Files
blender/source/blender/editors/space_view3d/drawobject.c

8712 lines
225 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, full recode and added functions
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/drawobject.c
* \ingroup spview3d
*/
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_constraint_types.h" /* for drawing constraint */
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_world_types.h"
#include "DNA_object_types.h"
#include "BLI_listbase.h"
#include "BLI_link_utils.h"
#include "BLI_string.h"
#include "BLI_math.h"
#include "BLI_memarena.h"
#include "BKE_anim.h" /* for the where_on_path function */
#include "BKE_armature.h"
#include "BKE_camera.h"
#include "BKE_colortools.h"
#include "BKE_constraint.h" /* for the get_constraint_target function */
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_deform.h"
#include "BKE_displist.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_movieclip.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
#include "BKE_subsurf.h"
#include "BKE_unit.h"
#include "BKE_tracking.h"
#include "BKE_editmesh.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_select.h"
#include "ED_mesh.h"
#include "ED_particle.h"
#include "ED_screen.h"
#include "ED_sculpt.h"
#include "ED_types.h"
#include "UI_resources.h"
#include "UI_interface_icons.h"
#include "WM_api.h"
#include "BLF_api.h"
#include "view3d_intern.h" /* bad level include */
/* Workaround for sequencer scene render mode.
*
* Strips doesn't use DAG to update objects or so, which
* might lead to situations when object is drawing without
* curve cache ready.
*
* Ideally we don't want to evaluate objects from drawing,
* but it'll require some major sequencer re-design. So
* for now just fallback to legacy behavior with calling
* display ist creating from draw().
*/
#define SEQUENCER_DAG_WORKAROUND
typedef enum eWireDrawMode {
OBDRAW_WIRE_OFF = 0,
OBDRAW_WIRE_ON = 1,
OBDRAW_WIRE_ON_DEPTH = 2
} eWireDrawMode;
typedef struct drawDMVerts_userData {
BMesh *bm;
BMVert *eve_act;
char sel;
/* cached theme values */
unsigned char th_editmesh_active[4];
unsigned char th_vertex_select[4];
unsigned char th_vertex[4];
unsigned char th_skin_root[4];
float th_vertex_size;
/* for skin node drawing */
int cd_vskin_offset;
float imat[4][4];
} drawDMVerts_userData;
typedef struct drawDMEdgesSel_userData {
BMesh *bm;
unsigned char *baseCol, *selCol, *actCol;
BMEdge *eed_act;
} drawDMEdgesSel_userData;
typedef struct drawDMEdgesSelInterp_userData {
BMesh *bm;
unsigned char *baseCol, *selCol;
unsigned char *lastCol;
} drawDMEdgesSelInterp_userData;
typedef struct drawDMEdgesWeightInterp_userData {
BMesh *bm;
int cd_dvert_offset;
int defgroup_tot;
int vgroup_index;
char weight_user;
float alert_color[3];
} drawDMEdgesWeightInterp_userData;
typedef struct drawDMFacesSel_userData {
#ifdef WITH_FREESTYLE
unsigned char *cols[4];
#else
unsigned char *cols[3];
#endif
DerivedMesh *dm;
BMesh *bm;
BMFace *efa_act;
const int *orig_index_mp_to_orig;
} drawDMFacesSel_userData;
typedef struct drawDMNormal_userData {
BMesh *bm;
int uniform_scale;
float normalsize;
float tmat[3][3];
float imat[3][3];
} drawDMNormal_userData;
typedef struct drawMVertOffset_userData {
MVert *mvert;
int offset;
} drawMVertOffset_userData;
typedef struct drawDMLayer_userData {
BMesh *bm;
int cd_layer_offset;
} drawDMLayer_userData;
typedef struct drawBMOffset_userData {
BMesh *bm;
int offset;
} drawBMOffset_userData;
typedef struct drawBMSelect_userData {
BMesh *bm;
bool select;
} drawBMSelect_userData;
static void draw_bounding_volume(Object *ob, char type);
static void drawcube_size(float size);
static void drawcircle_size(float size);
static void draw_empty_sphere(float size);
static void draw_empty_cone(float size);
static void draw_box(float vec[8][3], bool solid);
static void ob_wire_color_blend_theme_id(const unsigned char ob_wire_col[4], const int theme_id, float fac)
{
float col_wire[3], col_bg[3], col[3];
rgb_uchar_to_float(col_wire, ob_wire_col);
UI_GetThemeColor3fv(theme_id, col_bg);
interp_v3_v3v3(col, col_bg, col_wire, fac);
glColor3fv(col);
}
/* this condition has been made more complex since editmode can draw textures */
bool check_object_draw_texture(Scene *scene, View3D *v3d, const char drawtype)
{
/* texture and material draw modes */
if (ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) && drawtype > OB_SOLID) {
return true;
}
/* textured solid */
if ((v3d->drawtype == OB_SOLID) &&
(v3d->flag2 & V3D_SOLID_TEX) &&
(BKE_scene_use_new_shading_nodes(scene) == false))
{
return true;
}
if (v3d->flag2 & V3D_SHOW_SOLID_MATCAP) {
return true;
}
return false;
}
static bool check_object_draw_editweight(Mesh *me, DerivedMesh *finalDM)
{
if (me->drawflag & ME_DRAWEIGHT) {
/* editmesh handles its own weight drawing */
if (finalDM->type != DM_TYPE_EDITBMESH) {
return true;
}
}
return false;
}
static bool check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
return false;
if (G.f & G_BACKBUFSEL)
return false;
if ((vd->flag & V3D_ZBUF_SELECT) == 0)
return true;
/* if its drawing textures with zbuf sel, then don't draw dots */
if (dt == OB_TEXTURE && vd->drawtype == OB_TEXTURE)
return false;
if ((vd->drawtype >= OB_SOLID) && (vd->flag2 & V3D_SOLID_TEX))
return false;
return true;
}
/* ************************ */
/* check for glsl drawing */
bool draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, const char dt)
{
if (G.f & G_PICKSEL)
return false;
if (!check_object_draw_texture(scene, v3d, dt))
return false;
if (ob == OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
return false;
if (v3d->flag2 & V3D_SHOW_SOLID_MATCAP)
return true;
if (v3d->drawtype == OB_TEXTURE)
return (scene->gm.matmode == GAME_MAT_GLSL && !BKE_scene_use_new_shading_nodes(scene));
else if (v3d->drawtype == OB_MATERIAL && dt > OB_SOLID)
return true;
else
return false;
}
static bool check_alpha_pass(Base *base)
{
if (base->flag & OB_FROMDUPLI)
return false;
if (G.f & G_PICKSEL)
return false;
if (base->object->mode & OB_MODE_ALL_PAINT)
return false;
return (base->object->dtx & OB_DRAWTRANSP);
}
/***/
static const unsigned int colortab[] = {
0x0, 0x403000, 0xFFFF88
};
/* ----------------- OpenGL Circle Drawing - Tables for Optimized Drawing Speed ------------------ */
/* 32 values of sin function (still same result!) */
#define CIRCLE_RESOL 32
static const float sinval[CIRCLE_RESOL] = {
0.00000000,
0.20129852,
0.39435585,
0.57126821,
0.72479278,
0.84864425,
0.93775213,
0.98846832,
0.99871650,
0.96807711,
0.89780453,
0.79077573,
0.65137248,
0.48530196,
0.29936312,
0.10116832,
-0.10116832,
-0.29936312,
-0.48530196,
-0.65137248,
-0.79077573,
-0.89780453,
-0.96807711,
-0.99871650,
-0.98846832,
-0.93775213,
-0.84864425,
-0.72479278,
-0.57126821,
-0.39435585,
-0.20129852,
0.00000000
};
/* 32 values of cos function (still same result!) */
static const float cosval[CIRCLE_RESOL] = {
1.00000000,
0.97952994,
0.91895781,
0.82076344,
0.68896691,
0.52896401,
0.34730525,
0.15142777,
-0.05064916,
-0.25065253,
-0.44039415,
-0.61210598,
-0.75875812,
-0.87434661,
-0.95413925,
-0.99486932,
-0.99486932,
-0.95413925,
-0.87434661,
-0.75875812,
-0.61210598,
-0.44039415,
-0.25065253,
-0.05064916,
0.15142777,
0.34730525,
0.52896401,
0.68896691,
0.82076344,
0.91895781,
0.97952994,
1.00000000
};
static void draw_xyz_wire(const float c[3], float size, int axis)
{
float v1[3] = {0.0f, 0.0f, 0.0f}, v2[3] = {0.0f, 0.0f, 0.0f};
float dim = size * 0.1f;
float dx[3], dy[3], dz[3];
dx[0] = dim; dx[1] = 0.0f; dx[2] = 0.0f;
dy[0] = 0.0f; dy[1] = dim; dy[2] = 0.0f;
dz[0] = 0.0f; dz[1] = 0.0f; dz[2] = dim;
switch (axis) {
case 0: /* x axis */
glBegin(GL_LINES);
/* bottom left to top right */
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to bottom right */
mul_v3_fl(dy, 2.0f);
add_v3_v3(v1, dy);
sub_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 1: /* y axis */
glBegin(GL_LINES);
/* bottom left to top right */
mul_v3_fl(dx, 0.75f);
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to center */
mul_v3_fl(dy, 2.0f);
add_v3_v3(v1, dy);
copy_v3_v3(v2, c);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 2: /* z axis */
glBegin(GL_LINE_STRIP);
/* start at top left */
sub_v3_v3v3(v1, c, dx);
add_v3_v3v3(v1, c, dz);
glVertex3fv(v1);
mul_v3_fl(dx, 2.0f);
add_v3_v3(v1, dx);
glVertex3fv(v1);
mul_v3_fl(dz, 2.0f);
sub_v3_v3(v1, dx);
sub_v3_v3(v1, dz);
glVertex3fv(v1);
add_v3_v3(v1, dx);
glVertex3fv(v1);
glEnd();
break;
}
}
void drawaxes(float size, char drawtype)
{
int axis;
float v1[3] = {0.0, 0.0, 0.0};
float v2[3] = {0.0, 0.0, 0.0};
float v3[3] = {0.0, 0.0, 0.0};
switch (drawtype) {
case OB_PLAINAXES:
for (axis = 0; axis < 3; axis++) {
glBegin(GL_LINES);
v1[axis] = size;
v2[axis] = -size;
glVertex3fv(v1);
glVertex3fv(v2);
/* reset v1 & v2 to zero */
v1[axis] = v2[axis] = 0.0f;
glEnd();
}
break;
case OB_SINGLE_ARROW:
glBegin(GL_LINES);
/* in positive z direction only */
v1[2] = size;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
/* square pyramid */
glBegin(GL_TRIANGLES);
v2[0] = size * 0.035f; v2[1] = size * 0.035f;
v3[0] = size * -0.035f; v3[1] = size * 0.035f;
v2[2] = v3[2] = size * 0.75f;
for (axis = 0; axis < 4; axis++) {
if (axis % 2 == 1) {
v2[0] = -v2[0];
v3[1] = -v3[1];
}
else {
v2[1] = -v2[1];
v3[0] = -v3[0];
}
glVertex3fv(v1);
glVertex3fv(v2);
glVertex3fv(v3);
}
glEnd();
break;
case OB_CUBE:
drawcube_size(size);
break;
case OB_CIRCLE:
drawcircle_size(size);
break;
case OB_EMPTY_SPHERE:
draw_empty_sphere(size);
break;
case OB_EMPTY_CONE:
draw_empty_cone(size);
break;
case OB_ARROWS:
default:
{
for (axis = 0; axis < 3; axis++) {
const int arrow_axis = (axis == 0) ? 1 : 0;
glBegin(GL_LINES);
v2[axis] = size;
glVertex3fv(v1);
glVertex3fv(v2);
v1[axis] = size * 0.85f;
v1[arrow_axis] = -size * 0.08f;
glVertex3fv(v1);
glVertex3fv(v2);
v1[arrow_axis] = size * 0.08f;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
v2[axis] += size * 0.125f;
draw_xyz_wire(v2, size, axis);
/* reset v1 & v2 to zero */
v1[arrow_axis] = v1[axis] = v2[axis] = 0.0f;
}
break;
}
}
}
/* Function to draw an Image on an empty Object */
static void draw_empty_image(Object *ob, const short dflag, const unsigned char ob_wire_col[4])
{
Image *ima = ob->data;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, ob->iuser, NULL);
float scale, ofs_x, ofs_y, sca_x, sca_y;
int ima_x, ima_y;
if (ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
IMB_rect_from_float(ibuf);
}
/* Get the buffer dimensions so we can fallback to fake ones */
if (ibuf && ibuf->rect) {
ima_x = ibuf->x;
ima_y = ibuf->y;
}
else {
ima_x = 1;
ima_y = 1;
}
/* Get the image aspect even if the buffer is invalid */
if (ima) {
if (ima->aspx > ima->aspy) {
sca_x = 1.0f;
sca_y = ima->aspy / ima->aspx;
}
else if (ima->aspx < ima->aspy) {
sca_x = ima->aspx / ima->aspy;
sca_y = 1.0f;
}
else {
sca_x = 1.0f;
sca_y = 1.0f;
}
}
else {
sca_x = 1.0f;
sca_y = 1.0f;
}
/* Calculate the scale center based on object's origin */
ofs_x = ob->ima_ofs[0] * ima_x;
ofs_y = ob->ima_ofs[1] * ima_y;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
/* Calculate Image scale */
scale = (ob->empty_drawsize / max_ff((float)ima_x * sca_x, (float)ima_y * sca_y));
/* Set the object scale */
glScalef(scale * sca_x, scale * sca_y, 1.0f);
if (ibuf && ibuf->rect) {
const bool use_clip = (U.glalphaclip != 1.0f);
int zoomfilter = (U.gameflags & USER_DISABLE_MIPMAP ) ? GL_NEAREST : GL_LINEAR;
/* Setup GL params */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (use_clip) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, U.glalphaclip);
}
/* Use the object color and alpha */
glColor4fv(ob->col);
/* Draw the Image on the screen */
glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_RGBA, GL_UNSIGNED_BYTE, zoomfilter, ibuf->rect);
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
glDisable(GL_BLEND);
if (use_clip) {
glDisable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
/* Calculate the outline vertex positions */
glBegin(GL_LINE_LOOP);
glVertex2f(ofs_x, ofs_y);
glVertex2f(ofs_x + ima_x, ofs_y);
glVertex2f(ofs_x + ima_x, ofs_y + ima_y);
glVertex2f(ofs_x, ofs_y + ima_y);
glEnd();
/* Reset GL settings */
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
BKE_image_release_ibuf(ima, ibuf, NULL);
}
static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, float tmat[4][4])
{
float vx[3], vy[3];
float *viter = (float *)verts;
unsigned int a;
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
for (a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
}
}
void drawcircball(int mode, const float cent[3], float rad, float tmat[4][4])
{
float verts[CIRCLE_RESOL][3];
circball_array_fill(verts, cent, rad, tmat);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(mode, 0, CIRCLE_RESOL);
glDisableClientState(GL_VERTEX_ARRAY);
}
/* circle for object centers, special_color is for library or ob users */
static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, bool special_color)
{
const float size = ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
float verts[CIRCLE_RESOL][3];
/* using gldepthfunc guarantees that it does write z values,
* but not checks for it, so centers remain visible independent order of drawing */
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
/* write to near buffer always */
glDepthRange(0.0, 0.0);
glEnable(GL_BLEND);
if (special_color) {
if (selstate == ACTIVE || selstate == SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x55, 0xCC, 0xCC, 155);
}
else {
if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
}
circball_array_fill(verts, co, size, rv3d->viewinv);
/* enable vertex array */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
/* 1. draw filled, blended polygon */
glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
/* 2. draw outline */
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
/* finish up */
glDisableClientState(GL_VERTEX_ARRAY);
glDepthRange(0.0, 1.0);
glDisable(GL_BLEND);
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
/* *********** text drawing for object/particles/armature ************* */
typedef struct ViewCachedString {
struct ViewCachedString *next;
float vec[3];
union {
unsigned char ub[4];
int pack;
} col;
short sco[2];
short xoffs;
short flag;
int str_len;
/* str is allocated past the end */
char str[0];
} ViewCachedString;
/* one arena for all 3 string lists */
static MemArena *g_v3d_strings_arena = NULL;
static ViewCachedString *g_v3d_strings[3] = {NULL, NULL, NULL};
static int g_v3d_string_level = -1;
void view3d_cached_text_draw_begin(void)
{
g_v3d_string_level++;
BLI_assert(g_v3d_string_level >= 0);
if (g_v3d_string_level == 0) {
BLI_assert(g_v3d_strings_arena == NULL);
}
}
void view3d_cached_text_draw_add(const float co[3],
const char *str, const size_t str_len,
short xoffs, short flag,
const unsigned char col[4])
{
int alloc_len = str_len + 1;
ViewCachedString *vos;
BLI_assert(str_len == strlen(str));
if (g_v3d_strings_arena == NULL) {
g_v3d_strings_arena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 14), __func__);
}
vos = BLI_memarena_alloc(g_v3d_strings_arena, sizeof(ViewCachedString) + alloc_len);
BLI_LINKS_PREPEND(g_v3d_strings[g_v3d_string_level], vos);
copy_v3_v3(vos->vec, co);
copy_v4_v4_uchar(vos->col.ub, col);
vos->xoffs = xoffs;
vos->flag = flag;
vos->str_len = str_len;
/* allocate past the end */
memcpy(vos->str, str, alloc_len);
}
void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, float mat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
ViewCachedString *vos;
int tot = 0;
BLI_assert(g_v3d_string_level >= 0 && g_v3d_string_level <= 2);
/* project first and test */
for (vos = g_v3d_strings[g_v3d_string_level]; vos; vos = vos->next) {
if (mat && !(vos->flag & V3D_CACHE_TEXT_WORLDSPACE))
mul_m4_v3(mat, vos->vec);
if (ED_view3d_project_short_ex(ar,
(vos->flag & V3D_CACHE_TEXT_GLOBALSPACE) ? rv3d->persmat : rv3d->persmatob,
(vos->flag & V3D_CACHE_TEXT_LOCALCLIP) != 0,
vos->vec, vos->sco,
V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
{
tot++;
}
else {
vos->sco[0] = IS_CLIPPED;
}
}
if (tot) {
int col_pack_prev = 0;
#if 0
bglMats mats; /* ZBuffer depth vars */
double ux, uy, uz;
float depth;
if (v3d->zbuf)
bgl_get_mats(&mats);
#endif
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
wmOrtho2_region_ui(ar);
glLoadIdentity();
if (depth_write) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
}
else {
glDepthMask(0);
}
for (vos = g_v3d_strings[g_v3d_string_level]; vos; vos = vos->next) {
if (vos->sco[0] != IS_CLIPPED) {
if (col_pack_prev != vos->col.pack) {
glColor3ubv(vos->col.ub);
col_pack_prev = vos->col.pack;
}
((vos->flag & V3D_CACHE_TEXT_ASCII) ?
BLF_draw_default_ascii :
BLF_draw_default
)((float)(vos->sco[0] + vos->xoffs),
(float)(vos->sco[1]),
(depth_write) ? 0.0f : 2.0f,
vos->str,
vos->str_len);
}
}
if (depth_write) {
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else {
glDepthMask(1);
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_enable();
}
}
g_v3d_strings[g_v3d_string_level] = NULL;
if (g_v3d_string_level == 0) {
if (g_v3d_strings_arena) {
BLI_memarena_free(g_v3d_strings_arena);
g_v3d_strings_arena = NULL;
}
}
g_v3d_string_level--;
}
/* ******************** primitive drawing ******************* */
/* draws a cube given the scaling of the cube, assuming that
* all required matrices have been set (used for drawing empties)
*/
static void drawcube_size(float size)
{
glBegin(GL_LINE_STRIP);
glVertex3f(-size, -size, -size); glVertex3f(-size, -size, size);
glVertex3f(-size, size, size); glVertex3f(-size, size, -size);
glVertex3f(-size, -size, -size); glVertex3f(size, -size, -size);
glVertex3f(size, -size, size); glVertex3f(size, size, size);
glVertex3f(size, size, -size); glVertex3f(size, -size, -size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size, -size, size); glVertex3f(size, -size, size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size, size, size); glVertex3f(size, size, size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size, size, -size); glVertex3f(size, size, -size);
glEnd();
}
/* this is an unused (old) cube-drawing function based on a given size */
#if 0
static void drawcube_size(const float size[3])
{
glPushMatrix();
glScale3fv(size);
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
glPopMatrix();
}
#endif
static void drawshadbuflimits(Lamp *la, float mat[4][4])
{
float sta[3], end[3], lavec[3];
negate_v3_v3(lavec, mat[2]);
normalize_v3(lavec);
madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
glBegin(GL_LINE_STRIP);
glVertex3fv(sta);
glVertex3fv(end);
glEnd();
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(sta);
bglVertex3fv(end);
bglEnd();
glPointSize(1.0);
}
static void spotvolume(float lvec[3], float vvec[3], const float inp)
{
/* camera is at 0,0,0 */
float temp[3], plane[3], mat1[3][3], mat2[3][3], mat3[3][3], mat4[3][3], q[4], co, si, angle;
normalize_v3(lvec);
normalize_v3(vvec); /* is this the correct vector ? */
cross_v3_v3v3(temp, vvec, lvec); /* equation for a plane through vvec and lvec */
cross_v3_v3v3(plane, lvec, temp); /* a plane perpendicular to this, parallel with lvec */
/* vectors are exactly aligned, use the X axis, this is arbitrary */
if (normalize_v3(plane) == 0.0f)
plane[1] = 1.0f;
/* now we've got two equations: one of a cone and one of a plane, but we have
* three unknowns. We remove one unknown by rotating the plane to z=0 (the plane normal) */
/* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
/* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
/* translating this comment to english didnt really help me understanding the math! :-) (ton) */
q[1] = plane[1];
q[2] = -plane[0];
q[3] = 0;
normalize_v3(&q[1]);
angle = saacos(plane[2]) / 2.0f;
co = cosf(angle);
si = sqrtf(1 - co * co);
q[0] = co;
q[1] *= si;
q[2] *= si;
q[3] = 0;
quat_to_mat3(mat1, q);
/* rotate lamp vector now over acos(inp) degrees */
copy_v3_v3(vvec, lvec);
unit_m3(mat2);
co = inp;
si = sqrtf(1.0f - inp * inp);
mat2[0][0] = co;
mat2[1][0] = -si;
mat2[0][1] = si;
mat2[1][1] = co;
mul_m3_m3m3(mat3, mat2, mat1);
mat2[1][0] = si;
mat2[0][1] = -si;
mul_m3_m3m3(mat4, mat2, mat1);
transpose_m3(mat1);
mul_m3_m3m3(mat2, mat1, mat3);
mul_m3_v3(mat2, lvec);
mul_m3_m3m3(mat2, mat1, mat4);
mul_m3_v3(mat2, vvec);
return;
}
static void draw_spot_cone(Lamp *la, float x, float z)
{
z = fabsf(z);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, -x);
if (la->mode & LA_SQUARE) {
glVertex3f(z, z, 0);
glVertex3f(-z, z, 0);
glVertex3f(-z, -z, 0);
glVertex3f(z, -z, 0);
glVertex3f(z, z, 0);
}
else {
float angle;
int a;
for (a = 0; a < 33; a++) {
angle = a * M_PI * 2 / (33 - 1);
glVertex3f(z * cosf(angle), z * sinf(angle), 0);
}
}
glEnd();
}
static void draw_transp_spot_volume(Lamp *la, float x, float z)
{
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDepthMask(0);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
draw_spot_cone(la, x, z);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
draw_spot_cone(la, x, z);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask(1);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
#ifdef WITH_GAMEENGINE
static void draw_transp_sun_volume(Lamp *la)
{
float box[8][3];
/* construct box */
box[0][0] = box[1][0] = box[2][0] = box[3][0] = -la->shadow_frustum_size;
box[4][0] = box[5][0] = box[6][0] = box[7][0] = +la->shadow_frustum_size;
box[0][1] = box[1][1] = box[4][1] = box[5][1] = -la->shadow_frustum_size;
box[2][1] = box[3][1] = box[6][1] = box[7][1] = +la->shadow_frustum_size;
box[0][2] = box[3][2] = box[4][2] = box[7][2] = -la->clipend;
box[1][2] = box[2][2] = box[5][2] = box[6][2] = -la->clipsta;
/* draw edges */
draw_box(box, false);
/* draw faces */
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDepthMask(0);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
draw_box(box, true);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
draw_box(box, true);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask(1);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
#endif
static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4], const bool is_obact)
{
Object *ob = base->object;
const float pixsize = ED_view3d_pixel_size(rv3d, ob->obmat[3]);
Lamp *la = ob->data;
float vec[3], lvec[3], vvec[3], circrad;
float lampsize;
float imat[4][4];
unsigned char curcol[4];
unsigned char col[4];
/* cone can't be drawn for duplicated lamps, because duplilist would be freed */
/* the moment of view3d_draw_transp() call */
const bool is_view = (rv3d->persp == RV3D_CAMOB && v3d->camera == base->object);
const bool drawcone = ((dt > OB_WIRE) &&
!(G.f & G_PICKSEL) &&
(la->type == LA_SPOT) &&
(la->mode & LA_SHOW_CONE) &&
!(base->flag & OB_FROMDUPLI) &&
!is_view);
#ifdef WITH_GAMEENGINE
const bool drawshadowbox = (
(rv3d->rflag & RV3D_IS_GAME_ENGINE) &&
(dt > OB_WIRE) &&
!(G.f & G_PICKSEL) &&
(la->type == LA_SUN) &&
((la->mode & LA_SHAD_BUF) ||
(la->mode & LA_SHAD_RAY)) &&
(la->mode & LA_SHOW_SHADOW_BOX) &&
!(base->flag & OB_FROMDUPLI) &&
!is_view);
#else
const bool drawshadowbox = false;
#endif
if ((drawcone || drawshadowbox) && !v3d->transp) {
/* in this case we need to draw delayed */
ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
return;
}
/* we first draw only the screen aligned & fixed scale stuff */
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
/* lets calculate the scale: */
lampsize = pixsize * ((float)U.obcenter_dia * 0.5f);
/* and view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* for AA effects */
curcol[0] = ob_wire_col[0];
curcol[1] = ob_wire_col[1];
curcol[2] = ob_wire_col[2];
curcol[3] = 154;
glColor4ubv(curcol);
}
if (lampsize > 0.0f) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (ob->id.us > 1) {
if (is_obact || (ob->flag & SELECT)) {
glColor4ub(0x88, 0xFF, 0xFF, 155);
}
else {
glColor4ub(0x77, 0xCC, 0xCC, 155);
}
}
}
/* Inner Circle */
glEnable(GL_BLEND);
drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
glDisable(GL_BLEND);
drawcircball(GL_POLYGON, vec, lampsize, imat);
/* restore */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (ob->id.us > 1)
glColor4ubv(curcol);
}
/* Outer circle */
circrad = 3.0f * lampsize;
setlinestyle(3);
drawcircball(GL_LINE_LOOP, vec, circrad, imat);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type != LA_HEMI) {
if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) {
drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f * pixsize, imat);
}
}
}
else {
setlinestyle(3);
circrad = 0.0f;
}
/* draw the pretty sun rays */
if (la->type == LA_SUN) {
float v1[3], v2[3], mat[3][3];
short axis;
/* setup a 45 degree rotation matrix */
axis_angle_normalized_to_mat3_ex(mat, imat[2], M_SQRT1_2, M_SQRT1_2);
/* vectors */
mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
/* center */
glTranslate3fv(vec);
setlinestyle(3);
glBegin(GL_LINES);
for (axis = 0; axis < 8; axis++) {
glVertex3fv(v1);
glVertex3fv(v2);
mul_m3_v3(mat, v1);
mul_m3_v3(mat, v2);
}
glEnd();
glTranslatef(-vec[0], -vec[1], -vec[2]);
}
if (la->type == LA_LOCAL) {
if (la->mode & LA_SPHERE) {
drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
}
}
glPopMatrix(); /* back in object space */
zero_v3(vec);
if (is_view) {
/* skip drawing extra info */
}
else if (la->type == LA_SPOT) {
float x, y, z, z_abs;
copy_v3_fl3(lvec, 0.0f, 0.0f, 1.0f);
copy_v3_fl3(vvec, rv3d->persmat[0][2], rv3d->persmat[1][2], rv3d->persmat[2][2]);
mul_transposed_mat3_m4_v3(ob->obmat, vvec);
x = -la->dist;
y = cosf(la->spotsize * 0.5f);
z = x * sqrtf(1.0f - y * y);
spotvolume(lvec, vvec, y);
mul_v3_fl(lvec, x);
mul_v3_fl(vvec, x);
x *= y;
z_abs = fabsf(z);
if (la->mode & LA_SQUARE) {
/* draw pyramid */
const float vertices[5][3] = {
/* 5 of vertex coords of pyramid */
{0.0f, 0.0f, 0.0f},
{z_abs, z_abs, x},
{-z_abs, -z_abs, x},
{z_abs, -z_abs, x},
{-z_abs, z_abs, x},
};
const unsigned char indices[] = {
0, 1, 3,
0, 3, 2,
0, 2, 4,
0, 1, 4,
};
/* Draw call:
* activate and specify pointer to vertex array */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
/* draw the pyramid */
glDrawElements(GL_LINE_STRIP, 12, GL_UNSIGNED_BYTE, indices);
/* deactivate vertex arrays after drawing */
glDisableClientState(GL_VERTEX_ARRAY);
glTranslatef(0.0f, 0.0f, x);
/* draw the square representing spotbl */
if (la->type == LA_SPOT) {
float blend = z_abs * (1.0f - pow2f(la->spotblend));
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != z_abs) {
fdrawbox(blend, -blend, -blend, blend);
}
}
}
else {
/* draw the angled sides of the cone */
glBegin(GL_LINE_STRIP);
glVertex3fv(vvec);
glVertex3fv(vec);
glVertex3fv(lvec);
glEnd();
/* draw the circle at the end of the cone */
glTranslatef(0.0f, 0.0f, x);
circ(0.0f, 0.0f, z_abs);
/* draw the circle representing spotbl */
if (la->type == LA_SPOT) {
float blend = z_abs * (1.0f - pow2f(la->spotblend));
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != z_abs) {
circ(0.0f, 0.0f, blend);
}
}
}
if (drawcone)
draw_transp_spot_volume(la, x, z);
/* draw clip start, useful for wide cones where its not obvious where the start is */
glTranslatef(0.0, 0.0, -x); /* reverse translation above */
if (la->type == LA_SPOT && (la->mode & LA_SHAD_BUF)) {
float lvec_clip[3];
float vvec_clip[3];
float clipsta_fac = la->clipsta / -x;
interp_v3_v3v3(lvec_clip, vec, lvec, clipsta_fac);
interp_v3_v3v3(vvec_clip, vec, vvec, clipsta_fac);
glBegin(GL_LINE_STRIP);
glVertex3fv(lvec_clip);
glVertex3fv(vvec_clip);
glEnd();
}
/* Else, draw spot direction (using distance as end limit, same as for Area lamp). */
else {
glBegin(GL_LINE_STRIP);
glVertex3f(0.0, 0.0, -circrad);
glVertex3f(0.0, 0.0, -la->dist);
glEnd();
}
}
else if (ELEM(la->type, LA_HEMI, LA_SUN)) {
/* draw the line from the circle along the dist */
glBegin(GL_LINE_STRIP);
vec[2] = -circrad;
glVertex3fv(vec);
vec[2] = -la->dist;
glVertex3fv(vec);
glEnd();
if (la->type == LA_HEMI) {
/* draw the hemisphere curves */
short axis, steps, dir;
float outdist, zdist, mul;
zero_v3(vec);
outdist = 0.14; mul = 1.4; dir = 1;
setlinestyle(4);
/* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
for (axis = 0; axis < 4; axis++) {
float v[3] = {0.0, 0.0, 0.0};
zdist = 0.02;
glBegin(GL_LINE_STRIP);
for (steps = 0; steps < 6; steps++) {
if (axis == 0 || axis == 1) { /* x axis up, x axis down */
/* make the arcs start at the edge of the energy circle */
if (steps == 0) v[0] = dir * circrad;
else v[0] = v[0] + dir * (steps * outdist);
}
else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
/* make the arcs start at the edge of the energy circle */
v[1] = (steps == 0) ? (dir * circrad) : (v[1] + dir * (steps * outdist));
}
v[2] = v[2] - steps * zdist;
glVertex3fv(v);
zdist = zdist * mul;
}
glEnd();
/* flip the direction */
dir = -dir;
}
}
#ifdef WITH_GAMEENGINE
if (drawshadowbox) {
draw_transp_sun_volume(la);
}
#endif
}
else if (la->type == LA_AREA) {
setlinestyle(3);
if (la->area_shape == LA_AREA_SQUARE)
fdrawbox(-la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
else if (la->area_shape == LA_AREA_RECT)
fdrawbox(-la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0, 0.0, -circrad);
glVertex3f(0.0, 0.0, -la->dist);
glEnd();
}
/* and back to viewspace */
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
copy_v3_v3(vec, ob->obmat[3]);
setlinestyle(0);
if ((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == false)) {
drawshadbuflimits(la, ob->obmat);
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
UI_GetThemeColor4ubv(TH_LAMP, col);
glColor4ubv(col);
}
glEnable(GL_BLEND);
if (vec[2] > 0) vec[2] -= circrad;
else vec[2] += circrad;
glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
vec[2] = 0;
glVertex3fv(vec);
glEnd();
glPointSize(2.0);
glBegin(GL_POINTS);
glVertex3fv(vec);
glEnd();
glPointSize(1.0);
glDisable(GL_BLEND);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* restore for drawing extra stuff */
glColor3ubv(ob_wire_col);
}
/* and finally back to org object space! */
glPopMatrix();
}
static void draw_limit_line(float sta, float end, const short dflag, const unsigned char col[3])
{
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
if (!(dflag & DRAW_PICKING)) {
glPointSize(3.0);
glBegin(GL_POINTS);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(col);
}
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(1.0);
}
}
/* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
/* qdn: now also enabled for Blender to set focus point for defocus composite node */
static void draw_focus_cross(float dist, float size)
{
glBegin(GL_LINES);
glVertex3f(-size, 0.0f, -dist);
glVertex3f(size, 0.0f, -dist);
glVertex3f(0.0f, -size, -dist);
glVertex3f(0.0f, size, -dist);
glEnd();
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
unsigned char view3d_camera_border_hack_col[3];
bool view3d_camera_border_hack_test = false;
#endif
/* ****************** draw clip data *************** */
static void draw_bundle_sphere(void)
{
static GLuint displist = 0;
if (displist == 0) {
GLUquadricObj *qobj;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 0.05, 8, 8);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
glCallList(displist);
}
static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D *v3d,
MovieClip *clip, MovieTrackingObject *tracking_object,
const short dflag, const unsigned char ob_wire_col[4],
int *global_track_index, bool draw_selected)
{
MovieTracking *tracking = &clip->tracking;
MovieTrackingTrack *track;
float mat[4][4], imat[4][4];
unsigned char col_unsel[4], col_sel[4];
int tracknr = *global_track_index;
ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
float camera_size[3];
UI_GetThemeColor4ubv(TH_TEXT, col_unsel);
UI_GetThemeColor4ubv(TH_SELECT, col_sel);
BKE_tracking_get_camera_object_matrix(scene, base->object, mat);
/* we're compensating camera size for bundles size,
* to make it so bundles are always displayed with the same size */
copy_v3_v3(camera_size, base->object->size);
if ((tracking_object->flag & TRACKING_OBJECT_CAMERA) == 0)
mul_v3_fl(camera_size, tracking_object->scale);
glPushMatrix();
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
/* current ogl matrix is translated in camera space, bundles should
* be rendered in world space, so camera matrix should be "removed"
* from current ogl matrix */
invert_m4_m4(imat, base->object->obmat);
glMultMatrixf(imat);
glMultMatrixf(mat);
}
else {
float obmat[4][4];
int framenr = BKE_movieclip_remap_scene_to_clip_frame(clip, scene->r.cfra);
BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object, framenr, obmat);
invert_m4_m4(imat, obmat);
glMultMatrixf(imat);
}
for (track = tracksbase->first; track; track = track->next) {
bool selected = TRACK_SELECTED(track);
if (draw_selected && !selected)
continue;
if ((track->flag & TRACK_HAS_BUNDLE) == 0)
continue;
if (dflag & DRAW_PICKING)
GPU_select_load_id(base->selcol + (tracknr << 16));
glPushMatrix();
glTranslate3fv(track->bundle_pos);
glScalef(v3d->bundle_size / 0.05f / camera_size[0],
v3d->bundle_size / 0.05f / camera_size[1],
v3d->bundle_size / 0.05f / camera_size[2]);
if (v3d->drawtype == OB_WIRE) {
glDisable(GL_LIGHTING);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected && (track->flag & TRACK_CUSTOMCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
else {
glColor3fv(track->color);
}
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
else if (v3d->drawtype > OB_WIRE) {
if (v3d->bundle_drawtype == OB_EMPTY_SPHERE) {
/* selection outline */
if (selected) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
draw_bundle_sphere();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glLineWidth(1.0f);
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_BUNDLE_SOLID);
}
draw_bundle_sphere();
}
else {
glDisable(GL_LIGHTING);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected) {
glColor3ubv(ob_wire_col);
}
else {
if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_WIRE);
}
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
}
}
glPopMatrix();
if ((dflag & DRAW_PICKING) == 0 && (v3d->flag2 & V3D_SHOW_BUNDLENAME)) {
float pos[3];
mul_v3_m4v3(pos, mat, track->bundle_pos);
view3d_cached_text_draw_add(pos,
track->name, strlen(track->name),
10, V3D_CACHE_TEXT_GLOBALSPACE,
selected ? col_sel : col_unsel);
}
tracknr++;
}
if ((dflag & DRAW_PICKING) == 0) {
if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA)) {
MovieTrackingReconstruction *reconstruction;
reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object);
if (reconstruction->camnr) {
MovieReconstructedCamera *camera = reconstruction->cameras;
int a = 0;
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_CAMERA_PATH);
glLineWidth(2.0f);
glBegin(GL_LINE_STRIP);
for (a = 0; a < reconstruction->camnr; a++, camera++) {
glVertex3fv(camera->mat[3]);
}
glEnd();
glLineWidth(1.0f);
glEnable(GL_LIGHTING);
}
}
}
glPopMatrix();
*global_track_index = tracknr;
}
static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d, MovieClip *clip,
const short dflag, const unsigned char ob_wire_col[4],
const bool draw_selected)
{
MovieTracking *tracking = &clip->tracking;
MovieTrackingObject *tracking_object;
int global_track_index = 1;
if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) == 0)
return;
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return;
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
tracking_object = tracking->objects.first;
while (tracking_object) {
draw_viewport_object_reconstruction(scene, base, v3d, clip, tracking_object,
dflag, ob_wire_col, &global_track_index, draw_selected);
tracking_object = tracking_object->next;
}
/* restore */
glShadeModel(GL_FLAT);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
if (dflag & DRAW_PICKING)
GPU_select_load_id(base->selcol);
}
static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], const GLenum mode)
{
glBegin(mode);
glVertex3fv(near_plane[0]);
glVertex3fv(far_plane[0]);
glVertex3fv(far_plane[1]);
glVertex3fv(near_plane[1]);
glEnd();
glBegin(mode);
glVertex3fv(near_plane[1]);
glVertex3fv(far_plane[1]);
glVertex3fv(far_plane[2]);
glVertex3fv(near_plane[2]);
glEnd();
glBegin(mode);
glVertex3fv(near_plane[2]);
glVertex3fv(near_plane[1]);
glVertex3fv(far_plane[1]);
glVertex3fv(far_plane[2]);
glEnd();
glBegin(mode);
glVertex3fv(far_plane[0]);
glVertex3fv(near_plane[0]);
glVertex3fv(near_plane[3]);
glVertex3fv(far_plane[3]);
glEnd();
}
/* camera frame */
static void drawcamera_frame(float vec[4][3], const GLenum mode)
{
glBegin(mode);
glVertex3fv(vec[0]);
glVertex3fv(vec[1]);
glVertex3fv(vec[2]);
glVertex3fv(vec[3]);
glEnd();
}
/* center point to camera frame */
static void drawcamera_framelines(float vec[4][3], float origin[3])
{
glBegin(GL_LINE_STRIP);
glVertex3fv(vec[1]);
glVertex3fv(origin);
glVertex3fv(vec[0]);
glVertex3fv(vec[3]);
glVertex3fv(origin);
glVertex3fv(vec[2]);
glEnd();
}
static bool drawcamera_is_stereo3d(Scene *scene, View3D *v3d, Object *ob)
{
return (ob == v3d->camera) &&
(scene->r.scemode & R_MULTIVIEW) != 0 &&
(v3d->stereo3d_flag);
}
static void drawcamera_stereo3d(
Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, const Camera *cam,
float vec[4][3], float drawsize, const float scale[3])
{
int i;
float obmat[4][4];
float vec_lr[2][4][3];
const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f;
float origin[2][3] = {{0}};
float tvec[3];
const Camera *cam_lr[2];
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME);
zero_v3(tvec);
glPushMatrix();
for (i = 0; i < 2; i++) {
ob = BKE_camera_multiview_render(scene, ob, names[i]);
cam_lr[i] = ob->data;
glLoadMatrixf(rv3d->viewmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, names[i], obmat);
glMultMatrixf(obmat);
copy_m3_m3(vec_lr[i], vec);
copy_v3_v3(vec_lr[i][3], vec[3]);
if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) {
const float shift_x =
((BKE_camera_multiview_shift_x(&scene->r, ob, names[i]) - cam->shiftx) *
(drawsize * scale[0] * fac));
for (int j = 0; j < 4; j++) {
vec_lr[i][j][0] += shift_x;
}
}
if (is_stereo3d_cameras) {
/* camera frame */
drawcamera_frame(vec_lr[i], GL_LINE_LOOP);
/* center point to camera frame */
drawcamera_framelines(vec_lr[i], tvec);
}
/* connecting line */
mul_m4_v3(obmat, origin[i]);
/* convergence plane */
if (is_stereo3d_plane || is_stereo3d_volume) {
for (int j = 0; j < 4; j++) {
mul_m4_v3(obmat, vec_lr[i][j]);
}
}
}
/* the remaining drawing takes place in the view space */
glLoadMatrixf(rv3d->viewmat);
if (is_stereo3d_cameras) {
/* draw connecting lines */
glPushAttrib(GL_ENABLE_BIT);
glLineStipple(2, 0xAAAA);
glEnable(GL_LINE_STIPPLE);
glBegin(GL_LINES);
glVertex3fv(origin[0]);
glVertex3fv(origin[1]);
glEnd();
glPopAttrib();
}
/* draw convergence plane*/
if (is_stereo3d_plane) {
float axis_center[3], screen_center[3];
float world_plane[4][3];
float local_plane[4][3];
float offset;
mid_v3_v3v3(axis_center, origin[0], origin[1]);
for (i = 0; i < 4; i++) {
mid_v3_v3v3(world_plane[i], vec_lr[0][i], vec_lr[1][i]);
sub_v3_v3v3(local_plane[i], world_plane[i], axis_center);
}
mid_v3_v3v3(screen_center, world_plane[0], world_plane[2]);
offset = cam->stereo.convergence_distance / len_v3v3(screen_center, axis_center);
for (i = 0; i < 4; i++) {
mul_v3_fl(local_plane[i], offset);
add_v3_v3(local_plane[i], axis_center);
}
glColor3f(0.0f, 0.0f, 0.0f);
/* camera frame */
drawcamera_frame(local_plane, GL_LINE_LOOP);
if (v3d->stereo3d_convergence_alpha > 0.0f) {
glEnable(GL_BLEND);
glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
glColor4f(0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha);
drawcamera_frame(local_plane, GL_QUADS);
glDisable(GL_BLEND);
glDepthMask(1); /* restore write in zbuffer */
}
}
/* draw convergence plane*/
if (is_stereo3d_volume) {
float screen_center[3];
float near_plane[4][3], far_plane[4][3];
float offset;
int j;
for (i = 0; i < 2; i++) {
mid_v3_v3v3(screen_center, vec_lr[i][0], vec_lr[i][2]);
offset = len_v3v3(screen_center, origin[i]);
for (j = 0; j < 4; j++) {
sub_v3_v3v3(near_plane[j], vec_lr[i][j], origin[i]);
mul_v3_fl(near_plane[j], cam_lr[i]->clipsta / offset);
add_v3_v3(near_plane[j], origin[i]);
sub_v3_v3v3(far_plane[j], vec_lr[i][j], origin[i]);
mul_v3_fl(far_plane[j], cam_lr[i]->clipend / offset);
add_v3_v3(far_plane[j], origin[i]);
}
/* camera frame */
glColor3f(0.0f, 0.0f, 0.0f);
drawcamera_frame(near_plane, GL_LINE_LOOP);
drawcamera_frame(far_plane, GL_LINE_LOOP);
drawcamera_volume(near_plane, far_plane, GL_LINE_LOOP);
if (v3d->stereo3d_volume_alpha > 0.0f) {
glEnable(GL_BLEND);
glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
if (i == 0)
glColor4f(0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha);
else
glColor4f(1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha);
drawcamera_frame(near_plane, GL_QUADS);
drawcamera_frame(far_plane, GL_QUADS);
drawcamera_volume(near_plane, far_plane, GL_QUADS);
glDisable(GL_BLEND);
glDepthMask(1); /* restore write in zbuffer */
}
}
}
glPopMatrix();
}
/* flag similar to draw_object() */
static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
const short dflag, const unsigned char ob_wire_col[4])
{
/* a standing up pyramid with (0,0,0) as top */
Camera *cam;
Object *ob = base->object;
float tvec[3];
float vec[4][3], asp[2], shift[2], scale[3];
int i;
float drawsize;
MovieClip *clip = BKE_object_movieclip_get(scene, base->object, false);
const bool is_active = (ob == v3d->camera);
const bool is_view = (rv3d->persp == RV3D_CAMOB && is_active);
const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0;
const bool is_stereo3d = drawcamera_is_stereo3d(scene, v3d, ob);
const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_cameras = (ob == scene->camera) &&
is_multiview &&
is_stereo3d_view &&
(v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS);
const bool is_selection_camera_stereo = (G.f & G_PICKSEL) &&
is_view && is_multiview &&
is_stereo3d_view;
/* draw data for movie clip set as active for scene */
if (clip) {
draw_viewport_reconstruction(scene, base, v3d, clip, dflag, ob_wire_col, false);
draw_viewport_reconstruction(scene, base, v3d, clip, dflag, ob_wire_col, true);
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (is_view && !(G.f & G_PICKSEL)) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
view3d_camera_border_hack_col[0] = ob_wire_col[0];
view3d_camera_border_hack_col[1] = ob_wire_col[1];
view3d_camera_border_hack_col[2] = ob_wire_col[2];
}
else {
float col[4];
glGetFloatv(GL_CURRENT_COLOR, col);
rgb_float_to_uchar(view3d_camera_border_hack_col, col);
}
view3d_camera_border_hack_test = true;
return;
}
#endif
cam = ob->data;
/* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here */
if (is_selection_camera_stereo) {
scale[0] = 1.0f;
scale[1] = 1.0f;
scale[2] = 1.0f;
}
else {
scale[0] = 1.0f / len_v3(ob->obmat[0]);
scale[1] = 1.0f / len_v3(ob->obmat[1]);
scale[2] = 1.0f / len_v3(ob->obmat[2]);
}
BKE_camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
/* camera frame */
if (!is_stereo3d_cameras) {
/* make sure selection uses the same matrix for camera as the one used while viewing */
if (is_selection_camera_stereo) {
float obmat[4][4];
bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, obmat);
glMultMatrixf(obmat);
drawcamera_frame(vec, GL_LINE_LOOP);
glPopMatrix();
}
else {
drawcamera_frame(vec, GL_LINE_LOOP);
}
}
if (is_view)
return;
zero_v3(tvec);
/* center point to camera frame */
if (!is_stereo3d_cameras)
drawcamera_framelines(vec, tvec);
/* arrow on top */
tvec[2] = vec[1][2]; /* copy the depth */
/* draw an outline arrow for inactive cameras and filled
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (i = 0; i < 2; i++) {
if (i == 0) glBegin(GL_LINE_LOOP);
else if (i == 1 && is_active) glBegin(GL_TRIANGLES);
else break;
tvec[0] = shift[0] + ((-0.7f * drawsize) * scale[0]);
tvec[1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
glVertex3fv(tvec); /* left */
tvec[0] = shift[0] + ((0.7f * drawsize) * scale[0]);
glVertex3fv(tvec); /* right */
tvec[0] = shift[0];
tvec[1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
glVertex3fv(tvec); /* top */
glEnd();
}
if ((dflag & DRAW_SCENESET) == 0) {
if (cam->flag & (CAM_SHOWLIMITS | CAM_SHOWMIST)) {
float nobmat[4][4];
/* draw in normalized object matrix space */
copy_m4_m4(nobmat, ob->obmat);
normalize_m4(nobmat);
glPushMatrix();
glLoadMatrixf(rv3d->viewmat);
glMultMatrixf(nobmat);
if (cam->flag & CAM_SHOWLIMITS) {
const unsigned char col[3] = {128, 128, 60}, col_hi[3] = {255, 255, 120};
draw_limit_line(cam->clipsta, cam->clipend, dflag, (is_active ? col_hi : col));
/* qdn: was yafray only, now also enabled for Blender to be used with defocus composite node */
draw_focus_cross(BKE_camera_object_dof_distance(ob), cam->drawsize);
}
if (cam->flag & CAM_SHOWMIST) {
World *world = scene->world;
const unsigned char col[3] = {128, 128, 128}, col_hi[3] = {255, 255, 255};
if (world) {
draw_limit_line(world->miststa, world->miststa + world->mistdist,
dflag, (is_active ? col_hi : col));
}
}
glPopMatrix();
}
}
/* stereo cameras drawing */
if (is_stereo3d) {
drawcamera_stereo3d(scene, v3d, rv3d, ob, cam, vec, drawsize, scale);
}
}
/* flag similar to draw_object() */
static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d),
Object *UNUSED(ob), int UNUSED(flag))
{
float vec[3];
int i, j;
glEnable(GL_BLEND);
for (j = 0; j < 3; j++) {
vec[2] = 0.25f * j - 0.125f;
glBegin(GL_LINE_LOOP);
for (i = 0; i < 16; i++) {
vec[0] = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
vec[1] = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
glVertex3fv(vec);
}
glEnd();
}
for (j = 0; j < 4; j++) {
vec[0] = (((j + 1) % 2) * (j - 1)) * 0.5f;
vec[1] = ((j % 2) * (j - 2)) * 0.5f;
glBegin(GL_LINE_STRIP);
for (i = 0; i < 3; i++) {
if (i == 1) {
vec[0] *= 0.5f;
vec[1] *= 0.5f;
}
vec[2] = 0.25f * i - 0.125f;
glVertex3fv(vec);
}
glEnd();
}
glDisable(GL_BLEND);
}
static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short sel)
{
BPoint *bp = lt->def;
const float *co = dl ? dl->verts : NULL;
int u, v, w;
const int color = sel ? TH_VERTEX_SELECT : TH_VERTEX;
UI_ThemeColor(color);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
for (v = 0; v < lt->pntsv; v++) {
int vxt = (v == 0 || v == lt->pntsv - 1);
for (u = 0; u < lt->pntsu; u++, bp++, co += 3) {
int uxt = (u == 0 || u == lt->pntsu - 1);
if (!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
if (bp->hide == 0) {
/* check for active BPoint and ensure selected */
if ((bp == actbp) && (bp->f1 & SELECT)) {
UI_ThemeColor(TH_ACTIVE_VERT);
bglVertex3fv(dl ? co : bp->vec);
UI_ThemeColor(color);
}
else if ((bp->f1 & SELECT) == sel) {
bglVertex3fv(dl ? co : bp->vec);
}
}
}
}
}
}
bglEnd();
glPointSize(1.0);
}
static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int actdef_wcol)
{
int index = ((w * lt->pntsv + v) * lt->pntsu) + u;
if (actdef_wcol) {
float col[3];
MDeformWeight *mdw = defvert_find_index(lt->dvert + index, actdef_wcol - 1);
weight_to_rgb(col, mdw ? mdw->weight : 0.0f);
glColor3fv(col);
}
if (dl) {
glVertex3fv(&dl->verts[index * 3]);
}
else {
glVertex3fv(lt->def[index].vec);
}
}
#ifdef SEQUENCER_DAG_WORKAROUND
static void ensure_curve_cache(Scene *scene, Object *object)
{
bool need_recalc = object->curve_cache == NULL;
/* Render thread might have freed the curve cache if the
* object is not visible. If the object is also used for
* particles duplication, then render thread might have
* also created curve_cache with only bevel and path
* filled in.
*
* So check for curve_cache != NULL is not fully correct
* here, we also need to check whether display list is
* empty or not.
*
* The trick below tries to optimize calls to displist
* creation for cases curve is empty. Meaning, if the curve
* is empty (without splines) bevel list would also be empty.
* And the thing is, render thread always leaves bevel list
* in a proper state. So if bevel list is here and display
* list is not we need to make display list.
