svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender
[blender.git] / source / blender / editors / space_view3d / drawobject.c
1 /*
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
19  *
20  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21  * All rights reserved.
22  *
23  * Contributor(s): Blender Foundation, full recode and added functions
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 /** \file blender/editors/space_view3d/drawobject.c
29  *  \ingroup spview3d
30  */
31
32
33 #include <string.h>
34 #include <math.h>
35
36 #include "MEM_guardedalloc.h"
37
38 #include "DNA_camera_types.h"
39 #include "DNA_curve_types.h"
40 #include "DNA_constraint_types.h" // for drawing constraint
41 #include "DNA_lamp_types.h"
42 #include "DNA_lattice_types.h"
43 #include "DNA_material_types.h"
44 #include "DNA_meshdata_types.h"
45 #include "DNA_meta_types.h"
46 #include "DNA_scene_types.h"
47 #include "DNA_smoke_types.h"
48 #include "DNA_speaker_types.h"
49 #include "DNA_world_types.h"
50 #include "DNA_armature_types.h"
51
52 #include "BLI_blenlib.h"
53 #include "BLI_math.h"
54 #include "BLI_editVert.h"
55 #include "BLI_edgehash.h"
56 #include "BLI_rand.h"
57 #include "BLI_utildefines.h"
58
59 #include "BKE_anim.h"                   //for the where_on_path function
60 #include "BKE_constraint.h" // for the get_constraint_target function
61 #include "BKE_DerivedMesh.h"
62 #include "BKE_deform.h"
63 #include "BKE_displist.h"
64 #include "BKE_font.h"
65 #include "BKE_global.h"
66 #include "BKE_image.h"
67 #include "BKE_key.h"
68 #include "BKE_lattice.h"
69 #include "BKE_mesh.h"
70 #include "BKE_material.h"
71 #include "BKE_mball.h"
72 #include "BKE_modifier.h"
73 #include "BKE_object.h"
74 #include "BKE_paint.h"
75 #include "BKE_particle.h"
76 #include "BKE_pointcache.h"
77 #include "BKE_unit.h"
78
79 #include "smoke_API.h"
80
81 #include "IMB_imbuf.h"
82 #include "IMB_imbuf_types.h"
83
84 #include "BIF_gl.h"
85 #include "BIF_glutil.h"
86
87 #include "GPU_draw.h"
88 #include "GPU_extensions.h"
89
90 #include "ED_mesh.h"
91 #include "ED_particle.h"
92 #include "ED_screen.h"
93 #include "ED_sculpt.h"
94 #include "ED_types.h"
95 #include "ED_curve.h" /* for ED_curve_editnurbs */
96
97 #include "UI_resources.h"
98
99 #include "WM_api.h"
100 #include "wm_subwindow.h"
101 #include "BLF_api.h"
102
103 #include "view3d_intern.h"      // own include
104
105
106 /* this condition has been made more complex since editmode can draw textures */
107 #define CHECK_OB_DRAWTEXTURE(vd, dt) \
108 ((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
109         (vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
110
111 static void draw_bounding_volume(Scene *scene, Object *ob);
112
113 static void drawcube_size(float size);
114 static void drawcircle_size(float size);
115 static void draw_empty_sphere(float size);
116 static void draw_empty_cone(float size);
117
118 static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
119 {
120         if((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
121                 return 0;
122
123         if(G.f & G_BACKBUFSEL)
124                 return 0;
125
126         if((vd->flag & V3D_ZBUF_SELECT) == 0)
127                 return 1;
128
129         /* if its drawing textures with zbuf sel, then dont draw dots */
130         if(dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE)
131                 return 0;
132
133         if(vd->drawtype>=OB_SOLID && vd->flag2 & V3D_SOLID_TEX)
134                 return 0;
135
136         return 1;
137 }
138
139 /* ************* only use while object drawing **************
140  * or after running ED_view3d_init_mats_rv3d
141  * */
142 static void view3d_project_short_clip(ARegion *ar, float *vec, short *adr, int local)
143 {
144         RegionView3D *rv3d= ar->regiondata;
145         float fx, fy, vec4[4];
146         
147         adr[0]= IS_CLIPPED;
148         
149         /* clipplanes in eye space */
150         if(rv3d->rflag & RV3D_CLIPPING) {
151                 if(ED_view3d_test_clipping(rv3d, vec, local))
152                         return;
153         }
154         
155         copy_v3_v3(vec4, vec);
156         vec4[3]= 1.0;
157         
158         mul_m4_v4(rv3d->persmatob, vec4);
159         
160         /* clipplanes in window space */
161         if( vec4[3] > (float)BL_NEAR_CLIP ) {   /* is the NEAR clipping cutoff for picking */
162                 fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
163                 
164                 if( fx>0 && fx<ar->winx) {
165                         
166                         fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
167                         
168                         if(fy > 0.0f && fy < (float)ar->winy) {
169                                 adr[0]= (short)floorf(fx);
170                                 adr[1]= (short)floorf(fy);
171                         }
172                 }
173         }
174 }
175
176 /* only use while object drawing */
177 static void view3d_project_short_noclip(ARegion *ar, float *vec, short *adr)
178 {
179         RegionView3D *rv3d= ar->regiondata;
180         float fx, fy, vec4[4];
181         
182         adr[0]= IS_CLIPPED;
183         
184         copy_v3_v3(vec4, vec);
185         vec4[3]= 1.0;
186         
187         mul_m4_v4(rv3d->persmatob, vec4);
188         
189         if( vec4[3] > (float)BL_NEAR_CLIP ) {   /* is the NEAR clipping cutoff for picking */
190                 fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
191                 
192                 if( fx>-32700 && fx<32700) {
193                         
194                         fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
195                         
196                         if(fy > -32700.0f && fy < 32700.0f) {
197                                 adr[0]= (short)floorf(fx);
198                                 adr[1]= (short)floorf(fy);
199                         }
200                 }
201         }
202 }
203
204 /* ************************ */
205
206 /* check for glsl drawing */
207
208 int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
209 {
210         if(!GPU_glsl_support())
211                 return 0;
212         if(G.f & G_PICKSEL)
213                 return 0;
214         if(!CHECK_OB_DRAWTEXTURE(v3d, dt))
215                 return 0;
216         if(ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
217                 return 0;
218         
219         return (scene->gm.matmode == GAME_MAT_GLSL) && (dt > OB_SOLID);
220 }
221
222 static int check_material_alpha(Base *base, Mesh *me, int glsl)
223 {
224         if(base->flag & OB_FROMDUPLI)
225                 return 0;
226
227         if(G.f & G_PICKSEL)
228                 return 0;
229                         
230         if(me->edit_mesh)
231                 return 0;
232         
233         return (glsl || (base->object->dtx & OB_DRAWTRANSP));
234 }
235
236         /***/
237 static unsigned int colortab[24]=
238         {0x0,           0xFF88FF, 0xFFBBFF, 
239          0x403000,      0xFFFF88, 0xFFFFBB, 
240          0x104040,      0x66CCCC, 0x77CCCC, 
241          0x104010,      0x55BB55, 0x66FF66, 
242          0xFFFFFF
243 };
244
245
246 static float cube[8][3] = {
247         {-1.0, -1.0, -1.0},
248         {-1.0, -1.0,  1.0},
249         {-1.0,  1.0,  1.0},
250         {-1.0,  1.0, -1.0},
251         { 1.0, -1.0, -1.0},
252         { 1.0, -1.0,  1.0},
253         { 1.0,  1.0,  1.0},
254         { 1.0,  1.0, -1.0},
255 };
256
257 /* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
258 /* 32 values of sin function (still same result!) */
259 static float sinval[32] = {
260         0.00000000,
261         0.20129852,
262         0.39435585,
263         0.57126821,
264         0.72479278,
265         0.84864425,
266         0.93775213,
267         0.98846832,
268         0.99871650,
269         0.96807711,
270         0.89780453,
271         0.79077573,
272         0.65137248,
273         0.48530196,
274         0.29936312,
275         0.10116832,
276         -0.10116832,
277         -0.29936312,
278         -0.48530196,
279         -0.65137248,
280         -0.79077573,
281         -0.89780453,
282         -0.96807711,
283         -0.99871650,
284         -0.98846832,
285         -0.93775213,
286         -0.84864425,
287         -0.72479278,
288         -0.57126821,
289         -0.39435585,
290         -0.20129852,
291         0.00000000
292 };
293
294 /* 32 values of cos function (still same result!) */
295 static float cosval[32] ={
296         1.00000000,
297         0.97952994,
298         0.91895781,
299         0.82076344,
300         0.68896691,
301         0.52896401,
302         0.34730525,
303         0.15142777,
304         -0.05064916,
305         -0.25065253,
306         -0.44039415,
307         -0.61210598,
308         -0.75875812,
309         -0.87434661,
310         -0.95413925,
311         -0.99486932,
312         -0.99486932,
313         -0.95413925,
314         -0.87434661,
315         -0.75875812,
316         -0.61210598,
317         -0.44039415,
318         -0.25065253,
319         -0.05064916,
320         0.15142777,
321         0.34730525,
322         0.52896401,
323         0.68896691,
324         0.82076344,
325         0.91895781,
326         0.97952994,
327         1.00000000
328 };
329
330 static void draw_xyz_wire(const float c[3], float size, int axis)
331 {
332         float v1[3]= {0.f, 0.f, 0.f}, v2[3] = {0.f, 0.f, 0.f};
333         float dim = size * 0.1f;
334         float dx[3], dy[3], dz[3];
335
336         dx[0]=dim; dx[1]=0.f; dx[2]=0.f;
337         dy[0]=0.f; dy[1]=dim; dy[2]=0.f;
338         dz[0]=0.f; dz[1]=0.f; dz[2]=dim;
339
340         switch(axis) {
341                 case 0:         /* x axis */
342                         glBegin(GL_LINES);
343                         
344                         /* bottom left to top right */
345                         sub_v3_v3v3(v1, c, dx);
346                         sub_v3_v3(v1, dy);
347                         add_v3_v3v3(v2, c, dx);
348                         add_v3_v3(v2, dy);
349                         
350                         glVertex3fv(v1);
351                         glVertex3fv(v2);
352                         
353                         /* top left to bottom right */
354                         mul_v3_fl(dy, 2.f);
355                         add_v3_v3(v1, dy);
356                         sub_v3_v3(v2, dy);
357                         
358                         glVertex3fv(v1);
359                         glVertex3fv(v2);
360                         
361                         glEnd();
362                         break;
363                 case 1:         /* y axis */
364                         glBegin(GL_LINES);
365                         
366                         /* bottom left to top right */
367                         mul_v3_fl(dx, 0.75f);
368                         sub_v3_v3v3(v1, c, dx);
369                         sub_v3_v3(v1, dy);
370                         add_v3_v3v3(v2, c, dx);
371                         add_v3_v3(v2, dy);
372                         
373                         glVertex3fv(v1);
374                         glVertex3fv(v2);
375                         
376                         /* top left to center */
377                         mul_v3_fl(dy, 2.f);
378                         add_v3_v3(v1, dy);
379                         copy_v3_v3(v2, c);
380                         
381                         glVertex3fv(v1);
382                         glVertex3fv(v2);
383                         
384                         glEnd();
385                         break;
386                 case 2:         /* z axis */
387                         glBegin(GL_LINE_STRIP);
388                         
389                         /* start at top left */
390                         sub_v3_v3v3(v1, c, dx);
391                         add_v3_v3v3(v1, c, dz);
392                         
393                         glVertex3fv(v1);
394                         
395                         mul_v3_fl(dx, 2.f);
396                         add_v3_v3(v1, dx);
397
398                         glVertex3fv(v1);
399                         
400                         mul_v3_fl(dz, 2.f);
401                         sub_v3_v3(v1, dx);
402                         sub_v3_v3(v1, dz);
403                         
404                         glVertex3fv(v1);
405                         
406                         add_v3_v3(v1, dx);
407                 
408                         glVertex3fv(v1);
409                         
410                         glEnd();
411                         break;
412         }
413         
414 }
415
416 void drawaxes(float size, char drawtype)
417 {
418         int axis;
419         float v1[3]= {0.0, 0.0, 0.0};
420         float v2[3]= {0.0, 0.0, 0.0};
421         float v3[3]= {0.0, 0.0, 0.0};
422         
423         switch(drawtype) {
424         
425         case OB_PLAINAXES:
426                 for (axis=0; axis<3; axis++) {
427                         glBegin(GL_LINES);
428                         
429                         v1[axis]= size;
430                         v2[axis]= -size;
431                         glVertex3fv(v1);
432                         glVertex3fv(v2);
433
434                         /* reset v1 & v2 to zero */
435                         v1[axis]= v2[axis]= 0.0f;
436
437                         glEnd();
438                 }
439                 break;
440         case OB_SINGLE_ARROW:
441         
442                 glBegin(GL_LINES);
443                 /* in positive z direction only */
444                 v1[2]= size;
445                 glVertex3fv(v1);
446                 glVertex3fv(v2);
447                 glEnd();
448                 
449                 /* square pyramid */
450                 glBegin(GL_TRIANGLES);
451                 
452                 v2[0]= size * 0.035f; v2[1] = size * 0.035f;
453                 v3[0]= size * -0.035f; v3[1] = size * 0.035f;
454                 v2[2]= v3[2]= size * 0.75f;
455                 
456                 for (axis=0; axis<4; axis++) {
457                         if (axis % 2 == 1) {
458                                 v2[0] = -v2[0];
459                                 v3[1] = -v3[1];
460                         } else {
461                                 v2[1] = -v2[1];
462                                 v3[0] = -v3[0];
463                         }
464                         
465                         glVertex3fv(v1);
466                         glVertex3fv(v2);
467                         glVertex3fv(v3);
468                         
469                 }
470                 glEnd();
471                 
472                 break;
473         case OB_CUBE:
474                 drawcube_size(size);
475                 break;
476                 
477         case OB_CIRCLE:
478                 drawcircle_size(size);
479                 break;
480         
481         case OB_EMPTY_SPHERE:
