2 * ***** BEGIN GPL LICENSE BLOCK *****
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.
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.
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.
18 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
19 * All rights reserved.
21 * Contributor(s): Blender Foundation, full update, glsl support
23 * ***** END GPL LICENSE BLOCK *****
26 /** \file blender/editors/space_view3d/drawmesh.c
33 #include "MEM_guardedalloc.h"
35 #include "BLI_utildefines.h"
36 #include "BLI_blenlib.h"
38 #include "BLI_edgehash.h"
39 #include "BLI_utildefines.h"
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"
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"
62 #include "BIF_glutil.h"
64 #include "UI_resources.h"
66 #include "GPU_buffers.h"
67 #include "GPU_extensions.h"
69 #include "GPU_material.h"
72 #include "ED_uvedit.h"
74 #include "view3d_intern.h" // own include
76 /* user data structures for derived mesh callbacks */
77 typedef struct drawMeshFaceSelect_userData {
80 } drawMeshFaceSelect_userData;
82 typedef struct drawEMTFMapped_userData {
88 } drawEMTFMapped_userData;
90 typedef struct drawTFace_userData {
95 /**************************** Face Select Mode *******************************/
97 /* Flags for marked edges */
99 eEdge_Visible = (1 << 0),
100 eEdge_Select = (1 << 1),
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)
108 if (!BLI_edgehash_haskey(eh, v0, v1))
109 BLI_edgehash_insert(eh, v0, v1, NULL);
111 flags_p = (int *) BLI_edgehash_lookup_p(eh, v0, v1);
115 static EdgeHash *get_tface_mesh_marked_edge_info(Mesh *me)
117 EdgeHash *eh = BLI_edgehash_new();
123 for (i = 0; i < me->totpoly; i++) {
126 if (!(mp->flag & ME_HIDE)) {
127 unsigned int flags = eEdge_Visible;
128 if (mp->flag & ME_FACE_SEL) flags |= eEdge_Select;
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);
142 static DMDrawOption draw_mesh_face_select__setHiddenOpts(void *userData, int index)
144 drawMeshFaceSelect_userData *data = userData;
146 MEdge *med = &me->medge[index];
147 uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
149 if (me->drawflag & ME_DRAWEDGES) {
150 if ((me->drawflag & ME_HIDDENEDGES) || (flags & eEdge_Visible))
151 return DM_DRAW_OPTION_NORMAL;
153 return DM_DRAW_OPTION_SKIP;
155 else if (flags & eEdge_Select)
156 return DM_DRAW_OPTION_NORMAL;
158 return DM_DRAW_OPTION_SKIP;
161 static DMDrawOption draw_mesh_face_select__setSelectOpts(void *userData, int index)
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);
167 return (flags & eEdge_Select) ? DM_DRAW_OPTION_NORMAL : DM_DRAW_OPTION_SKIP;
170 /* draws unselected */
171 static DMDrawOption draw_mesh_face_select__drawFaceOptsInv(void *userData, int index)
173 Mesh *me = (Mesh *)userData;
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 */
179 return DM_DRAW_OPTION_SKIP;
182 void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
184 drawMeshFaceSelect_userData data;
187 data.eh = get_tface_mesh_marked_edge_info(me);
189 glEnable(GL_DEPTH_TEST);
190 glDisable(GL_LIGHTING);
191 bglPolygonOffset(rv3d->dist, 1.0);
193 /* Draw (Hidden) Edges */
195 UI_ThemeColor(TH_EDGE_FACESEL);
196 dm->drawMappedEdges(dm, draw_mesh_face_select__setHiddenOpts, &data);
199 /* Draw Selected Faces */
200 if (me->drawflag & ME_DRAWFACES) {
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);
209 bglPolygonOffset(rv3d->dist, 1.0);
211 /* Draw Stippled Outline for selected faces */
212 glColor3ub(255, 255, 255);
214 dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
217 bglPolygonOffset(rv3d->dist, 0.0); // resets correctly now, even after calling accumulated offsets
219 BLI_edgehash_free(data.eh, NULL);
222 /***************************** Texture Drawing ******************************/
224 static Material *give_current_material_or_def(Object *ob, int matnr)
226 extern Material defmaterial; // render module abuse...