*/
if (need_recalc == false) {
need_recalc = object->curve_cache->disp.first == NULL &&
object->curve_cache->bev.first != NULL;
}
if (need_recalc) {
switch (object->type) {
case OB_CURVE:
case OB_SURF:
case OB_FONT:
BKE_displist_make_curveTypes(scene, object, false);
break;
case OB_MBALL:
BKE_displist_make_mball(G.main->eval_ctx, scene, object);
break;
case OB_LATTICE:
BKE_lattice_modifiers_calc(scene, object);
break;
}
}
}
#endif
/* lattice color is hardcoded, now also shows weightgroup values in edit mode */
static void drawlattice(View3D *v3d, Object *ob)
{
Lattice *lt = ob->data;
DispList *dl;
int u, v, w;
int actdef_wcol = 0;
const bool is_edit = (lt->editlatt != NULL);
dl = BKE_displist_find(&ob->curve_cache->disp, DL_VERTS);
if (is_edit) {
lt = lt->editlatt->latt;
UI_ThemeColor(TH_WIRE_EDIT);
if (ob->defbase.first && lt->dvert) {
actdef_wcol = ob->actdef;
glShadeModel(GL_SMOOTH);
}
}
glBegin(GL_LINES);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
for (v = 0; v < lt->pntsv; v++) {
int vxt = (v == 0 || v == lt->pntsv - 1);
for (u = 0; u < lt->pntsu; u++) {
int uxt = (u == 0 || u == lt->pntsu - 1);
if (w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v, w - 1, actdef_wcol);
drawlattice__point(lt, dl, u, v, w, actdef_wcol);
}
if (v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v - 1, w, actdef_wcol);
drawlattice__point(lt, dl, u, v, w, actdef_wcol);
}
if (u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u - 1, v, w, actdef_wcol);
drawlattice__point(lt, dl, u, v, w, actdef_wcol);
}
}
}
}
glEnd();
/* restoration for weight colors */
if (actdef_wcol)
glShadeModel(GL_FLAT);
if (is_edit) {
BPoint *actbp = BKE_lattice_active_point_get(lt);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
lattice_draw_verts(lt, dl, actbp, 0);
lattice_draw_verts(lt, dl, actbp, 1);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
/* ***************** ******************** */
/* draw callback */
typedef struct drawDMVertSel_userData {
MVert *mvert;
int active;
unsigned char *col[3]; /* (base, sel, act) */
char sel_prev;
} drawDMVertSel_userData;
static void drawSelectedVertices__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
drawDMVertSel_userData *data = userData;
MVert *mv = &data->mvert[index];
if (!(mv->flag & ME_HIDE)) {
const char sel = (index == data->active) ? 2 : (mv->flag & SELECT);
if (sel != data->sel_prev) {
glColor3ubv(data->col[sel]);
data->sel_prev = sel;
}
glVertex3fv(co);
}
}
static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
{
drawDMVertSel_userData data;
/* TODO define selected color */
unsigned char base_col[3] = {0x0, 0x0, 0x0};
unsigned char sel_col[3] = {0xd8, 0xb8, 0x0};
unsigned char act_col[3] = {0xff, 0xff, 0xff};
data.mvert = me->mvert;
data.active = BKE_mesh_mselect_active_get(me, ME_VSEL);
data.sel_prev = 0xff;
data.col[0] = base_col;
data.col[1] = sel_col;
data.col[2] = act_col;
glBegin(GL_POINTS);
dm->foreachMappedVert(dm, drawSelectedVertices__mapFunc, &data, DM_FOREACH_NOP);
glEnd();
}
/* ************** DRAW MESH ****************** */
/* First section is all the "simple" draw routines,
* ones that just pass some sort of primitive to GL,
* with perhaps various options to control lighting,
* color, etc.
*
* These routines should not have user interface related
* logic!!!
*/
static void calcDrawDMNormalScale(Object *ob, drawDMNormal_userData *data)
{
float obmat[3][3];
copy_m3_m4(obmat, ob->obmat);
data->uniform_scale = is_uniform_scaled_m3(obmat);
if (!data->uniform_scale) {
/* inverted matrix */
invert_m3_m3(data->imat, obmat);
/* transposed inverted matrix */
transpose_m3_m3(data->tmat, data->imat);
}
}
static void draw_dm_face_normals__mapFunc(void *userData, int index, const float cent[3], const float no[3])
{
drawDMNormal_userData *data = userData;
BMFace *efa = BM_face_at_index(data->bm, index);
float n[3];
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
if (!data->uniform_scale) {
mul_v3_m3v3(n, data->tmat, no);
normalize_v3(n);
mul_m3_v3(data->imat, n);
}
else {
copy_v3_v3(n, no);
}
glVertex3fv(cent);
glVertex3f(cent[0] + n[0] * data->normalsize,
cent[1] + n[1] * data->normalsize,
cent[2] + n[2] * data->normalsize);
}
}
static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
calcDrawDMNormalScale(ob, &data);
glBegin(GL_LINES);
dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
glEnd();
}
static void draw_dm_face_centers__mapFunc(void *userData, int index, const float cent[3], const float UNUSED(no[3]))
{
drawBMSelect_userData *data = userData;
BMFace *efa = BM_face_at_index(data->bm, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN) &&
(BM_elem_flag_test(efa, BM_ELEM_SELECT) == data->select))
{
bglVertex3fv(cent);
}
}
static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select)
{
drawBMSelect_userData data = {em->bm, select};
bglBegin(GL_POINTS);
dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &data, DM_FOREACH_NOP);
bglEnd();
}
static void draw_dm_vert_normals__mapFunc(void *userData, int index, const float co[3], const float no_f[3], const short no_s[3])
{
drawDMNormal_userData *data = userData;
BMVert *eve = BM_vert_at_index(data->bm, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
float no[3], n[3];
if (no_f) {
copy_v3_v3(no, no_f);
}
else {
normal_short_to_float_v3(no, no_s);
}
if (!data->uniform_scale) {
mul_v3_m3v3(n, data->tmat, no);
normalize_v3(n);
mul_m3_v3(data->imat, n);
}
else {
copy_v3_v3(n, no);
}
glVertex3fv(co);
glVertex3f(co[0] + n[0] * data->normalsize,
co[1] + n[1] * data->normalsize,
co[2] + n[2] * data->normalsize);
}
}
static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
calcDrawDMNormalScale(ob, &data);
glBegin(GL_LINES);
dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
glEnd();
}
/* Draw verts with color set based on selection */
static void draw_dm_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
drawDMVerts_userData *data = userData;
BMVert *eve = BM_vert_at_index(data->bm, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN) && BM_elem_flag_test(eve, BM_ELEM_SELECT) == data->sel) {
/* skin nodes: draw a red circle around the root node(s) */
if (data->cd_vskin_offset != -1) {
const MVertSkin *vs = BM_ELEM_CD_GET_VOID_P(eve, data->cd_vskin_offset);
if (vs->flag & MVERT_SKIN_ROOT) {
float radius = (vs->radius[0] + vs->radius[1]) * 0.5f;
bglEnd();
glColor4ubv(data->th_skin_root);
drawcircball(GL_LINES, co, radius, data->imat);
glColor4ubv(data->sel ? data->th_vertex_select : data->th_vertex);
bglBegin(GL_POINTS);
}
}
/* draw active larger - need to stop/start point drawing for this :/ */
if (eve == data->eve_act) {
glColor4ubv(data->th_editmesh_active);
bglEnd();
glPointSize(data->th_vertex_size);
bglBegin(GL_POINTS);
bglVertex3fv(co);
bglEnd();
glColor4ubv(data->sel ? data->th_vertex_select : data->th_vertex);
glPointSize(data->th_vertex_size);
bglBegin(GL_POINTS);
}
else {
bglVertex3fv(co);
}
}
}
static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVert *eve_act,
RegionView3D *rv3d)
{
drawDMVerts_userData data;
data.sel = sel;
data.eve_act = eve_act;
data.bm = em->bm;
/* Cache theme values */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, data.th_editmesh_active);
UI_GetThemeColor4ubv(TH_VERTEX_SELECT, data.th_vertex_select);
UI_GetThemeColor4ubv(TH_VERTEX, data.th_vertex);
UI_GetThemeColor4ubv(TH_SKIN_ROOT, data.th_skin_root);
data.th_vertex_size = UI_GetThemeValuef(TH_VERTEX_SIZE);
/* For skin root drawing */
data.cd_vskin_offset = CustomData_get_offset(&em->bm->vdata, CD_MVERT_SKIN);
/* view-aligned matrix */
mul_m4_m4m4(data.imat, rv3d->viewmat, em->ob->obmat);
invert_m4(data.imat);
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data, DM_FOREACH_NOP);
bglEnd();
}
/* Draw edges with color set based on selection */
static DMDrawOption draw_dm_edges_sel__setDrawOptions(void *userData, int index)
{
BMEdge *eed;
drawDMEdgesSel_userData *data = userData;
unsigned char *col;
eed = BM_edge_at_index(data->bm, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
if (eed == data->eed_act) {
glColor4ubv(data->actCol);
}
else {
if (BM_elem_flag_test(eed, BM_ELEM_SELECT)) {
col = data->selCol;
}
else {
col = data->baseCol;
}
/* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
if (col[3] == 0)
return DM_DRAW_OPTION_SKIP;
glColor4ubv(col);
}
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void draw_dm_edges_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, BMEdge *eed_act)
{
drawDMEdgesSel_userData data;
data.baseCol = baseCol;
data.selCol = selCol;
data.actCol = actCol;
data.bm = em->bm;
data.eed_act = eed_act;
dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
}
/* Draw edges */
static DMDrawOption draw_dm_edges__setDrawOptions(void *userData, int index)
{
if (BM_elem_flag_test(BM_edge_at_index(userData, index), BM_ELEM_HIDDEN))
return DM_DRAW_OPTION_SKIP;
else
return DM_DRAW_OPTION_NORMAL;
}
static void draw_dm_edges(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, em->bm);
}
/* Draw edges with color interpolated based on selection */
static DMDrawOption draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
{
drawDMEdgesSelInterp_userData *data = userData;
if (BM_elem_flag_test(BM_edge_at_index(data->bm, index), BM_ELEM_HIDDEN))
return DM_DRAW_OPTION_SKIP;
else
return DM_DRAW_OPTION_NORMAL;
}
static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
{
drawDMEdgesSelInterp_userData *data = userData;
BMEdge *eed = BM_edge_at_index(data->bm, index);
unsigned char **cols = userData;
unsigned int col0_id = (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT)) ? 2 : 1;
unsigned int col1_id = (BM_elem_flag_test(eed->v2, BM_ELEM_SELECT)) ? 2 : 1;
unsigned char *col0 = cols[col0_id];
unsigned char *col1 = cols[col1_id];
unsigned char *col_pt;
if (col0_id == col1_id) {
col_pt = col0;
}
else if (t == 0.0f) {
col_pt = col0;
}
else if (t == 1.0f) {
col_pt = col1;
}
else {
unsigned char col_blend[4];
interp_v4_v4v4_uchar(col_blend, col0, col1, t);
glColor4ubv(col_blend);
data->lastCol = NULL;
return;
}
if (data->lastCol != col_pt) {
data->lastCol = col_pt;
glColor4ubv(col_pt);
}
}
static void draw_dm_edges_sel_interp(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
{
drawDMEdgesSelInterp_userData data;
data.bm = em->bm;
data.baseCol = baseCol;
data.selCol = selCol;
data.lastCol = NULL;
dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, &data);
}
static void bm_color_from_weight(float col[3], BMVert *vert, drawDMEdgesWeightInterp_userData *data)
{
MDeformVert *dvert = BM_ELEM_CD_GET_VOID_P(vert, data->cd_dvert_offset);
float weight = defvert_find_weight(dvert, data->vgroup_index);
if ((weight == 0.0f) &&
((data->weight_user == OB_DRAW_GROUPUSER_ACTIVE) ||
((data->weight_user == OB_DRAW_GROUPUSER_ALL) && defvert_is_weight_zero(dvert, data->defgroup_tot))))
{
copy_v3_v3(col, data->alert_color);
}
else {
weight_to_rgb(col, weight);
}
}
static void draw_dm_edges_nop_interp__setDrawInterpOptions(void *UNUSED(userData), int UNUSED(index), float UNUSED(t))
{
/* pass */
}
static void draw_dm_edges_weight_interp__setDrawInterpOptions(void *userData, int index, float t)
{
drawDMEdgesWeightInterp_userData *data = userData;
BMEdge *eed = BM_edge_at_index(data->bm, index);
float col[3];
if (t == 0.0f) {
bm_color_from_weight(col, eed->v1, data);
}
else if (t == 1.0f) {
bm_color_from_weight(col, eed->v2, data);
}
else {
float col_v1[3];
float col_v2[3];
bm_color_from_weight(col_v1, eed->v1, data);
bm_color_from_weight(col_v2, eed->v2, data);
interp_v3_v3v3(col, col_v1, col_v2, t);
}
glColor3fv(col);
}
static void draw_dm_edges_weight_interp(BMEditMesh *em, DerivedMesh *dm, const char weight_user)
{
drawDMEdgesWeightInterp_userData data;
Object *ob = em->ob;
data.bm = em->bm;
data.cd_dvert_offset = CustomData_get_offset(&em->bm->vdata, CD_MDEFORMVERT);
data.defgroup_tot = BLI_listbase_count(&ob->defbase);
data.vgroup_index = ob->actdef - 1;
data.weight_user = weight_user;
UI_GetThemeColor3fv(TH_VERTEX_UNREFERENCED, data.alert_color);
if ((data.vgroup_index != -1) && (data.cd_dvert_offset != -1)) {
glEnable(GL_BLEND);
dm->drawMappedEdgesInterp(
dm,
draw_dm_edges_sel_interp__setDrawOptions,
draw_dm_edges_weight_interp__setDrawInterpOptions,
&data);
glDisable(GL_BLEND);
}
else {
float col[3];
if (data.weight_user == OB_DRAW_GROUPUSER_NONE) {
weight_to_rgb(col, 0.0f);
}
else {
copy_v3_v3(col, data.alert_color);
}
glColor3fv(col);
dm->drawMappedEdgesInterp(
dm,
draw_dm_edges_sel_interp__setDrawOptions,
draw_dm_edges_nop_interp__setDrawInterpOptions,
&data);
}
}
static bool draw_dm_edges_weight_check(Mesh *me, View3D *v3d)
{
if (me->drawflag & ME_DRAWEIGHT) {
if ((v3d->drawtype == OB_WIRE) ||
(v3d->flag2 & V3D_SOLID_MATCAP) ||
((v3d->flag2 & V3D_OCCLUDE_WIRE) && (v3d->drawtype > OB_WIRE)))
{
return true;
}
}
return false;
}
/* Draw only seam edges */
static DMDrawOption draw_dm_edges_seams__setDrawOptions(void *userData, int index)
{
BMEdge *eed = BM_edge_at_index(userData, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && BM_elem_flag_test(eed, BM_ELEM_SEAM))
return DM_DRAW_OPTION_NORMAL;
else
return DM_DRAW_OPTION_SKIP;
}
static void draw_dm_edges_seams(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, em->bm);
}
/* Draw only sharp edges */
static DMDrawOption draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
{
BMEdge *eed = BM_edge_at_index(userData, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && !BM_elem_flag_test(eed, BM_ELEM_SMOOTH))
return DM_DRAW_OPTION_NORMAL;
else
return DM_DRAW_OPTION_SKIP;
}
static void draw_dm_edges_sharp(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, em->bm);
}
#ifdef WITH_FREESTYLE
static int draw_dm_test_freestyle_edge_mark(BMesh *bm, BMEdge *eed)
{
FreestyleEdge *fed = CustomData_bmesh_get(&bm->edata, eed->head.data, CD_FREESTYLE_EDGE);
if (!fed)
return 0;
return (fed->flag & FREESTYLE_EDGE_MARK) != 0;
}
/* Draw only Freestyle feature edges */
static DMDrawOption draw_dm_edges_freestyle__setDrawOptions(void *userData, int index)
{
BMEdge *eed = BM_edge_at_index(userData, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && draw_dm_test_freestyle_edge_mark(userData, eed))
return DM_DRAW_OPTION_NORMAL;
else
return DM_DRAW_OPTION_SKIP;
}
static void draw_dm_edges_freestyle(BMEditMesh *em, DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_freestyle__setDrawOptions, em->bm);
}
static int draw_dm_test_freestyle_face_mark(BMesh *bm, BMFace *efa)
{
FreestyleFace *ffa = CustomData_bmesh_get(&bm->pdata, efa->head.data, CD_FREESTYLE_FACE);
if (!ffa)
return 0;
return (ffa->flag & FREESTYLE_FACE_MARK) != 0;
}
#endif
/* Draw loop normals. */
static void draw_dm_loop_normals__mapFunc(void *userData, int vertex_index, int face_index,
const float co[3], const float no[3])
{
if (no) {
const drawDMNormal_userData *data = userData;
const BMVert *eve = BM_vert_at_index(data->bm, vertex_index);
const BMFace *efa = BM_face_at_index(data->bm, face_index);
float vec[3];
if (!(BM_elem_flag_test(eve, BM_ELEM_HIDDEN) || BM_elem_flag_test(efa, BM_ELEM_HIDDEN))) {
if (!data->uniform_scale) {
mul_v3_m3v3(vec, (float(*)[3])data->tmat, no);
normalize_v3(vec);
mul_m3_v3((float(*)[3])data->imat, vec);
}
else {
copy_v3_v3(vec, no);
}
mul_v3_fl(vec, data->normalsize);
add_v3_v3(vec, co);
glVertex3fv(co);
glVertex3fv(vec);
}
}
}
static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
calcDrawDMNormalScale(ob, &data);
glBegin(GL_LINES);
dm->foreachMappedLoop(dm, draw_dm_loop_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
glEnd();
}
/* Draw faces with color set based on selection
* return 2 for the active face so it renders with stipple enabled */
static DMDrawOption draw_dm_faces_sel__setDrawOptions(void *userData, int index)
{
drawDMFacesSel_userData *data = userData;
BMFace *efa = BM_face_at_index(data->bm, index);
unsigned char *col;
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
if (efa == data->efa_act) {
glColor4ubv(data->cols[2]);
return DM_DRAW_OPTION_STIPPLE;
}
else {
#ifdef WITH_FREESTYLE
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT) ? 1 : draw_dm_test_freestyle_face_mark(data->bm, efa) ? 3 : 0];
#else
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT) ? 1 : 0];
#endif
if (col[3] == 0)
return DM_DRAW_OPTION_SKIP;
glColor4ubv(col);
return DM_DRAW_OPTION_NORMAL;
}
}
return DM_DRAW_OPTION_SKIP;
}
static int draw_dm_faces_sel__compareDrawOptions(void *userData, int index, int next_index)
{
drawDMFacesSel_userData *data = userData;
int i;
BMFace *efa;
BMFace *next_efa;
unsigned char *col, *next_col;
i = data->orig_index_mp_to_orig ? data->orig_index_mp_to_orig[index] : index;
efa = (i != ORIGINDEX_NONE) ? BM_face_at_index(data->bm, i) : NULL;
i = data->orig_index_mp_to_orig ? data->orig_index_mp_to_orig[next_index] : next_index;
next_efa = (i != ORIGINDEX_NONE) ? BM_face_at_index(data->bm, i) : NULL;
if (ELEM(NULL, efa, next_efa))
return 0;
if (efa == next_efa)
return 1;
if (efa == data->efa_act || next_efa == data->efa_act)
return 0;
#ifdef WITH_FREESTYLE
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT) ? 1 : draw_dm_test_freestyle_face_mark(data->bm, efa) ? 3 : 0];
next_col = data->cols[BM_elem_flag_test(next_efa, BM_ELEM_SELECT) ? 1 : draw_dm_test_freestyle_face_mark(data->bm, efa) ? 3 : 0];
#else
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT) ? 1 : 0];
next_col = data->cols[BM_elem_flag_test(next_efa, BM_ELEM_SELECT) ? 1 : 0];
#endif
if (col[3] == 0 || next_col[3] == 0)
return 0;
return col == next_col;
}
/* also draws the active face */
#ifdef WITH_FREESTYLE
static void draw_dm_faces_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, unsigned char *markCol, BMFace *efa_act)
#else
static void draw_dm_faces_sel(BMEditMesh *em, DerivedMesh *dm, unsigned char *baseCol,
unsigned char *selCol, unsigned char *actCol, BMFace *efa_act)
#endif
{
drawDMFacesSel_userData data;
data.dm = dm;
data.cols[0] = baseCol;
data.bm = em->bm;
data.cols[1] = selCol;
data.cols[2] = actCol;
#ifdef WITH_FREESTYLE
data.cols[3] = markCol;
#endif
data.efa_act = efa_act;
/* double lookup */
data.orig_index_mp_to_orig = DM_get_poly_data_layer(dm, CD_ORIGINDEX);
dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, NULL, draw_dm_faces_sel__compareDrawOptions, &data, DM_DRAW_SKIP_HIDDEN);
}
static DMDrawOption draw_dm_creases__setDrawOptions(void *userData, int index)
{
drawDMLayer_userData *data = userData;
BMesh *bm = data->bm;
BMEdge *eed = BM_edge_at_index(bm, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
const float crease = BM_ELEM_CD_GET_FLOAT(eed, data->cd_layer_offset);
if (crease != 0.0f) {
UI_ThemeColorBlend(TH_WIRE_EDIT, TH_EDGE_CREASE, crease);
return DM_DRAW_OPTION_NORMAL;
}
}
return DM_DRAW_OPTION_SKIP;
}
static void draw_dm_creases(BMEditMesh *em, DerivedMesh *dm)
{
drawDMLayer_userData data;
data.bm = em->bm;
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_CREASE);
if (data.cd_layer_offset != -1) {
glLineWidth(3.0);
dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, &data);
glLineWidth(1.0);
}
}
static DMDrawOption draw_dm_bweights__setDrawOptions(void *userData, int index)
{
drawDMLayer_userData *data = userData;
BMesh *bm = data->bm;
BMEdge *eed = BM_edge_at_index(bm, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
const float bweight = BM_ELEM_CD_GET_FLOAT(eed, data->cd_layer_offset);
if (bweight != 0.0f) {
UI_ThemeColorBlend(TH_WIRE_EDIT, TH_EDGE_SELECT, bweight);
return DM_DRAW_OPTION_NORMAL;
}
}
return DM_DRAW_OPTION_SKIP;
}
static void draw_dm_bweights__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
drawDMLayer_userData *data = userData;
BMesh *bm = data->bm;
BMVert *eve = BM_vert_at_index(bm, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
const float bweight = BM_ELEM_CD_GET_FLOAT(eve, data->cd_layer_offset);
if (bweight != 0.0f) {
UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, bweight);
bglVertex3fv(co);
}
}
}
static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
{
ToolSettings *ts = scene->toolsettings;
if (ts->selectmode & SCE_SELECT_VERTEX) {
drawDMLayer_userData data;
data.bm = em->bm;
data.cd_layer_offset = CustomData_get_offset(&em->bm->vdata, CD_BWEIGHT);
if (data.cd_layer_offset != -1) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, &data, DM_FOREACH_NOP);
bglEnd();
}
}
else {
drawDMLayer_userData data;
data.bm = em->bm;
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_BWEIGHT);
if (data.cd_layer_offset != -1) {
glLineWidth(3.0);
dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, &data);
glLineWidth(1.0);
}
}
}
/* Second section of routines: Combine first sets to form fancy
* drawing routines (for example rendering twice to get overlays).
*
* Also includes routines that are basic drawing but are too
* specialized to be split out (like drawing creases or measurements).
*/
/* EditMesh drawing routines*/
static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
BMEditMesh *em, DerivedMesh *cageDM, BMVert *eve_act,
RegionView3D *rv3d)
{
ToolSettings *ts = scene->toolsettings;
int sel;
if (v3d->zbuf) glDepthMask(0); /* disable write in zbuffer, zbuf select */
for (sel = 0; sel < 2; sel++) {
unsigned char col[4], fcol[4];
int pass;
UI_GetThemeColor3ubv(sel ? TH_VERTEX_SELECT : TH_VERTEX, col);
UI_GetThemeColor3ubv(sel ? TH_FACE_DOT : TH_WIRE_EDIT, fcol);
for (pass = 0; pass < 2; pass++) {
float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
if (pass == 0) {
if (v3d->zbuf && !(v3d->flag & V3D_ZBUF_SELECT)) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
}
else {
continue;
}
size = (size > 2.1f ? size / 2.0f : size);
fsize = (fsize > 2.1f ? fsize / 2.0f : fsize);
col[3] = fcol[3] = 100;
}
else {
col[3] = fcol[3] = 255;
}
if (ts->selectmode & SCE_SELECT_VERTEX) {
glPointSize(size);
glColor4ubv(col);
draw_dm_verts(em, cageDM, sel, eve_act, rv3d);
}
if (check_ob_drawface_dot(scene, v3d, obedit->dt)) {
glPointSize(fsize);
glColor4ubv(fcol);
draw_dm_face_centers(em, cageDM, sel);
}
if (pass == 0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
}
if (v3d->zbuf) glDepthMask(1);
glPointSize(1.0);
}
static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
Mesh *me, DerivedMesh *cageDM, short sel_only,
BMEdge *eed_act)
{
ToolSettings *ts = scene->toolsettings;
int pass;
unsigned char wireCol[4], selCol[4], actCol[4];
/* since this function does transparent... */
UI_GetThemeColor4ubv(TH_EDGE_SELECT, selCol);
UI_GetThemeColor4ubv(TH_WIRE_EDIT, wireCol);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, actCol);
/* when sel only is used, don't render wire, only selected, this is used for
* textured draw mode when the 'edges' option is disabled */
if (sel_only)
wireCol[3] = 0;
for (pass = 0; pass < 2; pass++) {
/* show wires in transparent when no zbuf clipping for select */
if (pass == 0) {
if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT) == 0) {
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
selCol[3] = 85;
if (!sel_only) wireCol[3] = 85;
}
else {
continue;
}
}
else {
selCol[3] = 255;
if (!sel_only) wireCol[3] = 255;
}
if ((me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE)) {
if (cageDM->drawMappedEdgesInterp &&
((ts->selectmode & SCE_SELECT_VERTEX) || (me->drawflag & ME_DRAWEIGHT)))
{
if (draw_dm_edges_weight_check(me, v3d)) {
glShadeModel(GL_SMOOTH);
draw_dm_edges_weight_interp(em, cageDM, ts->weightuser);
glShadeModel(GL_FLAT);
}
else if (ts->selectmode == SCE_SELECT_FACE) {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
else {
glShadeModel(GL_SMOOTH);
draw_dm_edges_sel_interp(em, cageDM, wireCol, selCol);
glShadeModel(GL_FLAT);
}
}
else {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
}
else {
if (!sel_only) {
glColor4ubv(wireCol);
draw_dm_edges(em, cageDM);
}
}
if (pass == 0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
}
static void draw_em_measure_stats(ARegion *ar, View3D *v3d, Object *ob, BMEditMesh *em, UnitSettings *unit)
{
/* Do not use ascii when using non-default unit system, some unit chars are utf8 (micro, square, etc.).
* See bug #36090.