482                 draw_empty_sphere(size);
483                 break;
484
485         case OB_EMPTY_CONE:
486                 draw_empty_cone(size);
487                 break;
488
489         case OB_ARROWS:
490         default:
491                 for (axis=0; axis<3; axis++) {
492                         const int arrow_axis= (axis==0) ? 1:0;
493
494                         glBegin(GL_LINES);
495                         
496                         v2[axis]= size;
497                         glVertex3fv(v1);
498                         glVertex3fv(v2);
499                                 
500                         v1[axis]= size*0.85f;
501                         v1[arrow_axis]= -size*0.08f;
502                         glVertex3fv(v1);
503                         glVertex3fv(v2);
504                                 
505                         v1[arrow_axis]= size*0.08f;
506                         glVertex3fv(v1);
507                         glVertex3fv(v2);
508                         
509                         glEnd();
510                                 
511                         v2[axis]+= size*0.125f;
512                         
513                         draw_xyz_wire(v2, size, axis);
514                         
515                         
516                         /* reset v1 & v2 to zero */
517                         v1[arrow_axis]= v1[axis]= v2[axis]= 0.0f;
518                 }
519                 break;
520         }
521 }
522
523
524 /* Function to draw an Image on a empty Object */
525 static void draw_empty_image(Object *ob)
526 {
527         Image *ima = (Image*)ob->data;
528         ImBuf *ibuf = ima ? BKE_image_get_ibuf(ima, NULL) : NULL;
529
530         float scale, ofs_x, ofs_y, sca_x, sca_y;
531         int ima_x, ima_y;
532
533         if(ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
534                 IMB_rect_from_float(ibuf);
535         }
536
537         /* Get the buffer dimensions so we can fallback to fake ones */
538         if(ibuf && ibuf->rect) {
539                 ima_x= ibuf->x;
540                 ima_y= ibuf->y;
541         }
542         else {
543                 ima_x= 1;
544                 ima_y= 1;
545         }
546
547         /* Get the image aspect even if the buffer is invalid */
548         if(ima) {
549                 if(ima->aspx > ima->aspy) {
550                         sca_x= 1.0f;
551                         sca_y= ima->aspy / ima->aspx;
552                 }
553                 else if(ima->aspx < ima->aspy) {
554                         sca_x= ima->aspx / ima->aspy;
555                         sca_y= 1.0f;
556                 }
557                 else {
558                         sca_x= 1.0f;
559                         sca_y= 1.0f;
560                 }
561         }
562         else {
563                 sca_x= 1.0f;
564                 sca_y= 1.0f;
565         }
566
567         /* Calculate the scale center based on objects origin */
568         ofs_x= ob->ima_ofs[0] * ima_x;
569         ofs_y= ob->ima_ofs[1] * ima_y;
570
571         glMatrixMode(GL_MODELVIEW);
572         glPushMatrix();
573
574         /* Make sure we are drawing at the origin */
575         glTranslatef(0.0f,  0.0f,  0.0f);
576
577         /* Calculate Image scale */
578         scale= (ob->empty_drawsize / (float)MAX2(ima_x * sca_x, ima_y * sca_y));
579
580         /* Set the object scale */
581         glScalef(scale * sca_x, scale * sca_y, 1.0f);
582
583         if(ibuf && ibuf->rect) {
584                 /* Setup GL params */
585                 glEnable(GL_BLEND);
586                 glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA);
587
588                 /* Use the object color and alpha */
589                 glColor4fv(ob->col);
590
591                 /* Draw the Image on the screen */
592                 glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_UNSIGNED_BYTE, ibuf->rect);
593                 glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
594
595                 glDisable(GL_BLEND);
596         }
597
598         UI_ThemeColor((ob->flag & SELECT) ? TH_SELECT : TH_WIRE);
599
600         /* Calculate the outline vertex positions */
601         glBegin(GL_LINE_LOOP);
602         glVertex2f(ofs_x, ofs_y);
603         glVertex2f(ofs_x + ima_x, ofs_y);
604         glVertex2f(ofs_x + ima_x, ofs_y + ima_y);
605         glVertex2f(ofs_x, ofs_y + ima_y);
606         glEnd();
607
608         /* Reset GL settings */
609         glMatrixMode(GL_MODELVIEW);
610         glPopMatrix();
611 }
612
613 void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
614 {
615         float vec[3], vx[3], vy[3];
616         int a, tot=32;
617
618         mul_v3_v3fl(vx, tmat[0], rad);
619         mul_v3_v3fl(vy, tmat[1], rad);
620
621         glBegin(mode);
622         for(a=0; a<tot; a++) {
623                 vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
624                 vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
625                 vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
626                 glVertex3fv(vec);
627         }
628         glEnd();
629 }
630
631 /* circle for object centers, special_color is for library or ob users */
632 static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, int special_color)
633 {
634         const float size= ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
635
636         /* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
637         if(v3d->zbuf)  glDepthFunc(GL_ALWAYS);
638         glEnable(GL_BLEND);
639         
640         if(special_color) {
641                 if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
642
643                 else glColor4ub(0x55, 0xCC, 0xCC, 155);
644         }
645         else {
646                 if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
647                 else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
648                 else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
649         }
650         drawcircball(GL_POLYGON, co, size, rv3d->viewinv);
651         
652         UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
653         drawcircball(GL_LINE_LOOP, co, size, rv3d->viewinv);
654         
655         glDisable(GL_BLEND);
656         if(v3d->zbuf)  glDepthFunc(GL_LEQUAL);
657 }
658
659 /* *********** text drawing for object/particles/armature ************* */
660 static ListBase CachedText[3];
661 static int CachedTextLevel= 0;
662
663 typedef struct ViewCachedString {
664         struct ViewCachedString *next, *prev;
665         float vec[3];
666         union {
667                 unsigned char ub[4];
668                 int pack;
669         } col;
670         short sco[2];
671         short xoffs;
672         short flag;
673         int str_len, pad;
674         /* str is allocated past the end */
675 } ViewCachedString;
676
677 void view3d_cached_text_draw_begin(void)
678 {
679         ListBase *strings= &CachedText[CachedTextLevel];
680         strings->first= strings->last= NULL;
681         CachedTextLevel++;
682 }
683
684 void view3d_cached_text_draw_add(const float co[3], const char *str, short xoffs, short flag, const unsigned char col[4])
685 {
686         int alloc_len= strlen(str) + 1;
687         ListBase *strings= &CachedText[CachedTextLevel-1];
688         ViewCachedString *vos= MEM_callocN(sizeof(ViewCachedString) + alloc_len, "ViewCachedString");
689
690         BLI_addtail(strings, vos);
691         copy_v3_v3(vos->vec, co);
692         vos->col.pack= *((int *)col);
693         vos->xoffs= xoffs;
694         vos->flag= flag;
695         vos->str_len= alloc_len-1;
696
697         /* allocate past the end */
698         memcpy(++vos, str, alloc_len);
699 }
700
701 void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, float mat[][4])
702 {
703         RegionView3D *rv3d= ar->regiondata;
704         ListBase *strings= &CachedText[CachedTextLevel-1];
705         ViewCachedString *vos;
706         int a, tot= 0;
707         
708         /* project first and test */
709         for(vos= strings->first; vos; vos= vos->next) {
710                 if(mat && !(vos->flag & V3D_CACHE_TEXT_WORLDSPACE))
711                         mul_m4_v3(mat, vos->vec);
712                 view3d_project_short_clip(ar, vos->vec, vos->sco, 0);
713                 if(vos->sco[0]!=IS_CLIPPED)
714                         tot++;
715         }
716
717         if(tot) {
718                 int col_pack_prev= 0;
719
720 #if 0
721                 bglMats mats; /* ZBuffer depth vars */
722                 double ux, uy, uz;
723                 float depth;
724
725                 if(v3d->zbuf)
726                         bgl_get_mats(&mats);
727 #endif
728                 if(rv3d->rflag & RV3D_CLIPPING)
729                         for(a=0; a<6; a++)
730                                 glDisable(GL_CLIP_PLANE0+a);
731                 
732                 glMatrixMode(GL_PROJECTION);
733                 glPushMatrix();
734                 glMatrixMode(GL_MODELVIEW);
735                 glPushMatrix();
736                 ED_region_pixelspace(ar);
737                 
738                 if(depth_write) {
739                         if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
740                 }
741                 else glDepthMask(0);
742                 
743                 for(vos= strings->first; vos; vos= vos->next) {
744 #if 0       // too slow, reading opengl info while drawing is very bad, better to see if we cn use the zbuffer while in pixel space - campbell
745                         if(v3d->zbuf && (vos->flag & V3D_CACHE_TEXT_ZBUF)) {
746                                 gluProject(vos->vec[0], vos->vec[1], vos->vec[2], mats.modelview, mats.projection, (GLint *)mats.viewport, &ux, &uy, &uz);
747                                 glReadPixels(ar->winrct.xmin+vos->mval[0]+vos->xoffs, ar->winrct.ymin+vos->mval[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
748
749                                 if(uz > depth)
750                                         continue;
751                         }
752 #endif
753                         if(vos->sco[0]!=IS_CLIPPED) {
754                                 const char *str= (char *)(vos+1);
755
756                                 if(col_pack_prev != vos->col.pack) {
757                                         glColor3ubv(vos->col.ub);
758                                         col_pack_prev= vos->col.pack;
759                                 }
760                                 if(vos->flag & V3D_CACHE_TEXT_ASCII) {
761                                         BLF_draw_default_ascii((float)vos->sco[0]+vos->xoffs, (float)vos->sco[1], (depth_write)? 0.0f: 2.0f, str, vos->str_len);
762                                 }
763                                 else {
764                                         BLF_draw_default((float)vos->sco[0]+vos->xoffs, (float)vos->sco[1], (depth_write)? 0.0f: 2.0f, str, vos->str_len);
765                                 }
766                         }
767                 }
768                 
769                 if(depth_write) {
770                         if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
771                 }
772                 else glDepthMask(1);
773                 
774                 glMatrixMode(GL_PROJECTION);
775                 glPopMatrix();
776                 glMatrixMode(GL_MODELVIEW);
777                 glPopMatrix();
778
779                 if(rv3d->rflag & RV3D_CLIPPING)
780                         for(a=0; a<6; a++)
781                                 glEnable(GL_CLIP_PLANE0+a);
782         }
783         
784         if(strings->first) 
785                 BLI_freelistN(strings);
786         
787         CachedTextLevel--;
788 }
789
790 /* ******************** primitive drawing ******************* */
791
792 static void drawcube(void)
793 {
794
795         glBegin(GL_LINE_STRIP);
796                 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
797                 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
798                 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
799         glEnd();
800
801         glBegin(GL_LINE_STRIP);
802                 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
803         glEnd();
804
805         glBegin(GL_LINE_STRIP);
806                 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
807         glEnd();
808
809         glBegin(GL_LINE_STRIP);
810                 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
811         glEnd();
812 }
813
814 /* draws a cube on given the scaling of the cube, assuming that 
815  * all required matrices have been set (used for drawing empties)
816  */
817 static void drawcube_size(float size)
818 {
819         glBegin(GL_LINE_STRIP);
820                 glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
821                 glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size);
822                 glVertex3f(size,size,-size); glVertex3f(size,-size,-size);
823         glEnd();
824
825         glBegin(GL_LINE_STRIP);
826                 glVertex3f(-size,-size,size); glVertex3f(size,-size,size);
827         glEnd();
828
829         glBegin(GL_LINE_STRIP);
830                 glVertex3f(-size,size,size); glVertex3f(size,size,size);
831         glEnd();
832
833         glBegin(GL_LINE_STRIP);
834                 glVertex3f(-size,size,-size); glVertex3f(size,size,-size);
835         glEnd();
836 }
837
838 /* this is an unused (old) cube-drawing function based on a given size */
839 #if 0
840 static void drawcube_size(float *size)
841 {
842
843         glPushMatrix();
844         glScalef(size[0],  size[1],  size[2]);
845         
846
847         glBegin(GL_LINE_STRIP);
848                 glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
849                 glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
850                 glVertex3fv(cube[7]); glVertex3fv(cube[4]);
851         glEnd();
852
853         glBegin(GL_LINE_STRIP);
854                 glVertex3fv(cube[1]); glVertex3fv(cube[5]);
855         glEnd();
856
857         glBegin(GL_LINE_STRIP);
858                 glVertex3fv(cube[2]); glVertex3fv(cube[6]);
859         glEnd();
860
861         glBegin(GL_LINE_STRIP);
862                 glVertex3fv(cube[3]); glVertex3fv(cube[7]);
863         glEnd();
864         
865         glPopMatrix();
866 }
867 #endif
868
869 static void drawshadbuflimits(Lamp *la, float mat[][4])
870 {
871         float sta[3], end[3], lavec[3];
872
873         negate_v3_v3(lavec, mat[2]);
874         normalize_v3(lavec);
875
876         madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
877         madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
878
879         glBegin(GL_LINE_STRIP);
880                 glVertex3fv(sta);
881                 glVertex3fv(end);
882         glEnd();
883
884         glPointSize(3.0);
885         bglBegin(GL_POINTS);
886         bglVertex3fv(sta);
887         bglVertex3fv(end);