227 Material *ma = give_current_material(ob, matnr);
229 return ma ? ma : &defmaterial;
232 /* Icky globals, fix with userdata parameter */
234 static struct TextureDrawState {
238 unsigned char obcol[4];
239 } Gtexdraw = {NULL, 0, 0, 0, {0, 0, 0, 0}};
241 static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *ma, struct TextureDrawState gtexdraw)
243 static Material *c_ma;
244 static int c_textured;
245 static MTFace c_texface;
246 static int c_backculled;
249 static int c_has_texface;
251 Object *litob = NULL; //to get mode to turn off mipmap in painting mode
252 int backculled = GEMAT_BACKCULL;
256 int has_texface = texface != NULL;
257 int need_set_tpage = FALSE;
260 c_textured = c_lit = c_backculled = -1;
261 memset(&c_texface, 0, sizeof(MTFace));
266 textured = gtexdraw.istex;
270 /* convert number of lights into boolean */
271 if (gtexdraw.islit) lit = 1;
274 alphablend = ma->game.alpha_blend;
275 if (ma->mode & MA_SHLESS) lit = 0;
276 backculled = ma->game.flag & GEMAT_BACKCULL;
280 textured = textured && (texface->tpage);
282 /* no material, render alpha if texture has depth=32 */
283 if (!ma && BKE_image_has_alpha(texface->tpage))
284 alphablend = GPU_BLEND_ALPHA;
290 if (backculled != c_backculled) {
291 if (backculled) glEnable(GL_CULL_FACE);
292 else glDisable(GL_CULL_FACE);
294 c_backculled = backculled;
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));
302 if (need_set_tpage) {
304 c_badtex = !GPU_set_tpage(texface, !(litob->mode & OB_MODE_TEXTURE_PAINT), alphablend);
307 GPU_set_tpage(NULL, 0, 0);
310 c_textured = textured;
311 c_has_texface = has_texface;
313 memcpy(&c_texface, texface, sizeof(c_texface));
316 if (c_badtex) lit = 0;
317 if (lit != c_lit || ma != c_ma) {
320 if (!ma) ma = give_current_material_or_def(NULL, 0); //default material
322 spec[0] = ma->spec * ma->specr;
323 spec[1] = ma->spec * ma->specg;
324 spec[2] = ma->spec * ma->specb;
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);
334 glDisable(GL_LIGHTING);
335 glDisable(GL_COLOR_MATERIAL);
343 static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
345 unsigned char obcol[4];
348 // XXX scene->obedit warning
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))) {
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 */
362 /* draw with lights in the scene otherwise */
364 Gtexdraw.islit = GPU_scene_object_lights(scene, ob, v3d->lay, rv3d->viewmat, !rv3d->is_persp);
367 rgba_float_to_uchar(obcol, ob->col);
369 glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
370 if (solidtex || v3d->drawtype == OB_TEXTURE) istex = 1;
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);
381 static void draw_textured_end(void)
383 /* switch off textures */
384 GPU_set_tpage(NULL, 0, 0);
386 glShadeModel(GL_FLAT);
387 glDisable(GL_CULL_FACE);
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.
394 * It would be better if drawmesh.c kept track
395 * of and restored the light settings it changed.
