Fix for dupli's ignoring color in set-scenes
authorCampbell Barton <ideasman42@gmail.com>
Wed, 4 Jun 2014 04:22:29 +0000 (14:22 +1000)
committerCampbell Barton <ideasman42@gmail.com>
Wed, 4 Jun 2014 04:24:05 +0000 (14:24 +1000)
also skip setting wire color drawing depth

source/blender/editors/include/UI_resources.h
source/blender/editors/interface/resources.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/view3d_draw.c

index 0f11994e2d1afac027df23e6cc1a1dbb83f73cf8..2e78940a813d7a32ec7ce405660da64e5f6e0cc4 100644 (file)
@@ -48,6 +48,9 @@ typedef enum {
 #undef DEF_ICON
 #undef DEF_VICO
 
+/* use to denote intentionally unset theme color */
+#define TH_UNDEFINED -1
+
 enum {
        TH_REDALERT,
 
@@ -311,6 +314,7 @@ int     UI_GetThemeValue(int colorid);
 
 // get three color values, scaled to 0.0-1.0 range
 void    UI_GetThemeColor3fv(int colorid, float col[3]);
+void    UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigned char col[3]);
 // get the color, range 0.0-1.0, complete with shading offset
 void    UI_GetThemeColorShade3fv(int colorid, int offset, float col[3]);
 void    UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3]);
index 998577ab0c19c493a1adeb0e2b281e9786e48e0b..daf28bc4263bc2f23e5dc3e6432ba7f7975edb01 100644 (file)
@@ -92,6 +92,7 @@ const unsigned char *UI_ThemeGetColorPtr(bTheme *btheme, int spacetype, int colo
        
        /* ensure we're not getting a color after running BKE_userdef_free */
        BLI_assert(BLI_findindex(&U.themes, theme_active) != -1);
+       BLI_assert(colorid != TH_UNDEFINED);
 
        if (btheme) {
        
@@ -1224,21 +1225,25 @@ void UI_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
        glColor4ub(r, g, b, a);
 }
 
-/* blend between to theme colors, and set it */
-void UI_ThemeColorBlend(int colorid1, int colorid2, float fac)
+void UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigned char col[3])
 {
-       int r, g, b;
        const unsigned char *cp1, *cp2;
-       
+
        cp1 = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid1);
        cp2 = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid2);
 
        CLAMP(fac, 0.0f, 1.0f);
-       r = floorf((1.0f - fac) * cp1[0] + fac * cp2[0]);
-       g = floorf((1.0f - fac) * cp1[1] + fac * cp2[1]);
-       b = floorf((1.0f - fac) * cp1[2] + fac * cp2[2]);
-       
-       glColor3ub(r, g, b);
+       col[0] = floorf((1.0f - fac) * cp1[0] + fac * cp2[0]);
+       col[1] = floorf((1.0f - fac) * cp1[1] + fac * cp2[1]);
+       col[2] = floorf((1.0f - fac) * cp1[2] + fac * cp2[2]);
+}
+
+/* blend between to theme colors, and set it */
+void UI_ThemeColorBlend(int colorid1, int colorid2, float fac)
+{
+       unsigned char col[3];
+       UI_GetThemeColorBlend3ubv(colorid1, colorid2, fac, col);
+       glColor3ubv(col);
 }
 
 /* blend between to theme colors, shade it, and set it */
index a940a7106ad1e84e669be3c96c88db12b97cca44..07b635c7f5e09521691c8ba34e17813776da7d5a 100644 (file)
@@ -1408,8 +1408,10 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
                drawshadbuflimits(la, ob->obmat);
        }
        
-       UI_GetThemeColor4ubv(TH_LAMP, col);
-       glColor4ubv(col);
+       if ((dflag & DRAW_CONSTCOLOR) == 0) {
+               UI_GetThemeColor4ubv(TH_LAMP, col);
+               glColor4ubv(col);
+       }
 
        glEnable(GL_BLEND);
        
@@ -1448,7 +1450,9 @@ static void draw_limit_line(float sta, float end, const short dflag, unsigned in
        if (!(dflag & DRAW_PICKING)) {
                glPointSize(3.0);
                glBegin(GL_POINTS);
-               cpack(col);
+               if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                       cpack(col);
+               }
                glVertex3f(0.0, 0.0, -sta);
                glVertex3f(0.0, 0.0, -end);
                glEnd();
@@ -4531,7 +4535,8 @@ static void draw_particle_data(ParticleSystem *psys, RegionView3D *rv3d,
 /* 6. draw the arrays                                          */
 /* 7. clean up                                                         */
 static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d,
-                                     Base *base, ParticleSystem *psys, int ob_dt)
+                                     Base *base, ParticleSystem *psys,
+                                     const char ob_dt, const short dflag)
 {
        Object *ob = base->object;
        ParticleEditSettings *pset = PE_settings(scene);
@@ -4609,7 +4614,9 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                copy_v3_v3(ma_col, &ma->r);
        }
 