888         bglEnd();
889         glPointSize(1.0);
890 }
891
892
893
894 static void spotvolume(float *lvec, float *vvec, float inp)
895 {
896         /* camera is at 0,0,0 */
897         float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
898
899         normalize_v3(lvec);
900         normalize_v3(vvec);                             /* is this the correct vector ? */
901
902         cross_v3_v3v3(temp,vvec,lvec);          /* equation for a plane through vvec en lvec */
903         cross_v3_v3v3(plane,lvec,temp);         /* a plane perpendicular to this, parrallel with lvec */
904
905         /* vectors are exactly aligned, use the X axis, this is arbitrary */
906         if(normalize_v3(plane) == 0.0f)
907                 plane[1]= 1.0f;
908
909         /* now we've got two equations: one of a cone and one of a plane, but we have
910         three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
911
912         /* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
913         /* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
914
915         /* translating this comment to english didnt really help me understanding the math! :-) (ton) */
916         
917         q[1] = plane[1] ; 
918         q[2] = -plane[0] ; 
919         q[3] = 0 ;
920         normalize_v3(&q[1]);
921
922         angle = saacos(plane[2])/2.0f;
923         co = cos(angle);
924         si = sqrt(1-co*co);
925
926         q[0] =  co;
927         q[1] *= si;
928         q[2] *= si;
929         q[3] =  0;
930
931         quat_to_mat3(mat1,q);
932
933         /* rotate lamp vector now over acos(inp) degrees */
934         copy_v3_v3(vvec, lvec);
935
936         unit_m3(mat2);
937         co = inp;
938         si = sqrt(1-inp*inp);
939
940         mat2[0][0] =  co;
941         mat2[1][0] = -si;
942         mat2[0][1] =  si;
943         mat2[1][1] =  co;
944         mul_m3_m3m3(mat3,mat2,mat1);
945
946         mat2[1][0] =  si;
947         mat2[0][1] = -si;
948         mul_m3_m3m3(mat4,mat2,mat1);
949         transpose_m3(mat1);
950
951         mul_m3_m3m3(mat2,mat1,mat3);
952         mul_m3_v3(mat2,lvec);
953         mul_m3_m3m3(mat2,mat1,mat4);
954         mul_m3_v3(mat2,vvec);
955
956         return;
957 }
958
959 static void draw_spot_cone(Lamp *la, float x, float z)
960 {
961         z= fabs(z);
962
963         glBegin(GL_TRIANGLE_FAN);
964         glVertex3f(0.0f, 0.0f, -x);
965
966         if(la->mode & LA_SQUARE) {
967                 glVertex3f(z, z, 0);
968                 glVertex3f(-z, z, 0);
969                 glVertex3f(-z, -z, 0);
970                 glVertex3f(z, -z, 0);
971                 glVertex3f(z, z, 0);
972         }
973         else {
974                 float angle;
975                 int a;
976
977                 for(a=0; a<33; a++) {
978                         angle= a*M_PI*2/(33-1);
979                         glVertex3f(z*cosf(angle), z*sinf(angle), 0);
980                 }
981         }
982
983         glEnd();
984 }
985
986 static void draw_transp_spot_volume(Lamp *la, float x, float z)
987 {
988         glEnable(GL_CULL_FACE);
989         glEnable(GL_BLEND);
990         glDepthMask(0);
991
992         /* draw backside darkening */
993         glCullFace(GL_FRONT);
994
995         glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
996         glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
997
998         draw_spot_cone(la, x, z);
999
1000         /* draw front side lighting */
1001         glCullFace(GL_BACK);
1002
1003         glBlendFunc(GL_ONE,  GL_ONE); 
1004         glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
1005
1006         draw_spot_cone(la, x, z);
1007
1008         /* restore state */
1009         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1010         glDisable(GL_BLEND);
1011         glDepthMask(1);
1012         glDisable(GL_CULL_FACE);
1013         glCullFace(GL_BACK);
1014 }
1015
1016 static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
1017 {
1018         Object *ob= base->object;
1019         const float pixsize= ED_view3d_pixel_size(rv3d, ob->obmat[3]);
1020         Lamp *la= ob->data;
1021         float vec[3], lvec[3], vvec[3], circrad, x,y,z;
1022         float lampsize;
1023         float imat[4][4], curcol[4];
1024         unsigned char col[4];
1025         /* cone can't be drawn for duplicated lamps, because duplilist would be freed to */
1026         /* the moment of view3d_draw_transp() call */
1027         const short is_view= (rv3d->persp==RV3D_CAMOB && v3d->camera == base->object);
1028         const short drawcone= (dt>OB_WIRE && !(G.f & G_PICKSEL) && (la->type == LA_SPOT) && (la->mode & LA_SHOW_CONE) && !(base->flag & OB_FROMDUPLI) && !is_view);
1029
1030         if(drawcone && !v3d->transp) {
1031                 /* in this case we need to draw delayed */
1032                 add_view3d_after(&v3d->afterdraw_transp, base, flag);
1033                 return;
1034         }
1035         
1036         /* we first draw only the screen aligned & fixed scale stuff */
1037         glPushMatrix();
1038         glLoadMatrixf(rv3d->viewmat);
1039
1040         /* lets calculate the scale: */
1041         lampsize= pixsize*((float)U.obcenter_dia*0.5f);
1042
1043         /* and view aligned matrix: */
1044         copy_m4_m4(imat, rv3d->viewinv);
1045         normalize_v3(imat[0]);
1046         normalize_v3(imat[1]);
1047
1048         /* lamp center */
1049         copy_v3_v3(vec, ob->obmat[3]);
1050         
1051         /* for AA effects */
1052         glGetFloatv(GL_CURRENT_COLOR, curcol);
1053         curcol[3]= 0.6;
1054         glColor4fv(curcol);
1055         
1056         if(lampsize > 0.0f) {
1057
1058                 if(ob->id.us>1) {
1059                         if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
1060                         else glColor4ub(0x77, 0xCC, 0xCC, 155);
1061                 }
1062                 
1063                 /* Inner Circle */
1064                 glEnable(GL_BLEND);
1065                 drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
1066                 glDisable(GL_BLEND);
1067                 drawcircball(GL_POLYGON, vec, lampsize, imat);
1068                 
1069                 /* restore */
1070                 if(ob->id.us>1)
1071                         glColor4fv(curcol);
1072                         
1073                 /* Outer circle */
1074                 circrad = 3.0f*lampsize;
1075                 setlinestyle(3);
1076
1077                 drawcircball(GL_LINE_LOOP, vec, circrad, imat);
1078
1079                 /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
1080                 if(la->type!=LA_HEMI) {
1081                         if(     (la->mode & LA_SHAD_RAY) ||
1082                                 ((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT))
1083                         ) {
1084                                 drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
1085                         }
1086                 }
1087         }
1088         else {
1089                 setlinestyle(3);
1090                 circrad = 0.0f;
1091         }
1092         
1093         /* draw the pretty sun rays */
1094         if(la->type==LA_SUN) {
1095                 float v1[3], v2[3], mat[3][3];
1096                 short axis;
1097                 
1098                 /* setup a 45 degree rotation matrix */
1099                 vec_rot_to_mat3(mat, imat[2], (float)M_PI/4.0f);
1100                 
1101                 /* vectors */
1102                 mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
1103                 mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
1104                 
1105                 /* center */
1106                 glTranslatef(vec[0], vec[1], vec[2]);
1107                 
1108                 setlinestyle(3);
1109                 
1110                 glBegin(GL_LINES);
1111                 for (axis=0; axis<8; axis++) {
1112                         glVertex3fv(v1);
1113                         glVertex3fv(v2);
1114                         mul_m3_v3(mat, v1);
1115                         mul_m3_v3(mat, v2);
1116                 }
1117                 glEnd();
1118                 
1119                 glTranslatef(-vec[0], -vec[1], -vec[2]);
1120
1121         }               
1122         
1123         if (la->type==LA_LOCAL) {
1124                 if(la->mode & LA_SPHERE) {
1125                         drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
1126                 }
1127                 /* yafray: for photonlight also draw lightcone as for spot */
1128         }
1129         
1130         glPopMatrix();  /* back in object space */
1131         zero_v3(vec);
1132         
1133         if(is_view) {
1134                 /* skip drawing extra info */
1135         }
1136         else if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
1137                 lvec[0]=lvec[1]= 0.0; 
1138                 lvec[2] = 1.0;
1139                 x = rv3d->persmat[0][2];
1140                 y = rv3d->persmat[1][2];
1141                 z = rv3d->persmat[2][2];
1142                 vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
1143                 vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
1144                 vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];
1145
1146                 y = cosf(la->spotsize*(float)(M_PI/360.0));
1147                 spotvolume(lvec, vvec, y);
1148                 x = -la->dist;
1149                 mul_v3_fl(lvec, x);
1150                 mul_v3_fl(vvec, x);
1151
1152                 /* draw the angled sides of the cone */
1153                 glBegin(GL_LINE_STRIP);
1154                         glVertex3fv(vvec);
1155                         glVertex3fv(vec);
1156                         glVertex3fv(lvec);
1157                 glEnd();
1158                 
1159                 z = x*sqrtf(1.0f - y*y);
1160                 x *= y;
1161
1162                 /* draw the circle/square at the end of the cone */
1163                 glTranslatef(0.0, 0.0 ,  x);
1164                 if(la->mode & LA_SQUARE) {
1165                         float tvec[3];
1166                         float z_abs= fabs(z);
1167
1168                         tvec[0]= tvec[1]= z_abs;
1169                         tvec[2]= 0.0;
1170
1171                         glBegin(GL_LINE_LOOP);
1172                                 glVertex3fv(tvec);
1173                                 tvec[1]= -z_abs; /* neg */
1174                                 glVertex3fv(tvec);
1175                                 tvec[0]= -z_abs; /* neg */
1176                                 glVertex3fv(tvec);
1177                                 tvec[1]= z_abs; /* pos */
1178                                 glVertex3fv(tvec);
1179                         glEnd();
1180                 }
1181                 else circ(0.0, 0.0, fabsf(z));
1182                 
1183                 /* draw the circle/square representing spotbl */
1184                 if(la->type==LA_SPOT) {
1185                         float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
1186                         /* hide line if it is zero size or overlaps with outer border,
1187                            previously it adjusted to always to show it but that seems
1188                            confusing because it doesn't show the actual blend size */
1189                         if (spotblcirc != 0 && spotblcirc != fabsf(z))
1190                                 circ(0.0, 0.0, spotblcirc);
1191                 }
1192
1193                 if(drawcone)
1194                         draw_transp_spot_volume(la, x, z);
1195
1196                 /* draw clip start, useful for wide cones where its not obvious where the start is */
1197                 glTranslatef(0.0, 0.0 , -x); /* reverse translation above */
1198                 if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
1199                         float lvec_clip[3];
1200                         float vvec_clip[3];
1201                         float clipsta_fac= la->clipsta / -x;
1202
1203                         interp_v3_v3v3(lvec_clip, vec, lvec, clipsta_fac);
1204                         interp_v3_v3v3(vvec_clip, vec, vvec, clipsta_fac);
1205
1206                         glBegin(GL_LINE_STRIP);
1207                                 glVertex3fv(lvec_clip);
1208                                 glVertex3fv(vvec_clip);
1209                         glEnd();
1210                 }
1211         }
1212         else if ELEM(la->type, LA_HEMI, LA_SUN) {
1213                 
1214                 /* draw the line from the circle along the dist */
1215                 glBegin(GL_LINE_STRIP);
1216                         vec[2] = -circrad;
1217                         glVertex3fv(vec); 
1218                         vec[2]= -la->dist; 
1219                         glVertex3fv(vec);
1220                 glEnd();
1221                 
1222                 if(la->type==LA_HEMI) {
1223                         /* draw the hemisphere curves */
1224                         short axis, steps, dir;
1225                         float outdist, zdist, mul;
1226                         zero_v3(vec);
1227                         outdist = 0.14; mul = 1.4; dir = 1;
1228                         
1229                         setlinestyle(4);
1230                         /* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
1231                         for (axis=0; axis<4; axis++) {
1232                                 float v[3]= {0.0, 0.0, 0.0};
1233                                 zdist = 0.02;
1234                                 
1235                                 glBegin(GL_LINE_STRIP);
1236                                 
1237                                 for (steps=0; steps<6; steps++) {
1238                                         if (axis == 0 || axis == 1) {           /* x axis up, x axis down */    
1239                                                 /* make the arcs start at the edge of the energy circle */
1240                                                 if (steps == 0) v[0] = dir*circrad;
1241                                                 else v[0] = v[0] + dir*(steps*outdist);
1242                                         } else if (axis == 2 || axis == 3) {            /* y axis up, y axis down */
1243                                                 /* make the arcs start at the edge of the energy circle */
1244                                                 if (steps == 0) v[1] = dir*circrad;
1245                                                 else v[1] = v[1] + dir*(steps*outdist); 
1246                                         }
1247                 
1248                                         v[2] = v[2] - steps*zdist;
1249                                         
1250                                         glVertex3fv(v);
1251                                         
1252                                         zdist = zdist * mul;
1253                                 }
