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authorTon Roosendaal <ton@blender.org>2008-12-19 15:14:58 +0300
committerTon Roosendaal <ton@blender.org>2008-12-19 15:14:58 +0300
commitd92b45d558b861ef3c314f1d9c926113aa36326c (patch)
treed057b1bf627026fc1bbecec74e4625ed737d5229 /source/blender/editors/space_view3d/drawmesh.c
parentc752ec9fc458f6fd1fc0ae7a156d33bf86e73eff (diff)
2.5
Drawing code for space_view3d module. It's still not cleaned, have to check on context usage still. Also missing is editmodes, armatures, and probably more. Known issue: splitting to 2nd window gives bad opengl lighting. Picture for fun: http://www.blender.org/bf/rt2.jpg Current stat: brought back almost 10k lines! :)
Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c579
1 files changed, 579 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
new file mode 100644
index 00000000000..01740d2b3b4
--- /dev/null
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -0,0 +1,579 @@
+/**
+ * $Id$
+ *
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, full update, glsl support
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <string.h>
+#include <math.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_edgehash.h"
+#include "BLI_editVert.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "DNA_image_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_material_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_property_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BKE_bmfont.h"
+#include "BKE_context.h"
+#include "BKE_displist.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_effect.h"
+#include "BKE_global.h"
+#include "BKE_image.h"
+#include "BKE_main.h"
+#include "BKE_material.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_property.h"
+#include "BKE_utildefines.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "UI_resources.h"
+#include "UI_interface_icons.h"
+
+#include "GPU_extensions.h"
+#include "GPU_draw.h"
+
+#include "view3d_intern.h" // own include
+
+/***/
+
+ /* Flags for marked edges */
+enum {
+ eEdge_Visible = (1<<0),
+ eEdge_Select = (1<<1),
+};
+
+ /* Creates a hash of edges to flags indicating
+ * adjacent tface select/active/etc flags.
+ */
+static void get_marked_edge_info__orFlags(EdgeHash *eh, int v0, int v1, int flags)
+{
+ int *flags_p;
+
+ if (!BLI_edgehash_haskey(eh, v0, v1)) {
+ BLI_edgehash_insert(eh, v0, v1, 0);
+ }
+
+ flags_p = (int*) BLI_edgehash_lookup_p(eh, v0, v1);
+ *flags_p |= flags;
+}
+
+static EdgeHash *get_tface_mesh_marked_edge_info(Mesh *me)
+{
+ EdgeHash *eh = BLI_edgehash_new();
+ int i;
+ MFace *mf;
+ MTFace *tf = NULL;
+
+ for (i=0; i<me->totface; i++) {
+ mf = &me->mface[i];
+ if (me->mtface)
+ tf = &me->mtface[i];
+
+ if (mf->v3) {
+ if (!(mf->flag&ME_HIDE)) {
+ unsigned int flags = eEdge_Visible;
+ if (mf->flag&ME_FACE_SEL) flags |= eEdge_Select;
+
+ get_marked_edge_info__orFlags(eh, mf->v1, mf->v2, flags);
+ get_marked_edge_info__orFlags(eh, mf->v2, mf->v3, flags);
+ if (mf->v4) {
+ get_marked_edge_info__orFlags(eh, mf->v3, mf->v4, flags);
+ get_marked_edge_info__orFlags(eh, mf->v4, mf->v1, flags);
+ } else {
+ get_marked_edge_info__orFlags(eh, mf->v3, mf->v1, flags);
+ }
+ }
+ }
+ }
+
+ return eh;
+}
+
+
+static int draw_tfaces3D__setHiddenOpts(void *userData, int index)
+{
+ struct { Mesh *me; EdgeHash *eh; } *data = userData;
+ MEdge *med = &data->me->medge[index];
+ uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
+
+ if((G.f & G_DRAWSEAMS) && (med->flag&ME_SEAM)) {
+ return 0;
+ } else if(G.f & G_DRAWEDGES){
+ if (G.f&G_HIDDENEDGES) {
+ return 1;