*/
const short txt_flag = V3D_CACHE_TEXT_LOCALCLIP | (unit->system ? 0 : V3D_CACHE_TEXT_ASCII);
Mesh *me = ob->data;
float v1[3], v2[3], v3[3], vmid[3], fvec[3];
char numstr[32]; /* Stores the measurement display text here */
size_t numstr_len;
const char *conv_float; /* Use a float conversion matching the grid size */
unsigned char col[4] = {0, 0, 0, 255}; /* color of the text to draw */
float area; /* area of the face */
float grid = unit->system ? unit->scale_length : v3d->grid;
const bool do_split = (unit->flag & USER_UNIT_OPT_SPLIT) != 0;
const bool do_global = (v3d->flag & V3D_GLOBAL_STATS) != 0;
const bool do_moving = (G.moving & G_TRANSFORM_EDIT) != 0;
/* when 2 edge-info options are enabled, space apart */
const bool do_edge_textpair = (me->drawflag & ME_DRAWEXTRA_EDGELEN) && (me->drawflag & ME_DRAWEXTRA_EDGEANG);
const float edge_texpair_sep = 0.4f;
float clip_planes[4][4];
/* allow for displaying shape keys and deform mods */
DerivedMesh *dm = EDBM_mesh_deform_dm_get(em);
BMIter iter;
int i;
/* make the precision of the display value proportionate to the gridsize */
if (grid <= 0.01f) conv_float = "%.6g";
else if (grid <= 0.1f) conv_float = "%.5g";
else if (grid <= 1.0f) conv_float = "%.4g";
else if (grid <= 10.0f) conv_float = "%.3g";
else conv_float = "%.2g";
if (me->drawflag & (ME_DRAWEXTRA_EDGELEN | ME_DRAWEXTRA_EDGEANG)) {
BoundBox bb;
bglMats mats = {{0}};
const rcti rect = {0, ar->winx, 0, ar->winy};
view3d_get_transformation(ar, ar->regiondata, em->ob, &mats);
ED_view3d_clipping_calc(&bb, clip_planes, &mats, &rect);
}
if (me->drawflag & ME_DRAWEXTRA_EDGELEN) {
BMEdge *eed;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
if (dm) {
BM_mesh_elem_index_ensure(em->bm, BM_VERT);
}
BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) {
/* draw selected edges, or edges next to selected verts while dragging */
if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
(do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
BM_elem_flag_test(eed->v2, BM_ELEM_SELECT))))
{
float v1_clip[3], v2_clip[3];
if (dm) {
dm->getVertCo(dm, BM_elem_index_get(eed->v1), v1);
dm->getVertCo(dm, BM_elem_index_get(eed->v2), v2);
}
else {
copy_v3_v3(v1, eed->v1->co);
copy_v3_v3(v2, eed->v2->co);
}
copy_v3_v3(v1_clip, v1);
copy_v3_v3(v2_clip, v2);
if (clip_segment_v3_plane_n(v1_clip, v2_clip, clip_planes, 4)) {
if (do_edge_textpair) {
interp_v3_v3v3(vmid, v1, v2, edge_texpair_sep);
}
else {
mid_v3_v3v3(vmid, v1_clip, v2_clip);
}
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
}
if (unit->system) {
numstr_len = bUnit_AsString(numstr, sizeof(numstr), len_v3v3(v1, v2) * unit->scale_length, 3,
unit->system, B_UNIT_LENGTH, do_split, false);
}
else {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, len_v3v3(v1, v2));
}
view3d_cached_text_draw_add(vmid, numstr, numstr_len, 0, txt_flag, col);
}
}
}
}
if (me->drawflag & ME_DRAWEXTRA_EDGEANG) {
const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS);
BMEdge *eed;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGEANG, col);
if (dm) {
BM_mesh_elem_index_ensure(em->bm, BM_VERT | BM_FACE);
}
BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) {
BMLoop *l_a, *l_b;
if (BM_edge_loop_pair(eed, &l_a, &l_b)) {
/* draw selected edges, or edges next to selected verts while dragging */
if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
(do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) ||
/* special case, this is useful to show when verts connected to
* this edge via a face are being transformed */
BM_elem_flag_test(l_a->next->next->v, BM_ELEM_SELECT) ||
BM_elem_flag_test(l_a->prev->v, BM_ELEM_SELECT) ||
BM_elem_flag_test(l_b->next->next->v, BM_ELEM_SELECT) ||
BM_elem_flag_test(l_b->prev->v, BM_ELEM_SELECT)
)))
{
float v1_clip[3], v2_clip[3];
if (dm) {
dm->getVertCo(dm, BM_elem_index_get(eed->v1), v1);
dm->getVertCo(dm, BM_elem_index_get(eed->v2), v2);
}
else {
copy_v3_v3(v1, eed->v1->co);
copy_v3_v3(v2, eed->v2->co);
}
copy_v3_v3(v1_clip, v1);
copy_v3_v3(v2_clip, v2);
if (clip_segment_v3_plane_n(v1_clip, v2_clip, clip_planes, 4)) {
float no_a[3], no_b[3];
float angle;
if (do_edge_textpair) {
interp_v3_v3v3(vmid, v2_clip, v1_clip, edge_texpair_sep);
}
else {
mid_v3_v3v3(vmid, v1_clip, v2_clip);
}
if (dm) {
dm->getPolyNo(dm, BM_elem_index_get(l_a->f), no_a);
dm->getPolyNo(dm, BM_elem_index_get(l_b->f), no_b);
}
else {
copy_v3_v3(no_a, l_a->f->no);
copy_v3_v3(no_b, l_b->f->no);
}
if (do_global) {
mul_mat3_m4_v3(ob->imat, no_a);
mul_mat3_m4_v3(ob->imat, no_b);
normalize_v3(no_a);
normalize_v3(no_b);
}
angle = angle_normalized_v3v3(no_a, no_b);
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%.3f", is_rad ? angle : RAD2DEGF(angle));
view3d_cached_text_draw_add(vmid, numstr, numstr_len, 0, txt_flag, col);
}
}
}
}
}
if (me->drawflag & ME_DRAWEXTRA_FACEAREA) {
/* would be nice to use BM_face_calc_area, but that is for 2d faces
* so instead add up tessellation triangle areas */
BMFace *f;
int n;
#define DRAW_EM_MEASURE_STATS_FACEAREA() \
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { \
mul_v3_fl(vmid, 1.0f / (float)n); \
if (unit->system) { \
numstr_len = bUnit_AsString( \
numstr, sizeof(numstr), \
(double)(area * unit->scale_length * unit->scale_length), \
3, unit->system, B_UNIT_AREA, do_split, false); \
} \
else { \
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, area); \
} \
view3d_cached_text_draw_add(vmid, numstr, numstr_len, 0, txt_flag, col); \
} (void)0
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
if (dm) {
BM_mesh_elem_index_ensure(em->bm, BM_VERT);
}
f = NULL;
area = 0.0;
zero_v3(vmid);
n = 0;
for (i = 0; i < em->tottri; i++) {
BMLoop **l = em->looptris[i];
if (f && l[0]->f != f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
zero_v3(vmid);
area = 0.0;
n = 0;
}
f = l[0]->f;
if (dm) {
dm->getVertCo(dm, BM_elem_index_get(l[0]->v), v1);
dm->getVertCo(dm, BM_elem_index_get(l[1]->v), v2);
dm->getVertCo(dm, BM_elem_index_get(l[2]->v), v3);
}
else {
copy_v3_v3(v1, l[0]->v->co);
copy_v3_v3(v2, l[1]->v->co);
copy_v3_v3(v3, l[2]->v->co);
}
add_v3_v3(vmid, v1);
add_v3_v3(vmid, v2);
add_v3_v3(vmid, v3);
n += 3;
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
}
area += area_tri_v3(v1, v2, v3);
}
if (f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
}
#undef DRAW_EM_MEASURE_STATS_FACEAREA
}
if (me->drawflag & ME_DRAWEXTRA_FACEANG) {
BMFace *efa;
const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS);
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
if (dm) {
BM_mesh_elem_index_ensure(em->bm, BM_VERT);
}
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
const bool is_face_sel = BM_elem_flag_test_bool(efa, BM_ELEM_SELECT);
if (is_face_sel || do_moving) {
BMIter liter;
BMLoop *loop;
bool is_first = true;
BM_ITER_ELEM (loop, &liter, efa, BM_LOOPS_OF_FACE) {
if (is_face_sel ||
(do_moving &&
(BM_elem_flag_test(loop->v, BM_ELEM_SELECT) ||
BM_elem_flag_test(loop->prev->v, BM_ELEM_SELECT) ||
BM_elem_flag_test(loop->next->v, BM_ELEM_SELECT))))
{
float angle;
float v2_local[3];
/* lazy init center calc */
if (is_first) {
if (dm) {
BMLoop *l_iter, *l_first;
float tvec[3];
zero_v3(vmid);
l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
do {
dm->getVertCo(dm, BM_elem_index_get(l_iter->v), tvec);
add_v3_v3(vmid, tvec);
} while ((l_iter = l_iter->next) != l_first);
mul_v3_fl(vmid, 1.0f / (float)efa->len);
}
else {
BM_face_calc_center_bounds(efa, vmid);
}
is_first = false;
}
if (dm) {
dm->getVertCo(dm, BM_elem_index_get(loop->prev->v), v1);
dm->getVertCo(dm, BM_elem_index_get(loop->v), v2);
dm->getVertCo(dm, BM_elem_index_get(loop->next->v), v3);
}
else {
copy_v3_v3(v1, loop->prev->v->co);
copy_v3_v3(v2, loop->v->co);
copy_v3_v3(v3, loop->next->v->co);
}
copy_v3_v3(v2_local, v2);
if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
}
angle = angle_v3v3v3(v1, v2, v3);
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%.3f", is_rad ? angle : RAD2DEGF(angle));
interp_v3_v3v3(fvec, vmid, v2_local, 0.8f);
view3d_cached_text_draw_add(fvec, numstr, numstr_len, 0, txt_flag, col);
}
}
}
}
}
}
static void draw_em_indices(BMEditMesh *em)
{
const short txt_flag = V3D_CACHE_TEXT_ASCII | V3D_CACHE_TEXT_LOCALCLIP;
BMEdge *e;
BMFace *f;
BMVert *v;
int i;
char numstr[32];
size_t numstr_len;
float pos[3];
unsigned char col[4];
BMIter iter;
BMesh *bm = em->bm;
/* For now, reuse appropriate theme colors from stats text colors */
i = 0;
if (em->selectmode & SCE_SELECT_VERTEX) {
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
BM_ITER_MESH (v, &iter, bm, BM_VERTS_OF_MESH) {
if (BM_elem_flag_test(v, BM_ELEM_SELECT)) {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
view3d_cached_text_draw_add(v->co, numstr, numstr_len, 0, txt_flag, col);
}
i++;
}
}
if (em->selectmode & SCE_SELECT_EDGE) {
i = 0;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
BM_ITER_MESH (e, &iter, bm, BM_EDGES_OF_MESH) {
if (BM_elem_flag_test(e, BM_ELEM_SELECT)) {
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
mid_v3_v3v3(pos, e->v1->co, e->v2->co);
view3d_cached_text_draw_add(pos, numstr, numstr_len, 0, txt_flag, col);
}
i++;
}
}
if (em->selectmode & SCE_SELECT_FACE) {
i = 0;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
BM_face_calc_center_mean(f, pos);
numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
view3d_cached_text_draw_add(pos, numstr, numstr_len, 0, txt_flag, col);
}
i++;
}
}
}
static DMDrawOption draw_em_fancy__setFaceOpts(void *userData, int index)
{
BMEditMesh *em = userData;
BMFace *efa;
if (UNLIKELY(index >= em->bm->totface))
return DM_DRAW_OPTION_NORMAL;
efa = BM_face_at_index(em->bm, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static DMDrawOption draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
{
BMEditMesh *em = userData;
BMFace *efa;
if (UNLIKELY(index >= em->bm->totface))
return DM_DRAW_OPTION_NORMAL;
efa = BM_face_at_index(em->bm, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, const char dt)
{
RegionView3D *rv3d = ar->regiondata;
Mesh *me = ob->data;
BMFace *efa_act = BM_mesh_active_face_get(em->bm, false, true); /* annoying but active faces is stored differently */
BMEdge *eed_act = NULL;
BMVert *eve_act = NULL;
bool use_occlude_wire = (v3d->flag2 & V3D_OCCLUDE_WIRE) && (dt > OB_WIRE);
if (em->bm->selected.last) {
BMEditSelection *ese = em->bm->selected.last;
/* face is handled above */
#if 0
if (ese->type == BM_FACE) {
efa_act = (BMFace *)ese->data;
}
else
#endif
if (ese->htype == BM_EDGE) {
eed_act = (BMEdge *)ese->ele;
}
else if (ese->htype == BM_VERT) {
eve_act = (BMVert *)ese->ele;
}
}
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
if (check_object_draw_editweight(me, finalDM)) {
if (dt > OB_WIRE) {
draw_mesh_paint_weight_faces(finalDM, true, draw_em_fancy__setFaceOpts, me->edit_btmesh);
ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0);
}
else {
glEnable(GL_DEPTH_TEST);
draw_mesh_paint_weight_faces(finalDM, false, draw_em_fancy__setFaceOpts, me->edit_btmesh);
draw_mesh_paint_weight_edges(rv3d, finalDM, true, true, draw_dm_edges__setDrawOptions, me->edit_btmesh->bm);
glDisable(GL_DEPTH_TEST);
}
}
else if (dt > OB_WIRE) {
if (use_occlude_wire) {
/* use the cageDM since it always overlaps the editmesh faces */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
cageDM->drawMappedFaces(cageDM, draw_em_fancy__setFaceOpts,
GPU_object_material_bind, NULL, me->edit_btmesh, DM_DRAW_SKIP_HIDDEN);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
else if (check_object_draw_texture(scene, v3d, dt)) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFacesGLSL(finalDM, GPU_object_material_bind,
draw_em_fancy__setGLSLFaceOpts, em);
GPU_object_material_unbind();
glFrontFace(GL_CCW);
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
}
}
else {
/* 3 floats for position,
* 3 for normal and times two because the faces may actually be quads instead of triangles */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, GPU_object_material_bind, NULL, me->edit_btmesh, DM_DRAW_SKIP_HIDDEN);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
/* Setup for drawing wire over, disable zbuffer
* write to show selected edge wires better */
UI_ThemeColor(TH_WIRE_EDIT);
ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0);
}
else {
if (cageDM != finalDM) {
UI_ThemeColorBlend(TH_WIRE_EDIT, TH_BACK, 0.7);
finalDM->drawEdges(finalDM, 1, 0);
}
}
if ((me->drawflag & ME_DRAWFACES) && (use_occlude_wire == false)) { /* transp faces */
unsigned char col1[4], col2[4], col3[4];
#ifdef WITH_FREESTYLE
unsigned char col4[4];
#endif
UI_GetThemeColor4ubv(TH_FACE, col1);
UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
#ifdef WITH_FREESTYLE
UI_GetThemeColor4ubv(TH_FREESTYLE_FACE_MARK, col4);
#endif
glEnable(GL_BLEND);
glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
if (check_object_draw_texture(scene, v3d, dt))
col1[3] = 0;
#ifdef WITH_FREESTYLE
if (!(me->drawflag & ME_DRAW_FREESTYLE_FACE) || !CustomData_has_layer(&em->bm->pdata, CD_FREESTYLE_FACE))
col4[3] = 0;
draw_dm_faces_sel(em, cageDM, col1, col2, col3, col4, efa_act);
#else
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
#endif
glDisable(GL_BLEND);
glDepthMask(1); /* restore write in zbuffer */
}
else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
* Make all other faces zero alpha except for the active */
unsigned char col1[4], col2[4], col3[4];
#ifdef WITH_FREESTYLE
unsigned char col4[4];
col4[3] = 0; /* don't draw */
#endif
col1[3] = col2[3] = 0; /* don't draw */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
#ifdef WITH_FREESTYLE
draw_dm_faces_sel(em, cageDM, col1, col2, col3, col4, efa_act);
#else
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
#endif
glDisable(GL_BLEND);
glDepthMask(1); /* restore write in zbuffer */
}
/* here starts all fancy draw-extra over */
if ((me->drawflag & ME_DRAWEDGES) == 0 && check_object_draw_texture(scene, v3d, dt)) {
/* we are drawing textures and 'ME_DRAWEDGES' is disabled, don't draw any edges */
/* only draw selected edges otherwise there is no way of telling if a face is selected */
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 1, eed_act);
}
else {
if (me->drawflag & ME_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
glLineWidth(2);
draw_dm_edges_seams(em, cageDM);
glColor3ub(0, 0, 0);
glLineWidth(1);
}
if (me->drawflag & ME_DRAWSHARP) {
UI_ThemeColor(TH_EDGE_SHARP);
glLineWidth(2);
draw_dm_edges_sharp(em, cageDM);
glColor3ub(0, 0, 0);
glLineWidth(1);
}
#ifdef WITH_FREESTYLE
if (me->drawflag & ME_DRAW_FREESTYLE_EDGE && CustomData_has_layer(&em->bm->edata, CD_FREESTYLE_EDGE)) {
UI_ThemeColor(TH_FREESTYLE_EDGE_MARK);
glLineWidth(2);
draw_dm_edges_freestyle(em, cageDM);
glColor3ub(0, 0, 0);
glLineWidth(1);
}
#endif
if (me->drawflag & ME_DRAWCREASES) {
draw_dm_creases(em, cageDM);
}
if (me->drawflag & ME_DRAWBWEIGHTS) {
draw_dm_bweights(em, scene, cageDM);
}
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 0, eed_act);
}
{
draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act, rv3d);
if (me->drawflag & ME_DRAWNORMALS) {
UI_ThemeColor(TH_NORMAL);
draw_dm_face_normals(em, scene, ob, cageDM);
}
if (me->drawflag & ME_DRAW_VNORMALS) {
UI_ThemeColor(TH_VNORMAL);
draw_dm_vert_normals(em, scene, ob, cageDM);
}
if (me->drawflag & ME_DRAW_LNORMALS) {
UI_ThemeColor(TH_LNORMAL);
draw_dm_loop_normals(em, scene, ob, cageDM);
}
if ((me->drawflag & (ME_DRAWEXTRA_EDGELEN |
ME_DRAWEXTRA_FACEAREA |
ME_DRAWEXTRA_FACEANG |
ME_DRAWEXTRA_EDGEANG)) &&
!(v3d->flag2 & V3D_RENDER_OVERRIDE))
{
draw_em_measure_stats(ar, v3d, ob, em, &scene->unit);
}
if ((G.debug & G_DEBUG) && (me->drawflag & ME_DRAWEXTRA_INDICES) &&
!(v3d->flag2 & V3D_RENDER_OVERRIDE))
{
draw_em_indices(em);
}
}
if (dt > OB_WIRE) {
glDepthMask(1);
ED_view3d_polygon_offset(rv3d, 0.0);
GPU_object_material_unbind();
}
#if 0 /* currently not needed */
else if (use_occlude_wire) {
ED_view3d_polygon_offset(rv3d, 0.0);
}
#endif
}
/* Mesh drawing routines */
static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
{
if ((v3d->transp == false) && /* not when we draw the transparent pass */
(ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
{
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
glDepthMask(0);
/* if transparent, we cannot draw the edges for solid select... edges have no material info.
* drawFacesSolid() doesn't draw the transparent faces */
if (ob->dtx & OB_DRAWTRANSP) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GPU_object_material_unbind();
}
else {
dm->drawEdges(dm, 0, 1);
}
glLineWidth(1.0);
glDepthMask(1);
}
}
static bool object_is_halo(Scene *scene, Object *ob)
{
const Material *ma = give_current_material(ob, 1);
return (ma && (ma->material_type == MA_TYPE_HALO) && !BKE_scene_use_new_shading_nodes(scene));
}
static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const unsigned char ob_wire_col[4], const short dflag)
{
#ifdef WITH_GAMEENGINE
Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, scene) : base->object;
#else
Object *ob = base->object;
#endif
Mesh *me = ob->data;
eWireDrawMode draw_wire = OBDRAW_WIRE_OFF;
bool /* no_verts,*/ no_edges, no_faces;
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
const bool is_obact = (ob == OBACT);
int draw_flags = (is_obact && BKE_paint_select_face_test(ob)) ? DRAW_FACE_SELECT : 0;
if (!dm)
return;
DM_update_materials(dm, ob);
/* Check to draw dynamic paint colors (or weights from WeightVG modifiers).
* Note: Last "preview-active" modifier in stack will win! */
if (DM_get_loop_data_layer(dm, CD_PREVIEW_MLOOPCOL) && modifiers_isPreview(ob))
draw_flags |= DRAW_MODIFIERS_PREVIEW;
/* Unwanted combination */
if (draw_flags & DRAW_FACE_SELECT) {
draw_wire = OBDRAW_WIRE_OFF;
}
else if (ob->dtx & OB_DRAWWIRE) {
draw_wire = OBDRAW_WIRE_ON_DEPTH; /* draw wire after solid using zoffset and depth buffer adjusment */
}
/* check polys instead of tessfaces because of dyntopo where tessfaces don't exist */
if (dm->type == DM_TYPE_CCGDM) {
no_edges = !subsurf_has_edges(dm);
no_faces = !subsurf_has_faces(dm);
}
else {
no_edges = (dm->getNumEdges(dm) == 0);
no_faces = (dm->getNumPolys(dm) == 0);
}
/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if (dt == OB_BOUNDBOX) {
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_WIRE) == 0)
draw_bounding_volume(ob, ob->boundtype);
}
else if ((no_faces && no_edges) ||
((!is_obact || (ob->mode == OB_MODE_OBJECT)) && object_is_halo(scene, ob)))
{
glPointSize(1.5);
dm->drawVerts(dm);
glPointSize(1.0);
}
else if ((dt == OB_WIRE) || no_faces) {
draw_wire = OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
}
else if (((is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
check_object_draw_texture(scene, v3d, dt))
{
bool draw_loose = true;
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
(base->flag & SELECT) &&
!(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
(draw_wire == OBDRAW_WIRE_OFF))
{
draw_mesh_object_outline(v3d, ob, dm);
}
if (draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
Paint *p;
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene))) {
GPUVertexAttribs gattribs;
float planes[4][4];
float (*fpl)[4] = NULL;
const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
}
GPU_object_material_bind(1, &gattribs);
dm->drawFacesSolid(dm, fpl, fast, NULL);
draw_loose = false;
}
else
dm->drawFacesGLSL(dm, GPU_object_material_bind);
#if 0 /* XXX */
if (BKE_bproperty_object_get(ob, "Text"))
draw_mesh_text(ob, 1);
#endif
GPU_object_material_unbind();
glFrontFace(GL_CCW);
if (draw_flags & DRAW_FACE_SELECT)
draw_mesh_face_select(rv3d, me, dm, false);
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);
}
if (draw_loose && !(draw_flags & DRAW_FACE_SELECT)) {
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
dm->drawLooseEdges(dm);
}
}
}
else if (dt == OB_SOLID) {
if (draw_flags & DRAW_MODIFIERS_PREVIEW) {
/* for object selection draws no shade */
if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
}
else {
const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
/* draw outline */
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
/* materials arent compatible with vertex colors */
GPU_end_object_materials();
GPU_object_material_bind(0, NULL);
/* set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
dm->drawMappedFaces(dm, NULL, NULL, NULL, NULL, DM_DRAW_USE_COLORS);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
GPU_object_material_unbind();
}
}
else {
Paint *p;
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
(base->flag & SELECT) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
draw_mesh_object_outline(v3d, ob, dm);
}
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if (ob->sculpt && (p = BKE_paint_get_active(scene))) {
float planes[4][4];
float (*fpl)[4] = NULL;
const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
}
dm->drawFacesSolid(dm, fpl, fast, GPU_object_material_bind);
}
else
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
GPU_object_material_unbind();
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
if (!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
dm->drawLooseEdges(dm);
}
}
}
else if (dt == OB_PAINT) {
draw_mesh_paint(v3d, rv3d, ob, dm, draw_flags);
/* since we already draw wire as wp guide, don't draw over the top */
draw_wire = OBDRAW_WIRE_OFF;
}
if ((draw_wire != OBDRAW_WIRE_OFF) && /* draw extra wire */
/* when overriding with render only, don't bother */
(((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0))
{
/* When using wireframe object draw in particle edit mode
* the mesh gets in the way of seeing the particles, fade the wire color
* with the background. */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (is_obact && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.15f);
}
else {
glColor3ubv(ob_wire_col);
}
}
/* If drawing wire and drawtype is not OB_WIRE then we are
* overlaying the wires.
*
* UPDATE bug #10290 - With this wire-only objects can draw
* behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
*
* if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
*/
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
}
dm->drawEdges(dm, ((dt == OB_WIRE) || no_faces), (ob->dtx & OB_DRAW_ALL_EDGES) != 0);
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
glDepthMask(1);
ED_view3d_polygon_offset(rv3d, 0.0);
}
}
if (is_obact && BKE_paint_select_vert_test(ob)) {
const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) != 0;
glColor3f(0.0f, 0.0f, 0.0f);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
if (!use_depth) glDisable(GL_DEPTH_TEST);
else ED_view3d_polygon_offset(rv3d, 1.0);
drawSelectedVertices(dm, ob->data);
if (!use_depth) glEnable(GL_DEPTH_TEST);
else ED_view3d_polygon_offset(rv3d, 0.0);
glPointSize(1.0f);
}
dm->release(dm);
}
/* returns true if nothing was drawn, for detecting to draw an object center */
static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const unsigned char ob_wire_col[4], const short dflag)
{
Object *ob = base->object;
Object *obedit = scene->obedit;
Mesh *me = ob->data;
BMEditMesh *em = me->edit_btmesh;
int i;
bool do_alpha_after = false, drawlinked = false, retval = false;
/* If we are drawing shadows and any of the materials don't cast a shadow,
* then don't draw the object */
if (v3d->flag2 & V3D_RENDER_SHADOW) {
for (i = 0; i < ob->totcol; ++i) {
Material *ma = give_current_material(ob, i);
if (ma && !(ma->mode2 & MA_CASTSHADOW)) {
return true;
}
}
}
if (obedit && ob != obedit && ob->data == obedit->data) {
if (BKE_key_from_object(ob) || BKE_key_from_object(obedit)) {}
else if (ob->modifiers.first || obedit->modifiers.first) {}
else drawlinked = true;
}
/* backface culling */
if (v3d->flag2 & V3D_BACKFACE_CULLING) {
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
if (ob == obedit || drawlinked) {
DerivedMesh *finalDM, *cageDM;
if (obedit != ob)
finalDM = cageDM = editbmesh_get_derived_base(ob, em);
else
cageDM = editbmesh_get_derived_cage_and_final(
scene, ob, em, scene->customdata_mask,
&finalDM);
DM_update_materials(finalDM, ob);
if (cageDM != finalDM) {
DM_update_materials(cageDM, ob);
}
if (dt > OB_WIRE) {
const bool glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
}
draw_em_fancy(scene, ar, v3d, ob, em, cageDM, finalDM, dt);
GPU_end_object_materials();
if (obedit != ob && finalDM)
finalDM->release(finalDM);
}
else {
/* ob->bb was set by derived mesh system, do NULL check just to be sure */
if (me->totpoly <= 4 || (!ob->bb || ED_view3d_boundbox_clip(rv3d, ob->bb))) {
if (dt > OB_WIRE) {
const bool glsl = draw_glsl_material(scene, ob, v3d, dt);
if (dt == OB_SOLID || glsl) {
const bool check_alpha = check_alpha_pass(base);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
(check_alpha) ? &do_alpha_after : NULL);
}
}
draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
GPU_end_object_materials();
if (me->totvert == 0) retval = true;
}
}
if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* GPU_begin_object_materials checked if this is needed */
if (do_alpha_after) {
if (ob->dtx & OB_DRAWXRAY) {
ED_view3d_after_add(&v3d->afterdraw_xraytransp, base, dflag);
}
else {
ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
}
}
else if (ob->dtx & OB_DRAWXRAY && ob->dtx & OB_DRAWTRANSP) {
/* special case xray+transp when alpha is 1.0, without this the object vanishes */
if (v3d->xray == 0 && v3d->transp == 0) {
ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag);
}
}
}
if (v3d->flag2 & V3D_BACKFACE_CULLING)
glDisable(GL_CULL_FACE);
return retval;
}
/* ************** DRAW DISPLIST ****************** */
/**
* \param dl_type_mask Only draw types matching this mask.