1254                                 
1255                                 glEnd();
1256                                 /* flip the direction */
1257                                 dir = -dir;
1258                         }
1259                 }
1260         } else if(la->type==LA_AREA) {
1261                 setlinestyle(3);
1262                 if(la->area_shape==LA_AREA_SQUARE) 
1263                         fdrawbox(-la->area_size*0.5f, -la->area_size*0.5f, la->area_size*0.5f, la->area_size*0.5f);
1264                 else if(la->area_shape==LA_AREA_RECT) 
1265                         fdrawbox(-la->area_size*0.5f, -la->area_sizey*0.5f, la->area_size*0.5f, la->area_sizey*0.5f);
1266
1267                 glBegin(GL_LINE_STRIP); 
1268                 glVertex3f(0.0,0.0,-circrad);
1269                 glVertex3f(0.0,0.0,-la->dist);
1270                 glEnd();
1271         }
1272         
1273         /* and back to viewspace */
1274         glLoadMatrixf(rv3d->viewmat);
1275         copy_v3_v3(vec, ob->obmat[3]);
1276
1277         setlinestyle(0);
1278         
1279         if((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == FALSE)) {
1280                 drawshadbuflimits(la, ob->obmat);
1281         }
1282         
1283         UI_GetThemeColor4ubv(TH_LAMP, col);
1284         glColor4ubv(col);
1285          
1286         glEnable(GL_BLEND);
1287         
1288         if (vec[2]>0) vec[2] -= circrad;
1289         else vec[2] += circrad;
1290         
1291         glBegin(GL_LINE_STRIP);
1292                 glVertex3fv(vec); 
1293                 vec[2]= 0; 
1294                 glVertex3fv(vec);
1295         glEnd();
1296         
1297         glPointSize(2.0);
1298         glBegin(GL_POINTS);
1299                 glVertex3fv(vec);
1300         glEnd();
1301         glPointSize(1.0);
1302         
1303         glDisable(GL_BLEND);
1304         
1305         /* restore for drawing extra stuff */
1306         glColor3fv(curcol);
1307
1308 }
1309
1310 static void draw_limit_line(float sta, float end, unsigned int col)
1311 {
1312         glBegin(GL_LINES);
1313         glVertex3f(0.0, 0.0, -sta);
1314         glVertex3f(0.0, 0.0, -end);
1315         glEnd();
1316
1317         glPointSize(3.0);
1318         glBegin(GL_POINTS);
1319         cpack(col);
1320         glVertex3f(0.0, 0.0, -sta);
1321         glVertex3f(0.0, 0.0, -end);
1322         glEnd();
1323         glPointSize(1.0);
1324 }               
1325
1326
1327 /* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
1328 /* qdn: now also enabled for Blender to set focus point for defocus composit node */
1329 static void draw_focus_cross(float dist, float size)
1330 {
1331         glBegin(GL_LINES);
1332         glVertex3f(-size, 0.f, -dist);
1333         glVertex3f(size, 0.f, -dist);
1334         glVertex3f(0.f, -size, -dist);
1335         glVertex3f(0.f, size, -dist);
1336         glEnd();
1337 }
1338
1339 #ifdef VIEW3D_CAMERA_BORDER_HACK
1340 float view3d_camera_border_hack_col[4];
1341 short view3d_camera_border_hack_test= FALSE;
1342 #endif
1343
1344 /* flag similar to draw_object() */
1345 static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int flag)
1346 {
1347         /* a standing up pyramid with (0,0,0) as top */
1348         Camera *cam;
1349         float vec[8][4], facx, facy, depth, aspx, aspy, caspx, caspy, shx, shy;
1350         int i;
1351         float drawsize;
1352         const short is_view= (rv3d->persp==RV3D_CAMOB && ob==v3d->camera);
1353
1354         const float scax= 1.0f / len_v3(ob->obmat[0]);
1355         const float scay= 1.0f / len_v3(ob->obmat[1]);
1356         const float scaz= 1.0f / len_v3(ob->obmat[2]);
1357
1358 #ifdef VIEW3D_CAMERA_BORDER_HACK
1359         if(is_view && !(G.f & G_PICKSEL)) {
1360                 glGetFloatv(GL_CURRENT_COLOR, view3d_camera_border_hack_col);
1361                 view3d_camera_border_hack_test= TRUE;
1362                 return;
1363         }
1364 #endif
1365
1366         cam= ob->data;
1367         aspx= (float) scene->r.xsch*scene->r.xasp;
1368         aspy= (float) scene->r.ysch*scene->r.yasp;
1369
1370         if(aspx < aspy) {
1371                 caspx= aspx / aspy;
1372                 caspy= 1.0;
1373         }
1374         else {
1375                 caspx= 1.0;
1376                 caspy= aspy / aspx;
1377         }
1378         
1379         glDisable(GL_LIGHTING);
1380         glDisable(GL_CULL_FACE);
1381         
1382         if(cam->type==CAM_ORTHO) {
1383                 facx= 0.5f * cam->ortho_scale * caspx * scax;
1384                 facy= 0.5f * cam->ortho_scale * caspy * scay;
1385                 shx= cam->shiftx * cam->ortho_scale * scax;
1386                 shy= cam->shifty * cam->ortho_scale * scay;
1387                 depth= is_view ? -((cam->clipsta * scaz) + 0.1f) : - cam->drawsize * cam->ortho_scale * scaz;
1388                 
1389                 drawsize= 0.5f * cam->ortho_scale;
1390         }
1391         else {
1392                 /* that way it's always visible - clipsta+0.1 */
1393                 float fac;
1394                 drawsize= cam->drawsize / ((scax + scay + scaz) / 3.0f);
1395
1396                 if(is_view) {
1397                         /* fixed depth, variable size (avoids exceeding clipping range) */
1398                         depth = -(cam->clipsta + 0.1f);
1399                         fac = depth / (cam->lens/-16.0f * scaz);
1400                 }
1401                 else {
1402                         /* fixed size, variable depth (stays a reasonable size in the 3D view) */
1403                         depth= drawsize * cam->lens/-16.0f * scaz;
1404                         fac= drawsize;
1405                 }
1406
1407                 facx= fac * caspx * scax;
1408                 facy= fac * caspy * scay;
1409                 shx= cam->shiftx*fac*2 * scax;
1410                 shy= cam->shifty*fac*2 * scay;
1411         }
1412         
1413         vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.0;
1414         vec[1][0]= shx + facx; vec[1][1]= shy + facy; vec[1][2]= depth;
1415         vec[2][0]= shx + facx; vec[2][1]= shy - facy; vec[2][2]= depth;
1416         vec[3][0]= shx - facx; vec[3][1]= shy - facy; vec[3][2]= depth;
1417         vec[4][0]= shx - facx; vec[4][1]= shy + facy; vec[4][2]= depth;
1418
1419         /* camera frame */
1420         glBegin(GL_LINE_LOOP);
1421                 glVertex3fv(vec[1]); 
1422                 glVertex3fv(vec[2]); 
1423                 glVertex3fv(vec[3]); 
1424                 glVertex3fv(vec[4]);
1425         glEnd();
1426
1427         if(is_view)
1428                 return;
1429
1430         /* center point to camera frame */
1431         glBegin(GL_LINE_STRIP);
1432                 glVertex3fv(vec[2]); 
1433                 glVertex3fv(vec[0]);
1434                 glVertex3fv(vec[1]);
1435                 glVertex3fv(vec[4]);
1436                 glVertex3fv(vec[0]);
1437                 glVertex3fv(vec[3]); 
1438         glEnd();
1439
1440
1441         /* arrow on top */
1442         vec[0][2]= depth;
1443
1444
1445         /* draw an outline arrow for inactive cameras and filled
1446          * for active cameras. We actually draw both outline+filled
1447          * for active cameras so the wire can be seen side-on */        
1448         for (i=0;i<2;i++) {
1449                 if (i==0) glBegin(GL_LINE_LOOP);
1450                 else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
1451                 else break;
1452
1453                 vec[0][0]= shx + ((-0.7f * drawsize) * scax);
1454                 vec[0][1]= shy + ((drawsize * (caspy + 0.1f)) * scay);
1455                 glVertex3fv(vec[0]); /* left */
1456                 
1457                 vec[0][0]= shx + ((0.7f * drawsize) * scax);
1458                 glVertex3fv(vec[0]); /* right */
1459                 
1460                 vec[0][0]= shx;
1461                 vec[0][1]= shy + ((1.1f * drawsize * (caspy + 0.7f)) * scay);
1462                 glVertex3fv(vec[0]); /* top */
1463         
1464                 glEnd();
1465         }
1466
1467         if(flag==0) {
1468                 if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
1469                         float nobmat[4][4];
1470                         World *wrld;
1471         
1472                         /* draw in normalized object matrix space */
1473                         copy_m4_m4(nobmat, ob->obmat);
1474                         normalize_m4(nobmat);
1475
1476                         glPushMatrix();
1477                         glLoadMatrixf(rv3d->viewmat);
1478                         glMultMatrixf(nobmat);
1479
1480                         if(cam->flag & CAM_SHOWLIMITS) {
1481                                 draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
1482                                 /* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */
1483                                 draw_focus_cross(dof_camera(ob), cam->drawsize);
1484                         }
1485
1486                         wrld= scene->world;
1487                         if(cam->flag & CAM_SHOWMIST) 
1488                                 if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
1489                                 
1490                         glPopMatrix();
1491                 }
1492         }
1493 }
1494
1495 /* flag similar to draw_object() */
1496 static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d), Object *UNUSED(ob), int UNUSED(flag))
1497 {
1498         //Speaker *spk = ob->data;
1499
1500         float vec[3];
1501         int i, j;
1502
1503         glEnable(GL_BLEND);
1504
1505         for(j = 0; j < 3; j++) {
1506                 vec[2] = 0.25f * j -0.125f;
1507
1508                 glBegin(GL_LINE_LOOP);
1509                 for(i = 0; i < 16; i++) {
1510                         vec[0] = cosf(M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
1511                         vec[1] = sinf(M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
1512                         glVertex3fv(vec);
1513                 }
1514                 glEnd();
1515         }
1516
1517         for(j = 0; j < 4; j++) {
1518                 vec[0] = (((j + 1) % 2) * (j - 1)) * 0.5f;
1519                 vec[1] = ((j % 2) * (j - 2)) * 0.5f;
1520                 glBegin(GL_LINE_STRIP);
1521                 for(i = 0; i < 3; i++) {
1522                         if(i == 1) {
1523                                 vec[0] *= 0.5f;
1524                                 vec[1] *= 0.5f;
1525                         }
1526
1527                         vec[2] = 0.25f * i -0.125f;
1528                         glVertex3fv(vec);
1529                 }
1530                 glEnd();
1531         }
1532
1533         glDisable(GL_BLEND);
1534 }
1535
1536 static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
1537 {
1538         BPoint *bp = lt->def;
1539         float *co = dl?dl->verts:NULL;
1540         int u, v, w;
1541
1542         UI_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX);
1543         glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
1544         bglBegin(GL_POINTS);
1545
1546         for(w=0; w<lt->pntsw; w++) {
1547                 int wxt = (w==0 || w==lt->pntsw-1);
1548                 for(v=0; v<lt->pntsv; v++) {
1549                         int vxt = (v==0 || v==lt->pntsv-1);
1550                         for(u=0; u<lt->pntsu; u++, bp++, co+=3) {
1551                                 int uxt = (u==0 || u==lt->pntsu-1);
1552                                 if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
1553                                         if(bp->hide==0) {
1554                                                 if((bp->f1 & SELECT)==sel) {
1555                                                         bglVertex3fv(dl?co:bp->vec);
1556                                                 }
1557                                         }
1558                                 }
1559                         }
1560                 }
1561         }
1562         
1563         glPointSize(1.0);
1564         bglEnd();       
1565 }
1566
1567 void lattice_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
1568 {
1569         Object *obedit= vc->obedit;
1570         Lattice *lt= obedit->data;
1571         BPoint *bp = lt->editlatt->latt->def;
1572         DispList *dl = find_displist(&obedit->disp, DL_VERTS);
1573         float *co = dl?dl->verts:NULL;
1574         int i, N = lt->editlatt->latt->pntsu*lt->editlatt->latt->pntsv*lt->editlatt->latt->pntsw;
1575         short s[2] = {IS_CLIPPED, 0};
1576
1577         ED_view3d_local_clipping(vc->rv3d, obedit->obmat); /* for local clipping lookups */
1578
1579         for (i=0; i<N; i++, bp++, co+=3) {
1580                 if (bp->hide==0) {
1581                         view3d_project_short_clip(vc->ar, dl?co:bp->vec, s, 1);
1582                         if (s[0] != IS_CLIPPED)
1583                                 func(userData, bp, s[0], s[1]);
1584                 }
1585         }
1586 }
1587
1588 static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
1589 {
1590         int index = ((w*lt->pntsv + v)*lt->pntsu) + u;
1591
1592         if(use_wcol) {
1593                 float col[3];
1594                 MDeformWeight *mdw= defvert_find_index (lt->dvert+index, use_wcol-1);
1595                 
1596                 weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
1597                 glColor3fv(col);
1598
1599         }
1600         
1601         if (dl) {
1602                 glVertex3fv(&dl->verts[index*3]);
1603         } else {
1604                 glVertex3fv(lt->def[index].vec);
1605         }
1606 }
1607
1608 /* lattice color is hardcoded, now also shows weightgroup values in edit mode */
1609 static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
1610 {
1611         Lattice *lt= ob->data;
1612         DispList *dl;
1613         int u, v, w;
1614         int use_wcol= 0, is_edit= (lt->editlatt != NULL);
1615
1616         /* now we default make displist, this will modifiers work for non animated case */
1617         if(ob->disp.first==NULL)
1618                 lattice_calc_modifiers(scene, ob);
1619         dl= find_displist(&ob->disp, DL_VERTS);
1620         
1621         if(is_edit) {
1622                 lt= lt->editlatt->latt;
1623
1624                 cpack(0x004000);
1625                 
1626                 if(ob->defbase.first && lt->dvert) {
1627                         use_wcol= ob->actdef;
1628                         glShadeModel(GL_SMOOTH);
1629                 }
1630         }
1631         
1632         glBegin(GL_LINES);
1633         for(w=0; w<lt->pntsw; w++) {
1634                 int wxt = (w==0 || w==lt->pntsw-1);
1635                 for(v=0; v<lt->pntsv; v++) {
1636                         int vxt = (v==0 || v==lt->pntsv-1);
1637                         for(u=0; u<lt->pntsu; u++) {
1638                                 int uxt = (u==0 || u==lt->pntsu-1);
1639
