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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c2116
1 files changed, 2116 insertions, 0 deletions
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..a96cd5a817c
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -0,0 +1,2116 @@
+/**
+ * $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_customdata_types.h"
+#include "DNA_group_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_customdata.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_armature.h"
+#include "ED_keyframing.h"
+#include "ED_mesh.h"
+#include "ED_screen.h"
+#include "ED_space_api.h"
+#include "ED_util.h"
+#include "ED_types.h"
+
+#include "UI_interface.h"
+#include "UI_interface_icons.h"
+#include "UI_resources.h"
+#include "UI_view2d.h"
+
+#include "GPU_draw.h"
+#include "GPU_material.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(RegionView3D *rv3d)
+{
+ BoundBox *bb= rv3d->clipbb;
+
+ if(bb) {
+ 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(RegionView3D *rv3d)
+{
+ double plane[4];
+ int a, tot=4;
+
+ if(rv3d->viewlock) tot= 6;
+
+ for(a=0; a<tot; a++) {
+ QUATCOPY(plane, rv3d->clip[a]);
+ glClipPlane(GL_CLIP_PLANE0+a, plane);
+ glEnable(GL_CLIP_PLANE0+a);
+ }
+}
+
+void view3d_clr_clipping(void)
+{
+ int a;
+
+ for(a=0; a<6; a++) {
+ glDisable(GL_CLIP_PLANE0+a);
+ }
+}
+
+int view3d_test_clipping(RegionView3D *rv3d, float *vec)
+{
+ /* vec in world coordinates, returns 1 if clipped */
+ float view[3];
+
+ VECCOPY(view, vec);
+
+ if(0.0f < rv3d->clip[0][3] + INPR(view, rv3d->clip[0]))
+ if(0.0f < rv3d->clip[1][3] + INPR(view, rv3d->clip[1]))
+ if(0.0f < rv3d->clip[2][3] + INPR(view, rv3d->clip[2]))
+ if(0.0f < rv3d->clip[3][3] + INPR(view, rv3d->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; */
+ RegionView3D *rv3d= ar->regiondata;
+ 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(rv3d->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(rv3d->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( ELEM(rv3d->view, V3D_VIEW_RIGHT, V3D_VIEW_LEFT))
+ 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( ELEM(rv3d->view, V3D_VIEW_TOP, V3D_VIEW_BOTTOM))
+ 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(Scene *scene, 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 && scene->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 && scene->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, 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(RegionView3D *rv3d)
+{
+ 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(rv3d->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(rv3d->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(rv3d->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(RegionView3D *rv3d)
+{
+ BIFIconID icon;
+
+ if( ELEM(rv3d->view, V3D_VIEW_TOP, V3D_VIEW_BOTTOM))
+ icon= ICON_AXIS_TOP;
+ else if( ELEM(rv3d->view, V3D_VIEW_FRONT, V3D_VIEW_BACK))
+ icon= ICON_AXIS_FRONT;
+ else if( ELEM(rv3d->view, V3D_VIEW_RIGHT, V3D_VIEW_LEFT))
+ 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);
+}
+
+static char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
+{
+ char *name = NULL;
+
+ switch (rv3d->view) {
+ case V3D_VIEW_FRONT:
+ if (rv3d->persp == V3D_ORTHO) name = "Front Ortho";
+ else name = "Front Persp";
+ break;
+ case V3D_VIEW_BACK:
+ if (rv3d->persp == V3D_ORTHO) name = "Back Ortho";
+ else name = "Back Persp";
+ break;
+ case V3D_VIEW_TOP:
+ if (rv3d->persp == V3D_ORTHO) name = "Top Ortho";
+ else name = "Top Persp";
+ break;
+ case V3D_VIEW_BOTTOM:
+ if (rv3d->persp == V3D_ORTHO) name = "Bottom Ortho";
+ else name = "Bottom Persp";
+ break;
+ case V3D_VIEW_RIGHT:
+ if (rv3d->persp == V3D_ORTHO) name = "Right Ortho";
+ else name = "Right Persp";
+ break;
+ case V3D_VIEW_LEFT:
+ if (rv3d->persp == V3D_ORTHO) name = "Left Ortho";
+ else name = "Left Persp";
+ break;
+
+ default:
+ if (rv3d->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 = (rv3d->persp == V3D_ORTHO) ? "User Ortho" : "User Persp";
+ }
+ break;
+ }
+
+ return name;
+}
+
+static void draw_viewport_name(ARegion *ar, View3D *v3d)
+{
+ RegionView3D *rv3d= ar->regiondata;
+ char *name = view3d_get_name(v3d, rv3d);
+ 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(arm->edbo) {
+ EditBone *ebo;
+ for (ebo=arm->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 */
+ if (id_frame_has_keyframe((ID *)ob, /*frame_to_float(scene, CFRA)*/(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)
+{
+ RegionView3D *rv3d= ar->regiondata;
+ 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 + rv3d->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*rv3d->camdx*zoomfac*2.0f;
+ dy= ar->winy*rv3d->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)
+{
+ RegionView3D *rv3d= ar->regiondata;
+ float size[2];
+ int im_width= (scene->r.size*scene->r.xsch)/100;
+
+ view3d_get_viewborder_size(scene, ar, size);
+
+ rv3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
+ rv3d->camzoom= CLAMPIS(rv3d->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);
+
+}
+
+/* *********************** backdraw for selection *************** */
+
+void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ RegionView3D *rv3d= ar->regiondata;
+ struct Base *base;
+
+/*for 2.43 release, don't use glext and just define the constant.
