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authorTon Roosendaal <ton@blender.org>2008-12-18 20:38:21 +0300
committerTon Roosendaal <ton@blender.org>2008-12-18 20:38:21 +0300
commitc7f6f25a9d20464fe58b2b3b7e1de3300369d085 (patch)
treefdea0563369d99ce6ee96637ded723a41f4ef07b /source
parente8e903cd534e8c644dd8e2ceeadab0236fa94f00 (diff)
2.5
Drawing and viewing code for view3d back (no not objects :). Quick test: converted 2250 ugly lines of code in 2.5 hours. With about 300k lines todo, this will be 333 hours = 30 days? Whoa!
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/include/ED_util.h5
-rw-r--r--source/blender/editors/space_view3d/Makefile3
-rw-r--r--source/blender/editors/space_view3d/SConscript1
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c13
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c1454
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h31
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c714
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h4
8 files changed, 2212 insertions, 13 deletions
diff --git a/source/blender/editors/include/ED_util.h b/source/blender/editors/include/ED_util.h
index d0a4b93bfae..885c4d3317e 100644
--- a/source/blender/editors/include/ED_util.h
+++ b/source/blender/editors/include/ED_util.h
@@ -33,6 +33,11 @@
#define XIC 20
#define YIC 20
+/* proposal = put scene pointers on function calls? */
+#define BASACT (scene->basact)
+#define OBACT (BASACT? BASACT->object: 0)
+
+
void apply_keyb_grid(float *val, float fac1, float fac2, float fac3, int invert);
int GetButStringLength(char *str);
diff --git a/source/blender/editors/space_view3d/Makefile b/source/blender/editors/space_view3d/Makefile
index 45b6ca648d2..e097d041a37 100644
--- a/source/blender/editors/space_view3d/Makefile
+++ b/source/blender/editors/space_view3d/Makefile
@@ -38,6 +38,8 @@ CFLAGS += $(LEVEL_1_C_WARNINGS)
CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
+CPPFLAGS += -I$(NAN_BMFONT)/include
+
# not very neat....
CPPFLAGS += -I../../windowmanager
CPPFLAGS += -I../../blenloader
@@ -46,6 +48,7 @@ CPPFLAGS += -I../../blenlib
CPPFLAGS += -I../../makesdna
CPPFLAGS += -I../../imbuf
CPPFLAGS += -I../../python
+CPPFLAGS += -I../../render/extern/include
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
# own include
diff --git a/source/blender/editors/space_view3d/SConscript b/source/blender/editors/space_view3d/SConscript
index 01ee5bd4a06..5d30ae91deb 100644
--- a/source/blender/editors/space_view3d/SConscript
+++ b/source/blender/editors/space_view3d/SConscript
@@ -5,5 +5,6 @@ sources = env.Glob('*.c')
incs = '../include ../../blenlib ../../blenkernel ../../makesdna ../../imbuf'
incs += ' ../../windowmanager #/intern/guardedalloc #/extern/glew/include'
+incs += ' ../../render/extern/include #/intern/guardedalloc #intern/bmfont'
env.BlenderLib ( 'bf_editors_space_view3d', sources, Split(incs), [], libtype=['core','intern'], priority=[35, 40] )
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 3f30d1cbd79..218c55edd53 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -189,17 +189,10 @@ void view3d_keymap(struct wmWindowManager *wm)
static void view3d_main_area_draw(const bContext *C, ARegion *ar)
{
/* draw entirely, view changes should be handled here */
- float col[3], fac;
+ ScrArea *sa= CTX_wm_area(C);
+ View3D *v3d= sa->spacedata.first; /* XXX get from region */
- /* clear and setup matrix */
- UI_GetThemeColor3fv(TH_BACK, col);
- glClearColor(col[0], col[1], col[2], 0.0);
- glClear(GL_COLOR_BUFFER_BIT);
-
- /* swapbuffers indicator */
- fac= BLI_frand();
- glColor3f(fac, fac, fac);
- glRecti(20, 2, 30, 12);
+ drawview3dspace(C, ar, v3d);
}
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
new file mode 100644
index 00000000000..712a69be77b
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -0,0 +1,1454 @@
+/**
+ * $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) 2008 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <string.h>
+#include <stdio.h>
+#include <math.h>
+
+#include "DNA_action_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_key_types.h"
+#include "DNA_object_types.h"
+#include "DNA_space_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_rand.h"
+
+#include "BKE_anim.h"
+#include "BKE_context.h"
+#include "BKE_image.h"
+#include "BKE_ipo.h"
+#include "BKE_key.h"
+#include "BKE_object.h"
+#include "BKE_global.h"
+#include "BKE_scene.h"
+#include "BKE_screen.h"
+#include "BKE_utildefines.h"
+
+#include "RE_pipeline.h" // make_stars
+
+#include "IMB_imbuf_types.h"
+#include "IMB_imbuf.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+#include "BMF_Api.h"
+
+#include "WM_api.h"
+
+#include "ED_screen.h"
+#include "ED_util.h"
+
+#include "UI_interface.h"
+#include "UI_interface_icons.h"
+#include "UI_resources.h"
+#include "UI_view2d.h"
+
+#include "view3d_intern.h" // own include
+
+
+
+static void star_stuff_init_func(void)
+{
+ cpack(-1);
+ glPointSize(1.0);
+ glBegin(GL_POINTS);
+}
+static void star_stuff_vertex_func(float* i)
+{
+ glVertex3fv(i);
+}
+static void star_stuff_term_func(void)
+{
+ glEnd();
+}
+
+void circf(float x, float y, float rad)
+{
+ GLUquadricObj *qobj = gluNewQuadric();
+
+ gluQuadricDrawStyle(qobj, GLU_FILL);
+
+ glPushMatrix();
+
+ glTranslatef(x, y, 0.);
+
+ gluDisk( qobj, 0.0, rad, 32, 1);
+
+ glPopMatrix();
+
+ gluDeleteQuadric(qobj);
+}
+
+void circ(float x, float y, float rad)
+{
+ GLUquadricObj *qobj = gluNewQuadric();
+
+ gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
+
+ glPushMatrix();
+
+ glTranslatef(x, y, 0.);
+
+ gluDisk( qobj, 0.0, rad, 32, 1);
+
+ glPopMatrix();
+
+ gluDeleteQuadric(qobj);
+}
+
+
+/* ********* custom clipping *********** */
+
+static void view3d_draw_clipping(View3D *v3d)
+{
+ BoundBox *bb= v3d->clipbb;
+
+ UI_ThemeColorShade(TH_BACK, -8);
+
+ glBegin(GL_QUADS);
+
+ glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
+ glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
+ glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
+ glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
+ glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
+ glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
+
+ glEnd();
+}
+
+void view3d_set_clipping(View3D *v3d)
+{
+ double plane[4];
+ int a;
+
+ for(a=0; a<4; a++) {
+ QUATCOPY(plane, v3d->clip[a]);
+ glClipPlane(GL_CLIP_PLANE0+a, plane);
+ glEnable(GL_CLIP_PLANE0+a);
+ }
+}
+
+void view3d_clr_clipping(void)
+{
+ int a;
+
+ for(a=0; a<4; a++) {
+ glDisable(GL_CLIP_PLANE0+a);
+ }
+}
+
+int view3d_test_clipping(View3D *v3d, float *vec)
+{
+ /* vec in world coordinates, returns 1 if clipped */
+ float view[3];
+
+ VECCOPY(view, vec);
+
+ if(0.0f < v3d->clip[0][3] + INPR(view, v3d->clip[0]))
+ if(0.0f < v3d->clip[1][3] + INPR(view, v3d->clip[1]))
+ if(0.0f < v3d->clip[2][3] + INPR(view, v3d->clip[2]))
+ if(0.0f < v3d->clip[3][3] + INPR(view, v3d->clip[3]))
+ return 0;
+
+ return 1;
+}
+
+/* ********* end custom clipping *********** */
+
+
+static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
+{
+ float fx, fy;
+
+ x+= (wx);
+ y+= (wy);
+ fx= x/dx;
+ fx= x-dx*floor(fx);
+
+ while(fx< ar->winx) {
+ fdrawline(fx, 0.0, fx, (float)ar->winy);
+ fx+= dx;
+ }
+
+ fy= y/dx;
+ fy= y-dx*floor(fy);
+
+
+ while(fy< ar->winy) {
+ fdrawline(0.0, fy, (float)ar->winx, fy);
+ fy+= dx;
+ }
+
+}
+
+// not intern, called in editobject for constraint axis too
