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authorCampbell Barton <ideasman42@gmail.com>2014-06-04 08:22:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2014-06-04 08:24:05 +0400
commit5ee55caba58371d06e6437a493a93bdec804be45 (patch)
tree45d83052061d66011a7c69ba6e8a2daf8d6438c9
parentb3e9a71a3dc47900afe5bad04b810a33165fa658 (diff)
Fix for dupli's ignoring color in set-scenes
also skip setting wire color drawing depth
-rw-r--r--source/blender/editors/include/UI_resources.h4
-rw-r--r--source/blender/editors/interface/resources.c23
-rw-r--r--source/blender/editors/space_view3d/drawobject.c85
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c47
4 files changed, 106 insertions, 53 deletions
diff --git a/source/blender/editors/include/UI_resources.h b/source/blender/editors/include/UI_resources.h
index 0f11994e2d1..2e78940a813 100644
--- a/source/blender/editors/include/UI_resources.h
+++ b/source/blender/editors/include/UI_resources.h
@@ -48,6 +48,9 @@ typedef enum {
#undef DEF_ICON
#undef DEF_VICO
+/* use to denote intentionally unset theme color */
+#define TH_UNDEFINED -1
+
enum {
TH_REDALERT,
@@ -311,6 +314,7 @@ int UI_GetThemeValue(int colorid);
// get three color values, scaled to 0.0-1.0 range
void UI_GetThemeColor3fv(int colorid, float col[3]);
+void UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigned char col[3]);
// get the color, range 0.0-1.0, complete with shading offset
void UI_GetThemeColorShade3fv(int colorid, int offset, float col[3]);
void UI_GetThemeColorShade3ubv(int colorid, int offset, unsigned char col[3]);
diff --git a/source/blender/editors/interface/resources.c b/source/blender/editors/interface/resources.c
index 998577ab0c1..daf28bc4263 100644
--- a/source/blender/editors/interface/resources.c
+++ b/source/blender/editors/interface/resources.c
@@ -92,6 +92,7 @@ const unsigned char *UI_ThemeGetColorPtr(bTheme *btheme, int spacetype, int colo
/* ensure we're not getting a color after running BKE_userdef_free */
BLI_assert(BLI_findindex(&U.themes, theme_active) != -1);
+ BLI_assert(colorid != TH_UNDEFINED);
if (btheme) {
@@ -1224,21 +1225,25 @@ void UI_ThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
glColor4ub(r, g, b, a);
}
-/* blend between to theme colors, and set it */
-void UI_ThemeColorBlend(int colorid1, int colorid2, float fac)
+void UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigned char col[3])
{
- int r, g, b;
const unsigned char *cp1, *cp2;
-
+
cp1 = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid1);
cp2 = UI_ThemeGetColorPtr(theme_active, theme_spacetype, colorid2);
CLAMP(fac, 0.0f, 1.0f);
- r = floorf((1.0f - fac) * cp1[0] + fac * cp2[0]);
- g = floorf((1.0f - fac) * cp1[1] + fac * cp2[1]);
- b = floorf((1.0f - fac) * cp1[2] + fac * cp2[2]);
-
- glColor3ub(r, g, b);
+ col[0] = floorf((1.0f - fac) * cp1[0] + fac * cp2[0]);
+ col[1] = floorf((1.0f - fac) * cp1[1] + fac * cp2[1]);
+ col[2] = floorf((1.0f - fac) * cp1[2] + fac * cp2[2]);
+}
+
+/* blend between to theme colors, and set it */
+void UI_ThemeColorBlend(int colorid1, int colorid2, float fac)
+{
+ unsigned char col[3];
+ UI_GetThemeColorBlend3ubv(colorid1, colorid2, fac, col);
+ glColor3ubv(col);
}
/* blend between to theme colors, shade it, and set it */
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index a940a7106ad..07b635c7f5e 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -1408,8 +1408,10 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
drawshadbuflimits(la, ob->obmat);
}
- UI_GetThemeColor4ubv(TH_LAMP, col);
- glColor4ubv(col);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ UI_GetThemeColor4ubv(TH_LAMP, col);
+ glColor4ubv(col);
+ }
glEnable(GL_BLEND);
@@ -1448,7 +1450,9 @@ static void draw_limit_line(float sta, float end, const short dflag, unsigned in
if (!(dflag & DRAW_PICKING)) {
glPointSize(3.0);
glBegin(GL_POINTS);
- cpack(col);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ cpack(col);
+ }
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
@@ -4531,7 +4535,8 @@ static void draw_particle_data(ParticleSystem *psys, RegionView3D *rv3d,
/* 6. draw the arrays */
/* 7. clean up */
static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d,
- Base *base, ParticleSystem *psys, int ob_dt)
+ Base *base, ParticleSystem *psys,