* \return true when nothing was drawn
*/
static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask)
{
DispList *dl;
int parts, nr;
const float *data;
if (dlbase == NULL) return 1;
glEnableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (dl = dlbase->first; dl; dl = dl->next) {
if (dl->parts == 0 || dl->nr == 0) {
continue;
}
if ((dl_type_mask & (1 << dl->type)) == 0) {
continue;
}
data = dl->verts;
switch (dl->type) {
case DL_SEGM:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts = 0; parts < dl->parts; parts++)
glDrawArrays(GL_LINE_STRIP, parts * dl->nr, dl->nr);
break;
case DL_POLY:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts = 0; parts < dl->parts; parts++)
glDrawArrays(GL_LINE_LOOP, parts * dl->nr, dl->nr);
break;
case DL_SURF:
glVertexPointer(3, GL_FLOAT, 0, data);
for (parts = 0; parts < dl->parts; parts++) {
if (dl->flag & DL_CYCL_U)
glDrawArrays(GL_LINE_LOOP, parts * dl->nr, dl->nr);
else
glDrawArrays(GL_LINE_STRIP, parts * dl->nr, dl->nr);
}
for (nr = 0; nr < dl->nr; nr++) {
int ofs = 3 * dl->nr;
data = (dl->verts) + 3 * nr;
parts = dl->parts;
if (dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
while (parts--) {
glVertex3fv(data);
data += ofs;
}
glEnd();
#if 0
/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
glVertexPointer(3, GL_FLOAT, sizeof(float) * 3 * dl->nr, data + 3 * nr);
if (dl->flag & DL_CYCL_V)
glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
else
glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
#endif
}
break;
case DL_INDEX3:
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_TRIANGLES, 3 * dl->parts, GL_UNSIGNED_INT, dl->index);
break;
case DL_INDEX4:
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_QUADS, 4 * dl->parts, GL_UNSIGNED_INT, dl->index);
break;
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return false;
}
static bool drawDispListwire(ListBase *dlbase, const short ob_type)
{
unsigned int dl_mask = 0xffffffff;
/* skip fill-faces for curves & fonts */
if (ELEM(ob_type, OB_FONT, OB_CURVE)) {
dl_mask &= ~((1 << DL_INDEX3) | (1 << DL_INDEX4));
}
return drawDispListwire_ex(dlbase, dl_mask);
}
static bool index3_nors_incr = true;
static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
const unsigned char ob_wire_col[4], const bool use_glsl)
{
DispList *dl;
GPUVertexAttribs gattribs;
const float *data;
const float *ndata;
if (lb == NULL) return;
glEnable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
if (ob->type == OB_MBALL) { /* mball always smooth shaded */
glShadeModel(GL_SMOOTH);
}
dl = lb->first;
while (dl) {
data = dl->verts;
ndata = dl->nors;
switch (dl->type) {
case DL_SEGM:
if (ob->type == OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
if ((dflag & DRAW_CONSTCOLOR) == 0)
glColor3ubv(ob_wire_col);
// glVertexPointer(3, GL_FLOAT, 0, dl->verts);
// glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
glBegin(GL_LINE_STRIP);
for (nr = dl->nr; nr; nr--, data += 3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
}
break;
case DL_POLY:
if (ob->type == OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
/* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
//glVertexPointer(3, GL_FLOAT, 0, dl->verts);
//glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
glBegin(GL_LINE_LOOP);
for (nr = dl->nr; nr; nr--, data += 3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
}
break;
case DL_SURF:
if (dl->index) {
GPU_object_material_bind(dl->col + 1, (use_glsl) ? &gattribs : NULL);
if (dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4 * dl->totindex, GL_UNSIGNED_INT, dl->index);
glDisableClientState(GL_NORMAL_ARRAY);
}
break;
case DL_INDEX3:
GPU_object_material_bind(dl->col + 1, (use_glsl) ? &gattribs : NULL);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
/* for polys only one normal needed */
if (index3_nors_incr) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, dl->nors);
}
else
glNormal3fv(ndata);
glDrawElements(GL_TRIANGLES, 3 * dl->parts, GL_UNSIGNED_INT, dl->index);
if (index3_nors_incr)
glDisableClientState(GL_NORMAL_ARRAY);
break;
case DL_INDEX4:
GPU_object_material_bind(dl->col + 1, (use_glsl) ? &gattribs : NULL);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4 * dl->parts, GL_UNSIGNED_INT, dl->index);
glDisableClientState(GL_NORMAL_ARRAY);
break;
}
dl = dl->next;
}
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glFrontFace(GL_CCW);
}
static void drawCurveDMWired(Object *ob)
{
DerivedMesh *dm = ob->derivedFinal;
dm->drawEdges(dm, 1, 0);
}
/* return true when nothing was drawn */
static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, const char dt)
{
Object *ob = base->object;
DerivedMesh *dm = ob->derivedFinal;
if (!dm) {
return true;
}
DM_update_materials(dm, ob);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if (dt > OB_WIRE && dm->getNumPolys(dm)) {
int glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
if (!glsl) {
glEnable(GL_LIGHTING);
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
glDisable(GL_LIGHTING);
}
else
dm->drawFacesGLSL(dm, GPU_object_material_bind);
GPU_end_object_materials();
}
else {
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)
drawCurveDMWired(ob);
}
return false;
}
/**
* Only called by #drawDispList
* \return true when nothing was drawn
*/
static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
ListBase *lb = NULL;
DispList *dl;
Curve *cu;
const bool render_only = (v3d->flag2 & V3D_RENDER_OVERRIDE) != 0;
const bool solid = (dt > OB_WIRE);
switch (ob->type) {
case OB_FONT:
case OB_CURVE:
cu = ob->data;
lb = &ob->curve_cache->disp;
if (solid) {
const bool has_faces = BKE_displist_has_faces(lb);
dl = lb->first;
if (dl == NULL) {
return true;
}
if (dl->nors == NULL) BKE_displist_normals_add(lb);
index3_nors_incr = false;
if (!render_only) {
/* when we have faces, only draw loose-wire */
if (has_faces) {
drawDispListwire_ex(lb, (1 << DL_SEGM));
}
else {
drawDispListwire(lb, ob->type);
}
}
if (has_faces == false) {
/* pass */
}
else {
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, true);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, false);
GPU_end_object_materials();
}
if (cu->editnurb && cu->bevobj == NULL && cu->taperobj == NULL && cu->ext1 == 0.0f && cu->ext2 == 0.0f) {
cpack(0);
drawDispListwire(lb, ob->type);
}
}
index3_nors_incr = true;
}
else {
if (!render_only || (render_only && BKE_displist_has_faces(lb))) {
return drawDispListwire(lb, ob->type);
}
}
break;
case OB_SURF:
lb = &ob->curve_cache->disp;
if (solid) {
dl = lb->first;
if (dl == NULL) {
return true;
}
if (dl->nors == NULL) BKE_displist_normals_add(lb);
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, true);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, false);
GPU_end_object_materials();
}
}
else {
return drawDispListwire(lb, ob->type);
}
break;
case OB_MBALL:
if (BKE_mball_is_basis(ob)) {
lb = &ob->curve_cache->disp;
if (BLI_listbase_is_empty(lb)) {
return true;
}
if (solid) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, true);
GPU_end_object_materials();
}
else {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, false);
GPU_end_object_materials();
}
}
else {
return drawDispListwire(lb, ob->type);
}
}
break;
}
return false;
}
static bool drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
bool retval;
/* backface culling */
if (v3d->flag2 & V3D_BACKFACE_CULLING) {
/* not all displists use same in/out normal direction convention */
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
#ifdef SEQUENCER_DAG_WORKAROUND
ensure_curve_cache(scene, base->object);
#endif
if (drawCurveDerivedMesh(scene, v3d, rv3d, base, dt) == false) {
retval = false;
}
else {
Object *ob = base->object;
GLenum mode;
if (ob->type == OB_MBALL) {
mode = (ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW;
}
else {
mode = (ob->transflag & OB_NEG_SCALE) ? GL_CCW : GL_CW;
}
glFrontFace(mode);
retval = drawDispList_nobackface(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
if (mode != GL_CCW) {
glFrontFace(GL_CCW);
}
}
if (v3d->flag2 & V3D_BACKFACE_CULLING) {
glDisable(GL_CULL_FACE);
}
return retval;
}
/* *********** drawing for particles ************* */
static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int select)
{
/* draw created data arrays */
switch (draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
glDrawArrays(GL_LINES, 0, 6 * totpoint);
break;
case PART_DRAW_LINE:
glDrawArrays(GL_LINES, 0, 2 * totpoint);
break;
case PART_DRAW_BB:
if (ob_dt <= OB_WIRE || select)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawArrays(GL_QUADS, 0, 4 * totpoint);
break;
default:
glDrawArrays(GL_POINTS, 0, totpoint);
break;
}
}
static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize,
float imat[4][4], const float draw_line[2], ParticleBillboardData *bb, ParticleDrawData *pdd)
{
float vec[3], vec2[3];
float *vd = NULL;
float *cd = NULL;
float ma_col[3] = {0.0f, 0.0f, 0.0f};
/* null only for PART_DRAW_CIRC */
if (pdd) {
vd = pdd->vd;
cd = pdd->cd;
if (pdd->ma_col) {
copy_v3_v3(ma_col, pdd->ma_col);
}
}
switch (draw_as) {
case PART_DRAW_DOT:
{
if (vd) {
copy_v3_v3(vd, state->co); pdd->vd += 3;
}
if (cd) {
copy_v3_v3(cd, pdd->ma_col);
pdd->cd += 3;
}
break;
}
case PART_DRAW_CROSS:
case PART_DRAW_AXIS:
{
vec[0] = 2.0f * pixsize;
vec[1] = vec[2] = 0.0;
mul_qt_v3(state->rot, vec);
if (draw_as == PART_DRAW_AXIS) {
if (cd) {
cd[1] = cd[2] = cd[4] = cd[5] = 0.0;
cd[0] = cd[3] = 1.0;
cd[6] = cd[8] = cd[9] = cd[11] = 0.0;
cd[7] = cd[10] = 1.0;
cd[13] = cd[12] = cd[15] = cd[16] = 0.0;
cd[14] = cd[17] = 1.0;
pdd->cd += 18;
}
copy_v3_v3(vec2, state->co);
}
else {
if (cd) {
cd[0] = cd[3] = cd[6] = cd[9] = cd[12] = cd[15] = ma_col[0];
cd[1] = cd[4] = cd[7] = cd[10] = cd[13] = cd[16] = ma_col[1];
cd[2] = cd[5] = cd[8] = cd[11] = cd[14] = cd[17] = ma_col[2];
pdd->cd += 18;
}
sub_v3_v3v3(vec2, state->co, vec);
}
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd, vec); pdd->vd += 3;
copy_v3_v3(pdd->vd, vec2); pdd->vd += 3;
vec[1] = 2.0f * pixsize;
vec[0] = vec[2] = 0.0;
mul_qt_v3(state->rot, vec);
if (draw_as == PART_DRAW_AXIS) {
copy_v3_v3(vec2, state->co);
}
else {
sub_v3_v3v3(vec2, state->co, vec);
}
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd, vec); pdd->vd += 3;
copy_v3_v3(pdd->vd, vec2); pdd->vd += 3;
vec[2] = 2.0f * pixsize;
vec[0] = vec[1] = 0.0f;
mul_qt_v3(state->rot, vec);
if (draw_as == PART_DRAW_AXIS) {
copy_v3_v3(vec2, state->co);
}
else {
sub_v3_v3v3(vec2, state->co, vec);
}
add_v3_v3(vec, state->co);
copy_v3_v3(pdd->vd, vec); pdd->vd += 3;
copy_v3_v3(pdd->vd, vec2); pdd->vd += 3;
break;
}
case PART_DRAW_LINE:
{
copy_v3_v3(vec, state->vel);
normalize_v3(vec);
if (draw & PART_DRAW_VEL_LENGTH)
mul_v3_fl(vec, len_v3(state->vel));
madd_v3_v3v3fl(pdd->vd, state->co, vec, -draw_line[0]); pdd->vd += 3;
madd_v3_v3v3fl(pdd->vd, state->co, vec, draw_line[1]); pdd->vd += 3;
if (cd) {
cd[0] = cd[3] = ma_col[0];
cd[1] = cd[4] = ma_col[1];
cd[2] = cd[5] = ma_col[2];
pdd->cd += 6;
}
break;
}
case PART_DRAW_CIRC:
{
drawcircball(GL_LINE_LOOP, state->co, pixsize, imat);
break;
}
case PART_DRAW_BB:
{
float xvec[3], yvec[3], zvec[3], bb_center[3];
if (cd) {
cd[0] = cd[3] = cd[6] = cd[9] = ma_col[0];
cd[1] = cd[4] = cd[7] = cd[10] = ma_col[1];
cd[2] = cd[5] = cd[8] = cd[11] = ma_col[2];
pdd->cd += 12;
}
copy_v3_v3(bb->vec, state->co);
copy_v3_v3(bb->vel, state->vel);
psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
add_v3_v3v3(pdd->vd, bb_center, xvec);
add_v3_v3(pdd->vd, yvec); pdd->vd += 3;
sub_v3_v3v3(pdd->vd, bb_center, xvec);
add_v3_v3(pdd->vd, yvec); pdd->vd += 3;
sub_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd += 3;
add_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
break;
}
}
}
static void draw_particle_data(ParticleSystem *psys, RegionView3D *rv3d,
ParticleKey *state, int draw_as,
float imat[4][4], ParticleBillboardData *bb, ParticleDrawData *pdd,
const float ct, const float pa_size, const float r_tilt, const float pixsize_scale)
{
ParticleSettings *part = psys->part;
float pixsize;
if (psys->parent)
mul_m4_v3(psys->parent->obmat, state->co);
/* create actual particle data */
if (draw_as == PART_DRAW_BB) {
bb->offset[0] = part->bb_offset[0];
bb->offset[1] = part->bb_offset[1];
bb->size[0] = part->bb_size[0] * pa_size;
if (part->bb_align == PART_BB_VEL) {
float pa_vel = len_v3(state->vel);
float head = part->bb_vel_head * pa_vel;
float tail = part->bb_vel_tail * pa_vel;
bb->size[1] = part->bb_size[1] * pa_size + head + tail;
/* use offset to adjust the particle center. this is relative to size, so need to divide! */
if (bb->size[1] > 0.0f)
bb->offset[1] += (head - tail) / bb->size[1];
}
else {
bb->size[1] = part->bb_size[1] * pa_size;
}
bb->tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
bb->time = ct;
}
pixsize = ED_view3d_pixel_size(rv3d, state->co) * pixsize_scale;
draw_particle(state, draw_as, part->draw, pixsize, imat, part->draw_line, bb, pdd);
}
/* unified drawing of all new particle systems draw types except dupli ob & group
* mostly tries to use vertex arrays for speed
*
* 1. check that everything is ok & updated
* 2. start initializing things
* 3. initialize according to draw type
* 4. allocate drawing data arrays
* 5. start filling the arrays
* 6. draw the arrays
* 7. clean up
*/
static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Base *base, ParticleSystem *psys,
const char ob_dt, const short dflag)
{
Object *ob = base->object;
ParticleEditSettings *pset = PE_settings(scene);
ParticleSettings *part = psys->part;
ParticleData *pars = psys->particles;
ParticleData *pa;
ParticleKey state, *states = NULL;
ParticleBillboardData bb;
ParticleSimulationData sim = {NULL};
ParticleDrawData *pdd = psys->pdd;
Material *ma;
float vel[3], imat[4][4];
float timestep, pixsize_scale = 1.0f, pa_size, r_tilt, r_length;
float pa_time, pa_birthtime, pa_dietime, pa_health, intensity;
float cfra;
float ma_col[3] = {0.0f, 0.0f, 0.0f};
int a, totpart, totpoint = 0, totve = 0, drawn, draw_as, totchild = 0;
bool select = (ob->flag & SELECT) != 0, create_cdata = false, need_v = false;
GLint polygonmode[2];
char numstr[32];
unsigned char tcol[4] = {0, 0, 0, 255};
/* 1. */
if (part == NULL || !psys_check_enabled(ob, psys))
return;
if (pars == NULL) return;
/* don't draw normal paths in edit mode */
if (psys_in_edit_mode(scene, psys) && (pset->flag & PE_DRAW_PART) == 0)
return;
if (part->draw_as == PART_DRAW_REND)
draw_as = part->ren_as;
else
draw_as = part->draw_as;
if (draw_as == PART_DRAW_NOT)
return;
/* prepare curvemapping tables */
if ((psys->part->child_flag & PART_CHILD_USE_CLUMP_CURVE) && psys->part->clumpcurve)
curvemapping_changed_all(psys->part->clumpcurve);
if ((psys->part->child_flag & PART_CHILD_USE_ROUGH_CURVE) && psys->part->roughcurve)
curvemapping_changed_all(psys->part->roughcurve);
/* 2. */
sim.scene = scene;
sim.ob = ob;
sim.psys = psys;
sim.psmd = psys_get_modifier(ob, psys);
if (part->phystype == PART_PHYS_KEYED) {
if (psys->flag & PSYS_KEYED) {
psys_count_keyed_targets(&sim);
if (psys->totkeyed == 0)
return;
}
}
if (select) {
select = 0;
if (psys_get_current(ob) == psys)
select = 1;
}
psys->flag |= PSYS_DRAWING;
if (part->type == PART_HAIR && !psys->childcache)
totchild = 0;
else
totchild = psys->totchild * part->disp / 100;
ma = give_current_material(ob, part->omat);
if (v3d->zbuf) glDepthMask(1);
if ((ma) && (part->draw_col == PART_DRAW_COL_MAT)) {
rgb_float_to_uchar(tcol, &(ma->r));
copy_v3_v3(ma_col, &ma->r);
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(tcol);
}
timestep = psys_get_timestep(&sim);
if ((base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP)) {
float mat[4][4];
mul_m4_m4m4(mat, ob->obmat, psys->imat);
glMultMatrixf(mat);
}
/* needed for text display */
invert_m4_m4(ob->imat, ob->obmat);
totpart = psys->totpart;
cfra = BKE_scene_frame_get(scene);
if (draw_as == PART_DRAW_PATH && psys->pathcache == NULL && psys->childcache == NULL)
draw_as = PART_DRAW_DOT;
/* 3. */
switch (draw_as) {
case PART_DRAW_DOT:
if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
break;
case PART_DRAW_CIRC:
/* calculate view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
/* fall-through */
case PART_DRAW_CROSS:
case PART_DRAW_AXIS:
/* lets calculate the scale: */
if (part->draw_size == 0.0)
pixsize_scale = 2.0f;
else
pixsize_scale = part->draw_size;
if (draw_as == PART_DRAW_AXIS)
create_cdata = 1;
break;
case PART_DRAW_OB:
if (part->dup_ob == NULL)
draw_as = PART_DRAW_DOT;
else
draw_as = 0;
break;
case PART_DRAW_GR:
if (part->dup_group == NULL)
draw_as = PART_DRAW_DOT;
else
draw_as = 0;
break;
case PART_DRAW_BB:
if (v3d->camera == NULL && part->bb_ob == NULL) {
printf("Billboards need an active camera or a target object!\n");
draw_as = part->draw_as = PART_DRAW_DOT;
if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
}
else if (part->bb_ob)
bb.ob = part->bb_ob;
else
bb.ob = v3d->camera;
bb.align = part->bb_align;
bb.anim = part->bb_anim;
bb.lock = part->draw & PART_DRAW_BB_LOCK;
break;
case PART_DRAW_PATH:
break;
case PART_DRAW_LINE:
need_v = 1;
break;
}
if (part->draw & PART_DRAW_SIZE && part->draw_as != PART_DRAW_CIRC) {
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
}
if (ELEM(draw_as, PART_DRAW_DOT, PART_DRAW_CROSS, PART_DRAW_LINE) &&
(part->draw_col > PART_DRAW_COL_MAT))
{
create_cdata = 1;
}
if (!create_cdata && pdd && pdd->cdata) {
MEM_freeN(pdd->cdata);
pdd->cdata = pdd->cd = NULL;
}
/* 4. */
if (draw_as && ELEM(draw_as, PART_DRAW_PATH, PART_DRAW_CIRC) == 0) {
int tot_vec_size = (totpart + totchild) * 3 * sizeof(float);
int create_ndata = 0;
if (!pdd)
pdd = psys->pdd = MEM_callocN(sizeof(ParticleDrawData), "ParticleDrawData");
if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
tot_vec_size *= part->trail_count;
psys_make_temp_pointcache(ob, psys);
}
switch (draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
tot_vec_size *= 6;
if (draw_as != PART_DRAW_CROSS)
create_cdata = 1;
break;
case PART_DRAW_LINE:
tot_vec_size *= 2;
break;
case PART_DRAW_BB:
tot_vec_size *= 4;
create_ndata = 1;
break;
}
if (pdd->tot_vec_size != tot_vec_size)
psys_free_pdd(psys);
if (!pdd->vdata)
pdd->vdata = MEM_callocN(tot_vec_size, "particle_vdata");
if (create_cdata && !pdd->cdata)
pdd->cdata = MEM_callocN(tot_vec_size, "particle_cdata");
if (create_ndata && !pdd->ndata)
pdd->ndata = MEM_callocN(tot_vec_size, "particle_ndata");
if (part->draw & PART_DRAW_VEL && draw_as != PART_DRAW_LINE) {
if (!pdd->vedata)
pdd->vedata = MEM_callocN(2 * (totpart + totchild) * 3 * sizeof(float), "particle_vedata");
need_v = 1;
}
else if (pdd->vedata) {
/* velocity data not needed, so free it */
MEM_freeN(pdd->vedata);
pdd->vedata = NULL;
}
pdd->vd = pdd->vdata;
pdd->ved = pdd->vedata;
pdd->cd = pdd->cdata;
pdd->nd = pdd->ndata;
pdd->tot_vec_size = tot_vec_size;
}
else if (psys->pdd) {
psys_free_pdd(psys);
MEM_freeN(psys->pdd);
pdd = psys->pdd = NULL;
}
if (pdd) {
pdd->ma_col = ma_col;
}
psys->lattice_deform_data = psys_create_lattice_deform_data(&sim);
/* circles don't use drawdata, so have to add a special case here */
if ((pdd || draw_as == PART_DRAW_CIRC) && draw_as != PART_DRAW_PATH) {
/* 5. */
if (pdd && (pdd->flag & PARTICLE_DRAW_DATA_UPDATED) &&
(pdd->vedata || part->draw & (PART_DRAW_SIZE | PART_DRAW_NUM | PART_DRAW_HEALTH)) == 0)
{
totpoint = pdd->totpoint; /* draw data is up to date */
}
else {
for (a = 0, pa = pars; a < totpart + totchild; a++, pa++) {
/* setup per particle individual stuff */
if (a < totpart) {
if (totchild && (part->draw & PART_DRAW_PARENT) == 0) continue;
if (pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
pa_time = (cfra - pa->time) / pa->lifetime;
pa_birthtime = pa->time;
pa_dietime = pa->dietime;
pa_size = pa->size;
if (part->phystype == PART_PHYS_BOIDS)
pa_health = pa->boid->data.health;
else
pa_health = -1.0;
r_tilt = 2.0f * (psys_frand(psys, a + 21) - 0.5f);
r_length = psys_frand(psys, a + 22);
if (part->draw_col > PART_DRAW_COL_MAT) {
switch (part->draw_col) {
case PART_DRAW_COL_VEL:
intensity = len_v3(pa->state.vel) / part->color_vec_max;
break;
case PART_DRAW_COL_ACC:
intensity = len_v3v3(pa->state.vel, pa->prev_state.vel) / ((pa->state.time - pa->prev_state.time) * part->color_vec_max);
break;
default:
intensity = 1.0f; /* should never happen */
BLI_assert(0);
break;
}
CLAMP(intensity, 0.0f, 1.0f);
weight_to_rgb(ma_col, intensity);
}
}
else {
ChildParticle *cpa = &psys->child[a - totpart];
pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
pa_size = psys_get_child_size(psys, cpa, cfra, NULL);
pa_health = -1.0;
r_tilt = 2.0f * (psys_frand(psys, a + 21) - 0.5f);
r_length = psys_frand(psys, a + 22);
}
drawn = 0;
if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
float length = part->path_end * (1.0f - part->randlength * r_length);
int trail_count = part->trail_count * (1.0f - part->randlength * r_length);
float ct = ((part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time) - length;
float dt = length / (trail_count ? (float)trail_count : 1.0f);
int i = 0;
ct += dt;
for (i = 0; i < trail_count; i++, ct += dt) {
if (part->draw & PART_ABS_PATH_TIME) {
if (ct < pa_birthtime || ct > pa_dietime)
continue;
}
else if (ct < 0.0f || ct > 1.0f)
continue;
state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : -(pa_birthtime + ct * (pa_dietime - pa_birthtime));
psys_get_particle_on_path(&sim, a, &state, need_v);
draw_particle_data(psys, rv3d,
&state, draw_as, imat, &bb, psys->pdd,
ct, pa_size, r_tilt, pixsize_scale);
totpoint++;
drawn = 1;
}
}
else {
state.time = cfra;
if (psys_get_particle_state(&sim, a, &state, 0)) {
draw_particle_data(psys, rv3d,
&state, draw_as, imat, &bb, psys->pdd,
pa_time, pa_size, r_tilt, pixsize_scale);
totpoint++;
drawn = 1;
}
}
if (drawn) {
/* additional things to draw for each particle
* (velocity, size and number) */
if ((part->draw & PART_DRAW_VEL) && pdd && pdd->vedata) {
copy_v3_v3(pdd->ved, state.co);
pdd->ved += 3;
mul_v3_v3fl(vel, state.vel, timestep);
add_v3_v3v3(pdd->ved, state.co, vel);
pdd->ved += 3;
totve++;
}
if (part->draw & PART_DRAW_SIZE) {
setlinestyle(3);
drawcircball(GL_LINE_LOOP, state.co, pa_size, imat);
setlinestyle(0);
}
if ((part->draw & PART_DRAW_NUM || part->draw & PART_DRAW_HEALTH) &&
(v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
{
size_t numstr_len;
float vec_txt[3];
char *val_pos = numstr;
numstr[0] = '\0';
if (part->draw & PART_DRAW_NUM) {
if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype == PART_PHYS_BOIDS)) {
numstr_len = BLI_snprintf_rlen(val_pos, sizeof(numstr), "%d:%.2f", a, pa_health);
}
else {
numstr_len = BLI_snprintf_rlen(val_pos, sizeof(numstr), "%d", a);
}
}
else {
if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype == PART_PHYS_BOIDS)) {
numstr_len = BLI_snprintf_rlen(val_pos, sizeof(numstr), "%.2f", pa_health);
}
}
if (numstr[0]) {
/* in path drawing state.co is the end point
* use worldspace because object matrix is already applied */
mul_v3_m4v3(vec_txt, ob->imat, state.co);
view3d_cached_text_draw_add(vec_txt, numstr, numstr_len,
10, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, tcol);
}
}
}
}
}
}
/* 6. */
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
glEnableClientState(GL_VERTEX_ARRAY);
if (draw_as == PART_DRAW_PATH) {
ParticleCacheKey **cache, *path;
float *cdata2 = NULL;
/* setup gl flags */
if (1) { //ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_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);
glEnable(GL_COLOR_MATERIAL);
}
#if 0
else {
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
UI_ThemeColor(TH_WIRE);
}
#endif
if (totchild && (part->draw & PART_DRAW_PARENT) == 0)
totpart = 0;
else if (psys->pathcache == NULL)
totpart = 0;
/* draw actual/parent particles */
cache = psys->pathcache;
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