1640                                 if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
1641                                         drawlattice__point(lt, dl, u, v, w-1, use_wcol);
1642                                         drawlattice__point(lt, dl, u, v, w, use_wcol);
1643                                 }
1644                                 if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1645                                         drawlattice__point(lt, dl, u, v-1, w, use_wcol);
1646                                         drawlattice__point(lt, dl, u, v, w, use_wcol);
1647                                 }
1648                                 if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
1649                                         drawlattice__point(lt, dl, u-1, v, w, use_wcol);
1650                                         drawlattice__point(lt, dl, u, v, w, use_wcol);
1651                                 }
1652                         }
1653                 }
1654         }               
1655         glEnd();
1656         
1657         /* restoration for weight colors */
1658         if(use_wcol)
1659                 glShadeModel(GL_FLAT);
1660
1661         if(is_edit) {
1662                 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
1663                 
1664                 lattice_draw_verts(lt, dl, 0);
1665                 lattice_draw_verts(lt, dl, 1);
1666                 
1667                 if(v3d->zbuf) glEnable(GL_DEPTH_TEST); 
1668         }
1669 }
1670
1671 /* ***************** ******************** */
1672
1673 /* Note! - foreach funcs should be called while drawing or directly after
1674  * if not, ED_view3d_init_mats_rv3d() can be used for selection tools
1675  * but would not give correct results with dupli's for eg. which dont
1676  * use the object matrix in the useual way */
1677 static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
1678 {
1679         struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; } *data = userData;
1680         EditVert *eve = EM_get_vert_for_index(index);
1681
1682         if (eve->h==0) {
1683                 short s[2]= {IS_CLIPPED, 0};
1684
1685                 if (data->clipVerts) {
1686                         view3d_project_short_clip(data->vc.ar, co, s, 1);
1687                 } else {
1688                         view3d_project_short_noclip(data->vc.ar, co, s);
1689                 }
1690
1691                 if (s[0]!=IS_CLIPPED)
1692                         data->func(data->userData, eve, s[0], s[1], index);
1693         }
1694 }
1695
1696 void mesh_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts)
1697 {
1698         struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; } data;
1699         DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1700         
1701         data.vc= *vc;
1702         data.func = func;
1703         data.userData = userData;
1704         data.clipVerts = clipVerts;
1705
1706         if(clipVerts)
1707                 ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
1708
1709         EM_init_index_arrays(vc->em, 1, 0, 0);
1710         dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
1711         EM_free_index_arrays();
1712
1713         dm->release(dm);
1714 }
1715
1716 static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
1717 {
1718         struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; } *data = userData;
1719         EditEdge *eed = EM_get_edge_for_index(index);
1720         short s[2][2];
1721
1722         if (eed->h==0) {
1723                 if (data->clipVerts==1) {
1724                         view3d_project_short_clip(data->vc.ar, v0co, s[0], 1);
1725                         view3d_project_short_clip(data->vc.ar, v1co, s[1], 1);
1726                 } else {
1727                         view3d_project_short_noclip(data->vc.ar, v0co, s[0]);
1728                         view3d_project_short_noclip(data->vc.ar, v1co, s[1]);
1729
1730                         if (data->clipVerts==2) {
1731                                 if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->vc.ar->winx && s[0][1]<data->vc.ar->winy))
1732                                         if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<data->vc.ar->winx && s[1][1]<data->vc.ar->winy)) 
1733                                                 return;
1734                         }
1735                 }
1736
1737                 data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
1738         }
1739 }
1740
1741 void mesh_foreachScreenEdge(ViewContext *vc, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts)
1742 {
1743         struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; } data;
1744         DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1745
1746         data.vc= *vc;
1747         data.func = func;
1748         data.userData = userData;
1749         data.clipVerts = clipVerts;
1750
1751         if(clipVerts)
1752                 ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
1753
1754         EM_init_index_arrays(vc->em, 0, 1, 0);
1755         dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
1756         EM_free_index_arrays();
1757
1758         dm->release(dm);
1759 }
1760
1761 static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *UNUSED(no))
1762 {
1763         struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } *data = userData;
1764         EditFace *efa = EM_get_face_for_index(index);
1765         short s[2];
1766
1767         if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
1768                 view3d_project_short_clip(data->vc.ar, cent, s, 1);
1769
1770                 data->func(data->userData, efa, s[0], s[1], index);
1771         }
1772 }
1773
1774 void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
1775 {
1776         struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } data;
1777         DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
1778
1779         data.vc= *vc;
1780         data.func = func;
1781         data.userData = userData;
1782
1783         //if(clipVerts)
1784         ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
1785
1786         EM_init_index_arrays(vc->em, 0, 0, 1);
1787         dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
1788         EM_free_index_arrays();
1789
1790         dm->release(dm);
1791 }
1792
1793 void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
1794 {
1795         Curve *cu= vc->obedit->data;
1796         short s[2] = {IS_CLIPPED, 0};
1797         Nurb *nu;
1798         int i;
1799         ListBase *nurbs= ED_curve_editnurbs(cu);
1800
1801         ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
1802
1803         for (nu= nurbs->first; nu; nu=nu->next) {
1804                 if(nu->type == CU_BEZIER) {
1805                         for (i=0; i<nu->pntsu; i++) {
1806                                 BezTriple *bezt = &nu->bezt[i];
1807
1808                                 if(bezt->hide==0) {
1809                                         
1810                                         if(cu->drawflag & CU_HIDE_HANDLES) {
1811                                                 view3d_project_short_clip(vc->ar, bezt->vec[1], s, 1);
1812                                                 if (s[0] != IS_CLIPPED)
1813                                                         func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1814                                         } else {
1815                                                 view3d_project_short_clip(vc->ar, bezt->vec[0], s, 1);
1816                                                 if (s[0] != IS_CLIPPED)
1817                                                         func(userData, nu, NULL, bezt, 0, s[0], s[1]);
1818                                                 view3d_project_short_clip(vc->ar, bezt->vec[1], s, 1);
1819                                                 if (s[0] != IS_CLIPPED)
1820                                                         func(userData, nu, NULL, bezt, 1, s[0], s[1]);
1821                                                 view3d_project_short_clip(vc->ar, bezt->vec[2], s, 1);
1822                                                 if (s[0] != IS_CLIPPED)
1823                                                         func(userData, nu, NULL, bezt, 2, s[0], s[1]);
1824                                         }
1825                                 }
1826                         }
1827                 }
1828                 else {
1829                         for (i=0; i<nu->pntsu*nu->pntsv; i++) {
1830                                 BPoint *bp = &nu->bp[i];
1831
1832                                 if(bp->hide==0) {
1833                                         view3d_project_short_clip(vc->ar, bp->vec, s, 1);
1834                                         if (s[0] != IS_CLIPPED)
1835                                                 func(userData, nu, bp, NULL, -1, s[0], s[1]);
1836                                 }
1837                         }
1838                 }
1839         }
1840 }
1841
1842 /* ************** DRAW MESH ****************** */
1843
1844 /* First section is all the "simple" draw routines, 
1845  * ones that just pass some sort of primitive to GL,
1846  * with perhaps various options to control lighting,
1847  * color, etc.
1848  *
1849  * These routines should not have user interface related
1850  * logic!!!
1851  */
1852
1853 static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
1854 {
1855         ToolSettings *ts= ((Scene *)userData)->toolsettings;
1856         EditFace *efa = EM_get_face_for_index(index);
1857
1858         if (efa->h==0 && efa->fgonf!=EM_FGON) {
1859                 glVertex3fv(cent);
1860                 glVertex3f(     cent[0] + no[0]*ts->normalsize,
1861                                         cent[1] + no[1]*ts->normalsize,
1862                                         cent[2] + no[2]*ts->normalsize);
1863         }
1864 }
1865 static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm) 
1866 {
1867         glBegin(GL_LINES);
1868         dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene);
1869         glEnd();
1870 }
1871
1872 static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *UNUSED(no))
1873 {
1874         EditFace *efa = EM_get_face_for_index(index);
1875         int sel = *((int*) userData);
1876
1877         if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
1878                 bglVertex3fv(cent);
1879         }
1880 }
1881 static void draw_dm_face_centers(DerivedMesh *dm, int sel)
1882 {
1883         bglBegin(GL_POINTS);
1884         dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
1885         bglEnd();
1886 }
1887
1888 static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
1889 {
1890         Scene *scene= (Scene *)userData;
1891         ToolSettings *ts= scene->toolsettings;
1892         EditVert *eve = EM_get_vert_for_index(index);
1893
1894         if (eve->h==0) {
1895                 glVertex3fv(co);
1896
1897                 if (no_f) {
1898                         glVertex3f(     co[0] + no_f[0]*ts->normalsize,
1899                                                 co[1] + no_f[1]*ts->normalsize,
1900                                                 co[2] + no_f[2]*ts->normalsize);
1901                 } else {
1902                         glVertex3f(     co[0] + no_s[0]*ts->normalsize/32767.0f,
1903                                                 co[1] + no_s[1]*ts->normalsize/32767.0f,
1904                                                 co[2] + no_s[2]*ts->normalsize/32767.0f);
1905                 }
1906         }
1907 }
1908 static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm) 
1909 {
1910         glBegin(GL_LINES);
1911         dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene);
1912         glEnd();
1913 }
1914
1915         /* Draw verts with color set based on selection */
1916 static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
1917 {
1918         struct { int sel; EditVert *eve_act; } * data = userData;
1919         EditVert *eve = EM_get_vert_for_index(index);
1920
1921         if (eve->h==0 && (eve->f&SELECT)==data->sel) {
1922                 /* draw active larger - need to stop/start point drawing for this :/ */
1923                 if (eve==data->eve_act) {
1924                         float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
1925                         UI_ThemeColor4(TH_EDITMESH_ACTIVE);
1926                         
1927                         bglEnd();
1928                         
1929                         glPointSize(size);
1930                         bglBegin(GL_POINTS);
1931                         bglVertex3fv(co);
1932                         bglEnd();
1933                         
1934                         UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
1935                         glPointSize(size);
1936                         bglBegin(GL_POINTS);
1937                 } else {
1938                         bglVertex3fv(co);
1939                 }
1940         }
1941 }
1942
1943 static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
1944 {
1945         struct { int sel; EditVert *eve_act; } data;
1946         data.sel = sel;
1947         data.eve_act = eve_act;
1948
1949         bglBegin(GL_POINTS);
1950         dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
1951         bglEnd();
1952 }
1953
1954         /* Draw edges with color set based on selection */
1955 static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
1956 {
1957         EditEdge *eed = EM_get_edge_for_index(index);
1958         //unsigned char **cols = userData, *col;
1959         struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
1960         unsigned char *col;
1961
1962         if (eed->h==0) {
1963                 if (eed==data->eed_act) {
1964                         glColor4ubv(data->actCol);
1965                 } else {
1966                         if (eed->f&SELECT) {
1967                                 col = data->selCol;
1968                         } else {
1969                                 col = data->baseCol;
1970                         }
1971                         /* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode  */
1972                         if (col[3]==0) return 0;
1973                         
1974                         glColor4ubv(col);
1975                 }
1976                 return 1;
1977         } else {
1978                 return 0;
1979         }
1980 }
1981 static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act) 
1982 {
1983         struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
1984         
1985         data.baseCol = baseCol;
1986         data.selCol = selCol;
1987         data.actCol = actCol;
1988         data.eed_act = eed_act;
1989         dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
1990 }
1991
1992         /* Draw edges */
1993 static int draw_dm_edges__setDrawOptions(void *UNUSED(userData), int index)
