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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-01-15 07:38:18 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-01-15 07:38:18 +0300
commit52135dd4fac718b31b7653e42a7e4b332b2814f3 (patch)
tree185960d4d631f99e2aa0bc232acff9b8ba2dc63e /source/blender/editors/uvedit/uvedit_draw.c
parent2213fa1c528027d363a546fe3a5377f65b5a6d26 (diff)
2.5: Space Image ported back
Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c808
1 files changed, 808 insertions, 0 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
new file mode 100644
index 00000000000..d363639acbc
--- /dev/null
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -0,0 +1,808 @@
+/**
+ * $Id$
+ *
+ * ***** 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, 2002-2009
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <float.h>
+#include <math.h>
+#include <stdlib.h>
+
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_space_types.h"
+
+#include "BKE_customdata.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h" // XXX make edge and face drawing flags local
+#include "BKE_object.h"
+#include "BKE_utildefines.h"
+
+#include "BLI_arithb.h"
+#include "BLI_editVert.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "ED_mesh.h"
+
+#include "UI_resources.h"
+
+#include "../space_image/image_intern.h"
+#include "uvedit_intern.h"
+
+/* XXX make this draw extra for transform operator */
+#if 0
+static void draw_image_transform(ImBuf *ibuf, float xuser_asp, float yuser_asp)
+{
+#if 0
+ if(G.moving) {
+ float aspx, aspy, center[3];
+
+ BIF_drawConstraint();
+
+ if(ibuf==0 || ibuf->rect==0 || ibuf->x==0 || ibuf->y==0) {
+ aspx= aspy= 1.0;
+ }
+ else {
+ aspx= (256.0/ibuf->x) * xuser_asp;
+ aspy= (256.0/ibuf->y) * yuser_asp;
+ }
+ BIF_getPropCenter(center);
+
+ /* scale and translate the circle into place and draw it */
+ glPushMatrix();
+ glScalef(aspx, aspy, 1.0);
+ glTranslatef((1/aspx)*center[0] - center[0],
+ (1/aspy)*center[1] - center[1], 0.0);
+
+ BIF_drawPropCircle();
+
+ glPopMatrix();
+ }
+#endif
+}
+#endif
+
+static void drawcursor_sima(SpaceImage *sima, ARegion *ar)
+{
+ View2D *v2d= &ar->v2d;
+ float zoomx, zoomy, w, h;
+ int width, height;
+
+ get_space_image_size(sima, &width, &height);
+ get_space_image_zoom(sima, ar, &zoomx, &zoomy);
+
+ w= zoomx*width/256.0f;
+ h= zoomy*height/256.0f;
+
+ cpack(0xFFFFFF);
+ glTranslatef(v2d->cursor[0], v2d->cursor[1], 0.0f);
+ fdrawline(-0.05/w, 0, 0, 0.05/h);
+ fdrawline(0, 0.05/h, 0.05/w, 0);
+ fdrawline(0.05/w, 0, 0, -0.05/h);
+ fdrawline(0, -0.05/h, -0.05/w, 0);
+
+ setlinestyle(4);
+ cpack(0xFF);
+ fdrawline(-0.05/w, 0, 0, 0.05/h);
+ fdrawline(0, 0.05/h, 0.05/w, 0);
+ fdrawline(0.05/w, 0, 0, -0.05/h);
+ fdrawline(0, -0.05/h, -0.05/w, 0);
+
+
+ setlinestyle(0);
+ cpack(0x0);
+ fdrawline(-0.020/w, 0, -0.1/w, 0);
+ fdrawline(0.1/w, 0, .020/w, 0);
+ fdrawline(0, -0.020/h, 0, -0.1/h);
+ fdrawline(0, 0.1/h, 0, 0.020/h);
+
+ setlinestyle(1);
+ cpack(0xFFFFFF);
+ fdrawline(-0.020/w, 0, -0.1/w, 0);
+ fdrawline(0.1/w, 0, .020/w, 0);
+ fdrawline(0, -0.020/h, 0, -0.1/h);
+ fdrawline(0, 0.1/h, 0, 0.020/h);
+
+ glTranslatef(-v2d->cursor[0], -v2d->cursor[1], 0.0f);
+ setlinestyle(0);
+}
+
+static int draw_uvs_face_check(Scene *scene)
+{