path = cache[a];
if (path->segments > 0) {
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
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->segments + 1);
}
}
if (part->type == PART_HAIR) {
if (part->draw & PART_DRAW_GUIDE_HAIRS) {
DerivedMesh *hair_dm = psys->hair_out_dm;
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
if (pa->totkey > 1) {
HairKey *hkey = pa->hair;
glVertexPointer(3, GL_FLOAT, sizeof(HairKey), hkey->world_co);
#if 0 /* XXX use proper theme color here */
UI_ThemeColor(TH_NORMAL);
#else
glColor3f(0.58f, 0.67f, 1.0f);
#endif
glDrawArrays(GL_LINE_STRIP, 0, pa->totkey);
}
}
if (hair_dm) {
MVert *mvert = hair_dm->getVertArray(hair_dm);
int i;
glColor3f(0.9f, 0.4f, 0.4f);
glBegin(GL_LINES);
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
for (i = 1; i < pa->totkey; ++i) {
float v1[3], v2[3];
copy_v3_v3(v1, mvert[pa->hair_index + i - 1].co);
copy_v3_v3(v2, mvert[pa->hair_index + i].co);
mul_m4_v3(ob->obmat, v1);
mul_m4_v3(ob->obmat, v2);
glVertex3fv(v1);
glVertex3fv(v2);
}
}
glEnd();
}
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_NORMAL_ARRAY);
if ((dflag & DRAW_CONSTCOLOR) == 0)
if (part->draw_col == PART_DRAW_COL_MAT)
glEnableClientState(GL_COLOR_ARRAY);
}
if (part->draw & PART_DRAW_HAIR_GRID) {
ClothModifierData *clmd = psys->clmd;
if (clmd) {
float *gmin = clmd->hair_grid_min;
float *gmax = clmd->hair_grid_max;
int *res = clmd->hair_grid_res;
int i;
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if (select)
UI_ThemeColor(TH_ACTIVE);
else
UI_ThemeColor(TH_WIRE);
glBegin(GL_LINES);
glVertex3f(gmin[0], gmin[1], gmin[2]); glVertex3f(gmax[0], gmin[1], gmin[2]);
glVertex3f(gmax[0], gmin[1], gmin[2]); glVertex3f(gmax[0], gmax[1], gmin[2]);
glVertex3f(gmax[0], gmax[1], gmin[2]); glVertex3f(gmin[0], gmax[1], gmin[2]);
glVertex3f(gmin[0], gmax[1], gmin[2]); glVertex3f(gmin[0], gmin[1], gmin[2]);
glVertex3f(gmin[0], gmin[1], gmax[2]); glVertex3f(gmax[0], gmin[1], gmax[2]);
glVertex3f(gmax[0], gmin[1], gmax[2]); glVertex3f(gmax[0], gmax[1], gmax[2]);
glVertex3f(gmax[0], gmax[1], gmax[2]); glVertex3f(gmin[0], gmax[1], gmax[2]);
glVertex3f(gmin[0], gmax[1], gmax[2]); glVertex3f(gmin[0], gmin[1], gmax[2]);
glVertex3f(gmin[0], gmin[1], gmin[2]); glVertex3f(gmin[0], gmin[1], gmax[2]);
glVertex3f(gmax[0], gmin[1], gmin[2]); glVertex3f(gmax[0], gmin[1], gmax[2]);
glVertex3f(gmin[0], gmax[1], gmin[2]); glVertex3f(gmin[0], gmax[1], gmax[2]);
glVertex3f(gmax[0], gmax[1], gmin[2]); glVertex3f(gmax[0], gmax[1], gmax[2]);
glEnd();
if (select)
UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -100);
else
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -100);
glEnable(GL_BLEND);
glBegin(GL_LINES);
for (i = 1; i < res[0] - 1; ++i) {
float f = interpf(gmax[0], gmin[0], (float)i / (float)(res[0] - 1));
glVertex3f(f, gmin[1], gmin[2]); glVertex3f(f, gmax[1], gmin[2]);
glVertex3f(f, gmax[1], gmin[2]); glVertex3f(f, gmax[1], gmax[2]);
glVertex3f(f, gmax[1], gmax[2]); glVertex3f(f, gmin[1], gmax[2]);
glVertex3f(f, gmin[1], gmax[2]); glVertex3f(f, gmin[1], gmin[2]);
}
for (i = 1; i < res[1] - 1; ++i) {
float f = interpf(gmax[1], gmin[1], (float)i / (float)(res[1] - 1));
glVertex3f(gmin[0], f, gmin[2]); glVertex3f(gmax[0], f, gmin[2]);
glVertex3f(gmax[0], f, gmin[2]); glVertex3f(gmax[0], f, gmax[2]);
glVertex3f(gmax[0], f, gmax[2]); glVertex3f(gmin[0], f, gmax[2]);
glVertex3f(gmin[0], f, gmax[2]); glVertex3f(gmin[0], f, gmin[2]);
}
for (i = 1; i < res[2] - 1; ++i) {
float f = interpf(gmax[2], gmin[2], (float)i / (float)(res[2] - 1));
glVertex3f(gmin[0], gmin[1], f); glVertex3f(gmax[0], gmin[1], f);
glVertex3f(gmax[0], gmin[1], f); glVertex3f(gmax[0], gmax[1], f);
glVertex3f(gmax[0], gmax[1], f); glVertex3f(gmin[0], gmax[1], f);
glVertex3f(gmin[0], gmax[1], f); glVertex3f(gmin[0], gmin[1], f);
}
glEnd();
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_NORMAL_ARRAY);
if ((dflag & DRAW_CONSTCOLOR) == 0)
if (part->draw_col == PART_DRAW_COL_MAT)
glEnableClientState(GL_COLOR_ARRAY);
}
}
}
/* draw child particles */
cache = psys->childcache;
for (a = 0; a < totchild; a++) {
path = cache[a];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
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->segments + 1);
}
/* restore & clean up */
if (1) { //ob_dt > OB_WIRE) {
if (part->draw_col == PART_DRAW_COL_MAT)
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_COLOR_MATERIAL);
}
if (cdata2) {
MEM_freeN(cdata2);
cdata2 = NULL;
}
glLineWidth(1.0f);
if ((part->draw & PART_DRAW_NUM) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
cache = psys->pathcache;
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
float vec_txt[3];
size_t numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%i", a);
/* use worldspace because object matrix is already applied */
mul_v3_m4v3(vec_txt, ob->imat, cache[a]->co);
view3d_cached_text_draw_add(vec_txt, numstr, numstr_len,
10, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, tcol);
}
}
}
else if (pdd && ELEM(draw_as, 0, PART_DRAW_CIRC) == 0) {
glDisableClientState(GL_COLOR_ARRAY);
/* enable point data array */
if (pdd->vdata) {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, pdd->vdata);
}
else
glDisableClientState(GL_VERTEX_ARRAY);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (select) {
UI_ThemeColor(TH_ACTIVE);
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);
}
/* restore from select */
glColor3fv(ma_col);
}
glPointSize(part->draw_size ? part->draw_size : 2.0);
glLineWidth(1.0);
/* enable other data arrays */
/* billboards are drawn this way */
if (pdd->ndata && ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, pdd->ndata);
glEnable(GL_LIGHTING);
}
else {
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_LIGHTING);
}
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);
pdd->flag |= PARTICLE_DRAW_DATA_UPDATED;
pdd->totpoint = totpoint;
}
if (pdd && pdd->vedata) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glDisableClientState(GL_COLOR_ARRAY);
cpack(0xC0C0C0);
}
glVertexPointer(3, GL_FLOAT, 0, pdd->vedata);
glDrawArrays(GL_LINES, 0, 2 * totve);
}
glPolygonMode(GL_FRONT, polygonmode[0]);
glPolygonMode(GL_BACK, polygonmode[1]);
/* 7. */
glDisable(GL_LIGHTING);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (states)
MEM_freeN(states);
psys->flag &= ~PSYS_DRAWING;
/* draw data can't be saved for billboards as they must update to target changes */
if (draw_as == PART_DRAW_BB) {
psys_free_pdd(psys);
pdd->flag &= ~PARTICLE_DRAW_DATA_UPDATED;
}
if (psys->lattice_deform_data) {
end_latt_deform(psys->lattice_deform_data);
psys->lattice_deform_data = NULL;
}
if (pdd) {
/* drop references to stack memory */
pdd->ma_col = NULL;
}
if ((base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP)) {
glLoadMatrixf(rv3d->viewmat);
}
}
static void draw_update_ptcache_edit(Scene *scene, Object *ob, PTCacheEdit *edit)
{
if (edit->psys && edit->psys->flag & PSYS_HAIR_UPDATED)
PE_update_object(scene, ob, 0);
/* create path and child path cache if it doesn't exist already */
if (edit->pathcache == NULL)
psys_cache_edit_paths(scene, ob, edit, CFRA);
}
static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
{
ParticleCacheKey **cache, *path, *pkey;
PTCacheEditPoint *point;
PTCacheEditKey *key;
ParticleEditSettings *pset = PE_settings(scene);
int i, k, totpoint = edit->totpoint, timed = (pset->flag & PE_FADE_TIME) ? pset->fade_frames : 0;
int totkeys = 1;
float sel_col[3];
float nosel_col[3];
float *pathcol = NULL, *pcol;
if (edit->pathcache == NULL)
return;
PE_hide_keys_time(scene, edit, CFRA);
/* opengl setup */
if ((v3d->flag & V3D_ZBUF_SELECT) == 0)
glDisable(GL_DEPTH_TEST);
/* get selection theme colors */
UI_GetThemeColor3fv(TH_VERTEX_SELECT, sel_col);
UI_GetThemeColor3fv(TH_VERTEX, nosel_col);
/* draw paths */
totkeys = (*edit->pathcache)->segments + 1;
glEnable(GL_BLEND);
pathcol = MEM_callocN(totkeys * 4 * sizeof(float), "particle path color data");
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
if (pset->brushtype == PE_BRUSH_WEIGHT) {
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
}
cache = edit->pathcache;
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
path = cache[i];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
if (point->flag & PEP_HIDE) {
for (k = 0, pcol = pathcol; k < totkeys; k++, pcol += 4) {
copy_v3_v3(pcol, path->col);
pcol[3] = 0.25f;
}
glColorPointer(4, GL_FLOAT, 4 * sizeof(float), pathcol);
}
else if (timed) {
for (k = 0, pcol = pathcol, pkey = path; k < totkeys; k++, pkey++, pcol += 4) {
copy_v3_v3(pcol, pkey->col);
pcol[3] = 1.0f - fabsf((float)(CFRA) -pkey->time) / (float)pset->fade_frames;
}
glColorPointer(4, GL_FLOAT, 4 * sizeof(float), pathcol);
}
else
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
glDrawArrays(GL_LINE_STRIP, 0, path->segments + 1);
}
if (pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }
/* draw edit vertices */
if (pset->selectmode != SCE_SELECT_PATH) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
if (pset->selectmode == SCE_SELECT_POINT) {
float *pd = NULL, *pdata = NULL;
float *cd = NULL, *cdata = NULL;
int totkeys_visible = 0;
for (i = 0, point = edit->points; i < totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
totkeys_visible += point->totkey;
if (totkeys_visible) {
if (edit->points && !(edit->points->keys->flag & PEK_USE_WCO))
pd = pdata = MEM_callocN(totkeys_visible * 3 * sizeof(float), "particle edit point data");
cd = cdata = MEM_callocN(totkeys_visible * (timed ? 4 : 3) * sizeof(float), "particle edit color data");
}
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if (point->flag & PEP_HIDE)
continue;
for (k = 0, key = point->keys; k < point->totkey; k++, key++) {
if (pd) {
copy_v3_v3(pd, key->co);
pd += 3;
}
if (key->flag & PEK_SELECT) {
copy_v3_v3(cd, sel_col);
}
else {
copy_v3_v3(cd, nosel_col);
}
if (timed)
*(cd + 3) = 1.0f - fabsf((float)CFRA - *key->time) / (float)pset->fade_frames;
cd += (timed ? 4 : 3);
}
}
cd = cdata;
pd = pdata;
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if (point->flag & PEP_HIDE || point->totkey == 0)
continue;
if (point->keys->flag & PEK_USE_WCO)
glVertexPointer(3, GL_FLOAT, sizeof(PTCacheEditKey), point->keys->world_co);
else
glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), pd);
glColorPointer((timed ? 4 : 3), GL_FLOAT, (timed ? 4 : 3) * sizeof(float), cd);
glDrawArrays(GL_POINTS, 0, point->totkey);
pd += pd ? 3 * point->totkey : 0;
cd += (timed ? 4 : 3) * point->totkey;
}
if (pdata) { MEM_freeN(pdata); pd = pdata = NULL; }
if (cdata) { MEM_freeN(cdata); cd = cdata = NULL; }
}
else if (pset->selectmode == SCE_SELECT_END) {
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if ((point->flag & PEP_HIDE) == 0 && point->totkey) {
key = point->keys + point->totkey - 1;
if (key->flag & PEK_SELECT)
glColor3fv(sel_col);
else
glColor3fv(nosel_col);
/* has to be like this.. otherwise selection won't work, have try glArrayElement later..*/
glBegin(GL_POINTS);
glVertex3fv((key->flag & PEK_USE_WCO) ? key->world_co : key->co);
glEnd();
}
}
}
}
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glLineWidth(1.0f);
glPointSize(1.0f);
}
static void ob_draw_RE_motion(float com[3], float rotscale[3][3], float itw, float ith, float drw_size)
{
float tr[3][3];
float root[3], tip[3];
float tw, th;
/* take a copy for not spoiling original */
copy_m3_m3(tr, rotscale);
tw = itw * drw_size;
th = ith * drw_size;
glColor4ub(0x7F, 0x00, 0x00, 155);
glBegin(GL_LINES);
root[1] = root[2] = 0.0f;
root[0] = -drw_size;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
tip[1] = tip[2] = 0.0f;
tip[0] = drw_size;
mul_m3_v3(tr, tip);
add_v3_v3(tip, com);
glVertex3fv(tip);
glEnd();
root[1] = 0.0f; root[2] = tw;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[1] = 0.0f; root[2] = -tw;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[1] = tw; root[2] = 0.0f;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[1] = -tw; root[2] = 0.0f;
root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
glColor4ub(0x00, 0x7F, 0x00, 155);
glBegin(GL_LINES);
root[0] = root[2] = 0.0f;
root[1] = -drw_size;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
tip[0] = tip[2] = 0.0f;
tip[1] = drw_size;
mul_m3_v3(tr, tip);
add_v3_v3(tip, com);
glVertex3fv(tip);
glEnd();
root[0] = 0.0f; root[2] = tw;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = 0.0f; root[2] = -tw;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = tw; root[2] = 0.0f;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = -tw; root[2] = 0.0f;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
glColor4ub(0x00, 0x00, 0x7F, 155);
glBegin(GL_LINES);
root[0] = root[1] = 0.0f;
root[2] = -drw_size;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
tip[0] = tip[1] = 0.0f;
tip[2] = drw_size;
mul_m3_v3(tr, tip);
add_v3_v3(tip, com);
glVertex3fv(tip);
glEnd();
root[0] = 0.0f; root[1] = tw;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = 0.0f; root[1] = -tw;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = tw; root[1] = 0.0f;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
root[0] = -tw; root[1] = 0.0f;
root[2] = th;
glBegin(GL_LINES);
mul_m3_v3(tr, root);
add_v3_v3(root, com);
glVertex3fv(root);
glVertex3fv(tip);
glEnd();
}
/* place to add drawers */
static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
{
BezTriple *bezt;
const float *fp;
int a;
if (nu->hide || hide_handles) return;
glBegin(GL_LINES);
if (nu->type == CU_BEZIER) {
#define TH_HANDLE_COL_TOT ((TH_HANDLE_SEL_FREE - TH_HANDLE_FREE) + 1)
/* use MIN2 when indexing to ensure newer files don't read outside the array */
unsigned char handle_cols[TH_HANDLE_COL_TOT][3];
const int basecol = sel ? TH_HANDLE_SEL_FREE : TH_HANDLE_FREE;
for (a = 0; a < TH_HANDLE_COL_TOT; a++) {
UI_GetThemeColor3ubv(basecol + a, handle_cols[a]);
}
bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
if (bezt->hide == 0) {
if ((bezt->f2 & SELECT) == sel) {
fp = bezt->vec[0];
glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT - 1)]);
glVertex3fv(fp);
glVertex3fv(fp + 3);
glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT - 1)]);
glVertex3fv(fp + 3);
glVertex3fv(fp + 6);
}
else if ((bezt->f1 & SELECT) == sel) {
fp = bezt->vec[0];
glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT - 1)]);
glVertex3fv(fp);
glVertex3fv(fp + 3);
}
else if ((bezt->f3 & SELECT) == sel) {
fp = bezt->vec[1];
glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT - 1)]);
glVertex3fv(fp);
glVertex3fv(fp + 3);
}
}
bezt++;
}
#undef TH_HANDLE_COL_TOT
}
glEnd();
}
static void drawhandlesN_active(Nurb *nu)
{
BezTriple *bezt;
const float *fp;
int a;
if (nu->hide) return;
UI_ThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2);
glBegin(GL_LINES);
if (nu->type == CU_BEZIER) {
bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
if (bezt->hide == 0) {
fp = bezt->vec[0];
glVertex3fv(fp);
glVertex3fv(fp + 3);
glVertex3fv(fp + 3);
glVertex3fv(fp + 6);
}
bezt++;
}
}
glEnd();
glColor3ub(0, 0, 0);
glLineWidth(1);
}
static void drawvertsN(Nurb *nu, const char sel, const bool hide_handles, const void *vert)
{
BezTriple *bezt;
BPoint *bp;
float size;
int a, color;
if (nu->hide) return;
if (sel) color = TH_VERTEX_SELECT;
else color = TH_VERTEX;
UI_ThemeColor(color);
size = UI_GetThemeValuef(TH_VERTEX_SIZE);
glPointSize(size);
bglBegin(GL_POINTS);
if (nu->type == CU_BEZIER) {
bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
if (bezt->hide == 0) {
if (sel == 1 && bezt == vert) {
UI_ThemeColor(TH_ACTIVE_VERT);
if (bezt->f2 & SELECT) bglVertex3fv(bezt->vec[1]);
if (!hide_handles) {
if (bezt->f1 & SELECT) bglVertex3fv(bezt->vec[0]);
if (bezt->f3 & SELECT) bglVertex3fv(bezt->vec[2]);
}
UI_ThemeColor(color);
}
else if (hide_handles) {
if ((bezt->f2 & SELECT) == sel) bglVertex3fv(bezt->vec[1]);
}
else {
if ((bezt->f1 & SELECT) == sel) bglVertex3fv(bezt->vec[0]);
if ((bezt->f2 & SELECT) == sel) bglVertex3fv(bezt->vec[1]);
if ((bezt->f3 & SELECT) == sel) bglVertex3fv(bezt->vec[2]);
}
}
bezt++;
}
}
else {
bp = nu->bp;
a = nu->pntsu * nu->pntsv;
while (a--) {
if (bp->hide == 0) {
if (bp == vert) {
UI_ThemeColor(TH_ACTIVE_VERT);
bglVertex3fv(bp->vec);
UI_ThemeColor(color);
}
else {
if ((bp->f1 & SELECT) == sel) bglVertex3fv(bp->vec);
}
}
bp++;
}
}
bglEnd();
glPointSize(1.0);
}
static void editnurb_draw_active_poly(Nurb *nu)
{
BPoint *bp;
int a, b;
UI_ThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2);
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
for (a = 0; a < nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
glEnd();
}
glColor3ub(0, 0, 0);
glLineWidth(1);
}
static void editnurb_draw_active_nurbs(Nurb *nu)
{
BPoint *bp, *bp1;
int a, b, ofs;
UI_ThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2);
glBegin(GL_LINES);
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
bp1 = bp;
bp++;
for (a = nu->pntsu - 1; a > 0; a--, bp++) {
if (bp->hide == 0 && bp1->hide == 0) {
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
}
bp1 = bp;
}
}
if (nu->pntsv > 1) { /* surface */
ofs = nu->pntsu;
for (b = 0; b < nu->pntsu; b++) {
bp1 = nu->bp + b;
bp = bp1 + ofs;
for (a = nu->pntsv - 1; a > 0; a--, bp += ofs) {
if (bp->hide == 0 && bp1->hide == 0) {
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
}
bp1 = bp;
}
}
}
glEnd();
glColor3ub(0, 0, 0);
glLineWidth(1);
}
static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
{
Nurb *nu;
BPoint *bp, *bp1;
int a, b, ofs, index;
Curve *cu = ob->data;
index = 0;
nu = nurb;
while (nu) {
if (nu->hide == 0) {
switch (nu->type) {
case CU_POLY:
if (!sel && index == cu->actnu) {
/* we should draw active spline highlight below everything */
editnurb_draw_active_poly(nu);
}
UI_ThemeColor(TH_NURB_ULINE);
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
for (a = 0; a < nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
glEnd();
}
break;
case CU_NURBS:
if (!sel && index == cu->actnu) {
/* we should draw active spline highlight below everything */
editnurb_draw_active_nurbs(nu);
}
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
bp1 = bp;
bp++;
for (a = nu->pntsu - 1; a > 0; a--, bp++) {
if (bp->hide == 0 && bp1->hide == 0) {
if (sel) {
if ((bp->f1 & SELECT) && (bp1->f1 & SELECT)) {
UI_ThemeColor(TH_NURB_SEL_ULINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if ((bp->f1 & SELECT) && (bp1->f1 & SELECT)) {
/* pass */
}
else {
UI_ThemeColor(TH_NURB_ULINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1 = bp;
}
}
if (nu->pntsv > 1) { /* surface */
ofs = nu->pntsu;
for (b = 0; b < nu->pntsu; b++) {
bp1 = nu->bp + b;
bp = bp1 + ofs;
for (a = nu->pntsv - 1; a > 0; a--, bp += ofs) {
if (bp->hide == 0 && bp1->hide == 0) {
if (sel) {
if ((bp->f1 & SELECT) && (bp1->f1 & SELECT)) {
UI_ThemeColor(TH_NURB_SEL_VLINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if ((bp->f1 & SELECT) && (bp1->f1 & SELECT)) {
/* pass */
}
else {
UI_ThemeColor(TH_NURB_VLINE);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1 = bp;
}
}
}
break;
}
}
index++;
nu = nu->next;
}
}
static void draw_editnurb(
Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
ToolSettings *ts = scene->toolsettings;
Object *ob = base->object;
Curve *cu = ob->data;
Nurb *nu;
BevList *bl;
const void *vert = BKE_curve_vert_active_get(cu);
const bool hide_handles = (cu->drawflag & CU_HIDE_HANDLES) != 0;
int index;
unsigned char wire_col[3];
/* DispList */
UI_GetThemeColor3ubv(TH_WIRE_EDIT, wire_col);
glColor3ubv(wire_col);
drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
/* for shadows only show solid faces */
if (v3d->flag2 & V3D_RENDER_SHADOW) {
return;
}
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
/* first non-selected and active handles */
index = 0;
for (nu = nurb; nu; nu = nu->next) {
if (nu->type == CU_BEZIER) {
if (index == cu->actnu && !hide_handles)
drawhandlesN_active(nu);
drawhandlesN(nu, 0, hide_handles);
}
index++;
}
draw_editnurb_splines(ob, nurb, false);
draw_editnurb_splines(ob, nurb, true);
/* selected handles */
for (nu = nurb; nu; nu = nu->next) {
if (nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES) == 0)
drawhandlesN(nu, 1, hide_handles);
drawvertsN(nu, 0, hide_handles, NULL);
}
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
glColor3ubv(wire_col);
/* direction vectors for 3d curve paths
* when at its lowest, don't render normals */
if ((cu->flag & CU_3D) && (ts->normalsize > 0.0015f) && (cu->drawflag & CU_HIDE_NORMALS) == 0) {
for (bl = ob->curve_cache->bev.first, nu = nurb; nu && bl; bl = bl->next, nu = nu->next) {
BevPoint *bevp = bl->bevpoints;
int nr = bl->nr;
int skip = nu->resolu / 16;
while (nr-- > 0) { /* accounts for empty bevel lists */
const float fac = bevp->radius * ts->normalsize;
float vec_a[3]; /* Offset perpendicular to the curve */
float vec_b[3]; /* Delta along the curve */
vec_a[0] = fac;
vec_a[1] = 0.0f;
vec_a[2] = 0.0f;
vec_b[0] = -fac;
vec_b[1] = 0.0f;
vec_b[2] = 0.0f;
mul_qt_v3(bevp->quat, vec_a);
mul_qt_v3(bevp->quat, vec_b);
add_v3_v3(vec_a, bevp->vec);
add_v3_v3(vec_b, bevp->vec);
madd_v3_v3fl(vec_a, bevp->dir, -fac);
madd_v3_v3fl(vec_b, bevp->dir, -fac);
glBegin(GL_LINE_STRIP);
glVertex3fv(vec_a);
glVertex3fv(bevp->vec);
glVertex3fv(vec_b);
glEnd();
bevp += skip + 1;
nr -= skip;
}
}
}
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
for (nu = nurb; nu; nu = nu->next) {
drawvertsN(nu, 1, hide_handles, vert);
}
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2])
{
cpack(0);
ED_view3d_polygon_offset(rv3d, -1.0);
set_inverted_drawing(1);
glBegin(GL_QUADS);
glVertex2fv(textcurs[0]);
glVertex2fv(textcurs[1]);
glVertex2fv(textcurs[2]);
glVertex2fv(textcurs[3]);
glEnd();
set_inverted_drawing(0);
ED_view3d_polygon_offset(rv3d, 0.0);
}
static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
Curve *cu = ob->data;
EditFont *ef = cu->editfont;
float vec1[3], vec2[3];
int i, selstart, selend;
draw_editfont_textcurs(rv3d, ef->textcurs);
if (cu->flag & CU_FAST) {
cpack(0xFFFFFF);
set_inverted_drawing(1);
drawDispList(scene, v3d, rv3d, base, OB_WIRE, dflag, ob_wire_col);
set_inverted_drawing(0);
}
else {
drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
if (cu->linewidth != 0.0f) {
UI_ThemeColor(TH_WIRE_EDIT);
copy_v3_v3(vec1, ob->orig);
copy_v3_v3(vec2, ob->orig);
vec1[0] += cu->linewidth;
vec2[0] += cu->linewidth;
vec1[1] += cu->linedist * cu->fsize;
vec2[1] -= cu->lines * cu->linedist * cu->fsize;
setlinestyle(3);
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
setlinestyle(0);
}
setlinestyle(3);
for (i = 0; i < cu->totbox; i++) {
if (cu->tb[i].w != 0.0f) {
UI_ThemeColor(i == (cu->actbox - 1) ? TH_ACTIVE : TH_WIRE);
vec1[0] = cu->xof + cu->tb[i].x;
vec1[1] = cu->yof + cu->tb[i].y + cu->fsize;
vec1[2] = 0.001;
glBegin(GL_LINE_STRIP);
glVertex3fv(vec1);
vec1[0] += cu->tb[i].w;
glVertex3fv(vec1);
vec1[1] -= cu->tb[i].h;
glVertex3fv(vec1);
vec1[0] -= cu->tb[i].w;
glVertex3fv(vec1);
vec1[1] += cu->tb[i].h;
glVertex3fv(vec1);
glEnd();
}
}
setlinestyle(0);
if (BKE_vfont_select_get(ob, &selstart, &selend) && ef->selboxes) {
const int seltot = selend - selstart;
float selboxw;
cpack(0xffffff);
set_inverted_drawing(1);
for (i = 0; i <= seltot; i++) {
EditFontSelBox *sb = &ef->selboxes[i];
float tvec[3];
if (i != seltot) {
if (ef->selboxes[i + 1].y == sb->y)
selboxw = ef->selboxes[i + 1].x - sb->x;
else
selboxw = sb->w;
}
else {
selboxw = sb->w;
}
/* fill in xy below */
tvec[2] = 0.001;
glBegin(GL_QUADS);
if (sb->rot == 0.0f) {
copy_v2_fl2(tvec, sb->x, sb->y);
glVertex3fv(tvec);
copy_v2_fl2(tvec, sb->x + selboxw, sb->y);
glVertex3fv(tvec);
copy_v2_fl2(tvec, sb->x + selboxw, sb->y + sb->h);
glVertex3fv(tvec);
copy_v2_fl2(tvec, sb->x, sb->y + sb->h);
glVertex3fv(tvec);
}
else {
float mat[2][2];
angle_to_mat2(mat, sb->rot);
copy_v2_fl2(tvec, sb->x, sb->y);
glVertex3fv(tvec);