+void make_axis_color(char *col, char *col2, char axis)
+{
+ if(axis=='x') {
+ col2[0]= col[0]>219?255:col[0]+36;
+ col2[1]= col[1]<26?0:col[1]-26;
+ col2[2]= col[2]<26?0:col[2]-26;
+ }
+ else if(axis=='y') {
+ col2[0]= col[0]<46?0:col[0]-36;
+ col2[1]= col[1]>189?255:col[1]+66;
+ col2[2]= col[2]<46?0:col[2]-36;
+ }
+ else {
+ col2[0]= col[0]<26?0:col[0]-26;
+ col2[1]= col[1]<26?0:col[1]-26;
+ col2[2]= col[2]>209?255:col[2]+46;
+ }
+
+}
+
+static void drawgrid(ARegion *ar, View3D *v3d)
+{
+ /* extern short bgpicmode; */
+ float wx, wy, x, y, fw, fx, fy, dx;
+ float vec4[4];
+ char col[3], col2[3];
+ short sublines = v3d->gridsubdiv;
+
+ vec4[0]=vec4[1]=vec4[2]=0.0;
+ vec4[3]= 1.0;
+ Mat4MulVec4fl(v3d->persmat, vec4);
+ fx= vec4[0];
+ fy= vec4[1];
+ fw= vec4[3];
+
+ wx= (ar->winx/2.0); /* because of rounding errors, grid at wrong location */
+ wy= (ar->winy/2.0);
+
+ x= (wx)*fx/fw;
+ y= (wy)*fy/fw;
+
+ vec4[0]=vec4[1]=v3d->grid;
+ vec4[2]= 0.0;
+ vec4[3]= 1.0;
+ Mat4MulVec4fl(v3d->persmat, vec4);
+ fx= vec4[0];
+ fy= vec4[1];
+ fw= vec4[3];
+
+ dx= fabs(x-(wx)*fx/fw);
+ if(dx==0) dx= fabs(y-(wy)*fy/fw);
+
+ glDepthMask(0); // disable write in zbuffer
+
+ /* check zoom out */
+ UI_ThemeColor(TH_GRID);
+
+ if(dx<6.0) {
+ v3d->gridview*= sublines;
+ dx*= sublines;
+
+ if(dx<6.0) {
+ v3d->gridview*= sublines;
+ dx*= sublines;
+
+ if(dx<6.0) {
+ v3d->gridview*= sublines;
+ dx*=sublines;
+ if(dx<6.0);
+ else {
+ UI_ThemeColor(TH_GRID);
+ drawgrid_draw(ar, wx, wy, x, y, dx);
+ }
+ }
+ else { // start blending out
+ UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
+ drawgrid_draw(ar, wx, wy, x, y, dx);
+
+ UI_ThemeColor(TH_GRID);
+ drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
+ }
+ }
+ else { // start blending out (6 < dx < 60)
+ UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
+ drawgrid_draw(ar, wx, wy, x, y, dx);
+
+ UI_ThemeColor(TH_GRID);
+ drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
+ }
+ }
+ else {
+ if(dx>60.0) { // start blending in
+ v3d->gridview/= sublines;
+ dx/= sublines;
+ if(dx>60.0) { // start blending in
+ v3d->gridview/= sublines;
+ dx/= sublines;
+ if(dx>60.0) {
+ UI_ThemeColor(TH_GRID);
+ drawgrid_draw(ar, wx, wy, x, y, dx);
+ }
+ else {
+ UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
+ drawgrid_draw(ar, wx, wy, x, y, dx);
+ UI_ThemeColor(TH_GRID);
+ drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
+ }
+ }
+ else {
+ UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
+ drawgrid_draw(ar, wx, wy, x, y, dx);
+ UI_ThemeColor(TH_GRID);
+ drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
+ }
+ }
+ else {
+ UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
+ drawgrid_draw(ar, wx, wy, x, y, dx);
+ UI_ThemeColor(TH_GRID);
+ drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
+ }
+ }
+
+ x+= (wx);
+ y+= (wy);
+ UI_GetThemeColor3ubv(TH_GRID, col);
+
+ setlinestyle(0);
+
+ /* center cross */
+ if(v3d->view==3) make_axis_color(col, col2, 'y');
+ else make_axis_color(col, col2, 'x');
+ glColor3ubv((GLubyte *)col2);
+
+ fdrawline(0.0, y, (float)ar->winx, y);
+
+ if(v3d->view==7) make_axis_color(col, col2, 'y');
+ else make_axis_color(col, col2, 'z');
+ glColor3ubv((GLubyte *)col2);
+
+ fdrawline(x, 0.0, x, (float)ar->winy);
+
+ glDepthMask(1); // enable write in zbuffer
+}
+
+
+static void drawfloor(View3D *v3d)
+{
+ float vert[3], grid;
+ int a, gridlines, emphasise;
+ char col[3], col2[3];
+ short draw_line = 0;
+
+ vert[2]= 0.0;
+
+ if(v3d->gridlines<3) return;
+
+ if(v3d->zbuf && G.obedit) glDepthMask(0); // for zbuffer-select
+
+ gridlines= v3d->gridlines/2;
+ grid= gridlines*v3d->grid;
+
+ UI_GetThemeColor3ubv(TH_GRID, col);
+ UI_GetThemeColor3ubv(TH_BACK, col2);
+
+ /* emphasise division lines lighter instead of darker, if background is darker than grid */
+ if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
+ emphasise = 20;
+ else
+ emphasise = -10;
+
+ /* draw the Y axis and/or grid lines */
+ for(a= -gridlines;a<=gridlines;a++) {
+ if(a==0) {
+ /* check for the 'show Y axis' preference */
+ if (v3d->gridflag & V3D_SHOW_Y) {
+ make_axis_color(col, col2, 'y');
+ glColor3ubv((GLubyte *)col2);
+
+ draw_line = 1;
+ } else if (v3d->gridflag & V3D_SHOW_FLOOR) {
+ UI_ThemeColorShade(TH_GRID, emphasise);
+ } else {
+ draw_line = 0;
+ }
+ } else {
+ /* check for the 'show grid floor' preference */
+ if (v3d->gridflag & V3D_SHOW_FLOOR) {
+ if( (a % 10)==0) {
+ UI_ThemeColorShade(TH_GRID, emphasise);
+ }
+ else UI_ThemeColorShade(TH_GRID, 10);
+
+ draw_line = 1;
+ } else {
+ draw_line = 0;
+ }
+ }
+
+ if (draw_line) {
+ glBegin(GL_LINE_STRIP);
+ vert[0]= a*v3d->grid;
+ vert[1]= grid;
+ glVertex3fv(vert);
+ vert[1]= -grid;
+ glVertex3fv(vert);
+ glEnd();
+ }
+ }
+
+ /* draw the X axis and/or grid lines */
+ for(a= -gridlines;a<=gridlines;a++) {
+ if(a==0) {
+ /* check for the 'show X axis' preference */
+ if (v3d->gridflag & V3D_SHOW_X) {
+ make_axis_color(col, col2, 'x');
+ glColor3ubv((GLubyte *)col2);
+
+ draw_line = 1;
+ } else if (v3d->gridflag & V3D_SHOW_FLOOR) {
+ UI_ThemeColorShade(TH_GRID, emphasise);
+ } else {
+ draw_line = 0;
+ }
+ } else {
+ /* check for the 'show grid floor' preference */
+ if (v3d->gridflag & V3D_SHOW_FLOOR) {
+ if( (a % 10)==0) {
+ UI_ThemeColorShade(TH_GRID, emphasise);
+ }
+ else UI_ThemeColorShade(TH_GRID, 10);
+
+ draw_line = 1;
+ } else {
+ draw_line = 0;
+ }
+ }
+
+ if (draw_line) {
+ glBegin(GL_LINE_STRIP);
+ vert[1]= a*v3d->grid;
+ vert[0]= grid;
+ glVertex3fv(vert );
+ vert[0]= -grid;
+ glVertex3fv(vert);
+ glEnd();
+ }
+ }
+
+ /* draw the Z axis line */
+ /* check for the 'show Z axis' preference */
+ if (v3d->gridflag & V3D_SHOW_Z) {
+ make_axis_color(col, col2, 'z');
+ glColor3ubv((GLubyte *)col2);
+
+ glBegin(GL_LINE_STRIP);
+ vert[0]= 0;
+ vert[1]= 0;
+ vert[2]= grid;
+ glVertex3fv(vert );
+ vert[2]= -grid;
+ glVertex3fv(vert);
+ glEnd();
+ }
+
+ if(v3d->zbuf && G.obedit) glDepthMask(1);
+
+}
+
+static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ short mx,my,co[2];
+ int flag;
+
+ /* we dont want the clipping for cursor */
+ flag= v3d->flag;
+ v3d->flag= 0;
+ project_short(ar, v3d, give_cursor(scene, v3d), co);
+ v3d->flag= flag;
+
+ mx = co[0];
+ my = co[1];
+
+ if(mx!=IS_CLIPPED) {
+ setlinestyle(0);
+ cpack(0xFF);
+ circ((float)mx, (float)my, 10.0);
+ setlinestyle(4);
+ cpack(0xFFFFFF);
+ circ((float)mx, (float)my, 10.0);
+ setlinestyle(0);
+ cpack(0x0);
+
+ sdrawline(mx-20, my, mx-5, my);
+ sdrawline(mx+5, my, mx+20, my);
+ sdrawline(mx, my-20, mx, my-5);
+ sdrawline(mx, my+5, mx, my+20);
+ }
+}
+
+/* Draw a live substitute of the view icon, which is always shown */
+static void draw_view_axis(View3D *v3d)
+{
+ const float k = U.rvisize; /* axis size */
+ const float toll = 0.5; /* used to see when view is quasi-orthogonal */
+ const float start = k + 1.0; /* axis center in screen coordinates, x=y */
+ float ydisp = 0.0; /* vertical displacement to allow obj info text */
+
+ /* rvibright ranges approx. from original axis icon color to gizmo color */
+ float bright = U.rvibright / 15.0f;
+
+ unsigned char col[3];
+ unsigned char gridcol[3];
+ float colf[3];
+
+ float vec[4];
+ float dx, dy;
+ float h, s, v;
+
+ /* thickness of lines is proportional to k */
+ /* (log(k)-1) gives a more suitable thickness, but fps decreased by about 3 fps */
+ glLineWidth(k / 10);
+ //glLineWidth(log(k)-1); // a bit slow
+