+ } else {
+ return (flags & eEdge_Visible);
+ }
+ } else {
+ return (flags & eEdge_Select);
+ }
+}
+static int draw_tfaces3D__setSeamOpts(void *userData, int index)
+{
+ struct { Mesh *me; EdgeHash *eh; } *data = userData;
+ MEdge *med = &data->me->medge[index];
+ uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
+
+ if (med->flag&ME_SEAM) {
+ if (G.f&G_HIDDENEDGES) {
+ return 1;
+ } else {
+ return (flags & eEdge_Visible);
+ }
+ } else {
+ return 0;
+ }
+}
+static int draw_tfaces3D__setSelectOpts(void *userData, int index)
+{
+ struct { Mesh *me; EdgeHash *eh; } *data = userData;
+ MEdge *med = &data->me->medge[index];
+ uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
+
+ return flags & eEdge_Select;
+}
+static int draw_tfaces3D__setActiveOpts(void *userData, int index)
+{
+ struct { Mesh *me; EdgeHash *eh; } *data = userData;
+ MEdge *med = &data->me->medge[index];
+ uintptr_t flags = (intptr_t) BLI_edgehash_lookup(data->eh, med->v1, med->v2);
+
+ if (flags & eEdge_Select) {
+ return 1;
+ } else {
+ return 0;
+ }
+}
+static int draw_tfaces3D__drawFaceOpts(void *userData, int index)
+{
+ Mesh *me = (Mesh*)userData;
+
+ MFace *mface = &me->mface[index];
+ if (!(mface->flag&ME_HIDE) && (mface->flag&ME_FACE_SEL))
+ return 2; /* Don't set color */
+ else
+ return 0;
+}
+static void draw_tfaces3D(Object *ob, Mesh *me, DerivedMesh *dm)
+{
+ struct { Mesh *me; EdgeHash *eh; } data;
+
+ data.me = me;
+ data.eh = get_tface_mesh_marked_edge_info(me);
+
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ bglPolygonOffset(1.0);
+
+ /* Draw (Hidden) Edges */
+ UI_ThemeColor(TH_EDGE_FACESEL);
+ dm->drawMappedEdges(dm, draw_tfaces3D__setHiddenOpts, &data);
+
+ /* Draw Seams */
+ if(G.f & G_DRAWSEAMS) {
+ UI_ThemeColor(TH_EDGE_SEAM);
+ glLineWidth(2);
+
+ dm->drawMappedEdges(dm, draw_tfaces3D__setSeamOpts, &data);
+
+ glLineWidth(1);
+ }
+
+ /* Draw Selected Faces */
+ if(G.f & G_DRAWFACES) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ UI_ThemeColor4(TH_FACE_SELECT);
+
+ dm->drawMappedFacesTex(dm, draw_tfaces3D__drawFaceOpts, (void*)me);
+
+ glDisable(GL_BLEND);
+ }
+
+ bglPolygonOffset(1.0);
+
+ /* Draw Stippled Outline for selected faces */
+ glColor3ub(255, 255, 255);
+ setlinestyle(1);
+ dm->drawMappedEdges(dm, draw_tfaces3D__setSelectOpts, &data);
+ setlinestyle(0);
+
+ dm->drawMappedEdges(dm, draw_tfaces3D__setActiveOpts, &data);
+
+ bglPolygonOffset(0.0); // resets correctly now, even after calling accumulated offsets
+
+ BLI_edgehash_free(data.eh, NULL);
+}
+
+static Material *give_current_material_or_def(Object *ob, int matnr)
+{
+ extern Material defmaterial; // render module abuse...
+ Material *ma= give_current_material(ob, matnr);
+
+ return ma?ma:&defmaterial;
+}
+
+static int set_draw_settings_cached(int clearcache, int textured, MTFace *texface, int lit, Object *litob, int litmatnr, int doublesided)
+{
+ static int c_textured;
+ static int c_lit;
+ static int c_doublesided;
+ static MTFace *c_texface;
+ static Object *c_litob;
+ static int c_litmatnr;
+ static int c_badtex;
+
+ if (clearcache) {
+ c_textured= c_lit= c_doublesided= -1;
+ c_texface= (MTFace*) -1;
+ c_litob= (Object*) -1;
+ c_litmatnr= -1;
+ c_badtex= 0;
+ }
+
+ if (texface) {
+ lit = lit && (lit==-1 || texface->mode&TF_LIGHT);
+ textured = textured && (texface->mode&TF_TEX);
+ doublesided = texface->mode&TF_TWOSIDE;
+ } else {
+ textured = 0;
+ }
+
+ if (doublesided!=c_doublesided) {
+ if (doublesided) glDisable(GL_CULL_FACE);
+ else glEnable(GL_CULL_FACE);
+
+ c_doublesided= doublesided;
+ }
+
+ if (textured!=c_textured || texface!=c_texface) {