copy_v2_fl2(tvec, selboxw, 0.0f);
mul_m2v2(mat, tvec);
add_v2_v2(tvec, &sb->x);
glVertex3fv(tvec);
copy_v2_fl2(tvec, selboxw, sb->h);
mul_m2v2(mat, tvec);
add_v2_v2(tvec, &sb->x);
glVertex3fv(tvec);
copy_v2_fl2(tvec, 0.0f, sb->h);
mul_m2v2(mat, tvec);
add_v2_v2(tvec, &sb->x);
glVertex3fv(tvec);
}
glEnd();
}
set_inverted_drawing(0);
}
}
/* draw a sphere for use as an empty drawtype */
static void draw_empty_sphere(float size)
{
static GLuint displist = 0;
if (displist == 0) {
GLUquadricObj *qobj;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
glPushMatrix();
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
gluDisk(qobj, 0.0, 1, 16, 1);
glRotatef(90, 0, 1, 0);
gluDisk(qobj, 0.0, 1, 16, 1);
glRotatef(90, 1, 0, 0);
gluDisk(qobj, 0.0, 1, 16, 1);
gluDeleteQuadric(qobj);
glPopMatrix();
glEndList();
}
glScalef(size, size, size);
glCallList(displist);
glScalef(1.0f / size, 1.0f / size, 1.0f / size);
}
/* draw a cone for use as an empty drawtype */
static void draw_empty_cone(float size)
{
const float radius = size;
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
glPushMatrix();
glScalef(radius, size * 2.0f, radius);
glRotatef(-90.0, 1.0, 0.0, 0.0);
gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
static void drawspiral(const float cent[3], float rad, float tmat[4][4], int start)
{
float vec[3], vx[3], vy[3];
const float tot_inv = 1.0f / (float)CIRCLE_RESOL;
int a;
bool inverse = false;
float x, y, fac;
if (start < 0) {
inverse = true;
start = -start;
}
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
glBegin(GL_LINE_STRIP);
if (inverse == 0) {
copy_v3_v3(vec, cent);
glVertex3fv(vec);
for (a = 0; a < CIRCLE_RESOL; a++) {
if (a + start >= CIRCLE_RESOL)
start = -a + 1;
fac = (float)a * tot_inv;
x = sinval[a + start] * fac;
y = cosval[a + start] * fac;
vec[0] = cent[0] + (x * vx[0] + y * vy[0]);
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
glVertex3fv(vec);
}
}
else {
fac = (float)(CIRCLE_RESOL - 1) * tot_inv;
x = sinval[start] * fac;
y = cosval[start] * fac;
vec[0] = cent[0] + (x * vx[0] + y * vy[0]);
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
glVertex3fv(vec);
for (a = 0; a < CIRCLE_RESOL; a++) {
if (a + start >= CIRCLE_RESOL)
start = -a + 1;
fac = (float)(-a + (CIRCLE_RESOL - 1)) * tot_inv;
x = sinval[a + start] * fac;
y = cosval[a + start] * fac;
vec[0] = cent[0] + (x * vx[0] + y * vy[0]);
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
glVertex3fv(vec);
}
}
glEnd();
}
/* draws a circle on x-z plane given the scaling of the circle, assuming that
* all required matrices have been set (used for drawing empties) */
static void drawcircle_size(float size)
{
float x, y;
short degrees;
glBegin(GL_LINE_LOOP);
/* coordinates are: cos(degrees * 11.25) = x, sin(degrees * 11.25) = y, 0.0f = z */
for (degrees = 0; degrees < CIRCLE_RESOL; degrees++) {
x = cosval[degrees];
y = sinval[degrees];
glVertex3f(x * size, 0.0f, y * size);
}
glEnd();
}
/* needs fixing if non-identity matrix used */
static void drawtube(const float vec[3], float radius, float height, float tmat[4][4])
{
float cur[3];
drawcircball(GL_LINE_LOOP, vec, radius, tmat);
copy_v3_v3(cur, vec);
cur[2] += height;
drawcircball(GL_LINE_LOOP, cur, radius, tmat);
glBegin(GL_LINES);
glVertex3f(vec[0] + radius, vec[1], vec[2]);
glVertex3f(cur[0] + radius, cur[1], cur[2]);
glVertex3f(vec[0] - radius, vec[1], vec[2]);
glVertex3f(cur[0] - radius, cur[1], cur[2]);
glVertex3f(vec[0], vec[1] + radius, vec[2]);
glVertex3f(cur[0], cur[1] + radius, cur[2]);
glVertex3f(vec[0], vec[1] - radius, vec[2]);
glVertex3f(cur[0], cur[1] - radius, cur[2]);
glEnd();
}
/* needs fixing if non-identity matrix used */
static void drawcone(const float vec[3], float radius, float height, float tmat[4][4])
{
float cur[3];
copy_v3_v3(cur, vec);
cur[2] += height;
drawcircball(GL_LINE_LOOP, cur, radius, tmat);
glBegin(GL_LINES);
glVertex3f(vec[0], vec[1], vec[2]);
glVertex3f(cur[0] + radius, cur[1], cur[2]);
glVertex3f(vec[0], vec[1], vec[2]);
glVertex3f(cur[0] - radius, cur[1], cur[2]);
glVertex3f(vec[0], vec[1], vec[2]);
glVertex3f(cur[0], cur[1] + radius, cur[2]);
glVertex3f(vec[0], vec[1], vec[2]);
glVertex3f(cur[0], cur[1] - radius, cur[2]);
glEnd();
}
/* return true if nothing was drawn */
static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
MetaBall *mb;
MetaElem *ml;
float imat[4][4];
int code = 1;
mb = ob->data;
if (mb->editelems) {
if ((G.f & G_PICKSEL) == 0) {
unsigned char wire_col[4];
UI_GetThemeColor4ubv(TH_WIRE_EDIT, wire_col);
glColor3ubv(wire_col);
drawDispList(scene, v3d, rv3d, base, dt, dflag, wire_col);
}
ml = mb->editelems->first;
}
else {
if ((base->flag & OB_FROMDUPLI) == 0) {
drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
ml = mb->elems.first;
}
if (ml == NULL) {
return true;
}
if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
return false;
}
invert_m4_m4(imat, rv3d->viewmatob);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
if (mb->editelems == NULL) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
}
while (ml) {
/* draw radius */
if (mb->editelems) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) cpack(0xA0A0F0);
else cpack(0x3030A0);
}
if (G.f & G_PICKSEL) {
ml->selcol1 = code;
GPU_select_load_id(code++);
}
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad, imat);
/* draw stiffness */
if (mb->editelems) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0);
else cpack(0x30A030);
}
if (G.f & G_PICKSEL) {
ml->selcol2 = code;
GPU_select_load_id(code++);
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad * atanf(ml->s) / (float)M_PI_2, imat);
}
ml = ml->next;
}
return false;
}
static void draw_forcefield(Object *ob, RegionView3D *rv3d,
const short dflag, const unsigned char ob_wire_col[4])
{
PartDeflect *pd = ob->pd;
float imat[4][4], tmat[4][4];
float vec[3] = {0.0, 0.0, 0.0};
/* scale size of circle etc with the empty drawsize */
const float size = (ob->type == OB_EMPTY) ? ob->empty_drawsize : 1.0f;
/* calculus here, is reused in PFIELD_FORCE */
invert_m4_m4(imat, rv3d->viewmatob);
#if 0
normalize_v3(imat[0]); /* we don't do this because field doesnt scale either... apart from wind! */
normalize_v3(imat[1]);
#endif
if (pd->forcefield == PFIELD_WIND) {
float force_val = pd->f_strength;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
}
unit_m4(tmat);
force_val *= 0.1f;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2] = 0.5f * force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2] = 1.0f * force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2] = 1.5f * force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2] = 0.0f; /* reset vec for max dist circle */
}
else if (pd->forcefield == PFIELD_FORCE) {
float ffall_val = pd->f_power;
if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
drawcircball(GL_LINE_LOOP, vec, size, imat);
if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(1.5f, ffall_val));
drawcircball(GL_LINE_LOOP, vec, size * 1.5f, imat);
if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(2.0f, ffall_val));
drawcircball(GL_LINE_LOOP, vec, size * 2.0f, imat);
}
else if (pd->forcefield == PFIELD_VORTEX) {
float force_val = pd->f_strength;
unit_m4(tmat);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.7f);
}
if (force_val < 0) {
drawspiral(vec, size, tmat, 1);
drawspiral(vec, size, tmat, 16);
}
else {
drawspiral(vec, size, tmat, -1);
drawspiral(vec, size, tmat, -16);
}
}
else if (pd->forcefield == PFIELD_GUIDE && ob->type == OB_CURVE) {
Curve *cu = ob->data;
if ((cu->flag & CU_PATH) && ob->curve_cache->path && ob->curve_cache->path->data) {
float guidevec1[4], guidevec2[3];
float mindist = pd->f_strength;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
}
/* path end */
setlinestyle(3);
where_on_path(ob, 1.0f, guidevec1, guidevec2, NULL, NULL, NULL);
drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
/* path beginning */
setlinestyle(0);
where_on_path(ob, 0.0f, guidevec1, guidevec2, NULL, NULL, NULL);
drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
copy_v3_v3(vec, guidevec1); /* max center */
}
}
setlinestyle(3);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
}
if (pd->falloff == PFIELD_FALL_SPHERE) {
/* as last, guide curve alters it */
if (pd->flag & PFIELD_USEMAX)
drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat);
if (pd->flag & PFIELD_USEMIN)
drawcircball(GL_LINE_LOOP, vec, pd->mindist, imat);
}
else if (pd->falloff == PFIELD_FALL_TUBE) {
float radius, distance;
unit_m4(tmat);
vec[0] = vec[1] = 0.0f;
radius = (pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f;
distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
vec[2] = distance;
distance = (pd->flag & PFIELD_POSZ) ? -distance : -2.0f * distance;
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR))
drawtube(vec, radius, distance, tmat);
radius = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f;
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
vec[2] = distance;
distance = (pd->flag & PFIELD_POSZ) ? -distance : -2.0f * distance;
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR))
drawtube(vec, radius, distance, tmat);
}
else if (pd->falloff == PFIELD_FALL_CONE) {
float radius, distance;
unit_m4(tmat);
radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat);
if ((pd->flag & PFIELD_POSZ) == 0)
drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
}
radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat);
if ((pd->flag & PFIELD_POSZ) == 0)
drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
}
}
setlinestyle(0);
}
static void draw_box(float vec[8][3], bool solid)
{
if (!solid) {
glBegin(GL_LINE_STRIP);
glVertex3fv(vec[0]); glVertex3fv(vec[1]); glVertex3fv(vec[2]); glVertex3fv(vec[3]);
glVertex3fv(vec[0]); glVertex3fv(vec[4]); glVertex3fv(vec[5]); glVertex3fv(vec[6]);
glVertex3fv(vec[7]); glVertex3fv(vec[4]);
glEnd();
glBegin(GL_LINES);
glVertex3fv(vec[1]); glVertex3fv(vec[5]);
glVertex3fv(vec[2]); glVertex3fv(vec[6]);
glVertex3fv(vec[3]); glVertex3fv(vec[7]);
glEnd();
}
else {
glBegin(GL_QUADS);
glVertex3fv(vec[0]); glVertex3fv(vec[1]); glVertex3fv(vec[2]); glVertex3fv(vec[3]);
glVertex3fv(vec[7]); glVertex3fv(vec[6]); glVertex3fv(vec[5]); glVertex3fv(vec[4]);
glVertex3fv(vec[4]); glVertex3fv(vec[5]); glVertex3fv(vec[1]); glVertex3fv(vec[0]);
glVertex3fv(vec[3]); glVertex3fv(vec[2]); glVertex3fv(vec[6]); glVertex3fv(vec[7]);
glVertex3fv(vec[3]); glVertex3fv(vec[7]); glVertex3fv(vec[4]); glVertex3fv(vec[0]);
glVertex3fv(vec[1]); glVertex3fv(vec[5]); glVertex3fv(vec[6]); glVertex3fv(vec[2]);
glEnd();
}
}
static void draw_bb_quadric(BoundBox *bb, char type, bool around_origin)
{
float size[3], cent[3];
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
BKE_boundbox_calc_size_aabb(bb, size);
if (around_origin) {
zero_v3(cent);
}
else {
BKE_boundbox_calc_center_aabb(bb, cent);
}
glPushMatrix();
if (type == OB_BOUND_SPHERE) {
float scale = MAX3(size[0], size[1], size[2]);
glTranslate3fv(cent);
glScalef(scale, scale, scale);
gluSphere(qobj, 1.0, 8, 5);
}
else if (type == OB_BOUND_CYLINDER) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[1], cent[2] - size[2]);
glScalef(radius, radius, 2.0f * size[2]);
gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1);
}
else if (type == OB_BOUND_CONE) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[1], cent[2] - size[2]);
glScalef(radius, radius, 2.0f * size[2]);
gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
}
else if (type == OB_BOUND_CAPSULE) {
float radius = size[0] > size[1] ? size[0] : size[1];
float length = size[2] > radius ? 2.0f * (size[2] - radius) : 0.0f;
glTranslatef(cent[0], cent[1], cent[2] - length * 0.5f);
gluCylinder(qobj, radius, radius, length, 8, 1);
gluSphere(qobj, radius, 8, 4);
glTranslatef(0.0, 0.0, length);
gluSphere(qobj, radius, 8, 4);
}
glPopMatrix();
gluDeleteQuadric(qobj);
}
static void draw_bounding_volume(Object *ob, char type)
{
BoundBox bb_local;
BoundBox *bb = NULL;
if (ob->type == OB_MESH) {
bb = BKE_mesh_boundbox_get(ob);
}
else if (ELEM(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
bb = BKE_curve_boundbox_get(ob);
}
else if (ob->type == OB_MBALL) {
if (BKE_mball_is_basis(ob)) {
bb = ob->bb;
}
}
else if (ob->type == OB_ARMATURE) {
bb = BKE_armature_boundbox_get(ob);
}
else if (ob->type == OB_LATTICE) {
bb = BKE_lattice_boundbox_get(ob);
}
else {
const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
bb = &bb_local;
BKE_boundbox_init_from_minmax(bb, min, max);
}
if (bb == NULL)
return;
if (ob->gameflag & OB_BOUNDS) { /* bounds need to be drawn around origin for game engine */
if (type == OB_BOUND_BOX) {
float vec[8][3], size[3];
BKE_boundbox_calc_size_aabb(bb, size);
vec[0][0] = vec[1][0] = vec[2][0] = vec[3][0] = -size[0];
vec[4][0] = vec[5][0] = vec[6][0] = vec[7][0] = +size[0];
vec[0][1] = vec[1][1] = vec[4][1] = vec[5][1] = -size[1];
vec[2][1] = vec[3][1] = vec[6][1] = vec[7][1] = +size[1];
vec[0][2] = vec[3][2] = vec[4][2] = vec[7][2] = -size[2];
vec[1][2] = vec[2][2] = vec[5][2] = vec[6][2] = +size[2];
draw_box(vec, false);
}
else {
draw_bb_quadric(bb, type, true);
}
}
else {
if (type == OB_BOUND_BOX)
draw_box(bb->vec, false);
else
draw_bb_quadric(bb, type, false);
}
}
static void drawtexspace(Object *ob)
{
float vec[8][3], loc[3], size[3];
if (ob->type == OB_MESH) {
BKE_mesh_texspace_get(ob->data, loc, NULL, size);
}
else if (ELEM(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
BKE_curve_texspace_get(ob->data, loc, NULL, size);
}
else if (ob->type == OB_MBALL) {
MetaBall *mb = ob->data;
copy_v3_v3(size, mb->size);
copy_v3_v3(loc, mb->loc);
}
else {
return;
}
vec[0][0] = vec[1][0] = vec[2][0] = vec[3][0] = loc[0] - size[0];
vec[4][0] = vec[5][0] = vec[6][0] = vec[7][0] = loc[0] + size[0];
vec[0][1] = vec[1][1] = vec[4][1] = vec[5][1] = loc[1] - size[1];
vec[2][1] = vec[3][1] = vec[6][1] = vec[7][1] = loc[1] + size[1];
vec[0][2] = vec[3][2] = vec[4][2] = vec[7][2] = loc[2] - size[2];
vec[1][2] = vec[2][2] = vec[5][2] = vec[6][2] = loc[2] + size[2];
setlinestyle(2);
draw_box(vec, false);
setlinestyle(0);
}
/* draws wire outline */
static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
const unsigned char ob_wire_col[4])
{
RegionView3D *rv3d = ar->regiondata;
Object *ob = base->object;
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
glDepthMask(0);
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
DerivedMesh *dm;
bool has_faces = false;
#ifdef SEQUENCER_DAG_WORKAROUND
ensure_curve_cache(scene, ob);
#endif
dm = ob->derivedFinal;
if (dm) {
DM_update_materials(dm, ob);
}
if (dm) {
has_faces = (dm->getNumPolys(dm) != 0);
}
else {
has_faces = BKE_displist_has_faces(&ob->curve_cache->disp);
}
if (has_faces && ED_view3d_boundbox_clip(rv3d, ob->bb)) {
if (dm) {
draw_mesh_object_outline(v3d, ob, dm);
}
else {
drawDispListwire(&ob->curve_cache->disp, ob->type);
}
}
}
else if (ob->type == OB_MBALL) {
if (BKE_mball_is_basis(ob)) {
if ((base->flag & OB_FROMDUPLI) == 0) {
drawDispListwire(&ob->curve_cache->disp, ob->type);
}
}
}
else if (ob->type == OB_ARMATURE) {
if (!(ob->mode & OB_MODE_POSE && base == scene->basact))
draw_armature(scene, v3d, ar, base, OB_WIRE, 0, ob_wire_col, true);
}
glLineWidth(1.0);
glDepthMask(1);
}
static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const unsigned char ob_wire_col[4])
{
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF, OB_MBALL)) {
if (scene->obedit == ob) {
UI_ThemeColor(TH_WIRE_EDIT);
}
else {
glColor3ubv(ob_wire_col);
}
ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
if (ED_view3d_boundbox_clip(rv3d, ob->bb)) {
if (ob->derivedFinal) {
drawCurveDMWired(ob);
}
else {
drawDispListwire(&ob->curve_cache->disp, ob->type);
}
}
}
else if (ob->type == OB_MBALL) {
if (BKE_mball_is_basis(ob)) {
drawDispListwire(&ob->curve_cache->disp, ob->type);
}
}
glDepthMask(1);
ED_view3d_polygon_offset(rv3d, 0.0);
}
}
/* should be called in view space */
static void draw_hooks(Object *ob)
{
ModifierData *md;
float vec[3];
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData *) md;
mul_v3_m4v3(vec, ob->obmat, hmd->cent);
if (hmd->object) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(hmd->object->obmat[3]);
glVertex3fv(vec);
glEnd();
setlinestyle(0);
}
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(vec);
bglEnd();
glPointSize(1.0);
}
}
}
static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
const short dflag, const unsigned char ob_wire_col[4])
{
const char *axis_str[3] = {"px", "py", "pz"};
int axis;
float mat[4][4];
eul_to_mat4(mat, &data->axX);
glLineWidth(4.0f);
setlinestyle(2);
for (axis = 0; axis < 3; axis++) {
float dir[3] = {0, 0, 0};
float v[3];
copy_v3_v3(v, &data->pivX);
dir[axis] = 1.0f;
glBegin(GL_LINES);
mul_m4_v3(mat, dir);
add_v3_v3(v, dir);
glVertex3fv(&data->pivX);
glVertex3fv(v);
glEnd();
/* when const color is set wirecolor is NULL - we could get the current color but
* with selection and group instancing its not needed to draw the text */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
view3d_cached_text_draw_add(v, axis_str[axis], 2, 0, V3D_CACHE_TEXT_ASCII, ob_wire_col);
}
}
glLineWidth(1.0f);
setlinestyle(0);
}
static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_wire_col[4])
{
Object *ob = base->object;
int colindex = 0;
const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
* note: no theme yet for 'colindex' */
int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
int theme_shade = 0;
if ((scene->obedit == NULL) &&
(G.moving & G_TRANSFORM_OBJ) &&
(base->flag & (SELECT + BA_WAS_SEL)))
{
theme_id = TH_TRANSFORM;
}
else {
/* Sets the 'colindex' */
if (ob->id.lib) {
colindex = (base->flag & (SELECT + BA_WAS_SEL)) ? 2 : 1;
}
/* Sets the 'theme_id' or fallback to wire */
else {
if (ob->flag & OB_FROMGROUP) {
if (base->flag & (SELECT + BA_WAS_SEL)) {
/* uses darker active color for non-active + selected */
theme_id = TH_GROUP_ACTIVE;
if (scene->basact != base) {
theme_shade = -16;
}
}
else {
theme_id = TH_GROUP;
}
}
else {
if (base->flag & (SELECT + BA_WAS_SEL)) {
theme_id = scene->basact == base ? TH_ACTIVE : TH_SELECT;
}
else {
if (ob->type == OB_LAMP) theme_id = TH_LAMP;
else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
/* fallback to TH_WIRE */
}
}
}
}
/* finally set the color */
if (colindex == 0) {
if (theme_shade == 0) UI_GetThemeColor3ubv(theme_id, r_ob_wire_col);
else UI_GetThemeColorShade3ubv(theme_id, theme_shade, r_ob_wire_col);
}
else {
cpack_cpy_3ub(r_ob_wire_col, colortab[colindex]);
}
/* no reason to use this but some functions take col[4] */
r_ob_wire_col[3] = 255;
}
static void draw_object_matcap_check(View3D *v3d, Object *ob)
{
/* fixed rule, active object draws as matcap */
BLI_assert((ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) == 0);
(void)ob;
if (v3d->defmaterial == NULL) {
extern Material defmaterial;
v3d->defmaterial = MEM_mallocN(sizeof(Material), "matcap material");
*(v3d->defmaterial) = defmaterial;
BLI_listbase_clear(&v3d->defmaterial->gpumaterial);
v3d->defmaterial->preview = NULL;
}
/* first time users */
if (v3d->matcap_icon < ICON_MATCAP_01 ||
v3d->matcap_icon > ICON_MATCAP_24)
{
v3d->matcap_icon = ICON_MATCAP_01;
}
if (v3d->defmaterial->preview == NULL)
v3d->defmaterial->preview = UI_icon_to_preview(v3d->matcap_icon);
/* signal to all material checks, gets cleared below */
v3d->flag2 |= V3D_SHOW_SOLID_MATCAP;
}
static void draw_rigidbody_shape(Object *ob)
{
BoundBox *bb = NULL;
float size[3], vec[8][3];
if (ob->type == OB_MESH) {
bb = BKE_mesh_boundbox_get(ob);
}
if (bb == NULL)
return;
switch (ob->rigidbody_object->shape) {
case RB_SHAPE_BOX:
BKE_boundbox_calc_size_aabb(bb, size);
vec[0][0] = vec[1][0] = vec[2][0] = vec[3][0] = -size[0];
vec[4][0] = vec[5][0] = vec[6][0] = vec[7][0] = +size[0];
vec[0][1] = vec[1][1] = vec[4][1] = vec[5][1] = -size[1];
vec[2][1] = vec[3][1] = vec[6][1] = vec[7][1] = +size[1];
vec[0][2] = vec[3][2] = vec[4][2] = vec[7][2] = -size[2];
vec[1][2] = vec[2][2] = vec[5][2] = vec[6][2] = +size[2];
draw_box(vec, false);
break;
case RB_SHAPE_SPHERE:
draw_bb_quadric(bb, OB_BOUND_SPHERE, true);
break;
case RB_SHAPE_CONE:
draw_bb_quadric(bb, OB_BOUND_CONE, true);
break;
case RB_SHAPE_CYLINDER:
draw_bb_quadric(bb, OB_BOUND_CYLINDER, true);
break;
case RB_SHAPE_CAPSULE:
draw_bb_quadric(bb, OB_BOUND_CAPSULE, true);
break;
}
}
/**
* main object drawing function, draws in selection
* \param dflag (draw flag) can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET
*/
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
{
ModifierData *md = NULL;
Object *ob = base->object;
Curve *cu;
RegionView3D *rv3d = ar->regiondata;
unsigned int col = 0;
unsigned char _ob_wire_col[4]; /* dont initialize this */
const unsigned char *ob_wire_col = NULL; /* dont initialize this, use NULL crashes as a way to find invalid use */
short dtx;
char dt;
bool zbufoff = false, is_paint = false, empty_object = false;
const bool is_obact = (ob == OBACT);
const bool render_override = (v3d->flag2 & V3D_RENDER_OVERRIDE) != 0;
const bool is_picking = (G.f & G_PICKSEL) != 0;
const bool has_particles = (ob->particlesystem.first != NULL);
bool skip_object = false; /* Draw particles but not their emitter object. */
SmokeModifierData *smd = NULL;
if (ob != scene->obedit) {
if (ob->restrictflag & OB_RESTRICT_VIEW)
return;
if (render_override) {
if (ob->restrictflag & OB_RESTRICT_RENDER)
return;
if (!has_particles && (ob->transflag & (OB_DUPLI & ~OB_DUPLIFRAMES)))
return;
}
}
if (has_particles) {
/* XXX particles are not safe for simultaneous threaded render */
if (G.is_rendering) {
return;
}
if (ob->mode == OB_MODE_OBJECT) {
ParticleSystem *psys;
skip_object = render_override;
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
/* Once we have found a psys which renders its emitter object, we are done. */
if (psys->part->draw & PART_DRAW_EMITTER) {
skip_object = false;
break;
}
}
}
}
if (((base->flag & OB_FROMDUPLI) == 0) &&
(md = modifiers_findByType(ob, eModifierType_Smoke)) &&
(modifier_isEnabled(scene, md, eModifierMode_Realtime)))
{
smd = (SmokeModifierData *)md;
if (smd->domain) {
if (!v3d->transp && (dflag & DRAW_PICKING) == 0) {
if (!v3d->xray && !(ob->dtx & OB_DRAWXRAY)) {
/* object has already been drawn so skip drawing it */
ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
return;
}
else if (v3d->xray) {
/* object has already been drawn so skip drawing it */
ED_view3d_after_add(&v3d->afterdraw_xraytransp, base, dflag);
return;
}
}
}
}
/* xray delay? */
if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* don't do xray in particle mode, need the z-buffer */
if (!(ob->mode & OB_MODE_PARTICLE_EDIT)) {
/* xray and transp are set when it is drawing the 2nd/3rd pass */
if (!v3d->xray && !v3d->transp && (ob->dtx & OB_DRAWXRAY) && !(ob->dtx & OB_DRAWTRANSP)) {
ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag);
return;
}
/* allow transp option for empty images */
if (ob->type == OB_EMPTY && ob->empty_drawtype == OB_EMPTY_IMAGE) {
if (!v3d->xray && !v3d->transp && !(ob->dtx & OB_DRAWXRAY) && (ob->dtx & OB_DRAWTRANSP)) {
ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
return;
}
}
}
}
/* -------------------------------------------------------------------- */
/* no return after this point, otherwise leaks */
/* only once set now, will be removed too, should become a global standard */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
view3d_cached_text_draw_begin();
/* draw motion paths (in view space) */
if (ob->mpath && !render_override) {
bAnimVizSettings *avs = &ob->avs;
/* setup drawing environment for paths */
draw_motion_paths_init(v3d, ar);
/* draw motion path for object */
draw_motion_path_instance(scene, ob, NULL, avs, ob->mpath);
/* cleanup after drawing */
draw_motion_paths_cleanup(v3d);
}
/* multiply view with object matrix.