400 GPU_default_lights();
404 static DMDrawOption draw_tface__set_draw_legacy(MTFace *tface, int has_mcol, int matnr)
406 Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
407 int validtexture = 0;
409 if (ma && (ma->game.flag & GEMAT_INVISIBLE))
410 return DM_DRAW_OPTION_SKIP;
412 validtexture = set_draw_settings_cached(0, tface, ma, Gtexdraw);
414 if (tface && validtexture) {
415 glColor3ub(0xFF, 0x00, 0xFF);
416 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
418 else if (ma && (ma->shade_flag & MA_OBCOLOR)) {
419 glColor3ubv(Gtexdraw.obcol);
420 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
422 else if (!has_mcol) {
423 if (tface) glColor3f(1.0, 1.0, 1.0);
427 if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
428 else copy_v3_v3(col, &ma->r);
432 else glColor3f(1.0, 1.0, 1.0);
434 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
437 return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
441 static DMDrawOption draw_mcol__set_draw_legacy(MTFace *UNUSED(tface), int has_mcol, int UNUSED(matnr))
444 return DM_DRAW_OPTION_NORMAL;
446 return DM_DRAW_OPTION_NO_MCOL;
449 static DMDrawOption draw_tface__set_draw(MTFace *tface, int has_mcol, int matnr)
451 Material *ma = give_current_material(Gtexdraw.ob, matnr + 1);
453 if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
455 if (tface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
456 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
458 else if (tface && (tface->mode & TF_OBCOL)) {
459 return DM_DRAW_OPTION_NO_MCOL; /* Don't set color */
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 */
466 return DM_DRAW_OPTION_NORMAL; /* Set color from mcol */
469 static void add_tface_color_layer(DerivedMesh *dm)
471 MTFace *tface = DM_get_tessface_data_layer(dm, CD_MTFACE);
472 MFace *mface = dm->getTessFaceArray(dm);
475 MCol *mcol = dm->getTessFaceDataArray(dm, CD_PREVIEW_MCOL);
477 mcol = dm->getTessFaceDataArray(dm, CD_MCOL);
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);
483 if (ma && (ma->game.flag & GEMAT_INVISIBLE)) {
485 memcpy(&finalCol[i * 4], &mcol[i * 4], sizeof(MCol) * 4);
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;
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;
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]);
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;
517 Material *ma = give_current_material(Gtexdraw.ob, mface[i].mat_nr + 1);
520 if (Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
521 else copy_v3_v3(col, &ma->r);
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]);
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;
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;
545 CustomData_add_layer(&dm->faceData, CD_TEXTURE_MCOL, CD_ASSIGN, finalCol, dm->numTessFaceData);
548 static DMDrawOption draw_tface_mapped__set_draw(void *userData, int index)
550 Mesh *me = (Mesh *)userData;
552 /* array checked for NULL before calling */
553 MPoly *mpoly = &me->mpoly[index];
555 BLI_assert(index >= 0 && index < me->totpoly);
557 if (mpoly->flag & ME_HIDE) {
558 return DM_DRAW_OPTION_SKIP;
561 MTexPoly *tpoly = (me->mtpoly) ? &me->mtpoly[index] : NULL;
562 MTFace mtf = {{{0}}};
563 int matnr = mpoly->mat_nr;
566 ME_MTEXFACE_CPY(&mtf, tpoly);
569 return draw_tface__set_draw(&mtf, (me->mloopcol != NULL), matnr);
573 static DMDrawOption draw_em_tf_mapped__set_draw(void *userData, int index)
575 drawEMTFMapped_userData *data = userData;
576 BMEditMesh *em = data->em;
577 BMFace *efa = EDBM_face_at_index(em, index);
579 if (efa == NULL || BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
580 return DM_DRAW_OPTION_SKIP;
583 MTFace mtf = {{{0}}};
584 int matnr = efa->mat_nr;
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);
591 return draw_tface__set_draw_legacy(data->has_mtface ? &mtf : NULL,
592 data->has_mcol, matnr);
596 /* when face select is on, use face hidden flag */
597 static DMDrawOption wpaint__setSolidDrawOptions_facemask(void *userData, int index)
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;
606 static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
610 MPoly *mp, *mface = me->mpoly;
611 MTexPoly *mtpoly = me->mtpoly;
612 MLoopUV *mloopuv = me->mloopuv;