+ if (textured ) {
+ c_badtex= !GPU_set_tpage(texface);
+ } else {
+ GPU_set_tpage(0);
+ c_badtex= 0;
+ }
+ c_textured= textured;
+ c_texface= texface;
+ }
+
+ if (c_badtex) lit= 0;
+ if (lit!=c_lit || litob!=c_litob || litmatnr!=c_litmatnr) {
+ if (lit) {
+ Material *ma= give_current_material_or_def(litob, litmatnr+1);
+ float spec[4];
+
+ spec[0]= ma->spec*ma->specr;
+ spec[1]= ma->spec*ma->specg;
+ spec[2]= ma->spec*ma->specb;
+ spec[3]= 1.0;
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_COLOR_MATERIAL);
+ }
+ else {
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ }
+ c_lit= lit;
+ c_litob= litob;
+ c_litmatnr= litmatnr;
+ }
+
+ return c_badtex;
+}
+
+/* Icky globals, fix with userdata parameter */
+
+struct TextureDrawState {
+ Object *ob;
+ int islit, istex;
+ unsigned char obcol[4];
+} Gtexdraw = {NULL, 0, 0, {0, 0, 0, 0}};
+
+static void draw_textured_begin(Scene *scene, View3D *v3d, Object *ob)
+{
+ unsigned char obcol[4];
+ int istex, solidtex= 0;
+
+ if(v3d->drawtype==OB_SOLID || (ob==G.obedit && v3d->drawtype!=OB_TEXTURE)) {
+ /* draw with default lights in solid draw mode and edit mode */
+ solidtex= 1;
+ Gtexdraw.islit= -1;
+ }
+ else
+ /* draw with lights in the scene otherwise */
+ Gtexdraw.islit= GPU_scene_object_lights(scene, ob, v3d->lay, v3d->viewmat);
+
+ obcol[0]= CLAMPIS(ob->col[0]*255, 0, 255);
+ obcol[1]= CLAMPIS(ob->col[1]*255, 0, 255);
+ obcol[2]= CLAMPIS(ob->col[2]*255, 0, 255);
+ obcol[3]= CLAMPIS(ob->col[3]*255, 0, 255);
+
+ glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
+ if(solidtex || v3d->drawtype==OB_TEXTURE) istex= 1;
+ else istex= 0;
+
+ Gtexdraw.ob = ob;
+ Gtexdraw.istex = istex;
+ memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
+ set_draw_settings_cached(1, 0, 0, Gtexdraw.islit, 0, 0, 0);
+ glShadeModel(GL_SMOOTH);
+}
+
+static void draw_textured_end()
+{
+ /* switch off textures */
+ GPU_set_tpage(0);
+
+ glShadeModel(GL_FLAT);
+ glDisable(GL_CULL_FACE);
+
+ /* XXX, bad patch - GPU_default_lights() calls
+ * glLightfv(GL_LIGHT_POSITION, ...) which
+ * is transformed by the current matrix... we
+ * need to make sure that matrix is identity.
+ *
+ * It would be better if drawmesh.c kept track
+ * of and restored the light settings it changed.
+ * - zr
+ */
+ glPushMatrix();
+ glLoadIdentity();
+ GPU_default_lights();
+ glPopMatrix();
+}
+
+
+static int draw_tface__set_draw(MTFace *tface, MCol *mcol, int matnr)
+{
+ if (tface && (tface->mode&TF_INVISIBLE)) return 0;
+
+ if (tface && set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE)) {
+ glColor3ub(0xFF, 0x00, 0xFF);
+ return 2; /* Don't set color */
+ } else if (tface && tface->mode&TF_OBCOL) {
+ glColor3ubv(Gtexdraw.obcol);
+ return 2; /* Don't set color */
+ } else if (!mcol) {
+ if (tface) glColor3f(1.0, 1.0, 1.0);
+ else {
+ Material *ma= give_current_material(Gtexdraw.ob, matnr+1);
+ if(ma) glColor3f(ma->r, ma->g, ma->b);
+ else glColor3f(1.0, 1.0, 1.0);
+ }
+ return 2; /* Don't set color */
+ } else {
+ return 1; /* Set color from mcol */
+ }
+}
+
+static int draw_tface_mapped__set_draw(void *userData, int index)
+{
+ Mesh *me = (Mesh*)userData;
+ MTFace *tface = (me->mtface)? &me->mtface[index]: NULL;
+ MFace *mface = (me->mface)? &me->mface[index]: NULL;
+ MCol *mcol = (me->mcol)? &me->mcol[index]: NULL;
+ int matnr = me->mface[index].mat_nr;
+ if (mface && mface->flag&ME_HIDE) return 0;
+ return draw_tface__set_draw(tface, mcol, matnr);
+}
+
+static int draw_em_tf_mapped__set_draw(void *userData, int index)
+{
+ EditMesh *em = userData;