* local viewmat and persmat, to calculate projections */
ED_view3d_init_mats_rv3d_gl(ob, rv3d);
/* which wire color */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
ED_view3d_project_base(ar, base);
draw_object_wire_color(scene, base, _ob_wire_col);
ob_wire_col = _ob_wire_col;
glColor3ubv(ob_wire_col);
}
/* maximum drawtype */
dt = v3d->drawtype;
if (dt == OB_RENDER) dt = OB_SOLID;
dt = MIN2(dt, ob->dt);
if (v3d->zbuf == 0 && dt > OB_WIRE) dt = OB_WIRE;
dtx = 0;
/* faceselect exception: also draw solid when (dt == wire), except in editmode */
if (is_obact) {
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) {
if (ob->type == OB_MESH) {
if (dt < OB_SOLID) {
zbufoff = true;
dt = OB_SOLID;
}
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
dt = OB_PAINT;
}
is_paint = true;
glEnable(GL_DEPTH_TEST);
}
}
}
/* matcap check - only when not painting color */
if ((v3d->flag2 & V3D_SOLID_MATCAP) &&
(dt == OB_SOLID) &&
(is_paint == false && is_picking == false) &&
((v3d->flag2 & V3D_RENDER_SHADOW) == 0))
{
draw_object_matcap_check(v3d, ob);
}
/* draw-extra supported for boundbox drawmode too */
if (dt >= OB_BOUNDBOX) {
dtx = ob->dtx;
if (ob->mode & OB_MODE_EDIT) {
/* the only 2 extra drawtypes alowed in editmode */
dtx = dtx & (OB_DRAWWIRE | OB_TEXSPACE);
}
}
if (!skip_object) {
/* draw outline for selected objects, mesh does itself */
if ((v3d->flag & V3D_SELECT_OUTLINE) && !render_override && ob->type != OB_MESH) {
if (dt > OB_WIRE && (ob->mode & OB_MODE_EDIT) == 0 && (dflag & DRAW_SCENESET) == 0) {
if (!(ob->dtx & OB_DRAWWIRE) && (ob->flag & SELECT) && !(dflag & (DRAW_PICKING | DRAW_CONSTCOLOR))) {
drawObjectSelect(scene, v3d, ar, base, ob_wire_col);
}
}
}
switch (ob->type) {
case OB_MESH:
empty_object = draw_mesh_object(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* mesh draws wire itself */
dtx &= ~OB_DRAWWIRE;
}
break;
case OB_FONT:
cu = ob->data;
if (cu->editfont) {
draw_editfont(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
else if (dt == OB_BOUNDBOX) {
if ((render_override && v3d->drawtype >= OB_WIRE) == 0) {
#ifdef SEQUENCER_DAG_WORKAROUND
ensure_curve_cache(scene, base->object);
#endif
draw_bounding_volume(ob, ob->boundtype);
}
}
else if (ED_view3d_boundbox_clip(rv3d, ob->bb)) {
empty_object = drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
break;
case OB_CURVE:
case OB_SURF:
cu = ob->data;
if (cu->editnurb) {
ListBase *nurbs = BKE_curve_editNurbs_get(cu);
draw_editnurb(scene, v3d, rv3d, base, nurbs->first, dt, dflag, ob_wire_col);
}
else if (dt == OB_BOUNDBOX) {
if ((render_override && (v3d->drawtype >= OB_WIRE)) == 0) {
#ifdef SEQUENCER_DAG_WORKAROUND
ensure_curve_cache(scene, base->object);
#endif
draw_bounding_volume(ob, ob->boundtype);
}
}
else if (ED_view3d_boundbox_clip(rv3d, ob->bb)) {
empty_object = drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
break;
case OB_MBALL:
{
MetaBall *mb = ob->data;
if (mb->editelems)
drawmball(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
else if (dt == OB_BOUNDBOX) {
if ((render_override && (v3d->drawtype >= OB_WIRE)) == 0) {
#ifdef SEQUENCER_DAG_WORKAROUND
ensure_curve_cache(scene, base->object);
#endif
draw_bounding_volume(ob, ob->boundtype);
}
}
else
empty_object = drawmball(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
break;
}
case OB_EMPTY:
if (!render_override) {
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
draw_empty_image(ob, dflag, ob_wire_col);
}
else {
drawaxes(ob->empty_drawsize, ob->empty_drawtype);
}
}
break;
case OB_LAMP:
if (!render_override) {
drawlamp(v3d, rv3d, base, dt, dflag, ob_wire_col, is_obact);
}
break;
case OB_CAMERA:
if (!render_override ||
(rv3d->persp == RV3D_CAMOB && v3d->camera == ob)) /* special exception for active camera */
{
drawcamera(scene, v3d, rv3d, base, dflag, ob_wire_col);
}
break;
case OB_SPEAKER:
if (!render_override)
drawspeaker(scene, v3d, rv3d, ob, dflag);
break;
case OB_LATTICE:
if (!render_override) {
/* Do not allow boundbox in edit nor pose mode! */
if ((dt == OB_BOUNDBOX) && (ob->mode & OB_MODE_EDIT))
dt = OB_WIRE;
if (dt == OB_BOUNDBOX) {
draw_bounding_volume(ob, ob->boundtype);
}
else {
#ifdef SEQUENCER_DAG_WORKAROUND
ensure_curve_cache(scene, ob);
#endif
drawlattice(v3d, ob);
}
}
break;
case OB_ARMATURE:
if (!render_override) {
/* Do not allow boundbox in edit nor pose mode! */
if ((dt == OB_BOUNDBOX) && (ob->mode & (OB_MODE_EDIT | OB_MODE_POSE)))
dt = OB_WIRE;
if (dt == OB_BOUNDBOX) {
draw_bounding_volume(ob, ob->boundtype);
}
else {
if (dt > OB_WIRE)
GPU_object_material_bind(0, NULL); /* we use default material */
empty_object = draw_armature(scene, v3d, ar, base, dt, dflag, ob_wire_col, false);
if (dt > OB_WIRE)
GPU_object_material_unbind();
}
}
break;
default:
if (!render_override) {
drawaxes(1.0, OB_ARROWS);
}
break;
}
if (!render_override) {
if (ob->soft /*&& dflag & OB_SBMOTION*/) {
float mrt[3][3], msc[3][3], mtr[3][3];
SoftBody *sb = NULL;
float tipw = 0.5f, tiph = 0.5f, drawsize = 4.0f;
if ((sb = ob->soft)) {
if (sb->solverflags & SBSO_ESTIMATEIPO) {
glLoadMatrixf(rv3d->viewmat);
copy_m3_m3(msc, sb->lscale);
copy_m3_m3(mrt, sb->lrot);
mul_m3_m3m3(mtr, mrt, msc);
ob_draw_RE_motion(sb->lcom, mtr, tipw, tiph, drawsize);
glMultMatrixf(ob->obmat);
}
}
}
if (ob->pd && ob->pd->forcefield) {
draw_forcefield(ob, rv3d, dflag, ob_wire_col);
}
}
}
/* code for new particle system */
if ((ob->particlesystem.first) &&
(ob != scene->obedit))
{
ParticleSystem *psys;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* for visibility, also while wpaint */
if (col || (ob->flag & SELECT)) {
cpack(0xFFFFFF);
}
}
//glDepthMask(GL_FALSE);
glLoadMatrixf(rv3d->viewmat);
view3d_cached_text_draw_begin();
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
/* run this so that possible child particles get cached */
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
if (edit && edit->psys == psys)
draw_update_ptcache_edit(scene, ob, edit);
}
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);
glMultMatrixf(ob->obmat);
//glDepthMask(GL_TRUE);
if (col) cpack(col);
}
/* draw edit particles last so that they can draw over child particles */
if ((dflag & DRAW_PICKING) == 0 &&
(!scene->obedit))
{
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
if (edit) {
glLoadMatrixf(rv3d->viewmat);
draw_update_ptcache_edit(scene, ob, edit);
draw_ptcache_edit(scene, v3d, edit);
glMultMatrixf(ob->obmat);
}
}
}
/* draw code for smoke */
if (smd) {
#if 0
/* draw collision objects */
if ((smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll) {
SmokeCollSettings *scs = smd->coll;
if (scs->points) {
size_t i;
glLoadMatrixf(rv3d->viewmat);
if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
// glPointSize(3.0);
bglBegin(GL_POINTS);
for (i = 0; i < scs->numpoints; i++)
{
bglVertex3fv(&scs->points[3 * i]);
}
bglEnd();
glPointSize(1.0);
glMultMatrixf(ob->obmat);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
if (col) cpack(col);
}
}
#endif
/* only draw domains */
if (smd->domain) {
SmokeDomainSettings *sds = smd->domain;
float viewnormal[3];
glLoadMatrixf(rv3d->viewmat);
glMultMatrixf(ob->obmat);
/* draw adaptive domain bounds */
if ((sds->flags & MOD_SMOKE_ADAPTIVE_DOMAIN) && !render_override) {
float p0[3], p1[3];
BoundBox bb;
/* draw domain max bounds */
VECSUBFAC(p0, sds->p0, sds->cell_size, sds->adapt_res);
VECADDFAC(p1, sds->p1, sds->cell_size, sds->adapt_res);
BKE_boundbox_init_from_minmax(&bb, p0, p1);
draw_box(bb.vec, false);
#if 0
/* draw base resolution bounds */
BKE_boundbox_init_from_minmax(&bb, sds->p0, sds->p1);
draw_box(bb.vec);
#endif
}
/* don't show smoke before simulation starts, this could be made an option in the future */
if (sds->fluid && CFRA >= sds->point_cache[0]->startframe) {
float p0[3], p1[3];
/* get view vector */
invert_m4_m4(ob->imat, ob->obmat);
mul_v3_mat3_m4v3(viewnormal, ob->imat, rv3d->viewinv[2]);
normalize_v3(viewnormal);
/* set dynamic boundaries to draw the volume
* also scale cube to global space to equalize volume slicing on all axes
* (it's scaled back before drawing) */
p0[0] = (sds->p0[0] + sds->cell_size[0] * sds->res_min[0] + sds->obj_shift_f[0]) * fabsf(ob->size[0]);
p0[1] = (sds->p0[1] + sds->cell_size[1] * sds->res_min[1] + sds->obj_shift_f[1]) * fabsf(ob->size[1]);
p0[2] = (sds->p0[2] + sds->cell_size[2] * sds->res_min[2] + sds->obj_shift_f[2]) * fabsf(ob->size[2]);
p1[0] = (sds->p0[0] + sds->cell_size[0] * sds->res_max[0] + sds->obj_shift_f[0]) * fabsf(ob->size[0]);
p1[1] = (sds->p0[1] + sds->cell_size[1] * sds->res_max[1] + sds->obj_shift_f[1]) * fabsf(ob->size[1]);
p1[2] = (sds->p0[2] + sds->cell_size[2] * sds->res_max[2] + sds->obj_shift_f[2]) * fabsf(ob->size[2]);
if (!sds->wt || !(sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
sds->tex = NULL;
GPU_create_smoke(smd, 0);
draw_smoke_volume(sds, ob, p0, p1, sds->res, viewnormal);
GPU_free_smoke(smd);
}
else if (sds->wt && (sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
sds->tex = NULL;
GPU_create_smoke(smd, 1);
draw_smoke_volume(sds, ob, p0, p1, sds->res_wt, viewnormal);
GPU_free_smoke(smd);
}
/* smoke debug render */
#ifdef SMOKE_DEBUG_VELOCITY
draw_smoke_velocity(smd->domain, ob);
#endif
#ifdef SMOKE_DEBUG_HEAT
draw_smoke_heat(smd->domain, ob);
#endif
}
}
}
if (!render_override) {
bConstraint *con;
for (con = ob->constraints.first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint *)con->data;
if (data->flag & CONSTRAINT_DRAW_PIVOT)
draw_rigid_body_pivot(data, dflag, ob_wire_col);
}
}
if ((ob->gameflag & OB_BOUNDS) && (ob->mode == OB_MODE_OBJECT)) {
if (ob->boundtype != ob->collision_boundtype || (dtx & OB_DRAWBOUNDOX) == 0) {
setlinestyle(2);
draw_bounding_volume(ob, ob->collision_boundtype);
setlinestyle(0);
}
}
if (ob->rigidbody_object) {
draw_rigidbody_shape(ob);
}
/* draw extra: after normal draw because of makeDispList */
if (dtx && (G.f & G_RENDER_OGL) == 0) {
if (dtx & OB_AXIS) {
drawaxes(1.0f, OB_ARROWS);
}
if (dtx & OB_DRAWBOUNDOX) {
draw_bounding_volume(ob, ob->boundtype);
}
if (dtx & OB_TEXSPACE) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* prevent random colors being used */
glColor3ubv(ob_wire_col);
}
drawtexspace(ob);
}
if (dtx & OB_DRAWNAME) {
/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
/* but, we also don't draw names for sets or duplicators */
if (dflag == 0) {
const float zero[3] = {0, 0, 0};
view3d_cached_text_draw_add(zero, ob->id.name + 2, strlen(ob->id.name + 2), 10, 0, ob_wire_col);
}
}
if ((dtx & OB_DRAWWIRE) && dt >= OB_SOLID) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
draw_wire_extra(scene, rv3d, ob, ob_wire_col);
}
}
}
}
if ((dt <= OB_SOLID) && !render_override) {
if (((ob->gameflag & OB_DYNAMIC) &&
((ob->gameflag & OB_BOUNDS) == 0)) ||
((ob->gameflag & OB_BOUNDS) &&
(ob->collision_boundtype == OB_BOUND_SPHERE)))
{
float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};
invert_m4_m4(imat, rv3d->viewmatob);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* prevent random colors being used */
glColor3ubv(ob_wire_col);
}
setlinestyle(2);
drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
setlinestyle(0);
}
}
/* return warning, this is cached text draw */
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 1, NULL);
/* return warning, clear temp flag */
v3d->flag2 &= ~V3D_SHOW_SOLID_MATCAP;
glLoadMatrixf(rv3d->viewmat);
if (zbufoff) {
glDisable(GL_DEPTH_TEST);
}
if ((base->flag & OB_FROMDUPLI) || render_override) {
ED_view3d_clear_mats_rv3d(rv3d);
return;
}
/* object centers, need to be drawn in viewmat space for speed, but OK for picking select */
if (!is_obact || !(ob->mode & OB_MODE_ALL_PAINT)) {
int do_draw_center = -1; /* defines below are zero or positive... */
if (render_override) {
/* don't draw */
}
else if (is_obact)
do_draw_center = ACTIVE;
else if (base->flag & SELECT)
do_draw_center = SELECT;
else if (empty_object || (v3d->flag & V3D_DRAW_CENTERS))
do_draw_center = DESELECT;
if (do_draw_center != -1) {
if (dflag & DRAW_PICKING) {
/* draw a single point for opengl selection */
glBegin(GL_POINTS);
glVertex3fv(ob->obmat[3]);
glEnd();
}
else if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* we don't draw centers for duplicators and sets */
if (U.obcenter_dia > 0 && !(G.f & G_RENDER_OGL)) {
/* check > 0 otherwise grease pencil can draw into the circle select which is annoying. */
drawcentercircle(v3d, rv3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us > 1);
}
}
}
}
/* not for sets, duplicators or picking */
if (dflag == 0 && (v3d->flag & V3D_HIDE_HELPLINES) == 0 && !render_override) {
ListBase *list;
RigidBodyCon *rbc = ob->rigidbody_constraint;
/* draw hook center and offset line */
if (ob != scene->obedit)
draw_hooks(ob);
/* help lines and so */
if (ob != scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ob->obmat[3]);
glVertex3fv(ob->orig);
glEnd();
setlinestyle(0);
}
/* Drawing the constraint lines */
if (ob->constraints.first) {
bConstraint *curcon;
bConstraintOb *cob;
unsigned char col1[4], col2[4];
list = &ob->constraints;
UI_GetThemeColor3ubv(TH_GRID, col1);
UI_make_axis_color(col1, col2, 'Z');
glColor3ubv(col2);
cob = BKE_constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
for (curcon = list->first; curcon; curcon = curcon->next) {
if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
/* special case for object solver and follow track constraints because they don't fill
* constraint targets properly (design limitation -- scene is needed for their target
* but it can't be accessed from get_targets callback) */
Object *camob = NULL;
if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) {
bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
if (camob) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(camob->obmat[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
}
else {
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon);
if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) {
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
cti->get_constraint_targets(curcon, &targets);
for (ct = targets.first; ct; ct = ct->next) {
/* calculate target's matrix */
if (cti->get_target_matrix)
cti->get_target_matrix(curcon, cob, ct, BKE_scene_frame_get(scene));
else
unit_m4(ct->matrix);
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ct->matrix[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(curcon, &targets, 1);
}
}
}
BKE_constraints_clear_evalob(cob);
}
/* draw rigid body constraint lines */
if (rbc) {
UI_ThemeColor(TH_WIRE);
setlinestyle(3);
glBegin(GL_LINES);
if (rbc->ob1) {
glVertex3fv(ob->obmat[3]);
glVertex3fv(rbc->ob1->obmat[3]);
}
if (rbc->ob2) {
glVertex3fv(ob->obmat[3]);
glVertex3fv(rbc->ob2->obmat[3]);
}
glEnd();
setlinestyle(0);
}
}
ED_view3d_clear_mats_rv3d(rv3d);
}
/* ***************** BACKBUF SEL (BBS) ********* */
static void bbs_obmode_mesh_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
drawMVertOffset_userData *data = userData;
MVert *mv = &data->mvert[index];
if (!(mv->flag & ME_HIDE)) {
WM_framebuffer_index_set(data->offset + index);
bglVertex3fv(co);
}
}
static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
{
drawMVertOffset_userData data;
Mesh *me = ob->data;
MVert *mvert = me->mvert;
data.mvert = mvert;
data.offset = offset;
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, bbs_obmode_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
bglEnd();
glPointSize(1.0);
}
static void bbs_mesh_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
drawBMOffset_userData *data = userData;
BMVert *eve = BM_vert_at_index(data->bm, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
WM_framebuffer_index_set(data->offset + index);
bglVertex3fv(co);
}
}
static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
{
drawBMOffset_userData data = {em->bm, offset};
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
bglEnd();
glPointSize(1.0);
}
static DMDrawOption bbs_mesh_wire__setDrawOptions(void *userData, int index)
{
drawBMOffset_userData *data = userData;
BMEdge *eed = BM_edge_at_index(data->bm, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
WM_framebuffer_index_set(data->offset + index);
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void bbs_mesh_wire(BMEditMesh *em, DerivedMesh *dm, int offset)
{
drawBMOffset_userData data = {em->bm, offset};
dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, &data);
}
/**
* dont set #WM_framebuffer_index_set. just use to mask other
*/
static DMDrawOption bbs_mesh_mask__setSolidDrawOptions(void *userData, int index)
{
BMFace *efa = BM_face_at_index(userData, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static DMDrawOption bbs_mesh_solid__setSolidDrawOptions(void *userData, int index)
{
BMFace *efa = BM_face_at_index(userData, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
WM_framebuffer_index_set(index + 1);
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void bbs_mesh_solid__drawCenter(void *userData, int index, const float cent[3], const float UNUSED(no[3]))
{
BMFace *efa = BM_face_at_index(userData, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
WM_framebuffer_index_set(index + 1);
bglVertex3fv(cent);
}
}
/* two options, facecolors or black */
static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
Object *ob, DerivedMesh *dm, bool use_faceselect)
{
cpack(0);
if (use_faceselect) {
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, NULL, NULL, em->bm, DM_DRAW_SKIP_HIDDEN | DM_DRAW_SELECT_USE_EDITMODE);
if (check_ob_drawface_dot(scene, v3d, ob->dt)) {
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
bglBegin(GL_POINTS);
dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, em->bm, DM_FOREACH_NOP);
bglEnd();
}
}
else {
dm->drawMappedFaces(dm, bbs_mesh_mask__setSolidDrawOptions, NULL, NULL, em->bm, DM_DRAW_SKIP_SELECT | DM_DRAW_SKIP_HIDDEN | DM_DRAW_SELECT_USE_EDITMODE);
}
}
static DMDrawOption bbs_mesh_solid__setDrawOpts(void *UNUSED(userData), int index)
{
WM_framebuffer_index_set(index + 1);
return DM_DRAW_OPTION_NORMAL;
}
static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
{
Mesh *me = userData;
if (!(me->mpoly[index].flag & ME_HIDE)) {
WM_framebuffer_index_set(index + 1);
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
/* must have called WM_framebuffer_index_set beforehand */
static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
{
Mesh *me = userData;
if (!(me->mpoly[index].flag & ME_HIDE)) {
return DM_DRAW_OPTION_NORMAL;
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static void bbs_mesh_solid_verts(Scene *scene, Object *ob)
{
Mesh *me = ob->data;
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
glColor3ub(0, 0, 0);
DM_update_materials(dm, ob);
dm->drawMappedFaces(dm, bbs_mesh_solid_hide2__setDrawOpts, GPU_object_material_bind, NULL, me, DM_DRAW_SKIP_HIDDEN);
bbs_obmode_mesh_verts(ob, dm, 1);
bm_vertoffs = me->totvert + 1;
dm->release(dm);
}
static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
{
DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
Mesh *me = ob->data;
glColor3ub(0, 0, 0);
DM_update_materials(dm, ob);
if ((me->editflag & ME_EDIT_PAINT_FACE_SEL))
dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, NULL, NULL, me, DM_DRAW_SKIP_HIDDEN);
else
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, NULL, NULL, me, 0);
dm->release(dm);
}
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
ToolSettings *ts = scene->toolsettings;
glMultMatrixf(ob->obmat);
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
switch (ob->type) {
case OB_MESH:
if (ob->mode & OB_MODE_EDIT) {
Mesh *me = ob->data;
BMEditMesh *em = me->edit_btmesh;
DerivedMesh *dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
DM_update_materials(dm, ob);
bbs_mesh_solid_EM(em, scene, v3d, ob, dm, (ts->selectmode & SCE_SELECT_FACE) != 0);
if (ts->selectmode & SCE_SELECT_FACE)
bm_solidoffs = 1 + em->bm->totface;
else
bm_solidoffs = 1;
ED_view3d_polygon_offset(rv3d, 1.0);
/* we draw edges always, for loop (select) tools */
bbs_mesh_wire(em, dm, bm_solidoffs);
bm_wireoffs = bm_solidoffs + em->bm->totedge;
/* we draw verts if vert select mode or if in transform (for snap). */
if ((ts->selectmode & SCE_SELECT_VERTEX) || (G.moving & G_TRANSFORM_EDIT)) {
bbs_mesh_verts(em, dm, bm_wireoffs);
bm_vertoffs = bm_wireoffs + em->bm->totvert;
}
else {
bm_vertoffs = bm_wireoffs;
}
ED_view3d_polygon_offset(rv3d, 0.0);
dm->release(dm);
}
else {
Mesh *me = ob->data;
if ((me->editflag & ME_EDIT_PAINT_VERT_SEL) &&
/* currently vertex select only supports weight paint */
(ob->mode & OB_MODE_WEIGHT_PAINT))
{
bbs_mesh_solid_verts(scene, ob);
}
else {
bbs_mesh_solid_faces(scene, ob);
}
}
break;
case OB_CURVE:
case OB_SURF:
break;
}
glLoadMatrixf(rv3d->viewmat);
}
/* ************* draw object instances for bones, for example ****************** */
/* assumes all matrices/etc set OK */
/* helper function for drawing object instances - meshes */
static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Object *ob, const short dt, int outline)
{
Mesh *me = ob->data;
DerivedMesh *dm = NULL, *edm = NULL;
int glsl;
if (ob->mode & OB_MODE_EDIT) {
edm = editbmesh_get_derived_base(ob, me->edit_btmesh);
DM_update_materials(edm, ob);
}
else {
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
DM_update_materials(dm, ob);
}
if (dt <= OB_WIRE) {
if (dm)
dm->drawEdges(dm, 1, 0);
else if (edm)
edm->drawEdges(edm, 1, 0);
}
else {
if (outline)
draw_mesh_object_outline(v3d, ob, dm ? dm : edm);
if (dm) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
}
else {
glEnable(GL_COLOR_MATERIAL);
UI_ThemeColor(TH_BONE_SOLID);
glDisable(GL_COLOR_MATERIAL);
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
glEnable(GL_LIGHTING);
if (dm) {
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
GPU_end_object_materials();
}
else if (edm)
edm->drawMappedFaces(edm, NULL, GPU_object_material_bind, NULL, NULL, 0);
glDisable(GL_LIGHTING);
}
if (edm) edm->release(edm);
if (dm) dm->release(dm);
}
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, const char dt, int outline)
{
if (ob == NULL)
return;
switch (ob->type) {
case OB_MESH:
draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
break;
case OB_EMPTY:
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
/* CONSTCOLOR == no wire outline */
draw_empty_image(ob, DRAW_CONSTCOLOR, NULL);
}
else {
drawaxes(ob->empty_drawsize, ob->empty_drawtype);
}
break;
}
}