+ /* checks if we are selecting only faces */
+ if(scene->toolsettings->uv_flag & UV_SYNC_SELECTION) {
+ if(scene->selectmode == SCE_SELECT_FACE)
+ return 2;
+ else if(scene->selectmode & SCE_SELECT_FACE)
+ return 1;
+ else
+ return 0;
+ }
+ else
+ return (scene->toolsettings->uv_selectmode == UV_SELECT_FACE);
+}
+
+static void draw_uvs_shadow(SpaceImage *sima, Object *obedit)
+{
+ EditMesh *em;
+ EditFace *efa;
+ TFace *tf;
+
+ em= ((Mesh*)obedit->data)->edit_mesh;
+
+ /* draws the grey mesh when painting */
+ glColor3ub(112, 112, 112);
+
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+
+ glBegin(GL_LINE_LOOP);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+ }
+}
+
+static int draw_uvs_dm_shadow(DerivedMesh *dm)
+{
+ /* draw shadow mesh - this is the mesh with the modifier applied */
+
+ if(dm && dm->drawUVEdges && CustomData_has_layer(&dm->faceData, CD_MTFACE)) {
+ glColor3ub(112, 112, 112);
+ dm->drawUVEdges(dm);
+ return 1;
+ }
+
+ return 0;
+}
+
+static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFace *activetf)
+{
+ EditFace *efa;
+ MTFace *tf;
+ Image *ima= sima->image;
+ float aspx, aspy, col[4], tf_uv[4][2];
+
+ aspx= 1.0f;
+ aspy= 1.0f;
+ //XXX transform_aspect_ratio_tf_uv(&aspx, &aspy);
+
+ switch(sima->dt_uvstretch) {
+ case SI_UVDT_STRETCH_AREA:
+ {
+ float totarea=0.0f, totuvarea=0.0f, areadiff, uvarea, area;
+
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ uv_copy_aspect(tf->uv, tf_uv, aspx, aspy);
+
+ totarea += EM_face_area(efa);
+ //totuvarea += tf_area(tf, efa->v4!=0);
+ totuvarea += uv_area(tf_uv, efa->v4!=0);
+
+ if(uvedit_face_visible(scene, ima, efa, tf)) {
+ efa->tmp.p = tf;
+ }
+ else {
+ if(tf == activetf)
+ activetf= NULL;
+ efa->tmp.p = NULL;
+ }
+ }
+
+ if(totarea < FLT_EPSILON || totuvarea < FLT_EPSILON) {
+ col[0] = 1.0;
+ col[1] = col[2] = 0.0;
+ glColor3fv(col);
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ if((tf=(MTFace *)efa->tmp.p)) {
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+ }
+ }
+ }
+ else {
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ if((tf=(MTFace *)efa->tmp.p)) {
+ area = EM_face_area(efa) / totarea;
+ uv_copy_aspect(tf->uv, tf_uv, aspx, aspy);
+ //uvarea = tf_area(tf, efa->v4!=0) / totuvarea;
+ uvarea = uv_area(tf_uv, efa->v4!=0) / totuvarea;
+
+ if(area < FLT_EPSILON || uvarea < FLT_EPSILON)
+ areadiff = 1.0;
+ else if(area>uvarea)
+ areadiff = 1.0-(uvarea/area);
+ else
+ areadiff = 1.0-(area/uvarea);
+
+ weight_to_rgb(areadiff, col, col+1, col+2);
+ glColor3fv(col);
+
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+ }
+ }
+ }
+ break;
+ }
+ case SI_UVDT_STRETCH_ANGLE:
+ {
+ float uvang1,uvang2,uvang3,uvang4;
+ float ang1,ang2,ang3,ang4;
+ float av1[3], av2[3], av3[3], av4[3]; /* use for 2d and 3d angle vectors */
+ float a;
+
+ col[3] = 0.5; /* hard coded alpha, not that nice */
+
+ glShadeModel(GL_SMOOTH);
+
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+
+ if(uvedit_face_visible(scene, ima, efa, tf)) {
+ efa->tmp.p = tf;
+ uv_copy_aspect(tf->uv, tf_uv, aspx, aspy);
+ if(efa->v4) {
+
+#if 0 /* Simple but slow, better reuse normalized vectors */
+ uvang1 = VecAngle3_2D(tf_uv[3], tf_uv[0], tf_uv[1]);
+ ang1 = VecAngle3(efa->v4->co, efa->v1->co, efa->v2->co);
+
+ uvang2 = VecAngle3_2D(tf_uv[0], tf_uv[1], tf_uv[2]);