614 MLoopCol *mloopcol = me->mloopcol; /* why does mcol exist? */
617 bProperty *prop = get_ob_property(ob, "Text");
618 GPUVertexAttribs gattribs;
619 int a, totpoly = me->totpoly;
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}}};
626 /* don't draw without tfaces */
627 if (!mtpoly || !mloopuv)
630 /* don't draw when editing */
631 if (ob->mode & OB_MODE_EDIT)
633 else if (ob == OBACT)
634 if (paint_facesel_test(ob) || paint_vertsel_test(ob))
637 ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
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;
645 if (!(mode & GEMAT_INVISIBLE) && (mode & GEMAT_TEXT) && mp->totloop >= 3) {
646 /* get the polygon as a tri/quad */
648 float v1[3], v2[3], v3[3], v4[3];
649 char string[MAX_PROPSTRING];
650 int characters, i, glattrib = -1, badtex = 0;
654 ME_MTEXFACE_CPY(&tmp_tf, mtpoly);
657 GPU_enable_material(matnr + 1, &gattribs);
659 for (i = 0; i < gattribs.totlayer; i++) {
660 if (gattribs.layer[i].type == CD_MTFACE) {
661 glattrib = gattribs.layer[i].glindex;
667 badtex = set_draw_settings_cached(0, &tmp_tf, mat, Gtexdraw);
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;
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);
689 unsigned int totloop_clamp = MIN2(4, mp->totloop);
691 lcol = &mloopcol[mp->loopstart];
693 for (j = 0; j <= totloop_clamp; j++, lcol++) {
694 MESH_MLOOPCOL_TO_MCOL(lcol, &tmp_mcol[j]);
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);
708 // The BM_FONT handling is in the gpu module, shared with the
709 // game engine, was duplicated previously
711 set_property_valstr(prop, string);
712 characters = strlen(string);
714 if (!BKE_image_get_ibuf(mtpoly->tpage, NULL))
720 normal_tri_v3(nor, v1, v2, v3);
725 GPU_render_text(&tmp_tf, mode, string, characters,
726 (unsigned int *)tmp_mcol_pt, v1, v2, v3, (mp->totloop >= 4 ? v4 : NULL), glattrib);
733 static int compareDrawOptions(void *userData, int cur_index, int next_index)
735 drawTFace_userData *data = userData;
737 if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
740 if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
746 static int compareDrawOptionsEm(void *userData, int cur_index, int next_index)
748 drawEMTFMapped_userData *data = userData;
750 if (data->mf && data->mf[cur_index].mat_nr != data->mf[next_index].mat_nr)
753 if (data->tf && data->tf[cur_index].tpage != data->tf[next_index].tpage)
759 void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
763 /* correct for negative scale */
764 if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
765 else glFrontFace(GL_CCW);
767 /* draw the textured mesh */
768 draw_textured_begin(scene, v3d, rv3d, ob);
770 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
772 if (ob->mode & OB_MODE_EDIT) {
773 drawEMTFMapped_userData data;
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);
781 dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, compareDrawOptionsEm, &data);
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);
788 dm->drawMappedFacesTex(dm, me->mpoly ? draw_tface_mapped__set_draw : NULL, NULL, me);
791 if (GPU_buffer_legacy(dm)) {
792 if (draw_flags & DRAW_MODIFIERS_PREVIEW)
793 dm->drawFacesTex(dm, draw_mcol__set_draw_legacy, NULL, NULL);
795 dm->drawFacesTex(dm, draw_tface__set_draw_legacy, NULL, NULL);
798 drawTFace_userData userData;
800 if (!CustomData_has_layer(&dm->faceData, CD_TEXTURE_MCOL))
801 add_tface_color_layer(dm);
803 userData.mf = DM_get_tessface_data_layer(dm, CD_MFACE);
804 userData.tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
806 dm->drawFacesTex(dm, draw_tface__set_draw, compareDrawOptions, &userData);
810 /* draw game engine text hack */
811 if (get_ob_property(ob, "Text"))
812 draw_mesh_text(scene, ob, 0);
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);
820 /* reset from negative scale correction */
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);
827 /************************** NEW SHADING NODES ********************************/
829 typedef struct TexMatCallback {
836 static void tex_mat_set_material_cb(void *UNUSED(userData), int mat_nr, void *attribs)
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);
845 static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