-       glColor3ubv(tcol);
+       if ((dflag & DRAW_CONSTCOLOR) == 0) {
+               glColor3ubv(tcol);
+       }
 
        timestep = psys_get_timestep(&sim);
 
@@ -4944,8 +4951,10 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                if (1) { //ob_dt > OB_WIRE) {
                        glEnableClientState(GL_NORMAL_ARRAY);
 
-                       if (part->draw_col == PART_DRAW_COL_MAT)
-                               glEnableClientState(GL_COLOR_ARRAY);
+                       if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                               if (part->draw_col == PART_DRAW_COL_MAT)
+                                       glEnableClientState(GL_COLOR_ARRAY);
+                       }
 
                        glEnable(GL_LIGHTING);
                        glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
@@ -4975,8 +4984,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
 
                                if (1) { //ob_dt > OB_WIRE) {
                                        glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
-                                       if (part->draw_col == PART_DRAW_COL_MAT)
-                                               glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+                                       if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                                               if (part->draw_col == PART_DRAW_COL_MAT) {
+                                                       glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+                                               }
+                                       }
                                }
 
                                glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
@@ -4991,8 +5003,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
 
                        if (1) { //ob_dt > OB_WIRE) {
                                glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
-                               if (part->draw_col == PART_DRAW_COL_MAT)
-                                       glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+                               if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                                       if (part->draw_col == PART_DRAW_COL_MAT) {
+                                               glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+                                       }
+                               }
                        }
 
                        glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
@@ -5036,21 +5051,24 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                else
                        glDisableClientState(GL_VERTEX_ARRAY);
 
-               if (select) {
-                       UI_ThemeColor(TH_ACTIVE);
-                       
-                       if (part->draw_size)
-                               glPointSize(part->draw_size + 2);
-                       else
-                               glPointSize(4.0);
+               if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                       if (select) {
+                               UI_ThemeColor(TH_ACTIVE);
 
-                       glLineWidth(3.0);
+                               if (part->draw_size)
+                                       glPointSize(part->draw_size + 2);
+                               else
+                                       glPointSize(4.0);
+
+                               glLineWidth(3.0);
+
+                               draw_particle_arrays(draw_as, totpoint, ob_dt, 1);
+                       }
 
-                       draw_particle_arrays(draw_as, totpoint, ob_dt, 1);
+                       /* restore from select */
+                       glColor3fv(ma_col);
                }
 
-               /* restore from select */
-               glColor3fv(ma_col);
                glPointSize(part->draw_size ? part->draw_size : 2.0);
                glLineWidth(1.0);
 
@@ -5067,9 +5085,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                        glDisable(GL_LIGHTING);
                }
 
-               if (pdd->cdata) {
-                       glEnableClientState(GL_COLOR_ARRAY);
-                       glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
+               if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                       if (pdd->cdata) {
+                               glEnableClientState(GL_COLOR_ARRAY);
+                               glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
+                       }
                }
 
                draw_particle_arrays(draw_as, totpoint, ob_dt, 0);
@@ -5079,8 +5099,10 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
        }
 
        if (pdd && pdd->vedata) {
-               glDisableClientState(GL_COLOR_ARRAY);
-               cpack(0xC0C0C0);
+               if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                       glDisableClientState(GL_COLOR_ARRAY);
+                       cpack(0xC0C0C0);
+               }
                
                glVertexPointer(3, GL_FLOAT, 0, pdd->vedata);
                
@@ -7285,7 +7307,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
        {
                ParticleSystem *psys;
 
-               if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);    /* for visibility, also while wpaint */
+               if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                       /* for visibility, also while wpaint */
+                       if (col || (ob->flag & SELECT)) {
+                               cpack(0xFFFFFF);
+                       }
+               }
                //glDepthMask(GL_FALSE);
 
                glLoadMatrixf(rv3d->viewmat);
@@ -7300,7 +7327,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
                                        draw_update_ptcache_edit(scene, ob, edit);
                        }
 
-                       draw_new_particle_system(scene, v3d, rv3d, base, psys, dt);
+                       draw_new_particle_system(scene, v3d, rv3d, base, psys, dt, dflag);
                }
                invert_m4_m4(ob->imat, ob->obmat);
                view3d_cached_text_draw_end(v3d, ar, 0, NULL);
index 2eef7d9573c18420585a8d82f7511f060cae39bc..217c5d71af4624fe3093b556427e68f804ef79d9 100644 (file)
@@ -1961,7 +1961,9 @@ static DupliObject *dupli_step(DupliObject *dob)
        return dob;
 }
 