1994 {
1995         return EM_get_edge_for_index(index)->h==0;
1996 }
1997 static void draw_dm_edges(DerivedMesh *dm) 
1998 {
1999         dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
2000 }
2001
2002         /* Draw edges with color interpolated based on selection */
2003 static int draw_dm_edges_sel_interp__setDrawOptions(void *UNUSED(userData), int index)
2004 {
2005         return EM_get_edge_for_index(index)->h==0;
2006 }
2007 static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
2008 {
2009         EditEdge *eed = EM_get_edge_for_index(index);
2010         unsigned char **cols = userData;
2011         unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
2012         unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
2013
2014         glColor4ub(     col0[0] + (col1[0]-col0[0])*t,
2015                                 col0[1] + (col1[1]-col0[1])*t,
2016                                 col0[2] + (col1[2]-col0[2])*t,
2017                                 col0[3] + (col1[3]-col0[3])*t);
2018 }
2019
2020 static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
2021 {
2022         unsigned char *cols[2];
2023         cols[0]= baseCol;
2024         cols[1]= selCol;
2025         dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
2026 }
2027
2028         /* Draw only seam edges */
2029 static int draw_dm_edges_seams__setDrawOptions(void *UNUSED(userData), int index)
2030 {
2031         EditEdge *eed = EM_get_edge_for_index(index);
2032
2033         return (eed->h==0 && eed->seam);
2034 }
2035 static void draw_dm_edges_seams(DerivedMesh *dm)
2036 {
2037         dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
2038 }
2039
2040         /* Draw only sharp edges */
2041 static int draw_dm_edges_sharp__setDrawOptions(void *UNUSED(userData), int index)
2042 {
2043         EditEdge *eed = EM_get_edge_for_index(index);
2044
2045         return (eed->h==0 && eed->sharp);
2046 }
2047 static void draw_dm_edges_sharp(DerivedMesh *dm)
2048 {
2049         dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
2050 }
2051
2052
2053         /* Draw faces with color set based on selection
2054          * return 2 for the active face so it renders with stipple enabled */
2055 static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *UNUSED(drawSmooth_r))
2056 {
2057         struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
2058         EditFace *efa = EM_get_face_for_index(index);
2059         unsigned char *col;
2060         
2061         if (efa->h==0) {
2062                 if (efa == data->efa_act) {
2063                         glColor4ubv(data->cols[2]);
2064                         return 2; /* stipple */
2065                 } else {
2066                         col = data->cols[(efa->f&SELECT)?1:0];
2067                         if (col[3]==0) return 0;
2068                         glColor4ubv(col);
2069                         return 1;
2070                 }
2071         }
2072         return 0;
2073 }
2074
2075 static int draw_dm_faces_sel__compareDrawOptions(void *userData, int index, int next_index)
2076 {
2077         struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
2078         EditFace *efa = EM_get_face_for_index(index);
2079         EditFace *next_efa = EM_get_face_for_index(next_index);
2080         unsigned char *col, *next_col;
2081
2082         if(efa == next_efa)
2083                 return 1;
2084
2085         if(efa == data->efa_act || next_efa == data->efa_act)
2086                 return 0;
2087
2088         col = data->cols[(efa->f&SELECT)?1:0];
2089         next_col = data->cols[(next_efa->f&SELECT)?1:0];
2090
2091         if(col[3]==0 || next_col[3]==0)
2092                 return 0;
2093
2094         return col == next_col;
2095 }
2096
2097 /* also draws the active face */
2098 static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act) 
2099 {
2100         struct { unsigned char *cols[3]; EditFace *efa_act; } data;
2101         data.cols[0] = baseCol;
2102         data.cols[1] = selCol;
2103         data.cols[2] = actCol;
2104         data.efa_act = efa_act;
2105
2106         dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0, GPU_enable_material, draw_dm_faces_sel__compareDrawOptions);
2107 }
2108
2109 static int draw_dm_creases__setDrawOptions(void *UNUSED(userData), int index)
2110 {
2111         EditEdge *eed = EM_get_edge_for_index(index);
2112
2113         if (eed->h==0 && eed->crease != 0.0f) {
2114                 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_CREASE, eed->crease);
2115                 return 1;
2116         } else {
2117                 return 0;
2118         }
2119 }
2120 static void draw_dm_creases(DerivedMesh *dm)
2121 {
2122         glLineWidth(3.0);
2123         dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
2124         glLineWidth(1.0);
2125 }
2126
2127 static int draw_dm_bweights__setDrawOptions(void *UNUSED(userData), int index)
2128 {
2129         EditEdge *eed = EM_get_edge_for_index(index);
2130
2131         if (eed->h==0 && eed->bweight != 0.0f) {
2132                 UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight);
2133                 return 1;
2134         } else {
2135                 return 0;
2136         }
2137 }
2138 static void draw_dm_bweights__mapFunc(void *UNUSED(userData), int index, float *co, float *UNUSED(no_f), short *UNUSED(no_s))
2139 {
2140         EditVert *eve = EM_get_vert_for_index(index);
2141
2142         if (eve->h==0 && eve->bweight != 0.0f) {
2143                 UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight);
2144                 bglVertex3fv(co);
2145         }
2146 }
2147 static void draw_dm_bweights(Scene *scene, DerivedMesh *dm)
2148 {
2149         ToolSettings *ts= scene->toolsettings;
2150
2151         if (ts->selectmode & SCE_SELECT_VERTEX) {
2152                 glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
2153                 bglBegin(GL_POINTS);
2154                 dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, NULL);
2155                 bglEnd();
2156         }
2157         else {
2158                 glLineWidth(3.0);
2159                 dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL);
2160                 glLineWidth(1.0);
2161         }
2162 }
2163
2164 /* Second section of routines: Combine first sets to form fancy
2165  * drawing routines (for example rendering twice to get overlays).
2166  *
2167  * Also includes routines that are basic drawing but are too
2168  * specialized to be split out (like drawing creases or measurements).
2169  */
2170
2171 /* EditMesh drawing routines*/
2172
2173 static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, DerivedMesh *cageDM, EditVert *eve_act)
2174 {
2175         ToolSettings *ts= scene->toolsettings;
2176         int sel;
2177
2178         if(v3d->zbuf) glDepthMask(0);           // disable write in zbuffer, zbuf select
2179
2180         for (sel=0; sel<2; sel++) {
2181                 unsigned char col[4], fcol[4];
2182                 int pass;
2183
2184                 UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
2185                 UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);
2186
2187                 for (pass=0; pass<2; pass++) {
2188                         float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
2189                         float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
2190
2191                         if (pass==0) {
2192                                 if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
2193                                         glDisable(GL_DEPTH_TEST);
2194                                                 
2195                                         glEnable(GL_BLEND);
2196                                 } else {
2197                                         continue;
2198                                 }
2199
2200                                 size = (size > 2.1f ? size/2.0f:size);
2201                                 fsize = (fsize > 2.1f ? fsize/2.0f:fsize);
2202                                 col[3] = fcol[3] = 100;
2203                         } else {
2204                                 col[3] = fcol[3] = 255;
2205                         }
2206                                 
2207                         if(ts->selectmode & SCE_SELECT_VERTEX) {
2208                                 glPointSize(size);
2209                                 glColor4ubv(col);
2210                                 draw_dm_verts(cageDM, sel, eve_act);
2211                         }
2212                         
2213                         if(check_ob_drawface_dot(scene, v3d, obedit->dt)) {
2214                                 glPointSize(fsize);
2215                                 glColor4ubv(fcol);
2216                                 draw_dm_face_centers(cageDM, sel);
2217                         }
2218                         
2219                         if (pass==0) {
2220                                 glDisable(GL_BLEND);
2221                                 glEnable(GL_DEPTH_TEST);
2222                         }
2223                 }
2224         }
2225
2226         if(v3d->zbuf) glDepthMask(1);
2227         glPointSize(1.0);
2228 }
2229
2230 static void draw_em_fancy_edges(Scene *scene, View3D *v3d, Mesh *me, DerivedMesh *cageDM, short sel_only, EditEdge *eed_act)
2231 {
2232         ToolSettings *ts= scene->toolsettings;
2233         int pass;
2234         unsigned char wireCol[4], selCol[4], actCol[4];
2235
2236         /* since this function does transparant... */
2237         UI_GetThemeColor4ubv(TH_EDGE_SELECT, selCol);
2238         UI_GetThemeColor4ubv(TH_WIRE, wireCol);
2239         UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, actCol);
2240         
2241         /* when sel only is used, dont render wire, only selected, this is used for
2242          * textured draw mode when the 'edges' option is disabled */
2243         if (sel_only)
2244                 wireCol[3] = 0;
2245
2246         for (pass=0; pass<2; pass++) {
2247                         /* show wires in transparant when no zbuf clipping for select */
2248                 if (pass==0) {
2249                         if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) {
2250                                 glEnable(GL_BLEND);
2251                                 glDisable(GL_DEPTH_TEST);
2252                                 selCol[3] = 85;
2253                                 if (!sel_only) wireCol[3] = 85;
2254                         } else {
2255                                 continue;
2256                         }
2257                 } else {
2258                         selCol[3] = 255;
2259                         if (!sel_only) wireCol[3] = 255;
2260                 }
2261
2262                 if(ts->selectmode == SCE_SELECT_FACE) {
2263                         draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
2264                 }       
2265                 else if( (me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE) ) {        
2266                         if(cageDM->drawMappedEdgesInterp && (ts->selectmode & SCE_SELECT_VERTEX)) {
2267                                 glShadeModel(GL_SMOOTH);
2268                                 draw_dm_edges_sel_interp(cageDM, wireCol, selCol);
2269                                 glShadeModel(GL_FLAT);
2270                         } else {
2271                                 draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
2272                         }
2273                 }
2274                 else {
2275                         if (!sel_only) {
2276                                 glColor4ubv(wireCol);
2277                                 draw_dm_edges(cageDM);
2278                         }
2279                 }
2280
2281                 if (pass==0) {
2282                         glDisable(GL_BLEND);
2283                         glEnable(GL_DEPTH_TEST);
2284                 }
2285         }
2286 }       
2287
2288 static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, UnitSettings *unit)
2289 {
2290         Mesh *me= ob->data;
2291         EditEdge *eed;
2292         EditFace *efa;
2293         float v1[3], v2[3], v3[3], v4[3], vmid[3];
2294         float fvec[3];
2295         char val[32]; /* Stores the measurement display text here */
2296         const char *conv_float; /* Use a float conversion matching the grid size */
2297         unsigned char col[4]= {0, 0, 0, 255}; /* color of the text to draw */
2298         float area; /* area of the face */
2299         float grid= unit->system ? unit->scale_length : v3d->grid;
2300         const int do_split= unit->flag & USER_UNIT_OPT_SPLIT;
2301         const int do_global= v3d->flag & V3D_GLOBAL_STATS;
2302         const int do_moving= G.moving;
2303
2304         /* make the precision of the pronted value proportionate to the gridsize */
2305
2306         if (grid < 0.01f)               conv_float= "%.6g";
2307         else if (grid < 0.1f)   conv_float= "%.5g";
2308         else if (grid < 1.0f)   conv_float= "%.4g";
2309         else if (grid < 10.0f)  conv_float= "%.3g";
2310         else                                    conv_float= "%.2g";
2311
2312         if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
2313                 glDisable(GL_DEPTH_TEST);
2314
2315         if(v3d->zbuf) bglPolygonOffset(rv3d->dist, 5.0f);
2316         
2317         if(me->drawflag & ME_DRAWEXTRA_EDGELEN) {
2318                 UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
2319
2320                 for(eed= em->edges.first; eed; eed= eed->next) {
2321                         /* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
2322                         if((eed->h != EM_FGON) && ((eed->f & SELECT) || (do_moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
2323                                 copy_v3_v3(v1, eed->v1->co);
2324                                 copy_v3_v3(v2, eed->v2->co);
2325
2326                                 interp_v3_v3v3(vmid, v1, v2, 0.5f);
2327
2328                                 if(do_global) {
2329                                         mul_mat3_m4_v3(ob->obmat, v1);
2330                                         mul_mat3_m4_v3(ob->obmat, v2);
2331                                 }
2332                                 if(unit->system)
2333                                         bUnit_AsString(val, sizeof(val), len_v3v3(v1, v2)*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE);
2334                                 else
2335                                         sprintf(val, conv_float, len_v3v3(v1, v2));
2336
2337                                 view3d_cached_text_draw_add(vmid, val, 0, V3D_CACHE_TEXT_ASCII, col);
2338                         }
2339                 }
2340         }
2341
2342         if(me->drawflag & ME_DRAWEXTRA_FACEAREA) {
2343 // XXX          extern int faceselectedOR(EditFace *efa, int flag);             // editmesh.h shouldn't be in this file... ok for now?