+ ang2 = VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co);
+
+ uvang3 = VecAngle3_2D(tf_uv[1], tf_uv[2], tf_uv[3]);
+ ang3 = VecAngle3(efa->v2->co, efa->v3->co, efa->v4->co);
+
+ uvang4 = VecAngle3_2D(tf_uv[2], tf_uv[3], tf_uv[0]);
+ ang4 = VecAngle3(efa->v3->co, efa->v4->co, efa->v1->co);
+#endif
+
+ /* uv angles */
+ VECSUB2D(av1, tf_uv[3], tf_uv[0]); Normalize2(av1);
+ VECSUB2D(av2, tf_uv[0], tf_uv[1]); Normalize2(av2);
+ VECSUB2D(av3, tf_uv[1], tf_uv[2]); Normalize2(av3);
+ VECSUB2D(av4, tf_uv[2], tf_uv[3]); Normalize2(av4);
+
+ /* This is the correct angle however we are only comparing angles
+ * uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);*/
+ uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
+ uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
+ uvang3 = NormalizedVecAngle2_2D(av3, av4)*180.0/M_PI;
+ uvang4 = NormalizedVecAngle2_2D(av4, av1)*180.0/M_PI;
+
+ /* 3d angles */
+ VECSUB(av1, efa->v4->co, efa->v1->co); Normalize(av1);
+ VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
+ VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
+ VECSUB(av4, efa->v3->co, efa->v4->co); Normalize(av4);
+
+ /* This is the correct angle however we are only comparing angles
+ * ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);*/
+ ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
+ ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
+ ang3 = NormalizedVecAngle2(av3, av4)*180.0/M_PI;
+ ang4 = NormalizedVecAngle2(av4, av1)*180.0/M_PI;
+
+ glBegin(GL_QUADS);
+
+ /* This simple makes the angles display worse then they really are ;)
+ * 1.0-pow((1.0-a), 2) */
+
+ a = fabs(uvang1-ang1)/180.0;
+ weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ glColor3fv(col);
+ glVertex2fv(tf->uv[0]);
+ a = fabs(uvang2-ang2)/180.0;
+ weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ glColor3fv(col);
+ glVertex2fv(tf->uv[1]);
+ a = fabs(uvang3-ang3)/180.0;
+ weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ glColor3fv(col);
+ glVertex2fv(tf->uv[2]);
+ a = fabs(uvang4-ang4)/180.0;
+ weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ glColor3fv(col);
+ glVertex2fv(tf->uv[3]);
+
+ }
+ else {
+#if 0 /* Simple but slow, better reuse normalized vectors */
+ uvang1 = VecAngle3_2D(tf_uv[2], tf_uv[0], tf_uv[1]);
+ ang1 = VecAngle3(efa->v3->co, efa->v1->co, efa->v2->co);
+
+ uvang2 = VecAngle3_2D(tf_uv[0], tf_uv[1], tf_uv[2]);
+ ang2 = VecAngle3(efa->v1->co, efa->v2->co, efa->v3->co);
+
+ uvang3 = 180-(uvang1+uvang2);
+ ang3 = 180-(ang1+ang2);
+#endif
+
+ /* uv angles */
+ VECSUB2D(av1, tf_uv[2], tf_uv[0]); Normalize2(av1);
+ VECSUB2D(av2, tf_uv[0], tf_uv[1]); Normalize2(av2);
+ VECSUB2D(av3, tf_uv[1], tf_uv[2]); Normalize2(av3);
+
+ /* This is the correct angle however we are only comparing angles
+ * uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90); */
+ uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
+ uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
+ uvang3 = NormalizedVecAngle2_2D(av3, av1)*180.0/M_PI;
+
+ /* 3d angles */
+ VECSUB(av1, efa->v3->co, efa->v1->co); Normalize(av1);
+ VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
+ VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
+ /* This is the correct angle however we are only comparing angles
+ * ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90); */
+ ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
+ ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
+ ang3 = NormalizedVecAngle2(av3, av1)*180.0/M_PI;
+
+ /* This simple makes the angles display worse then they really are ;)
+ * 1.0-pow((1.0-a), 2) */
+
+ glBegin(GL_TRIANGLES);
+ a = fabs(uvang1-ang1)/180.0;
+ weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ glColor3fv(col);
+ glVertex2fv(tf->uv[0]);
+ a = fabs(uvang2-ang2)/180.0;
+ weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ glColor3fv(col);
+ glVertex2fv(tf->uv[1]);
+ a = fabs(uvang3-ang3)/180.0;
+ weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2);
+ glColor3fv(col);
+ glVertex2fv(tf->uv[2]);
+ }
+ glEnd();
+ }
+ else {
+ if(tf == activetf)
+ activetf= NULL;
+ efa->tmp.p = NULL;
+ }
+ }
+
+ glShadeModel(GL_FLAT);
+ break;
+ }
+ }
+}
+
+/* draws uv's in the image space */
+static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
+{
+ EditMesh *em;
+ EditFace *efa, *efa_act;
+ MTFace *tf, *activetf = NULL;
+ DerivedMesh *finaldm, *cagedm;
+ char col1[4], col2[4];
+ float pointsize;
+ int drawfaces, lastsel, sel;
+ Image *ima= sima->image;
+
+ em= ((Mesh*)obedit->data)->edit_mesh;
+ activetf= EM_get_active_mtface(em, &efa_act, NULL, 0); /* will be set to NULL if hidden */
+
+ drawfaces= draw_uvs_face_check(scene);
+
+#if 0
+ calc_image_view(G.sima, 'f'); /* float */
+ myortho2(G.v2d->cur.xmin, G.v2d->cur.xmax, G.v2d->cur.ymin, G.v2d->cur.ymax);
+ glLoadIdentity();
+#endif
+
+ /* 1. draw shadow mesh */
+
+ if(sima->flag & SI_DRAWSHADOW) {
+ /* first try existing derivedmesh */
+ if(!draw_uvs_dm_shadow(em->derivedFinal)) {
+ /* create one if it does not exist */
+ cagedm = editmesh_get_derived_cage_and_final(scene, obedit, em, &finaldm, CD_MASK_BAREMESH|CD_MASK_MTFACE);
+
+ /* when sync selection is enabled, all faces are drawn (except for hidden)
+ * so if cage is the same as the final, theres no point in drawing this */
+ if(!((scene->toolsettings->uv_flag & UV_SYNC_SELECTION) && (cagedm == finaldm)))
+ draw_uvs_dm_shadow(finaldm);
+
+ /* release derivedmesh again */
+ if(cagedm != finaldm) cagedm->release(cagedm);
+ finaldm->release(finaldm);
+ }
+ }
+
+ /* 2. draw colored faces */
+
+ if(sima->flag & SI_DRAW_STRETCH) {
+ draw_uvs_stretch(sima, scene, em, activetf);
+ }
+ else if(G.f & G_DRAWFACES) {
+ /* draw transparent faces */
+ UI_GetThemeColor4ubv(TH_FACE, col1);
+ UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+
+ if(uvedit_face_visible(scene, ima, efa, tf)) {
+ efa->tmp.p = tf;
+ if(tf==activetf) continue; /* important the temp pointer is set above */
+
+ if(uvedit_face_selected(scene, efa, tf))
+ glColor4ubv((GLubyte *)col2);
+ else
+ glColor4ubv((GLubyte *)col1);
+
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+ }
+ else {
+ if(tf == activetf)
+ activetf= NULL;
+ efa->tmp.p = NULL;
+ }
+ }
+ glDisable(GL_BLEND);
+ }
+ else {
+ /* would be nice to do this within a draw loop but most below are optional, so it would involve too many checks */
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+
+ if(uvedit_face_visible(scene, ima, efa, tf)) {
+ efa->tmp.p = tf;
+ }
+ else {
+ if(tf == activetf)
+ activetf= NULL;
+ efa->tmp.p = NULL;
+ }
+ }
+
+ }
+