-static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
+static void draw_dupli_objects_color(
+        Scene *scene, ARegion *ar, View3D *v3d, Base *base,
+        const short dflag, const int color)
 {
        RegionView3D *rv3d = ar->regiondata;
        ListBase *lb;
@@ -1970,13 +1972,22 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
        Base tbase = {NULL};
        BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
        GLuint displist = 0;
+       unsigned char color_rgb[3];
+       const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
        short transflag, use_displist = -1;  /* -1 is initialize */
        char dt;
        short dtx;
        DupliApplyData *apply_data;
 
        if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
-       
+
+       if (dflag & DRAW_CONSTCOLOR) {
+               BLI_assert(color == TH_UNDEFINED);
+       }
+       else {
+               UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
+       }
+
        tbase.flag = OB_FROMDUPLI | base->flag;
        lb = object_duplilist(G.main->eval_ctx, scene, base->object);
        // BLI_sortlist(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
@@ -2019,7 +2030,10 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
                else
                        tbase.object->transflag &= ~OB_NEG_SCALE;
 
-               UI_ThemeColorBlend(color, TH_BACK, 0.5);
+               /* should move outside the loop but possible color is set in draw_object still */
+               if ((dflag & DRAW_CONSTCOLOR) == 0) {
+                       glColor3ubv(color_rgb);
+               }
 
                /* generate displist, test for new object */
                if (dob_prev && dob_prev->ob != dob->ob) {
@@ -2061,7 +2075,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
 
                                displist = glGenLists(1);
                                glNewList(displist, GL_COMPILE);
-                               draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
+                               draw_object(scene, ar, v3d, &tbase, dflag_dupli);
                                glEndList();
 
                                use_displist = true;
@@ -2077,7 +2091,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
                }
                else {
                        copy_m4_m4(dob->ob->obmat, dob->mat);
-                       draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
+                       draw_object(scene, ar, v3d, &tbase, dflag_dupli);
                }
 
                tbase.object->dt = dt;
@@ -2107,7 +2121,7 @@ static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *bas
        if (base->object->dup_group && base->object->dup_group->id.us < 1)
                color = TH_REDALERT;
        
-       draw_dupli_objects_color(scene, ar, v3d, base, color);
+       draw_dupli_objects_color(scene, ar, v3d, base, 0, color);
 }
 
 /* XXX warning, not using gpu offscreen here */
@@ -2256,6 +2270,8 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
        short flag = v3d->flag;
        float glalphaclip = U.glalphaclip;
        int obcenter_dia = U.obcenter_dia;
+       /* no need for color when drawing depth buffer */
+       const short dflag_depth = DRAW_CONSTCOLOR;
        /* temp set drawtype to solid */
        
        /* Setting these temporarily is not nice */
@@ -2290,7 +2306,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
                                if (func == NULL || func(base)) {
                                        draw_object(scene, ar, v3d, base, 0);
                                        if (base->object->transflag & OB_DUPLI) {
-                                               draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
+                                               draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
                                        }
                                }
                        }
@@ -2302,9 +2318,9 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
                        if (func == NULL || func(base)) {
                                /* dupli drawing */
                                if (base->object->transflag & OB_DUPLI) {
-                                       draw_dupli_objects(scene, ar, v3d, base);
+                                       draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
                                }
-                               draw_object(scene, ar, v3d, base, 0);
+                               draw_object(scene, ar, v3d, base, dflag_depth);
                        }
                }
        }
@@ -2327,7 +2343,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
                        glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
                        for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
                                next = v3da->next;
-                               draw_object(scene, ar, v3d, v3da->base, 0);
+                               draw_object(scene, ar, v3d, v3da->base, dflag_depth);
                        }
                        glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
                }
@@ -2337,7 +2353,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
                v3d->transp = true;
                for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
                        next = v3da->next;
-                       draw_object(scene, ar, v3d, v3da->base, 0);
+                       draw_object(scene, ar, v3d, v3da->base, dflag_depth);
                        BLI_remlink(&v3d->afterdraw_transp, v3da);
                        MEM_freeN(v3da);
                }
@@ -2346,7 +2362,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
                v3d->transp = false;
                for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
                        next = v3da->next;
-                       draw_object(scene, ar, v3d, v3da->base, 0);
+                       draw_object(scene, ar, v3d, v3da->base, dflag_depth);
                        BLI_remlink(&v3d->afterdraw_xray, v3da);
                        MEM_freeN(v3da);
                }
@@ -2355,7 +2371,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
                v3d->transp = true;
                for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
                        next = v3da->next;
-                       draw_object(scene, ar, v3d, v3da->base, 0);
+                       draw_object(scene, ar, v3d, v3da->base, dflag_depth);
                        BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
                        MEM_freeN(v3da);
                }
@@ -2633,14 +2649,15 @@ static void view3d_draw_objects(
 
        /* draw set first */
        if (scene->set) {
+               const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
                Scene *sce_iter;
                for (SETLOOPER(scene->set, sce_iter, base)) {
                        if (v3d->lay & base->lay) {
                                UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
-                               draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET);
+                               draw_object(scene, ar, v3d, base, dflag);
 
                                if (base->object->transflag & OB_DUPLI) {
-                                       draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
+                                       draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED);
                                }
                        }
                }