2344                 UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
2345                 
2346                 for(efa= em->faces.first; efa; efa= efa->next) {
2347                         if((efa->f & SELECT)) { // XXX || (do_moving && faceselectedOR(efa, SELECT)) ) {
2348                                 copy_v3_v3(v1, efa->v1->co);
2349                                 copy_v3_v3(v2, efa->v2->co);
2350                                 copy_v3_v3(v3, efa->v3->co);
2351                                 if (efa->v4) {
2352                                         copy_v3_v3(v4, efa->v4->co);
2353                                 }
2354                                 if(do_global) {
2355                                         mul_mat3_m4_v3(ob->obmat, v1);
2356                                         mul_mat3_m4_v3(ob->obmat, v2);
2357                                         mul_mat3_m4_v3(ob->obmat, v3);
2358                                         if (efa->v4) mul_mat3_m4_v3(ob->obmat, v4);
2359                                 }
2360                                 
2361                                 if (efa->v4)
2362                                         area=  area_quad_v3(v1, v2, v3, v4);
2363                                 else
2364                                         area = area_tri_v3(v1, v2, v3);
2365
2366                                 if(unit->system)
2367                                         bUnit_AsString(val, sizeof(val), area*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE); // XXX should be B_UNIT_AREA
2368                                 else
2369                                         sprintf(val, conv_float, area);
2370
2371                                 view3d_cached_text_draw_add(efa->cent, val, 0, V3D_CACHE_TEXT_ASCII, col);
2372                         }
2373                 }
2374         }
2375
2376         if(me->drawflag & ME_DRAWEXTRA_FACEANG) {
2377                 EditEdge *e1, *e2, *e3, *e4;
2378                 UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
2379                 for(efa= em->faces.first; efa; efa= efa->next) {
2380                         copy_v3_v3(v1, efa->v1->co);
2381                         copy_v3_v3(v2, efa->v2->co);
2382                         copy_v3_v3(v3, efa->v3->co);
2383                         if(efa->v4) {
2384                                 copy_v3_v3(v4, efa->v4->co); 
2385                         }
2386                         else {
2387                                 copy_v3_v3(v4, v3);
2388                         }
2389                         if(do_global) {
2390                                 mul_mat3_m4_v3(ob->obmat, v1);
2391                                 mul_mat3_m4_v3(ob->obmat, v2);
2392                                 mul_mat3_m4_v3(ob->obmat, v3);
2393                                 mul_mat3_m4_v3(ob->obmat, v4); /* intentionally executed even for tri's */
2394                         }
2395                         
2396                         e1= efa->e1;
2397                         e2= efa->e2;
2398                         e3= efa->e3;
2399                         if(efa->e4) e4= efa->e4; else e4= e3;
2400                         
2401                         /* Calculate the angles */
2402                                 
2403                         if( (e4->f & e1->f & SELECT) || (do_moving && (efa->v1->f & SELECT)) ) {
2404                                 /* Vec 1 */
2405                                 sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v4, v1, v2)));
2406                                 interp_v3_v3v3(fvec, efa->cent, efa->v1->co, 0.8f);
2407                                 view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
2408                         }
2409                         if( (e1->f & e2->f & SELECT) || (do_moving && (efa->v2->f & SELECT)) ) {
2410                                 /* Vec 2 */
2411                                 sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v1, v2, v3)));
2412                                 interp_v3_v3v3(fvec, efa->cent, efa->v2->co, 0.8f);
2413                                 view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
2414                         }
2415                         if( (e2->f & e3->f & SELECT) || (do_moving && (efa->v3->f & SELECT)) ) {
2416                                 /* Vec 3 */
2417                                 if(efa->v4) 
2418                                         sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v2, v3, v4)));
2419                                 else
2420                                         sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v2, v3, v1)));
2421                                 interp_v3_v3v3(fvec, efa->cent, efa->v3->co, 0.8f);
2422                                 view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
2423                         }
2424                                 /* Vec 4 */
2425                         if(efa->v4) {
2426                                 if( (e3->f & e4->f & SELECT) || (do_moving && (efa->v4->f & SELECT)) ) {
2427                                         sprintf(val,"%.3g", RAD2DEGF(angle_v3v3v3(v3, v4, v1)));
2428                                         interp_v3_v3v3(fvec, efa->cent, efa->v4->co, 0.8f);
2429                                         view3d_cached_text_draw_add(fvec, val, 0, V3D_CACHE_TEXT_ASCII, col);
2430                                 }
2431                         }
2432                 }
2433         }
2434
2435         /* useful for debugging index vs shape key index */
2436 #if 0
2437         {
2438                 EditVert *eve;
2439                 int j;
2440                 UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
2441                 for(eve= em->verts.first, j= 0; eve; eve= eve->next, j++) {
2442                         sprintf(val, "%d:%d", j, eve->keyindex);
2443                         view3d_cached_text_draw_add(eve->co, val, 0, V3D_CACHE_TEXT_ASCII, col);
2444                 }
2445         }
2446 #endif
2447
2448         if(v3d->zbuf) {
2449                 glEnable(GL_DEPTH_TEST);
2450                 bglPolygonOffset(rv3d->dist, 0.0f);
2451         }
2452 }
2453
2454 static int draw_em_fancy__setFaceOpts(void *UNUSED(userData), int index, int *UNUSED(drawSmooth_r))
2455 {
2456         EditFace *efa = EM_get_face_for_index(index);
2457
2458         if (efa->h==0) {
2459                 GPU_enable_material(efa->mat_nr+1, NULL);
2460                 return 1;
2461         }
2462         else
2463                 return 0;
2464 }
2465
2466 static int draw_em_fancy__setGLSLFaceOpts(void *UNUSED(userData), int index)
2467 {
2468         EditFace *efa = EM_get_face_for_index(index);
2469
2470         return (efa->h==0);
2471 }
2472
2473 static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
2474 {
2475         Mesh *me = ob->data;
2476         EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */
2477         EditEdge *eed_act = NULL;
2478         EditVert *eve_act = NULL;
2479         
2480         if (em->selected.last) {
2481                 EditSelection *ese = em->selected.last;
2482                 /* face is handeled above */
2483                 /*if (ese->type == EDITFACE ) {
2484                         efa_act = (EditFace *)ese->data;
2485                 } else */ if ( ese->type == EDITEDGE ) {
2486                         eed_act = (EditEdge *)ese->data;
2487                 } else if ( ese->type == EDITVERT ) {
2488                         eve_act = (EditVert *)ese->data;
2489                 }
2490         }
2491         
2492         EM_init_index_arrays(em, 1, 1, 1);
2493
2494         if(dt>OB_WIRE) {
2495                 if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
2496                         if(draw_glsl_material(scene, ob, v3d, dt)) {
2497                                 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2498
2499                                 finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
2500                                         draw_em_fancy__setGLSLFaceOpts, NULL);
2501                                 GPU_disable_material();
2502
2503                                 glFrontFace(GL_CCW);
2504                         }
2505                         else {
2506                                 draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
2507                         }
2508                 }
2509                 else {
2510                         /* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
2511                         glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
2512
2513                         glEnable(GL_LIGHTING);
2514                         glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2515
2516                         finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, NULL, 0, GPU_enable_material, NULL);
2517
2518                         glFrontFace(GL_CCW);
2519                         glDisable(GL_LIGHTING);
2520                 }
2521                         
2522                 // Setup for drawing wire over, disable zbuffer
2523                 // write to show selected edge wires better
2524                 UI_ThemeColor(TH_WIRE);
2525
2526                 bglPolygonOffset(rv3d->dist, 1.0);
2527                 glDepthMask(0);
2528         } 
2529         else {
2530                 if (cageDM!=finalDM) {
2531                         UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
2532                         finalDM->drawEdges(finalDM, 1, 0);
2533                 }
2534         }
2535         
2536         if(me->drawflag & ME_DRAWFACES) {       /* transp faces */
2537                 unsigned char col1[4], col2[4], col3[4];
2538                         
2539                 UI_GetThemeColor4ubv(TH_FACE, col1);
2540                 UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
2541                 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
2542                 
2543                 glEnable(GL_BLEND);
2544                 glDepthMask(0);         // disable write in zbuffer, needed for nice transp
2545                 
2546                 /* dont draw unselected faces, only selected, this is MUCH nicer when texturing */
2547                 if CHECK_OB_DRAWTEXTURE(v3d, dt)
2548                         col1[3] = 0;
2549                 
2550                 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2551
2552                 glDisable(GL_BLEND);
2553                 glDepthMask(1);         // restore write in zbuffer
2554         } else if (efa_act) {
2555                 /* even if draw faces is off it would be nice to draw the stipple face
2556                  * Make all other faces zero alpha except for the active
2557                  * */
2558                 unsigned char col1[4], col2[4], col3[4];
2559                 col1[3] = col2[3] = 0; /* dont draw */
2560                 UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
2561                 
2562                 glEnable(GL_BLEND);
2563                 glDepthMask(0);         // disable write in zbuffer, needed for nice transp
2564                 
2565                 draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
2566
2567                 glDisable(GL_BLEND);
2568                 glDepthMask(1);         // restore write in zbuffer
2569                 
2570         }
2571
2572         /* here starts all fancy draw-extra over */
2573         if((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
2574                 /* we are drawing textures and 'ME_DRAWEDGES' is disabled, dont draw any edges */
2575                 
2576                 /* only draw selected edges otherwise there is no way of telling if a face is selected */
2577                 draw_em_fancy_edges(scene, v3d, me, cageDM, 1, eed_act);
2578                 
2579         } else {
2580                 if(me->drawflag & ME_DRAWSEAMS) {
2581                         UI_ThemeColor(TH_EDGE_SEAM);
2582                         glLineWidth(2);
2583         
2584                         draw_dm_edges_seams(cageDM);
2585         
2586                         glColor3ub(0,0,0);
2587                         glLineWidth(1);
2588                 }
2589                 
2590                 if(me->drawflag & ME_DRAWSHARP) {
2591                         UI_ThemeColor(TH_EDGE_SHARP);
2592                         glLineWidth(2);
2593         
2594                         draw_dm_edges_sharp(cageDM);
2595         
2596                         glColor3ub(0,0,0);
2597                         glLineWidth(1);
2598                 }
2599         
2600                 if(me->drawflag & ME_DRAWCREASES) {
2601                         draw_dm_creases(cageDM);
2602                 }
2603                 if(me->drawflag & ME_DRAWBWEIGHTS) {
2604                         draw_dm_bweights(scene, cageDM);
2605                 }
2606         
2607                 draw_em_fancy_edges(scene, v3d, me, cageDM, 0, eed_act);
2608         }
2609         if(em) {
2610 // XXX          retopo_matrix_update(v3d);
2611
2612                 draw_em_fancy_verts(scene, v3d, ob, cageDM, eve_act);
2613
2614                 if(me->drawflag & ME_DRAWNORMALS) {
2615                         UI_ThemeColor(TH_NORMAL);
2616                         draw_dm_face_normals(scene, cageDM);
2617                 }
2618                 if(me->drawflag & ME_DRAW_VNORMALS) {
2619                         UI_ThemeColor(TH_VNORMAL);
2620                         draw_dm_vert_normals(scene, cageDM);
2621                 }
2622
2623                 if(me->drawflag & (ME_DRAWEXTRA_EDGELEN|ME_DRAWEXTRA_FACEAREA|ME_DRAWEXTRA_FACEANG) && !((v3d->flag2 & V3D_RENDER_OVERRIDE)))
2624                         draw_em_measure_stats(v3d, rv3d, ob, em, &scene->unit);
2625         }
2626
2627         if(dt>OB_WIRE) {
2628                 glDepthMask(1);
2629                 bglPolygonOffset(rv3d->dist, 0.0);
2630                 GPU_disable_material();
2631         }
2632
2633         EM_free_index_arrays();
2634 }
2635
2636 /* Mesh drawing routines */
2637
2638 static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
2639 {
2640         
2641         if(v3d->transp==0) {    // not when we draw the transparent pass
2642                 glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
2643                 glDepthMask(0);
2644                 
2645                 /* if transparent, we cannot draw the edges for solid select... edges have no material info.
2646                    drawFacesSolid() doesn't draw the transparent faces */
2647                 if(ob->dtx & OB_DRAWTRANSP) {
2648                         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 
2649                         dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
2650                         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2651                         GPU_disable_material();
2652                 }
2653                 else {
2654                         dm->drawEdges(dm, 0, 1);
2655                 }
2656                                         
2657                 glLineWidth(1.0);
2658                 glDepthMask(1);
2659         }
2660 }
2661
2662 static int wpaint__setSolidDrawOptions(void *UNUSED(userData), int UNUSED(index), int *drawSmooth_r)
2663 {
2664         *drawSmooth_r = 1;
2665         return 1;
2666 }
2667
2668 static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2669 {
2670         Object *ob= base->object;
2671         Mesh *me = ob->data;
2672         Material *ma= give_current_material(ob, 1);
2673         const short hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO));
2674         const short is_paint_sel= (ob==OBACT && paint_facesel_test(ob));
2675         int draw_wire = 0;
2676         int /* totvert,*/ totedge, totface;
2677         DerivedMesh *dm= mesh_get_derived_final(scene, ob, scene->customdata_mask);
2678
2679         if(!dm)
2680                 return;
2681         
2682         if (ob->dtx&OB_DRAWWIRE) {
2683                 draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
2684         }
2685         
2686         /* totvert = dm->getNumVerts(dm); */ /*UNUSED*/
2687         totedge = dm->getNumEdges(dm);
2688         totface = dm->getNumFaces(dm);
2689         
2690         /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
2691         if(dt!=OB_SHADED)
2692                 glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2693
2694                 // Unwanted combination.