+ UI_GetThemeColor3ubv(TH_GRID, (char *)gridcol);
+
+ /* X */
+ vec[0] = vec[3] = 1;
+ vec[1] = vec[2] = 0;
+ QuatMulVecf(v3d->viewquat, vec);
+
+ make_axis_color((char *)gridcol, (char *)col, 'x');
+ rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
+ s = s<0.5 ? s+0.5 : 1.0;
+ v = 0.3;
+ v = (v<1.0-(bright) ? v+bright : 1.0);
+ hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
+ glColor3fv(colf);
+
+ dx = vec[0] * k;
+ dy = vec[1] * k;
+ fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
+ if (fabs(dx) > toll || fabs(dy) > toll) {
+ glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
+ BMF_DrawString(G.fonts, "x");
+ }
+
+ /* Y */
+ vec[1] = vec[3] = 1;
+ vec[0] = vec[2] = 0;
+ QuatMulVecf(v3d->viewquat, vec);
+
+ make_axis_color((char *)gridcol, (char *)col, 'y');
+ rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
+ s = s<0.5 ? s+0.5 : 1.0;
+ v = 0.3;
+ v = (v<1.0-(bright) ? v+bright : 1.0);
+ hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
+ glColor3fv(colf);
+
+ dx = vec[0] * k;
+ dy = vec[1] * k;
+ fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
+ if (fabs(dx) > toll || fabs(dy) > toll) {
+ glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
+ BMF_DrawString(G.fonts, "y");
+ }
+
+ /* Z */
+ vec[2] = vec[3] = 1;
+ vec[1] = vec[0] = 0;
+ QuatMulVecf(v3d->viewquat, vec);
+
+ make_axis_color((char *)gridcol, (char *)col, 'z');
+ rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
+ s = s<0.5 ? s+0.5 : 1.0;
+ v = 0.5;
+ v = (v<1.0-(bright) ? v+bright : 1.0);
+ hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
+ glColor3fv(colf);
+
+ dx = vec[0] * k;
+ dy = vec[1] * k;
+ fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
+ if (fabs(dx) > toll || fabs(dy) > toll) {
+ glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
+ BMF_DrawString(G.fonts, "z");
+ }
+
+ /* restore line-width */
+ glLineWidth(1.0);
+}
+
+
+static void draw_view_icon(View3D *v3d)
+{
+ BIFIconID icon;
+
+ if(v3d->view==7) icon= ICON_AXIS_TOP;
+ else if(v3d->view==1) icon= ICON_AXIS_FRONT;
+ else if(v3d->view==3) icon= ICON_AXIS_SIDE;
+ else return ;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ UI_icon_draw(5.0, 5.0, icon);
+
+ glDisable(GL_BLEND);
+}
+
+char *view3d_get_name(View3D *v3d)
+{
+ char *name = NULL;
+
+ switch (v3d->view) {
+ case 1:
+ if (v3d->persp == V3D_ORTHO)
+ name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Ortho" : "Front Ortho";
+ else
+ name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Persp" : "Front Persp";
+ break;
+ case 3:
+ if (v3d->persp == V3D_ORTHO)
+ name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Ortho" : "Right Ortho";
+ else
+ name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Persp" : "Right Persp";
+ break;
+ case 7:
+ if (v3d->persp == V3D_ORTHO)
+ name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Ortho" : "Top Ortho";
+ else
+ name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Persp" : "Top Persp";
+ break;
+ default:
+ if (v3d->persp==V3D_CAMOB) {
+ if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
+ Camera *cam;
+ cam = v3d->camera->data;
+ name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho";
+ } else {
+ name = "Object as Camera";
+ }
+ } else {
+ name = (v3d->persp == V3D_ORTHO) ? "User Ortho" : "User Persp";
+ }
+ break;
+ }
+
+ return name;
+}
+
+static void draw_viewport_name(ARegion *ar, View3D *v3d)
+{
+ char *name = view3d_get_name(v3d);
+ char *printable = NULL;
+
+ if (v3d->localview) {
+ printable = malloc(strlen(name) + strlen(" (Local)_")); /* '_' gives space for '\0' */
+ strcpy(printable, name);
+ strcat(printable, " (Local)");
+ } else {
+ printable = name;
+ }
+
+ if (printable) {
+ UI_ThemeColor(TH_TEXT_HI);
+ glRasterPos2i(10, ar->winy-20);
+ BMF_DrawString(G.fonts, printable);
+ }
+
+ if (v3d->localview) {
+ free(printable);
+ }
+}
+
+
+static char *get_cfra_marker_name(Scene *scene)
+{
+ ListBase *markers= &scene->markers;
+ TimeMarker *m1, *m2;
+
+ /* search through markers for match */
+ for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
+ if (m1->frame==CFRA)
+ return m1->name;
+
+ if (m1 == m2)
+ break;
+
+ if (m2->frame==CFRA)
+ return m2->name;
+ }
+
+ return NULL;
+}
+
+/* draw info beside axes in bottom left-corner:
+* framenum, object name, bone name (if available), marker name (if available)
+*/
+static void draw_selected_name(Scene *scene, Object *ob, View3D *v3d)
+{
+ char info[256], *markern;
+ short offset=30;
+
+ /* get name of marker on current frame (if available) */
+ markern= get_cfra_marker_name(scene);
+
+ /* check if there is an object */
+ if(ob) {
+ /* name(s) to display depends on type of object */
+ if(ob->type==OB_ARMATURE) {
+ bArmature *arm= ob->data;
+ char *name= NULL;
+
+ /* show name of active bone too (if possible) */
+ if(ob==G.obedit) {
+// XXX EditBone *ebo;
+// for (ebo=G.edbo.first; ebo; ebo=ebo->next){
+// if ((ebo->flag & BONE_ACTIVE) && (ebo->layer & arm->layer)) {
+// name= ebo->name;
+// break;
+// }
+// }
+ }
+ else if(ob->pose && (ob->flag & OB_POSEMODE)) {
+ bPoseChannel *pchan;
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if((pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) {
+ name= pchan->name;
+ break;
+ }
+ }
+ }
+ if(name && markern)
+ sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern);
+ else if(name)
+ sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
+ else
+ sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
+ }
+ else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
+ Key *key= NULL;
+ KeyBlock *kb = NULL;
+ char shapes[75];
+
+ /* try to display active shapekey too */
+ shapes[0] = 0;
+ key = ob_get_key(ob);
+ if(key){
+ kb = BLI_findlink(&key->block, ob->shapenr-1);
+ if(kb){
+ sprintf(shapes, ": %s ", kb->name);
+ if(ob->shapeflag == OB_SHAPE_LOCK){
+ sprintf(shapes, "%s (Pinned)",shapes);
+ }
+ }
+ }
+
+ if(markern)
+ sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern);
+ else
+ sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, shapes);
+ }
+ else {
+ /* standard object */
+ if (markern)
+ sprintf(info, "(%d) %s <%s>", CFRA, ob->id.name+2, markern);
+ else
+ sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
+ }
+
+ /* colour depends on whether there is a keyframe */
+// XXX if (id_frame_has_keyframe((ID *)ob, frame_to_float(CFRA), v3d->keyflags))
+// UI_ThemeColor(TH_VERTEX_SELECT);
+// else
+ UI_ThemeColor(TH_TEXT_HI);
+ }
+ else {
+ /* no object */
+ if (markern)
+ sprintf(info, "(%d) <%s>", CFRA, markern);
+ else
+ sprintf(info, "(%d)", CFRA);
+
+ /* colour is always white */
+ UI_ThemeColor(TH_TEXT_HI);
+ }
+
+ if (U.uiflag & USER_SHOW_ROTVIEWICON)
+ offset = 14 + (U.rvisize * 2);
+
+ glRasterPos2i(offset, 10);
+ BMF_DrawString(G.fonts, info);
+}
+
+static void view3d_get_viewborder_size(Scene *scene, ARegion *ar, float size_r[2])
+{
+ float winmax= MAX2(ar->winx, ar->winy);
+ float aspect= (float) (scene->r.xsch*scene->r.xasp)/(scene->r.ysch*scene->r.yasp);
+
+ if(aspect>1.0) {
+ size_r[0]= winmax;
+ size_r[1]= winmax/aspect;
+ } else {
+ size_r[0]= winmax*aspect;
+ size_r[1]= winmax;
+ }
+}
+
+void calc_viewborder(Scene *scene, ARegion *ar, View3D *v3d, rctf *viewborder_r)
+{
+ float zoomfac, size[2];
+ float dx= 0.0f, dy= 0.0f;
+
+ view3d_get_viewborder_size(scene, ar, size);
+
+ /* magic zoom calculation, no idea what
+ * it signifies, if you find out, tell me! -zr
+ */
+ /* simple, its magic dude!