+ const char ob_dt, const short dflag)
{
Object *ob = base->object;
ParticleEditSettings *pset = PE_settings(scene);
@@ -4609,7 +4614,9 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
copy_v3_v3(ma_col, &ma->r);
}
- glColor3ubv(tcol);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(tcol);
+ }
timestep = psys_get_timestep(&sim);
@@ -4944,8 +4951,10 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (1) { //ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
- if (part->draw_col == PART_DRAW_COL_MAT)
- glEnableClientState(GL_COLOR_ARRAY);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ if (part->draw_col == PART_DRAW_COL_MAT)
+ glEnableClientState(GL_COLOR_ARRAY);
+ }
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
@@ -4975,8 +4984,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
- if (part->draw_col == PART_DRAW_COL_MAT)
- glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ if (part->draw_col == PART_DRAW_COL_MAT) {
+ glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+ }
+ }
}
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
@@ -4991,8 +5003,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
- if (part->draw_col == PART_DRAW_COL_MAT)
- glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ if (part->draw_col == PART_DRAW_COL_MAT) {
+ glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
+ }
+ }
}
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
@@ -5036,21 +5051,24 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
else
glDisableClientState(GL_VERTEX_ARRAY);
- if (select) {
- UI_ThemeColor(TH_ACTIVE);
-
- if (part->draw_size)
- glPointSize(part->draw_size + 2);
- else
- glPointSize(4.0);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ if (select) {
+ UI_ThemeColor(TH_ACTIVE);
- glLineWidth(3.0);
+ if (part->draw_size)
+ glPointSize(part->draw_size + 2);
+ else
+ glPointSize(4.0);
+
+ glLineWidth(3.0);
+
+ draw_particle_arrays(draw_as, totpoint, ob_dt, 1);
+ }
- draw_particle_arrays(draw_as, totpoint, ob_dt, 1);
+ /* restore from select */
+ glColor3fv(ma_col);
}
- /* restore from select */
- glColor3fv(ma_col);
glPointSize(part->draw_size ? part->draw_size : 2.0);
glLineWidth(1.0);
@@ -5067,9 +5085,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glDisable(GL_LIGHTING);
}
- if (pdd->cdata) {
- glEnableClientState(GL_COLOR_ARRAY);
- glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ if (pdd->cdata) {
+ glEnableClientState(GL_COLOR_ARRAY);
+ glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
+ }
}
draw_particle_arrays(draw_as, totpoint, ob_dt, 0);
@@ -5079,8 +5099,10 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
if (pdd && pdd->vedata) {
- glDisableClientState(GL_COLOR_ARRAY);
- cpack(0xC0C0C0);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glDisableClientState(GL_COLOR_ARRAY);
+ cpack(0xC0C0C0);
+ }
glVertexPointer(3, GL_FLOAT, 0, pdd->vedata);
@@ -7285,7 +7307,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
{
ParticleSystem *psys;
- if (col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ /* for visibility, also while wpaint */
+ if (col || (ob->flag & SELECT)) {
+ cpack(0xFFFFFF);
+ }
+ }
//glDepthMask(GL_FALSE);
glLoadMatrixf(rv3d->viewmat);
@@ -7300,7 +7327,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
draw_update_ptcache_edit(scene, ob, edit);
}
- draw_new_particle_system(scene, v3d, rv3d, base, psys, dt);
+ draw_new_particle_system(scene, v3d, rv3d, base, psys, dt, dflag);
}
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 0, NULL);
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 2eef7d9573c..217c5d71af4 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -1961,7 +1961,9 @@ static DupliObject *dupli_step(DupliObject *dob)
return dob;
}
-static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
+static void draw_dupli_objects_color(
+ Scene *scene, ARegion *ar, View3D *v3d, Base *base,
+ const short dflag, const int color)
{
RegionView3D *rv3d = ar->regiondata;
ListBase *lb;
@@ -1970,13 +1972,22 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
Base tbase = {NULL};
BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
GLuint displist = 0;
+ unsigned char color_rgb[3];
+ const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
short transflag, use_displist = -1; /* -1 is initialize */
char dt;
short dtx;