+ /* 3. draw active face stippled */
+
+ if(activetf) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ UI_ThemeColor4(TH_EDITMESH_ACTIVE);
+
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+
+ glBegin(efa_act->v4? GL_QUADS: GL_TRIANGLES);
+ glVertex2fv(activetf->uv[0]);
+ glVertex2fv(activetf->uv[1]);
+ glVertex2fv(activetf->uv[2]);
+ if(efa_act->v4) glVertex2fv(activetf->uv[3]);
+ glEnd();
+
+ glDisable(GL_POLYGON_STIPPLE);
+ glDisable(GL_BLEND);
+ }
+
+ /* 4. draw edges */
+
+ if(sima->flag & SI_SMOOTH_UV) {
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ switch(sima->dt_uv) {
+ case SI_UVDT_DASH:
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ cpack(0x111111);
+
+ glBegin(GL_LINE_LOOP);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+
+ setlinestyle(2);
+ cpack(0x909090);
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glEnd();
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(tf->uv[0]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ else glVertex2fv(tf->uv[2]);
+ glEnd();
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+
+ setlinestyle(0);
+ }
+ }
+ break;
+ case SI_UVDT_BLACK: /* black/white */
+ case SI_UVDT_WHITE:
+ cpack((sima->dt_uv==SI_UVDT_WHITE) ? 0xFFFFFF : 0x0);
+
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ glBegin(GL_LINE_LOOP);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+ }
+ }
+ break;
+ case SI_UVDT_OUTLINE:
+ glLineWidth(3);
+ cpack(0x0);
+
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ glBegin(GL_LINE_LOOP);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+ }
+ }
+
+ glLineWidth(1);
+ col2[0] = col2[1] = col2[2] = 128; col2[3] = 255;
+ glColor4ubv((unsigned char *)col2);
+
+ if(G.f & G_DRAWEDGES) {
+ glShadeModel(GL_SMOOTH);
+ UI_GetThemeColor4ubv(TH_VERTEX_SELECT, col1);
+ lastsel = sel = 0;
+
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ glBegin(GL_LINE_LOOP);
+ sel = (uvedit_uv_selected(scene, efa, tf, 0) ? 1 : 0);
+ if(sel != lastsel) { glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2); lastsel = sel; }
+ glVertex2fv(tf->uv[0]);
+
+ sel = uvedit_uv_selected(scene, efa, tf, 1) ? 1 : 0;
+ if(sel != lastsel) { glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2); lastsel = sel; }
+ glVertex2fv(tf->uv[1]);
+
+ sel = uvedit_uv_selected(scene, efa, tf, 2) ? 1 : 0;
+ if(sel != lastsel) { glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2); lastsel = sel; }
+ glVertex2fv(tf->uv[2]);
+
+ if(efa->v4) {
+ sel = uvedit_uv_selected(scene, efa, tf, 3) ? 1 : 0;
+ if(sel != lastsel) { glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2); lastsel = sel; }
+ glVertex2fv(tf->uv[3]);
+ }
+
+ glEnd();
+ }
+ }
+ glShadeModel(GL_FLAT);
+ }
+ else {
+ /* no nice edges */
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ glBegin(GL_LINE_LOOP);
+ glVertex2fv(tf->uv[0]);
+ glVertex2fv(tf->uv[1]);
+ glVertex2fv(tf->uv[2]);
+ if(efa->v4) glVertex2fv(tf->uv[3]);
+ glEnd();
+ }
+ }
+ }
+
+ break;
+ }
+
+ if(sima->flag & SI_SMOOTH_UV) {
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_BLEND);
+ }
+
+ /* 5. draw face centers */
+
+ if(drawfaces) {
+ float cent[2];
+
+ pointsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
+ glPointSize(pointsize); // TODO - drawobject.c changes this value after - Investigate!