+ * well, to be honest, this gives a natural feeling zooming
+ * with multiple keypad presses (ton)
+ */
+
+ zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
+ zoomfac= (zoomfac*zoomfac)*0.25;
+
+ size[0]= size[0]*zoomfac;
+ size[1]= size[1]*zoomfac;
+
+ /* center in window */
+ viewborder_r->xmin= 0.5*ar->winx - 0.5*size[0];
+ viewborder_r->ymin= 0.5*ar->winy - 0.5*size[1];
+ viewborder_r->xmax= viewborder_r->xmin + size[0];
+ viewborder_r->ymax= viewborder_r->ymin + size[1];
+
+ dx= ar->winx*v3d->camdx*zoomfac*2.0f;
+ dy= ar->winy*v3d->camdy*zoomfac*2.0f;
+
+ /* apply offset */
+ viewborder_r->xmin-= dx;
+ viewborder_r->ymin-= dy;
+ viewborder_r->xmax-= dx;
+ viewborder_r->ymax-= dy;
+
+ if(v3d->camera && v3d->camera->type==OB_CAMERA) {
+ Camera *cam= v3d->camera->data;
+ float w = viewborder_r->xmax - viewborder_r->xmin;
+ float h = viewborder_r->ymax - viewborder_r->ymin;
+ float side = MAX2(w, h);
+
+ viewborder_r->xmin+= cam->shiftx*side;
+ viewborder_r->xmax+= cam->shiftx*side;
+ viewborder_r->ymin+= cam->shifty*side;
+ viewborder_r->ymax+= cam->shifty*side;
+ }
+}
+
+void view3d_set_1_to_1_viewborder(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ float size[2];
+ int im_width= (scene->r.size*scene->r.xsch)/100;
+
+ view3d_get_viewborder_size(scene, ar, size);
+
+ v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
+ v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
+}
+
+
+static void drawviewborder_flymode(ARegion *ar)
+{
+ /* draws 4 edge brackets that frame the safe area where the
+ mouse can move during fly mode without spinning the view */
+ float x1, x2, y1, y2;
+
+ x1= 0.45*(float)ar->winx;
+ y1= 0.45*(float)ar->winy;
+ x2= 0.55*(float)ar->winx;
+ y2= 0.55*(float)ar->winy;
+ cpack(0);
+
+
+ glBegin(GL_LINES);
+ /* bottom left */
+ glVertex2f(x1,y1);
+ glVertex2f(x1,y1+5);
+
+ glVertex2f(x1,y1);
+ glVertex2f(x1+5,y1);
+
+ /* top right */
+ glVertex2f(x2,y2);
+ glVertex2f(x2,y2-5);
+
+ glVertex2f(x2,y2);
+ glVertex2f(x2-5,y2);
+
+ /* top left */
+ glVertex2f(x1,y2);
+ glVertex2f(x1,y2-5);
+
+ glVertex2f(x1,y2);
+ glVertex2f(x1+5,y2);
+
+ /* bottom right */
+ glVertex2f(x2,y1);
+ glVertex2f(x2,y1+5);
+
+ glVertex2f(x2,y1);
+ glVertex2f(x2-5,y1);
+ glEnd();
+}
+
+
+static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); // interface_panel.c
+ float fac, a;
+ float x1, x2, y1, y2;
+ float x3, y3, x4, y4;
+ rctf viewborder;
+ Camera *ca= NULL;
+
+ if(v3d->camera==NULL)
+ return;
+ if(v3d->camera->type==OB_CAMERA)
+ ca = v3d->camera->data;
+
+ calc_viewborder(scene, ar, v3d, &viewborder);
+ x1= viewborder.xmin;
+ y1= viewborder.ymin;
+ x2= viewborder.xmax;
+ y2= viewborder.ymax;
+
+ /* passepartout, specified in camera edit buttons */
+ if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001) {
+ if (ca->passepartalpha == 1.0) {
+ glColor3f(0, 0, 0);
+ } else {
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glEnable(GL_BLEND);
+ glColor4f(0, 0, 0, ca->passepartalpha);
+ }
+ if (x1 > 0.0)
+ glRectf(0.0, (float)ar->winy, x1, 0.0);
+ if (x2 < (float)ar->winx)
+ glRectf(x2, (float)ar->winy, (float)ar->winx, 0.0);
+ if (y2 < (float)ar->winy)
+ glRectf(x1, (float)ar->winy, x2, y2);
+ if (y2 > 0.0)
+ glRectf(x1, y1, x2, 0.0);
+
+ glDisable(GL_BLEND);
+ }
+
+ /* edge */
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ setlinestyle(0);
+ UI_ThemeColor(TH_BACK);
+ glRectf(x1, y1, x2, y2);
+
+ setlinestyle(3);
+ UI_ThemeColor(TH_WIRE);
+ glRectf(x1, y1, x2, y2);
+
+ /* camera name - draw in highlighted text color */
+ if (ca && (ca->flag & CAM_SHOWNAME)) {
+ UI_ThemeColor(TH_TEXT_HI);
+ glRasterPos2f(x1, y1-15);
+
+ BMF_DrawString(G.font, v3d->camera->id.name+2);
+ UI_ThemeColor(TH_WIRE);
+ }
+
+
+ /* border */
+ if(scene->r.mode & R_BORDER) {
+
+ cpack(0);
+ x3= x1+ scene->r.border.xmin*(x2-x1);
+ y3= y1+ scene->r.border.ymin*(y2-y1);
+ x4= x1+ scene->r.border.xmax*(x2-x1);
+ y4= y1+ scene->r.border.ymax*(y2-y1);
+
+ cpack(0x4040FF);
+ glRectf(x3, y3, x4, y4);
+ }
+
+ /* safety border */
+ if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
+ fac= 0.1;
+
+ a= fac*(x2-x1);
+ x1+= a;
+ x2-= a;
+
+ a= fac*(y2-y1);
+ y1+= a;
+ y2-= a;
+
+ UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+
+ uiSetRoundBox(15);
+ gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
+ }
+
+ setlinestyle(0);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+}
+
+static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ BGpic *bgpic;
+ Image *ima;
+ ImBuf *ibuf= NULL;
+ float vec[4], fac, asp, zoomx, zoomy;
+ float x1, y1, x2, y2, cx, cy;
+
+ bgpic= v3d->bgpic;
+ if(bgpic==NULL) return;
+
+ ima= bgpic->ima;
+
+ if(ima)
+ ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
+ if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) )
+ return;
+ if(ibuf->channels!=4)
+ return;
+ if(ibuf->rect==NULL)
+ IMB_rect_from_float(ibuf);
+
+ if(v3d->persp==2) {
+ rctf vb;
+
+ calc_viewborder(scene, ar, v3d, &vb);
+
+ x1= vb.xmin;
+ y1= vb.ymin;
+ x2= vb.xmax;
+ y2= vb.ymax;
+ }
+ else {
+ float sco[2];
+
+ /* calc window coord */
+ initgrabz(v3d, 0.0, 0.0, 0.0);
+ window_to_3d(ar, v3d, vec, 1, 0);
+ fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
+ fac= 1.0/fac;
+
+ asp= ( (float)ibuf->y)/(float)ibuf->x;
+
+ vec[0] = vec[1] = vec[2] = 0.0;
+ view3d_project_float(ar, vec, sco, v3d->persmat);
+ cx = sco[0];
+ cy = sco[1];
+
+ x1= cx+ fac*(bgpic->xof-bgpic->size);
+ y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
+ x2= cx+ fac*(bgpic->xof+bgpic->size);
+ y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
+ }
+
+ /* complete clip? */
+
+ if(x2 < 0 ) return;
+ if(y2 < 0 ) return;
+ if(x1 > ar->winx ) return;
+ if(y1 > ar->winy ) return;
+
+ zoomx= (x2-x1)/ibuf->x;
+ zoomy= (y2-y1)/ibuf->y;
+
+ /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
+ if(zoomx < 1.0f || zoomy < 1.0f) {
+ float tzoom= MIN2(zoomx, zoomy);
+ int mip= 0;
+
+ if(ibuf->mipmap[0]==NULL)
+ IMB_makemipmap(ibuf, 0);
+
+ while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) {
+ tzoom*= 2.0f;
+ zoomx*= 2.0f;
+ zoomy*= 2.0f;
+ mip++;
+ }
+ if(mip>0)
+ ibuf= ibuf->mipmap[mip-1];
+ }
+
+ if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+
+ glaDefine2DArea(&ar->winrct);
+
+ glEnable(GL_BLEND);
+
+ glPixelZoom(zoomx, zoomy);
+ glColor4f(1.0, 1.0, 1.0, 1.0-bgpic->blend);
+ glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
+
+ glPixelZoom(1.0, 1.0);
+ glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ glDisable(GL_BLEND);
+ if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+
+ // XXX areawinset(ar->win); // restore viewport / scissor
+}
+
+void view3d_update_depths(ARegion *ar, View3D *v3d)
+{
+ /* Create storage for, and, if necessary, copy depth buffer */
+ if(!v3d->depths) v3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
+ if(v3d->depths) {
+ ViewDepths *d= v3d->depths;
+ if(d->w != ar->winx ||
+ d->h != ar->winy ||
+ !d->depths) {
+ d->w= ar->winx;
+ d->h= ar->winy;
+ if(d->depths)
+ MEM_freeN(d->depths);
+ d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths");
+ d->damaged= 1;
+ }
+
+ if(d->damaged) {
+ glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h,
+ GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
+
+ glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
+
+ d->damaged= 0;
+ }
+ }
+}
+
+/* Enable sculpting in wireframe mode by drawing sculpt object only to the depth buffer */
+static void draw_sculpt_depths(Scene *scene, View3D *v3d)
+{
+ Object *ob = OBACT;
+
+ int dt= MIN2(v3d->drawtype, ob->dt);
+ if(v3d->zbuf==0 && dt>OB_WIRE)
+ dt= OB_WIRE;
+ if(dt == OB_WIRE) {
+ GLboolean depth_on;
+ int orig_vdt = v3d->drawtype;
+ int orig_zbuf = v3d->zbuf;
+ int orig_odt = ob->dt;
+
+ glGetBooleanv(GL_DEPTH_TEST, &depth_on);
+ v3d->drawtype = ob->dt = OB_SOLID;
+ v3d->zbuf = 1;
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glEnable(GL_DEPTH_TEST);
+// XXX draw_object(BASACT, 0);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ if(!depth_on)
+ glDisable(GL_DEPTH_TEST);
+
+ v3d->drawtype = orig_vdt;
+ v3d->zbuf = orig_zbuf;
+ ob->dt = orig_odt;
+ }
+}
+
+
+void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d)
+{
+ Base *base;
+ Object *ob;
+ Scene *scene= CTX_data_scene(C), *sce;
+ char retopo= 0, sculptparticle= 0;
+ Object *obact = OBACT;
+
+ /* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual,
+ no layer check here, gets correct flushed */
+ /* sets first, we allow per definition current scene to have dependencies on sets */
+ if(scene->set) {
+ for(SETLOOPER(scene->set, base))
+ object_handle_update(base->object); // bke_object.h
+ }
+
+ v3d->lay_used = 0;
+ for(base= scene->base.first; base; base= base->next) {
+ object_handle_update(base->object); // bke_object.h
+ v3d->lay_used |= base->lay;
+ }
+
+ /* shadow buffers, before we setup matrices */
+// if(draw_glsl_material(NULL, v3d->drawtype))
+// gpu_update_lamps_shadows(scene, v3d);
+
+ setwinmatrixview3d(CTX_wm_window(C), v3d, ar->winx, ar->winy, NULL); /* 0= no pick rect */
+ setviewmatrixview3d(v3d); /* note: calls where_is_object for camera... */
+
+ Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat);
+ Mat4Invert(v3d->persinv, v3d->persmat);
+ Mat4Invert(v3d->viewinv, v3d->viewmat);
+
+ /* calculate pixelsize factor once, is used for lamps and obcenters */
+ {
+ float len1, len2, vec[3];
+
+ VECCOPY(vec, v3d->persinv[0]);
+ len1= Normalize(vec);
+ VECCOPY(vec, v3d->persinv[1]);
+ len2= Normalize(vec);
+
+ v3d->pixsize= 2.0f*(len1>len2?len1:len2);
+
+ /* correct for window size */
+ if(ar->winx > ar->winy) v3d->pixsize/= (float)ar->winx;
+ else v3d->pixsize/= (float)ar->winy;
+ }
+
+ if(v3d->drawtype > OB_WIRE) {
+ float col[3];
+ UI_GetThemeColor3fv(TH_BACK, col);
+ glClearColor(col[0], col[1], col[2], 0.0);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ glLoadIdentity();
+ }
+ else {
+ float col[3];
+ UI_GetThemeColor3fv(TH_BACK, col);
+ glClearColor(col[0], col[1], col[2], 0.0);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ }
+
+ wmLoadMatrix(CTX_wm_window(C), v3d->viewmat);
+
+ if(v3d->flag & V3D_CLIPPING)
+ view3d_draw_clipping(v3d);
+
+ /* set zbuffer after we draw clipping region */
+ if(v3d->drawtype > OB_WIRE) {
+ v3d->zbuf= TRUE;
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ // needs to be done always, gridview is adjusted in drawgrid() now
+ v3d->gridview= v3d->grid;
+
+ if(v3d->view==0 || v3d->persp!=0) {
+ drawfloor(v3d);
+ if(v3d->persp==2) {
+ if(scene->world) {
+ if(scene->world->mode & WO_STARS) {
+ RE_make_stars(NULL, star_stuff_init_func, star_stuff_vertex_func,
+ star_stuff_term_func);
+ }
+ }
+ if(v3d->flag & V3D_DISPBGPIC) draw_bgpic(scene, ar, v3d);
+ }
+ }
+ else {
+ ED_region_pixelspace(C, ar);
+ drawgrid(ar, v3d);
+ /* XXX make function? replaces persp(1) */
+ glMatrixMode(GL_PROJECTION);
+ wmLoadMatrix(CTX_wm_window(C), v3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ wmLoadMatrix(CTX_wm_window(C), v3d->viewmat);
+
+ if(v3d->flag & V3D_DISPBGPIC) {
+ draw_bgpic(scene, ar, v3d);
+ }
+ }
+
+ if(v3d->flag & V3D_CLIPPING)
+ view3d_set_clipping(v3d);
+
+ /* draw set first */
+ if(scene->set) {
+ for(SETLOOPER(scene->set, base)) {
+
+ if(v3d->lay & base->lay) {
+
+ UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
+// XXX draw_object(base, DRAW_CONSTCOLOR|DRAW_SCENESET);
+
+ if(base->object->transflag & OB_DUPLI) {
+// XXX draw_dupli_objects_color(v3d, base, TH_WIRE);
+ }
+ }
+ }
+
+ /* Transp and X-ray afterdraw stuff for sets is done later */
+ }
+
+ /* then draw not selected and the duplis, but skip editmode object */
+ for(base= scene->base.first; base; base= base->next) {
+ if(v3d->lay & base->lay) {
+
+ /* dupli drawing */
+ if(base->object->transflag & OB_DUPLI) {
+// XXX draw_dupli_objects(v3d, base);
+ }
+ if((base->flag & SELECT)==0) {
+// XXX if(base->object!=G.obedit) draw_object(base, 0);
+ }
+ }
+ }
+
+// retopo= retopo_mesh_check() || retopo_curve_check();
+// sculptparticle= (G.f & (G_SCULPTMODE|G_PARTICLEEDIT)) && !G.obedit;
+ if(retopo)
+ view3d_update_depths(ar, v3d);
+
+ /* draw selected and editmode */
+ for(base= scene->base.first; base; base= base->next) {
+ if(v3d->lay & base->lay) {
+// if (base->object==G.obedit || ( base->flag & SELECT) )
+// XXX draw_object(base, 0);
+ }
+ }
+
+ if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) {
+ if(G.f & G_SCULPTMODE)
+ draw_sculpt_depths(scene, v3d);
+ view3d_update_depths(ar, v3d);
+ }
+
+ if(G.moving) {
+// BIF_drawConstraint();
+// if(G.obedit || (G.f & G_PARTICLEEDIT))
+// BIF_drawPropCircle(); // only editmode and particles have proportional edit
+// BIF_drawSnap();
+ }
+
+// REEB_draw();
+
+// if(scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
+
+ /* Transp and X-ray afterdraw stuff */
+// view3d_draw_transp(v3d);
+// view3d_draw_xray(v3d, 1); // clears zbuffer if it is used!