+ EditFace *efa= NULL; // XXX = EM_get_face_for_index(index);
+ MTFace *tface;
+ MCol *mcol;
+ int matnr;
+
+ if (efa==NULL || efa->h)
+ return 0;
+
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
+ matnr = efa->mat_nr;
+
+ return draw_tface__set_draw(tface, mcol, matnr);
+}
+
+static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
+{
+ Mesh *me = (Mesh*)userData;
+ MTFace *tface = (me->mtface)? &me->mtface[index]: NULL;
+ MFace *mface = (me->mface)? &me->mface[index]: NULL;
+
+ if ((mface->flag&ME_HIDE) || (tface && (tface->mode&TF_INVISIBLE)))
+ return 0;
+
+ *drawSmooth_r = 1;
+ return 1;
+}
+
+void draw_mesh_text(Object *ob, int glsl)
+{
+ Mesh *me = ob->data;
+ DerivedMesh *ddm;
+ MFace *mf, *mface= me->mface;
+ MTFace *tface= me->mtface;
+ MCol *mcol= me->mcol; /* why does mcol exist? */
+ bProperty *prop = get_ob_property(ob, "Text");
+ GPUVertexAttribs gattribs;
+ int a, totface= me->totface;
+
+ /* don't draw without tfaces */
+ if(!tface)
+ return;
+
+ /* don't draw when editing */
+ if(ob==G.obedit)
+ return;
+ else if(ob==OBACT)
+ if(FACESEL_PAINT_TEST)
+ return;
+
+ ddm = mesh_get_derived_deform(ob, CD_MASK_BAREMESH);
+
+ for(a=0, mf=mface; a<totface; a++, tface++, mf++) {
+ int mode= tface->mode;
+ int matnr= mf->mat_nr;
+ int mf_smooth= mf->flag & ME_SMOOTH;
+
+ if (!(mf->flag&ME_HIDE) && !(mode&TF_INVISIBLE) && (mode&TF_BMFONT)) {
+ float v1[3], v2[3], v3[3], v4[3];
+ char string[MAX_PROPSTRING];
+ int characters, i, glattrib= -1, badtex= 0;
+
+ if(glsl) {
+ GPU_enable_material(matnr+1, &gattribs);
+
+ for(i=0; i<gattribs.totlayer; i++) {
+ if(gattribs.layer[i].type == CD_MTFACE) {
+ glattrib = gattribs.layer[i].glindex;
+ break;
+ }
+ }
+ }
+ else {
+ badtex = set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE);
+ if (badtex) {
+ if (mcol) mcol+=4;
+ continue;
+ }
+ }
+
+ ddm->getVertCo(ddm, mf->v1, v1);
+ ddm->getVertCo(ddm, mf->v2, v2);
+ ddm->getVertCo(ddm, mf->v3, v3);
+ if (mf->v4) ddm->getVertCo(ddm, mf->v4, v4);
+
+ // The BM_FONT handling is in the gpu module, shared with the
+ // game engine, was duplicated previously
+
+ set_property_valstr(prop, string);
+ characters = strlen(string);
+
+ if(!BKE_image_get_ibuf(tface->tpage, NULL))
+ characters = 0;
+
+ if (!mf_smooth) {
+ float nor[3];
+
+ CalcNormFloat(v1, v2, v3, nor);
+
+ glNormal3fv(nor);
+ }
+
+ GPU_render_text(tface, tface->mode, string, characters,
+ (unsigned int*)mcol, v1, v2, v3, (mf->v4? v4: NULL), glattrib);
+ }
+ if (mcol) {
+ mcol+=4;
+ }
+ }
+
+ ddm->release(ddm);
+}
+
+void draw_mesh_textured(Scene *scene, View3D *v3d, Object *ob, DerivedMesh *dm, int faceselect)
+{
+ Mesh *me= ob->data;
+
+ /* correct for negative scale */
+ if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
+ else glFrontFace(GL_CCW);
+
+ /* draw the textured mesh */
+ draw_textured_begin(scene, v3d, ob);
+
+ if(ob==G.obedit) {
+ dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, G.editMesh);
+ } else if(faceselect) {
+ if(G.f & G_WEIGHTPAINT)
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me, 1);
+ else
+ dm->drawMappedFacesTex(dm, draw_tface_mapped__set_draw, me);
+ }
+ else
+ dm->drawFacesTex(dm, draw_tface__set_draw);
+
+ /* draw game engine text hack */
+ if(get_ob_property(ob, "Text"))
+ draw_mesh_text(ob, 0);
+
+ draw_textured_end();
+
+ /* draw edges and selected faces over textured mesh */
+ if(!G.obedit && faceselect)
+ draw_tfaces3D(ob, me, dm);
+
+ /* reset from negative scale correction */
+ glFrontFace(GL_CCW);
+
+ /* in editmode, the blend mode needs to be set incase it was ADD */
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+}
+