DupliApplyData *apply_data;
if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
-
+
+ if (dflag & DRAW_CONSTCOLOR) {
+ BLI_assert(color == TH_UNDEFINED);
+ }
+ else {
+ UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
+ }
+
tbase.flag = OB_FROMDUPLI | base->flag;
lb = object_duplilist(G.main->eval_ctx, scene, base->object);
// BLI_sortlist(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
@@ -2019,7 +2030,10 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
else
tbase.object->transflag &= ~OB_NEG_SCALE;
- UI_ThemeColorBlend(color, TH_BACK, 0.5);
+ /* should move outside the loop but possible color is set in draw_object still */
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(color_rgb);
+ }
/* generate displist, test for new object */
if (dob_prev && dob_prev->ob != dob->ob) {
@@ -2061,7 +2075,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
- draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
+ draw_object(scene, ar, v3d, &tbase, dflag_dupli);
glEndList();
use_displist = true;
@@ -2077,7 +2091,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
}
else {
copy_m4_m4(dob->ob->obmat, dob->mat);
- draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
+ draw_object(scene, ar, v3d, &tbase, dflag_dupli);
}
tbase.object->dt = dt;
@@ -2107,7 +2121,7 @@ static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *bas
if (base->object->dup_group && base->object->dup_group->id.us < 1)
color = TH_REDALERT;
- draw_dupli_objects_color(scene, ar, v3d, base, color);
+ draw_dupli_objects_color(scene, ar, v3d, base, 0, color);
}
/* XXX warning, not using gpu offscreen here */
@@ -2256,6 +2270,8 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
int obcenter_dia = U.obcenter_dia;
+ /* no need for color when drawing depth buffer */
+ const short dflag_depth = DRAW_CONSTCOLOR;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
@@ -2290,7 +2306,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
if (func == NULL || func(base)) {
draw_object(scene, ar, v3d, base, 0);
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
+ draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
}
}
@@ -2302,9 +2318,9 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
if (func == NULL || func(base)) {
/* dupli drawing */
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects(scene, ar, v3d, base);
+ draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
}
- draw_object(scene, ar, v3d, base, 0);
+ draw_object(scene, ar, v3d, base, dflag_depth);
}
}
}
@@ -2327,7 +2343,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
next = v3da->next;
- draw_object(scene, ar, v3d, v3da->base, 0);
+ draw_object(scene, ar, v3d, v3da->base, dflag_depth);
}
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
}
@@ -2337,7 +2353,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
v3d->transp = true;
for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
next = v3da->next;
- draw_object(scene, ar, v3d, v3da->base, 0);
+ draw_object(scene, ar, v3d, v3da->base, dflag_depth);
BLI_remlink(&v3d->afterdraw_transp, v3da);
MEM_freeN(v3da);
}
@@ -2346,7 +2362,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
v3d->transp = false;
for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
next = v3da->next;
- draw_object(scene, ar, v3d, v3da->base, 0);
+ draw_object(scene, ar, v3d, v3da->base, dflag_depth);
BLI_remlink(&v3d->afterdraw_xray, v3da);
MEM_freeN(v3da);
}
@@ -2355,7 +2371,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
v3d->transp = true;
for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
next = v3da->next;
- draw_object(scene, ar, v3d, v3da->base, 0);
+ draw_object(scene, ar, v3d, v3da->base, dflag_depth);
BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
MEM_freeN(v3da);
}
@@ -2633,14 +2649,15 @@ static void view3d_draw_objects(
/* draw set first */
if (scene->set) {
+ const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
Scene *sce_iter;
for (SETLOOPER(scene->set, sce_iter, base)) {
if (v3d->lay & base->lay) {
UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
- draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET);
+ draw_object(scene, ar, v3d, base, dflag);
if (base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
+ draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED);
}
}
}