+
+ if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) {
+ if(G.f & G_SCULPTMODE)
+ draw_sculpt_depths(scene, v3d);
+ view3d_update_depths(ar, v3d);
+ }
+
+ if(v3d->flag & V3D_CLIPPING)
+ view3d_clr_clipping();
+
+// BIF_draw_manipulator(ar);
+
+ if(v3d->zbuf) {
+ v3d->zbuf= FALSE;
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ /* draw grease-pencil stuff */
+// if (v3d->flag2 & V3D_DISPGP)
+// draw_gpencil_3dview(ar, 1);
+
+ ED_region_pixelspace(C, ar);
+
+ /* Draw Sculpt Mode brush XXX (removed) */
+
+// retopo_paint_view_update(v3d);
+// retopo_draw_paint_lines();
+
+ /* Draw particle edit brush XXX (removed) */
+
+ if(v3d->persp>1) drawviewborder(scene, ar, v3d);
+ if(v3d->flag2 & V3D_FLYMODE) drawviewborder_flymode(ar);
+
+ /* draw grease-pencil stuff */
+// if (v3d->flag2 & V3D_DISPGP)
+// draw_gpencil_3dview(ar, 0);
+
+ if(!(G.f & G_PLAYANIM)) drawcursor(scene, ar, v3d);
+ if(U.uiflag & USER_SHOW_ROTVIEWICON)
+ draw_view_axis(v3d);
+ else
+ draw_view_icon(v3d);
+
+ /* XXX removed viewport fps */
+ if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
+ draw_viewport_name(ar, v3d);
+ }
+
+ ob= OBACT;
+ if(U.uiflag & USER_DRAWVIEWINFO)
+ draw_selected_name(scene, ob, v3d);
+
+// draw_area_emboss(ar);
+
+ /* XXX here was the blockhandlers for floating panels */
+
+ if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT) {
+ v3d->flag |= V3D_NEEDBACKBUFDRAW;
+ // XXX addafterqueue(ar->win, BACKBUFDRAW, 1);
+ }
+ // test for backbuf select
+ if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) {
+
+ v3d->flag |= V3D_NEEDBACKBUFDRAW;
+ // XXX if(afterqtest(ar->win, BACKBUFDRAW)==0) {
+ // addafterqueue(ar->win, BACKBUFDRAW, 1);
+ //}
+ }
+
+#ifndef DISABLE_PYTHON
+ /* XXX here was scriptlink */
+#endif
+}
+
+
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 40c30269d87..d0e49373562 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -38,9 +38,40 @@ typedef struct ViewDepths {
char damaged;
} ViewDepths;
+/* drawing flags: */
+#define DRAW_PICKING 1
+#define DRAW_CONSTCOLOR 2
+#define DRAW_SCENESET 4
+
+/* project short */
+#define IS_CLIPPED 12000
+
/* view3d_header.c */
void view3d_header_buttons(const bContext *C, ARegion *ar);
+/* view3d_draw.c */
+void drawview3dspace(const bContext *C, ARegion *ar, View3D *v3d);
+int view3d_test_clipping(View3D *v3d, float *vec);
+void circf(float x, float y, float rad);
+void circ(float x, float y, float rad);
+void view3d_update_depths(ARegion *ar, View3D *v3d);
+
+/* view3d_view.c */
+float *give_cursor(Scene *scene, View3D *v3d);
+void initgrabz(View3D *v3d, float x, float y, float z);
+void window_to_3d(ARegion *ar, View3D *v3d, float *vec, short mx, short my);
+void view3d_project_float(ARegion *a, float *vec, float *adr, float mat[4][4]);
+void project_short(ARegion *ar, View3D *v3d, float *vec, short *adr);
+void project_int(ARegion *ar, View3D *v3d, float *vec, int *adr);
+void project_int_noclip(ARegion *ar, View3D *v3d, float *vec, int *adr);
+void project_short_noclip(ARegion *ar, View3D *v3d, float *vec, short *adr);
+void project_float(ARegion *ar, View3D *v3d, float *vec, float *adr);
+void project_float_noclip(ARegion *ar, View3D *v3d, float *vec, float *adr);
+int get_view3d_viewplane(View3D *v3d, int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize);
+
+
+void setwinmatrixview3d(wmWindow *win, View3D *v3d, int winx, int winy, rctf *rect); /* rect: for picking */
+void setviewmatrixview3d(View3D *v3d);
#endif /* ED_VIEW3D_INTERN_H */
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
new file mode 100644
index 00000000000..26566ec7b8a
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -0,0 +1,714 @@
+/**
+ * $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) 2008 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <string.h>
+#include <stdio.h>
+#include <math.h>
+#include <float.h>
+
+#include "DNA_action_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_object_types.h"
+#include "DNA_space_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_rand.h"
+
+#include "BKE_action.h"
+#include "BKE_context.h"
+#include "BKE_object.h"
+#include "BKE_global.h"
+#include "BKE_scene.h"
+#include "BKE_screen.h"
+#include "BKE_utildefines.h"
+
+#include "RE_pipeline.h" // make_stars
+
+#include "BIF_gl.h"
+
+#include "WM_api.h"
+
+#include "ED_screen.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+#include "UI_view2d.h"
+
+#include "PIL_time.h" /* smoothview */
+
+#include "view3d_intern.h" // own include
+
+
+float *give_cursor(Scene *scene, View3D *v3d)
+{
+ if(v3d && v3d->localview) return v3d->cursor;
+ else return scene->cursor;
+}
+
+
+
+void initgrabz(View3D *v3d, float x, float y, float z)
+{
+ if(v3d==NULL) return;
+ v3d->zfac= v3d->persmat[0][3]*x+ v3d->persmat[1][3]*y+ v3d->persmat[2][3]*z+ v3d->persmat[3][3];
+
+ /* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
+ * (accounting for near zero values)
+ * */
+ if (v3d->zfac < 1.e-6f && v3d->zfac > -1.e-6f) v3d->zfac = 1.0f;
+
+ /* Negative zfac means x, y, z was behind the camera (in perspective).
+ * This gives flipped directions, so revert back to ok default case.
