOptions_facemask;
1013
1014         if (ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
1015                 /* enforce default material settings */
1016                 GPU_enable_material(0, NULL);
1017                 
1018                 /* but set default spec */
1019                 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
1020                 glEnable(GL_COLOR_MATERIAL);    /* according manpages needed */
1021                 glColor3ub(120, 120, 120);
1022                 glDisable(GL_COLOR_MATERIAL);
1023
1024                 /* diffuse */
1025                 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
1026                 glEnable(GL_LIGHTING);
1027                 glEnable(GL_COLOR_MATERIAL);
1028
1029                 dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1030                                                         DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1031
1032                 glDisable(GL_COLOR_MATERIAL);
1033                 glDisable(GL_LIGHTING);
1034
1035                 GPU_disable_material();
1036         }
1037         else if (ob->mode & OB_MODE_VERTEX_PAINT) {
1038                 if (me->mloopcol)
1039                         dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1040                                                                 DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1041                 else {
1042                         glColor3f(1.0f, 1.0f, 1.0f);
1043                         dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1044                                                                 DM_DRAW_ALWAYS_SMOOTH);
1045                 }
1046         }
1047
1048         /* draw face selection on top */
1049         if (draw_flags & DRAW_FACE_SELECT)
1050                 draw_mesh_face_select(rv3d, me, dm);
1051 }
1052