+
+ /* unselected faces */
+ UI_ThemeColor(TH_WIRE);
+
+ bglBegin(GL_POINTS);
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf && !uvedit_face_selected(scene, efa, tf)) {
+ uv_center(tf->uv, cent, efa->v4 != NULL);
+ bglVertex2fv(cent);
+ }
+ }
+ bglEnd();
+
+ /* selected faces */
+ UI_ThemeColor(TH_FACE_DOT);
+
+ bglBegin(GL_POINTS);
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf && uvedit_face_selected(scene, efa, tf)) {
+ uv_center(tf->uv, cent, efa->v4 != NULL);
+ bglVertex2fv(cent);
+ }
+ }
+ bglEnd();
+ }
+
+ /* 6. draw uv vertices */
+
+ if(drawfaces != 2) { /* 2 means Mesh Face Mode */
+ /* unselected uvs */
+ UI_ThemeColor(TH_VERTEX);
+ pointsize = UI_GetThemeValuef(TH_VERTEX_SIZE);
+ glPointSize(pointsize);
+
+ bglBegin(GL_POINTS);
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ if(!uvedit_uv_selected(scene, efa, tf, 0))
+ bglVertex2fv(tf->uv[0]);
+ if(!uvedit_uv_selected(scene, efa, tf, 1))
+ bglVertex2fv(tf->uv[1]);
+ if(!uvedit_uv_selected(scene, efa, tf, 2))
+ bglVertex2fv(tf->uv[2]);
+ if(efa->v4 && !uvedit_uv_selected(scene, efa, tf, 3))
+ bglVertex2fv(tf->uv[3]);
+ }
+ }
+ bglEnd();
+
+ /* pinned uvs */
+ /* give odd pointsizes odd pin pointsizes */
+ glPointSize(pointsize*2 + (((int)pointsize % 2)? (-1): 0));
+ cpack(0xFF);
+
+ bglBegin(GL_POINTS);
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ if(tf->unwrap & TF_PIN1)
+ bglVertex2fv(tf->uv[0]);
+ if(tf->unwrap & TF_PIN2)
+ bglVertex2fv(tf->uv[1]);
+ if(tf->unwrap & TF_PIN3)
+ bglVertex2fv(tf->uv[2]);
+ if(efa->v4 && (tf->unwrap & TF_PIN4))
+ bglVertex2fv(tf->uv[3]);
+ }
+ }
+ bglEnd();
+
+ /* selected uvs */
+ UI_ThemeColor(TH_VERTEX_SELECT);
+ glPointSize(pointsize);
+
+ bglBegin(GL_POINTS);
+ for(efa= em->faces.first; efa; efa= efa->next) {
+ tf= (MTFace *)efa->tmp.p; /* visible faces cached */
+
+ if(tf) {
+ if(uvedit_uv_selected(scene, efa, tf, 0))
+ bglVertex2fv(tf->uv[0]);
+ if(uvedit_uv_selected(scene, efa, tf, 1))
+ bglVertex2fv(tf->uv[1]);
+ if(uvedit_uv_selected(scene, efa, tf, 2))
+ bglVertex2fv(tf->uv[2]);
+ if(efa->v4 && uvedit_uv_selected(scene, efa, tf, 3))
+ bglVertex2fv(tf->uv[3]);
+ }
+ }
+ bglEnd();
+ }
+
+ glPointSize(1.0);
+}
+
+void draw_uvedit_main(SpaceImage *sima, ARegion *ar, Scene *scene, Object *obedit)
+{
+ int show_uvedit, show_uvshadow;
+
+ show_uvedit= get_space_image_show_uvedit(sima, obedit);
+ show_uvshadow= get_space_image_show_uvshadow(sima, obedit);
+
+ if(show_uvedit || show_uvshadow) {
+ /* this is basically the same object_handle_update as in the 3d view,
+ * here we have to do it as well for the object we are editing if we
+ * are displaying the final result */
+ if(obedit && (sima->flag & SI_DRAWSHADOW))
+ object_handle_update(scene, obedit);
+
+ if(show_uvshadow)
+ draw_uvs_shadow(sima, obedit);
+ else
+ draw_uvs(sima, scene, obedit);
+
+ if(show_uvedit)
+ drawcursor_sima(sima, ar);
+
+ // XXX becomes operator draw extra:
+ // draw_image_transform(ibuf, xuser_asp, yuser_asp);
+ }
+}
+