+ */
+ if (v3d->zfac < 0.0f) v3d->zfac = 1.0f;
+}
+
+void window_to_3d(ARegion *ar, View3D *v3d, float *vec, short mx, short my)
+{
+ /* always call initgrabz */
+ float dx, dy;
+
+ dx= 2.0f*mx*v3d->zfac/ar->winx;
+ dy= 2.0f*my*v3d->zfac/ar->winy;
+
+ vec[0]= (v3d->persinv[0][0]*dx + v3d->persinv[1][0]*dy);
+ vec[1]= (v3d->persinv[0][1]*dx + v3d->persinv[1][1]*dy);
+ vec[2]= (v3d->persinv[0][2]*dx + v3d->persinv[1][2]*dy);
+}
+
+void view3d_project_float(ARegion *ar, float *vec, float *adr, float mat[4][4])
+{
+ float vec4[4];
+
+ adr[0]= IS_CLIPPED;
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(mat, vec4);
+
+ if( vec4[3]>FLT_EPSILON ) {
+ adr[0] = (float)(ar->winx/2.0f)+(ar->winx/2.0f)*vec4[0]/vec4[3];
+ adr[1] = (float)(ar->winy/2.0f)+(ar->winy/2.0f)*vec4[1]/vec4[3];
+ } else {
+ adr[0] = adr[1] = 0.0f;
+ }
+}
+
+
+#define BL_NEAR_CLIP 0.001
+
+void project_short(ARegion *ar, View3D *v3d, float *vec, short *adr) /* clips */
+{
+ float fx, fy, vec4[4];
+
+ adr[0]= IS_CLIPPED;
+
+ if(v3d->flag & V3D_CLIPPING) {
+ if(view3d_test_clipping(v3d, vec))
+ return;
+ }
+
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+ Mat4MulVec4fl(v3d->persmat, vec4);
+
+ if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
+ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
+
+ if( fx>0 && fx<ar->winx) {
+
+ fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
+
+ if(fy>0.0 && fy< (float)ar->winy) {
+ adr[0]= (short)floor(fx);
+ adr[1]= (short)floor(fy);
+ }
+ }
+ }
+}
+
+void project_int(ARegion *ar, View3D *v3d, float *vec, int *adr)
+{
+ float fx, fy, vec4[4];
+
+ adr[0]= (int)2140000000.0f;
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(v3d->persmat, vec4);
+
+ if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
+ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
+
+ if( fx>-2140000000.0f && fx<2140000000.0f) {
+ fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
+
+ if(fy>-2140000000.0f && fy<2140000000.0f) {
+ adr[0]= (int)floor(fx);
+ adr[1]= (int)floor(fy);
+ }
+ }
+ }
+}
+
+void project_int_noclip(ARegion *ar, View3D *v3d, float *vec, int *adr)
+{
+ float fx, fy, vec4[4];
+
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(v3d->persmat, vec4);
+
+ if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
+ fx = (ar->winx/2)*(1 + vec4[0]/vec4[3]);
+ fy = (ar->winy/2)*(1 + vec4[1]/vec4[3]);
+
+ adr[0] = (int)floor(fx);
+ adr[1] = (int)floor(fy);
+ }
+ else
+ {
+ adr[0] = ar->winx / 2;
+ adr[1] = ar->winy / 2;
+ }
+}
+
+void project_short_noclip(ARegion *ar, View3D *v3d, float *vec, short *adr)
+{
+ float fx, fy, vec4[4];
+
+ adr[0]= IS_CLIPPED;
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(v3d->persmat, vec4);
+
+ if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
+ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
+
+ if( fx>-32700 && fx<32700) {
+
+ fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
+
+ if(fy>-32700.0 && fy<32700.0) {
+ adr[0]= (short)floor(fx);
+ adr[1]= (short)floor(fy);
+ }
+ }
+ }
+}
+
+void project_float(ARegion *ar, View3D *v3d, float *vec, float *adr)
+{
+ float vec4[4];
+
+ adr[0]= IS_CLIPPED;
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(v3d->persmat, vec4);
+
+ if( vec4[3]>BL_NEAR_CLIP ) {
+ adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
+ adr[1] = (float)(ar->winy/2.0)+(ar->winy/2.0)*vec4[1]/vec4[3];
+ }
+}
+
+void project_float_noclip(ARegion *ar, View3D *v3d, float *vec, float *adr)
+{
+ float vec4[4];
+
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(v3d->persmat, vec4);
+
+ if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
+ adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
+ adr[1] = (float)(ar->winy/2.0)+(ar->winy/2.0)*vec4[1]/vec4[3];
+ }
+ else
+ {
+ adr[0] = ar->winx / 2.0f;
+ adr[1] = ar->winy / 2.0f;
+ }
+}
+
+
+
+/* also exposed in previewrender.c */
+int get_view3d_viewplane(View3D *v3d, int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize)
+{
+ Camera *cam=NULL;
+ float lens, fac, x1, y1, x2, y2;
+ float winx= (float)winxi, winy= (float)winyi;
+ int orth= 0;
+
+ lens= v3d->lens;
+
+ *clipsta= v3d->near;
+ *clipend= v3d->far;
+
+ if(v3d->persp==V3D_CAMOB) {
+ if(v3d->camera) {
+ if(v3d->camera->type==OB_LAMP ) {
+ Lamp *la;
+
+ la= v3d->camera->data;
+ fac= cos( M_PI*la->spotsize/360.0);
+
+ x1= saacos(fac);
+ lens= 16.0*fac/sin(x1);
+
+ *clipsta= la->clipsta;
+ *clipend= la->clipend;
+ }
+ else if(v3d->camera->type==OB_CAMERA) {
+ cam= v3d->camera->data;
+ lens= cam->lens;
+ *clipsta= cam->clipsta;
+ *clipend= cam->clipend;
+ }
+ }
+ }
+
+ if(v3d->persp==V3D_ORTHO) {
+ if(winx>winy) x1= -v3d->dist;
+ else x1= -winx*v3d->dist/winy;
+ x2= -x1;
+
+ if(winx>winy) y1= -winy*v3d->dist/winx;
+ else y1= -v3d->dist;
+ y2= -y1;
+
+ *clipend *= 0.5; // otherwise too extreme low zbuffer quality
+ *clipsta= - *clipend;
+ orth= 1;
+ }
+ else {
+ /* fac for zoom, also used for camdx */
+ if(v3d->persp==V3D_CAMOB) {
+ fac= (1.41421+( (float)v3d->camzoom )/50.0);
+ fac*= fac;
+ }
+ else fac= 2.0;
+
+ /* viewplane size depends... */
+ if(cam && cam->type==CAM_ORTHO) {
+ /* ortho_scale == 1 means exact 1 to 1 mapping */
+ float dfac= 2.0*cam->ortho_scale/fac;
+
+ if(winx>winy) x1= -dfac;
+ else x1= -winx*dfac/winy;
+ x2= -x1;
+
+ if(winx>winy) y1= -winy*dfac/winx;
+ else y1= -dfac;
+ y2= -y1;
+ orth= 1;
+ }
+ else {
+ float dfac;
+
+ if(winx>winy) dfac= 64.0/(fac*winx*lens);
+ else dfac= 64.0/(fac*winy*lens);
+
+ x1= - *clipsta * winx*dfac;
+ x2= -x1;
+ y1= - *clipsta * winy*dfac;
+ y2= -y1;
+ orth= 0;
+ }
+ /* cam view offset */
+ if(cam) {
+ float dx= 0.5*fac*v3d->camdx*(x2-x1);
+ float dy= 0.5*fac*v3d->camdy*(y2-y1);
+ x1+= dx;
+ x2+= dx;
+ y1+= dy;
+ y2+= dy;
+ }
+ }
+
+ if(pixsize) {
+ float viewfac;
+
+ if(orth) {
+ viewfac= (winx >= winy)? winx: winy;
+ *pixsize= 1.0f/viewfac;
+ }
+ else {
+ viewfac= (((winx >= winy)? winx: winy)*lens)/32.0;
+ *pixsize= *clipsta/viewfac;
+ }
+ }
+
+ viewplane->xmin= x1;
+ viewplane->ymin= y1;
+ viewplane->xmax= x2;
+ viewplane->ymax= y2;
+
+ return orth;
+}
+
+
+/* important to not set windows active in here, can be renderwin for example */
+void setwinmatrixview3d(wmWindow *win, View3D *v3d, int winx, int winy, rctf *rect) /* rect: for picking */
+{
+ rctf viewplane;
+ float clipsta, clipend, x1, y1, x2, y2;
+ int orth;
+
+ orth= get_view3d_viewplane(v3d, winx, winy, &viewplane, &clipsta, &clipend, NULL);
+ // printf("%d %d %f %f %f %f %f %f\n", winx, winy, viewplane.xmin, viewplane.ymin, viewplane.xmax, viewplane.ymax, clipsta, clipend);
+ x1= viewplane.xmin;
+ y1= viewplane.ymin;
+ x2= viewplane.xmax;
+ y2= viewplane.ymax;
+
+ if(rect) { /* picking */
+ rect->xmin/= (float)winx;
+ rect->xmin= x1+rect->xmin*(x2-x1);
+ rect->ymin/= (float)winy;
+ rect->ymin= y1+rect->ymin*(y2-y1);
+ rect->xmax/= (float)winx;
+ rect->xmax= x1+rect->xmax*(x2-x1);
+ rect->ymax/= (float)winy;
+ rect->ymax= y1+rect->ymax*(y2-y1);
+
+ if(orth) wmOrtho(win, rect->xmin, rect->xmax, rect->ymin, rect->ymax, -clipend, clipend);
+ else wmFrustum(win, rect->xmin, rect->xmax, rect->ymin, rect->ymax, clipsta, clipend);
+
+ }
+ else {
+ if(orth) wmOrtho(win, x1, x2, y1, y2, clipsta, clipend);
+ else wmFrustum(win, x1, x2, y1, y2, clipsta, clipend);