847 /* texture draw mode without GLSL */
848 TexMatCallback *data = (TexMatCallback *)userData;
849 GPUVertexAttribs *gattribs = attribs;
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 */
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};
863 NodeTexBase *texbase = node->storage;
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);
872 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
873 glEnable(GL_COLOR_MATERIAL);
874 glEnable(GL_TEXTURE_2D);
876 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
877 glColor3f(1.0f, 1.0f, 1.0f);
879 glMatrixMode(GL_TEXTURE);
880 glLoadMatrixf(texbase->tex_mapping.mat);
881 glMatrixMode(GL_MODELVIEW);
883 /* use active UV texture layer */
884 memset(gattribs, 0, sizeof(*gattribs));
886 gattribs->layer[0].type = CD_MTFACE;
887 gattribs->layer[0].name[0] = '\0';
888 gattribs->layer[0].gltexco = 1;
889 gattribs->totlayer = 1;
896 glMatrixMode(GL_TEXTURE);
898 glMatrixMode(GL_MODELVIEW);
900 /* disable texture */
901 glDisable(GL_TEXTURE_2D);
902 glDisable(GL_COLOR_MATERIAL);
904 /* draw single color */
905 GPU_enable_material(mat_nr, attribs);
909 static int tex_mat_set_face_mesh_cb(void *userData, int index)
911 /* faceselect mode face hiding */
912 TexMatCallback *data = (TexMatCallback *)userData;
913 Mesh *me = (Mesh *)data->me;
914 MPoly *mp = &me->mpoly[index];
916 return !(mp->flag & ME_HIDE);
919 static int tex_mat_set_face_editmesh_cb(void *userData, int index)
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);
926 return !BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
929 void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
931 if ((!scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_MODIFIERS_PREVIEW)) {
932 draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
935 else if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
936 draw_mesh_paint(rv3d, ob, dm, draw_flags);
940 /* set opengl state for negative scale & color */
941 if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
942 else glFrontFace(GL_CCW);
944 glEnable(GL_LIGHTING);
948 TexMatCallback data = {scene, ob, me, dm};
949 int (*set_face_cb)(void *, int);
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;
960 /* test if we can use glsl */
961 glsl = (v3d->drawtype == OB_MATERIAL) && GPU_glsl_support();
963 GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
967 dm->drawMappedFacesMat(dm,
968 tex_mat_set_material_cb,
972 float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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);
979 dm->drawMappedFacesMat(dm,
980 tex_mat_set_texture_cb,
984 GPU_end_object_materials();
987 /* reset opengl state */
988 glDisable(GL_COLOR_MATERIAL);
989 glDisable(GL_TEXTURE_2D);
990 glDisable(GL_LIGHTING);
991 glBindTexture(GL_TEXTURE_2D, 0);
994 glMatrixMode(GL_TEXTURE);
996 glMatrixMode(GL_MODELVIEW);
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);
1003 /* Vertex Paint and Weight Paint */
1005 void draw_mesh_paint(RegionView3D *rv3d, Object *ob, DerivedMesh *dm, int draw_flags)
1007 DMSetDrawOptions facemask = NULL;
1008 Mesh *me = ob->data;
1010 /* hide faces in face select mode */
1011 if (draw_flags & DRAW_FACE_SELECT)
1012 facemask = wpaint__setSolidDrawOptions_facemask;
1014 if (ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
1015 /* enforce default material settings */
1016 GPU_enable_material(0, NULL);
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);
1025 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
1026 glEnable(GL_LIGHTING);
1027 glEnable(GL_COLOR_MATERIAL);
1029 dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1030 DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1032 glDisable(GL_COLOR_MATERIAL);
1033 glDisable(GL_LIGHTING);
1035 GPU_disable_material();
1037 else if (ob->mode & OB_MODE_VERTEX_PAINT) {
1039 dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1040 DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
1042 glColor3f(1.0f, 1.0f, 1.0f);
1043 dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
1044 DM_DRAW_ALWAYS_SMOOTH);
1048 /* draw face selection on top */
1049 if (draw_flags & DRAW_FACE_SELECT)
1050 draw_mesh_face_select(rv3d, me, dm);