2695         if (is_paint_sel) draw_wire = 0;
2696
2697         if(dt==OB_BOUNDBOX) {
2698                 if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
2699                         draw_bounding_volume(scene, ob);
2700         }
2701         else if(hasHaloMat || (totface==0 && totedge==0)) {
2702                 glPointSize(1.5);
2703                 dm->drawVerts(dm);
2704                 glPointSize(1.0);
2705         }
2706         else if(dt==OB_WIRE || totface==0) {
2707                 draw_wire = 1; /* draw wire only, no depth buffer stuff  */
2708         }
2709         else if(        (is_paint_sel || (ob==OBACT && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
2710                                 CHECK_OB_DRAWTEXTURE(v3d, dt))
2711         {
2712                 if ((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !(G.f&G_PICKSEL || is_paint_sel) && !draw_wire) {
2713                         draw_mesh_object_outline(v3d, ob, dm);
2714                 }
2715
2716                 if(draw_glsl_material(scene, ob, v3d, dt)) {
2717                         glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2718
2719                         dm->drawFacesGLSL(dm, GPU_enable_material);
2720 //                      if(get_ob_property(ob, "Text"))
2721 // XXX                          draw_mesh_text(ob, 1);
2722                         GPU_disable_material();
2723
2724                         glFrontFace(GL_CCW);
2725                 }
2726                 else {
2727                         draw_mesh_textured(scene, v3d, rv3d, ob, dm, is_paint_sel);
2728                 }
2729
2730                 if(!is_paint_sel) {
2731                         if(base->flag & SELECT)
2732                                 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2733                         else
2734                                 UI_ThemeColor(TH_WIRE);
2735
2736                         if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
2737                                 dm->drawLooseEdges(dm);
2738                 }
2739         }
2740         else if(dt==OB_SOLID) {
2741                 if(ob==OBACT && ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
2742                         /* weight paint in solid mode, special case. focus on making the weights clear
2743                          * rather than the shading, this is also forced in wire view */
2744                         GPU_enable_material(0, NULL);
2745                         dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material, NULL);
2746                 
2747                         bglPolygonOffset(rv3d->dist, 1.0);
2748                         glDepthMask(0); // disable write in zbuffer, selected edge wires show better
2749
2750                         glEnable(GL_BLEND);
2751                         glColor4ub(255, 255, 255, 96);
2752                         glEnable(GL_LINE_STIPPLE);
2753                         glLineStipple(1, 0xAAAA);
2754
2755                         dm->drawEdges(dm, 1, 1);
2756
2757                         bglPolygonOffset(rv3d->dist, 0.0);
2758                         glDepthMask(1);
2759                         glDisable(GL_LINE_STIPPLE);
2760
2761                         GPU_disable_material();
2762                         
2763                         /* since we already draw wire as wp guide, dont draw over the top */
2764                         draw_wire= 0;
2765                 }
2766                 else {
2767                         Paint *p;
2768
2769                         if((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
2770                                 draw_mesh_object_outline(v3d, ob, dm);
2771
2772                         glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
2773
2774                         glEnable(GL_LIGHTING);
2775                         glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
2776
2777                         if(ob->sculpt && (p=paint_get_active(scene))) {
2778                                 float planes[4][4];
2779                                 float (*fpl)[4] = NULL;
2780                                 int fast= (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
2781
2782                                 if(ob->sculpt->partial_redraw) {
2783                                         if(ar->do_draw & RGN_DRAW_PARTIAL) {
2784                                                 sculpt_get_redraw_planes(planes, ar, rv3d, ob);
2785                                                 fpl = planes;
2786                                                 ob->sculpt->partial_redraw = 0;
2787                                         }
2788                                 }
2789
2790                                 dm->drawFacesSolid(dm, fpl, fast, GPU_enable_material);
2791                         }
2792                         else
2793                                 dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
2794
2795                         GPU_disable_material();
2796
2797                         glFrontFace(GL_CCW);
2798                         glDisable(GL_LIGHTING);
2799
2800                         if(base->flag & SELECT) {
2801                                 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2802                         } else {
2803                                 UI_ThemeColor(TH_WIRE);
2804                         }
2805                         if(!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
2806                                 dm->drawLooseEdges(dm);
2807                 }
2808         }
2809         else if(dt==OB_SHADED) {
2810                 if(ob==OBACT) {
2811                         if(ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
2812                                 /* enforce default material settings */
2813                                 GPU_enable_material(0, NULL);
2814                                 
2815                                 /* but set default spec */
2816                                 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
2817                                 glEnable(GL_COLOR_MATERIAL);    /* according manpages needed */
2818                                 glColor3ub(120, 120, 120);
2819                                 glDisable(GL_COLOR_MATERIAL);
2820                                 /* diffuse */
2821                                 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
2822                                 glEnable(GL_LIGHTING);
2823                                 glEnable(GL_COLOR_MATERIAL);
2824
2825                                 dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material, NULL);
2826                                 glDisable(GL_COLOR_MATERIAL);
2827                                 glDisable(GL_LIGHTING);
2828
2829                                 GPU_disable_material();
2830                         }
2831                         else if(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_TEXTURE_PAINT)) {
2832                                 if(me->mcol)
2833                                         dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1, GPU_enable_material, NULL);
2834                                 else {
2835                                         glColor3f(1.0f, 1.0f, 1.0f);
2836                                         dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0, GPU_enable_material, NULL);
2837                                 }
2838                         }
2839                 }
2840         }
2841         
2842         /* set default draw color back for wire or for draw-extra later on */
2843         if (dt!=OB_WIRE) {
2844                 if(base->flag & SELECT) {
2845                         if(ob==OBACT && ob->flag & OB_FROMGROUP) 
2846                                 UI_ThemeColor(TH_GROUP_ACTIVE);
2847                         else if(ob->flag & OB_FROMGROUP) 
2848                                 UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
2849                         else if(flag!=DRAW_CONSTCOLOR)
2850                                 UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
2851                         else
2852                                 glColor3ub(80,80,80);
2853                 } else {
2854                         if (ob->flag & OB_FROMGROUP) 
2855                                 UI_ThemeColor(TH_GROUP);
2856                         else {
2857                                 if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
2858                                         glColor3ub(80,80,80);
2859                                 else
2860                                         UI_ThemeColor(TH_WIRE);
2861                         }
2862                 }
2863         }
2864         if (draw_wire) {
2865
2866                 /* When using wireframe object traw in particle edit mode
2867                  * the mesh gets in the way of seeing the particles, fade the wire color
2868                  * with the background. */
2869                 if(ob==OBACT && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
2870                         float col_wire[4], col_bg[4], col[3];
2871
2872                         UI_GetThemeColor3fv(TH_BACK, col_bg);
2873                         glGetFloatv(GL_CURRENT_COLOR, col_wire);
2874                         interp_v3_v3v3(col, col_bg, col_wire, 0.15);
2875                         glColor3fv(col);
2876                 }
2877
2878                 /* If drawing wire and drawtype is not OB_WIRE then we are
2879                  * overlaying the wires.
2880                  *
2881                  * UPDATE bug #10290 - With this wire-only objects can draw
2882                  * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
2883                  *
2884                  * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
2885                  * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
2886                  */
2887                 if (dt!=OB_WIRE && draw_wire==2) {
2888                         bglPolygonOffset(rv3d->dist, 1.0);
2889                         glDepthMask(0); // disable write in zbuffer, selected edge wires show better
2890                 }
2891                 
2892                 if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
2893                         dm->drawEdges(dm, (dt==OB_WIRE || totface==0), me->drawflag & ME_ALLEDGES);
2894
2895                 if (dt!=OB_WIRE && draw_wire==2) {
2896                         glDepthMask(1);
2897                         bglPolygonOffset(rv3d->dist, 0.0);
2898                 }
2899         }
2900
2901         dm->release(dm);
2902 }
2903
2904 /* returns 1 if nothing was drawn, for detecting to draw an object center */
2905 static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
2906 {
2907         Object *ob= base->object;
2908         Object *obedit= scene->obedit;
2909         Mesh *me= ob->data;
2910         EditMesh *em= me->edit_mesh;
2911         int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha, i;
2912
2913         /* If we are drawing shadows and any of the materials don't cast a shadow,
2914          * then don't draw the object */
2915         if (v3d->flag2 & V3D_RENDER_SHADOW) {
2916                 for(i=0; i<ob->totcol; ++i) {
2917                         Material *ma= give_current_material(ob, i);
2918                         if (ma && !(ma->mode & MA_SHADBUF)) {
2919                                 return 1;
2920                         }
2921                 }
2922         }
2923         
2924         if(obedit && ob!=obedit && ob->data==obedit->data) {
2925                 if(ob_get_key(ob) || ob_get_key(obedit));
2926                 else if(ob->modifiers.first || obedit->modifiers.first);
2927                 else drawlinked= 1;
2928         }
2929         
2930         if(ob==obedit || drawlinked) {
2931                 DerivedMesh *finalDM, *cageDM;
2932                 
2933                 if (obedit!=ob)
2934                         finalDM = cageDM = editmesh_get_derived_base(ob, em);
2935                 else
2936                         cageDM = editmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
2937                                                                                         scene->customdata_mask);
2938
2939                 if(dt>OB_WIRE) {
2940                         // no transp in editmode, the fancy draw over goes bad then
2941                         glsl = draw_glsl_material(scene, ob, v3d, dt);
2942                         GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
2943                 }
2944
2945                 draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
2946
2947                 GPU_end_object_materials();
2948
2949                 if (obedit!=ob && finalDM)
2950                         finalDM->release(finalDM);
2951         }
2952         else {
2953                 /* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
2954                 if(me->totface<=4 || ED_view3d_boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
2955                         glsl = draw_glsl_material(scene, ob, v3d, dt);
2956                         check_alpha = check_material_alpha(base, me, glsl);
2957
2958                         if(dt==OB_SOLID || glsl) {
2959                                 GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
2960                                         (check_alpha)? &do_alpha_pass: NULL);
2961                         }
2962
2963                         draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, flag);
2964
2965                         GPU_end_object_materials();
2966                         
2967                         if(me->totvert==0) retval= 1;
2968                 }
2969         }
2970         
2971         /* GPU_begin_object_materials checked if this is needed */
2972         if(do_alpha_pass) {
2973                 if(ob->dtx & OB_DRAWXRAY) {
2974                         add_view3d_after(&v3d->afterdraw_xraytransp, base, flag);
2975                 }
2976                 else {
2977                         add_view3d_after(&v3d->afterdraw_transp, base, flag);
2978                 }
2979         }
2980         else if(ob->dtx & OB_DRAWXRAY && ob->dtx & OB_DRAWTRANSP) {
2981                 /* special case xray+transp when alpha is 1.0, without this the object vanishes */
2982                 if(v3d->xray == 0 && v3d->transp == 0) {
2983                         add_view3d_after(&v3d->afterdraw_xray, base, flag);
2984                 }
2985         }
2986         
2987         return retval;
2988 }
2989
2990 /* ************** DRAW DISPLIST ****************** */
2991
2992 static int draw_index_wire= 1;
2993 static int index3_nors_incr= 1;
2994
2995 /* returns 1 when nothing was drawn */
2996 static int drawDispListwire(ListBase *dlbase)
2997 {
2998         DispList *dl;
2999         int parts, nr;
3000         float *data;
3001
3002         if(dlbase==NULL) return 1;
3003         
3004         glEnableClientState(GL_VERTEX_ARRAY);
3005         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 
3006
3007         for(dl= dlbase->first; dl; dl= dl->next) {
3008                 if(dl->parts==0 || dl->nr==0)
3009                         continue;
3010                 
3011                 data= dl->verts;
3012         
3013                 switch(dl->type) {
3014                 case DL_SEGM:
3015                         
3016                         glVertexPointer(3, GL_FLOAT, 0, data);
3017                         
3018                         for(parts=0; parts<dl->parts; parts++)
3019                                 glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
3020                                 
3021                         break;
3022                 case DL_POLY:
3023                         
3024                         glVertexPointer(3, GL_FLOAT, 0, data);
3025                         
3026                         for(parts=0; parts<dl->parts; parts++)
3027                                 glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
3028                         
3029                         break;
3030                 case DL_SURF:
3031                         
3032                         glVertexPointer(3, GL_FLOAT, 0, data);
3033                         
3034                         for(parts=0; parts<dl->parts; parts++) {
3035                                 if(dl->flag & DL_CYCL_U) 
3036                                         glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
3037                                 else
3038                                         glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
3039                         }
3040                         
3041                         for(nr=0; nr<dl->nr; nr++) {
3042                                 int ofs= 3*dl->nr;
3043                                 
3044                                 data= (  dl->verts )+3*nr;
3045                                 parts= dl->parts;
3046
3047                                 if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
3048                                 else glBegin(GL_LINE_STRIP);
3049                                 
3050                                 while(parts--) {
3051                                         glVertex3fv(data);
3052                                         data+=ofs;
3053                                 }
3054                                 glEnd();
3055                                 
3056                                 /* (ton) this code crashes for me when resolv is 86 or higher... no clue */
3057 //                              glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
3058 //                              if(dl->flag & DL_CYCL_V) 
3059 //                                      glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
3060 //                              else
3061 //                                      glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
3062                         }
3063                         break;
3064                         
3065                 case DL_INDEX3:
3066                         if(draw_index_wire) {
3067                                 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
3068                                 glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
3069                         }
3070                         break;
3071                         
3072                 case DL_INDEX4:
3073                         if(draw_index_wire) {
3074                                 glVertexPointer(3, GL_FLOAT, 0, dl->verts);
3075                                 glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
3076                         }
3077                         break;
3078                 }
3079         }
3080         
3081         glDisableClientState(GL_VERTEX_ARRAY);
3082         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 
3083         
3084         return 0;
3085 }