+ }
+
+ /* not sure what this was for? (ton) */
+ glMatrixMode(GL_PROJECTION);
+ wmGetMatrix(win, v3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+
+/* SMOOTHVIEW */
+void smooth_view(View3D *v3d, float *ofs, float *quat, float *dist, float *lens)
+{
+ /* View Animation enabled */
+ if (U.smooth_viewtx) {
+ int i;
+ char changed = 0;
+ float step = 0.0, step_inv;
+ float orig_dist;
+ float orig_lens;
+ float orig_quat[4];
+ float orig_ofs[3];
+
+ double time_allowed, time_current, time_start;
+
+ /* if there is no difference, return */
+ changed = 0; /* zero means no difference */
+ if (dist) {
+ if ((*dist) != v3d->dist)
+ changed = 1;
+ }
+
+ if (lens) {
+ if ((*lens) != v3d->lens)
+ changed = 1;
+ }
+
+ if (!changed && ofs) {
+ if ((ofs[0]!=v3d->ofs[0]) ||
+ (ofs[1]!=v3d->ofs[1]) ||
+ (ofs[2]!=v3d->ofs[2]) )
+ changed = 1;
+ }
+
+ if (!changed && quat ) {
+ if ((quat[0]!=v3d->viewquat[0]) ||
+ (quat[1]!=v3d->viewquat[1]) ||
+ (quat[2]!=v3d->viewquat[2]) ||
+ (quat[3]!=v3d->viewquat[3]) )
+ changed = 1;
+ }
+
+ /* The new view is different from the old one
+ * so animate the view */
+ if (changed) {
+
+ /* store original values */
+ VECCOPY(orig_ofs, v3d->ofs);
+ QUATCOPY(orig_quat, v3d->viewquat);
+ orig_dist = v3d->dist;
+ orig_lens = v3d->lens;
+
+ time_allowed= (float)U.smooth_viewtx / 1000.0;
+ time_current = time_start = PIL_check_seconds_timer();
+
+ /* if this is view rotation only
+ * we can decrease the time allowed by
+ * the angle between quats
+ * this means small rotations wont lag */
+ if (quat && !ofs && !dist) {
+ float vec1[3], vec2[3];
+ VECCOPY(vec1, quat);
+ VECCOPY(vec2, v3d->viewquat);
+ Normalize(vec1);
+ Normalize(vec2);
+ /* scale the time allowed by the rotation */
+ time_allowed *= NormalizedVecAngle2(vec1, vec2)/(M_PI/2);
+ }
+
+ while (time_start + time_allowed > time_current) {
+
+ step = (float)((time_current-time_start) / time_allowed);
+
+ /* ease in/out */
+ if (step < 0.5) step = (float)pow(step*2, 2)/2;
+ else step = (float)1-(pow(2*(1-step),2)/2);
+
+ step_inv = 1-step;
+
+ if (ofs)
+ for (i=0; i<3; i++)
+ v3d->ofs[i] = ofs[i]*step + orig_ofs[i]*step_inv;
+
+
+ if (quat)
+ QuatInterpol(v3d->viewquat, orig_quat, quat, step);
+
+ if (dist)
+ v3d->dist = ((*dist)*step) + (orig_dist*step_inv);
+
+ if (lens)
+ v3d->lens = ((*lens)*step) + (orig_lens*step_inv);
+
+ /*redraw the view*/
+// scrarea_do_windraw(ar);
+// screen_swapbuffers();
+
+ time_current= PIL_check_seconds_timer();
+ }
+ }
+ }
+
+ /* set these values even if animation is enabled because flaot
+ * error will make then not quite accurate */
+ if (ofs)
+ VECCOPY(v3d->ofs, ofs);
+ if (quat)
+ QUATCOPY(v3d->viewquat, quat);
+ if (dist)
+ v3d->dist = *dist;
+ if (lens)
+ v3d->lens = *lens;
+
+}
+
+
+
+/* Gets the lens and clipping values from a camera of lamp type object */
+void object_view_settings(Object *ob, float *lens, float *clipsta, float *clipend)
+{
+ if (!ob) return;
+
+ if(ob->type==OB_LAMP ) {
+ Lamp *la = ob->data;
+ if (lens) {
+ float x1, fac;
+ fac= cos( M_PI*la->spotsize/360.0);
+ x1= saacos(fac);
+ *lens= 16.0*fac/sin(x1);
+ }
+ if (clipsta) *clipsta= la->clipsta;
+ if (clipend) *clipend= la->clipend;
+ }
+ else if(ob->type==OB_CAMERA) {
+ Camera *cam= ob->data;
+ if (lens) *lens= cam->lens;
+ if (clipsta) *clipsta= cam->clipsta;
+ if (clipend) *clipend= cam->clipend;
+ }
+}
+
+
+/* Gets the view trasnformation from a camera
+* currently dosnt take camzoom into account
+*
+* The dist is not modified for this function, if NULL its assimed zero
+* */
+void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *dist, float *lens)
+{
+ float bmat[4][4];
+ float imat[4][4];
+ float tmat[3][3];
+
+ if (!ob) return;
+
+ /* Offset */
+ if (ofs) {
+ where_is_object(ob);
+ VECCOPY(ofs, ob->obmat[3]);
+ VecMulf(ofs, -1.0f); /*flip the vector*/
+ }
+
+ /* Quat */
+ if (quat) {
+ Mat4CpyMat4(bmat, ob->obmat);
+ Mat4Ortho(bmat);
+ Mat4Invert(imat, bmat);
+ Mat3CpyMat4(tmat, imat);
+ Mat3ToQuat(tmat, quat);
+ }
+
+ if (dist) {
+ float vec[3];
+ Mat3CpyMat4(tmat, ob->obmat);
+
+ vec[0]= vec[1] = 0.0;
+ vec[2]= -(*dist);
+ Mat3MulVecfl(tmat, vec);
+ VecSubf(ofs, ofs, vec);
+ }
+
+ /* Lens */
+ if (lens)
+ object_view_settings(ob, lens, NULL, NULL);
+}
+
+
+void obmat_to_viewmat(View3D *v3d, Object *ob, short smooth)
+{
+ float bmat[4][4];
+ float tmat[3][3];
+
+ v3d->view= 0; /* dont show the grid */
+
+ Mat4CpyMat4(bmat, ob->obmat);
+ Mat4Ortho(bmat);
+ Mat4Invert(v3d->viewmat, bmat);
+
+ /* view quat calculation, needed for add object */
+ Mat3CpyMat4(tmat, v3d->viewmat);
+ if (smooth) {
+ float new_quat[4];
+ if (v3d->persp==V3D_CAMOB && v3d->camera) {
+ /* were from a camera view */
+
+ float orig_ofs[3];
+ float orig_dist= v3d->dist;
+ float orig_lens= v3d->lens;
+ VECCOPY(orig_ofs, v3d->ofs);
+
+ /* Switch from camera view */
+ Mat3ToQuat(tmat, new_quat);
+
+ v3d->persp=V3D_PERSP;
+ v3d->dist= 0.0;
+
+ view_settings_from_ob(v3d->camera, v3d->ofs, NULL, NULL, &v3d->lens);
+ smooth_view(v3d, orig_ofs, new_quat, &orig_dist, &orig_lens);
+
+ v3d->persp=V3D_CAMOB; /* just to be polite, not needed */
+
+ } else {
+ Mat3ToQuat(tmat, new_quat);
+ smooth_view(v3d, NULL, new_quat, NULL, NULL);
+ }
+ } else {
+ Mat3ToQuat(tmat, v3d->viewquat);
+ }
+}
+
+/* dont set windows active in in here, is used by renderwin too */
+void setviewmatrixview3d(View3D *v3d)
+{
+ if(v3d->persp==V3D_CAMOB) { /* obs/camera */
+ if(v3d->camera) {
+ where_is_object(v3d->camera);
+ obmat_to_viewmat(v3d, v3d->camera, 0);
+ }
+ else {
+ QuatToMat4(v3d->viewquat, v3d->viewmat);
+ v3d->viewmat[3][2]-= v3d->dist;
+ }
+ }
+ else {
+
+ QuatToMat4(v3d->viewquat, v3d->viewmat);
+ if(v3d->persp==V3D_PERSP) v3d->viewmat[3][2]-= v3d->dist;
+ if(v3d->ob_centre) {
+ Object *ob= v3d->ob_centre;
+ float vec[3];
+
+ VECCOPY(vec, ob->obmat[3]);
+ if(ob->type==OB_ARMATURE && v3d->ob_centre_bone[0]) {
+ bPoseChannel *pchan= get_pose_channel(ob->pose, v3d->ob_centre_bone);
+ if(pchan) {
+ VECCOPY(vec, pchan->pose_mat[3]);
+ Mat4MulVecfl(ob->obmat, vec);
+ }
+ }
+ i_translate(-vec[0], -vec[1], -vec[2], v3d->viewmat);
+ }
+ else i_translate(v3d->ofs[0], v3d->ofs[1], v3d->ofs[2], v3d->viewmat);
+ }
+}
+
+void setcameratoview3d(View3D *v3d)
+{
+ Object *ob;
+ float dvec[3];
+
+ ob= v3d->camera;
+ dvec[0]= v3d->dist*v3d->viewinv[2][0];
+ dvec[1]= v3d->dist*v3d->viewinv[2][1];
+ dvec[2]= v3d->dist*v3d->viewinv[2][2];
+ VECCOPY(ob->loc, dvec);
+ VecSubf(ob->loc, ob->loc, v3d->ofs);
+ v3d->viewquat[0]= -v3d->viewquat[0];
+ /* */
+ /*if (ob->transflag & OB_QUAT) {
+ QUATCOPY(ob->quat, v3d->viewquat);
+ } else {*/
+ QuatToEul(v3d->viewquat, ob->rot);
+ /*}*/
+ v3d->viewquat[0]= -v3d->viewquat[0];
+}
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index d281c1e5213..d28a74a9f5c 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -78,14 +78,12 @@ typedef struct View3D {
short blockhandler[8];
+ float winmat[4][4];
float viewmat[4][4];
float viewinv[4][4];
float persmat[4][4];
float persinv[4][4];
- float winmat1[4][4]; // persp(1) storage, for swap matrices
- float viewmat1[4][4];
-
float viewquat[4], dist, zfac; /* zfac is initgrabz() result */
int lay_used; /* used while drawing */