+ this to avoid possibly breaking platforms before release.*/
+#ifndef GL_MULTISAMPLE_ARB
+ #define GL_MULTISAMPLE_ARB 0x809D
+#endif
+
+#ifdef GL_MULTISAMPLE_ARB
+ int m;
+#endif
+
+ if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT);
+ else if((G.f & G_TEXTUREPAINT) && scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)==0);
+ else if(scene->obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
+ else {
+ v3d->flag &= ~V3D_NEEDBACKBUFDRAW;
+ return;
+ }
+
+ if( !(v3d->flag & V3D_NEEDBACKBUFDRAW) ) return;
+
+// if(test) {
+// if(qtest()) {
+// addafterqueue(ar->win, BACKBUFDRAW, 1);
+// return;
+// }
+// }
+
+ /* Disable FSAA for backbuffer selection.
+
+ Only works if GL_MULTISAMPLE_ARB is defined by the header
+ file, which is should be for every OS that supports FSAA.*/
+
+#ifdef GL_MULTISAMPLE_ARB
+ m = glIsEnabled(GL_MULTISAMPLE_ARB);
+ if (m) glDisable(GL_MULTISAMPLE_ARB);
+#endif
+
+ if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE;
+
+ glDisable(GL_DITHER);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ if(v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+ else {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ if(rv3d->rflag & RV3D_CLIPPING)
+ view3d_set_clipping(rv3d);
+
+ G.f |= G_BACKBUFSEL;
+
+ base= (scene->basact);
+ if(base && (base->lay & v3d->lay)) {
+ draw_object_backbufsel(scene, v3d, rv3d, base->object);
+ }
+
+ v3d->flag &= ~V3D_NEEDBACKBUFDRAW;
+
+ G.f &= ~G_BACKBUFSEL;
+ v3d->zbuf= FALSE;
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_DITHER);
+
+ if(rv3d->rflag & RV3D_CLIPPING)
+ view3d_clr_clipping();
+
+#ifdef GL_MULTISAMPLE_ARB
+ if (m) glEnable(GL_MULTISAMPLE_ARB);
+#endif
+
+ /* it is important to end a view in a transform compatible with buttons */
+// persp(PERSP_WIN); // set ortho
+
+}
+
+void view3d_validate_backbuf(ViewContext *vc)
+{
+ if(vc->v3d->flag & V3D_NEEDBACKBUFDRAW)
+ backdrawview3d(vc->scene, vc->ar, vc->v3d);
+}
+
+/* samples a single pixel (copied from vpaint) */
+unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y)
+{
+ unsigned int col;
+
+ if(x >= vc->ar->winx || y >= vc->ar->winy) return 0;
+ x+= vc->ar->winrct.xmin;
+ y+= vc->ar->winrct.ymin;
+
+ view3d_validate_backbuf(vc);
+
+ glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
+ glReadBuffer(GL_BACK);
+
+ if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col);
+
+ return WM_framebuffer_to_index(col);
+}
+
+/* reads full rect, converts indices */
+ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax)
+{
+ unsigned int *dr, *rd;
+ struct ImBuf *ibuf, *ibuf1;
+ int a;
+ short xminc, yminc, xmaxc, ymaxc, xs, ys;
+
+ /* clip */
+ if(xmin<0) xminc= 0; else xminc= xmin;
+ if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax;
+ if(xminc > xmaxc) return NULL;
+
+ if(ymin<0) yminc= 0; else yminc= ymin;
+ if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax;
+ if(yminc > ymaxc) return NULL;
+
+ ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect,0);
+
+ view3d_validate_backbuf(vc);
+
+ glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
+ glReadBuffer(GL_BACK);
+
+ if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
+
+ a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
+ dr= ibuf->rect;
+ while(a--) {
+ if(*dr) *dr= WM_framebuffer_to_index(*dr);
+ dr++;
+ }
+
+ /* put clipped result back, if needed */
+ if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax)
+ return ibuf;
+
+ ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect,0);
+ rd= ibuf->rect;
+ dr= ibuf1->rect;
+
+ for(ys= ymin; ys<=ymax; ys++) {
+ for(xs= xmin; xs<=xmax; xs++, dr++) {
+ if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
+ *dr= *rd;
+ rd++;
+ }
+ }
+ }
+ IMB_freeImBuf(ibuf);
+ return ibuf1;
+}
+
+/* smart function to sample a rect spiralling outside, nice for backbuf selection */
+unsigned int view3d_sample_backbuf_rect(ViewContext *vc, short mval[2], int size,
+ unsigned int min, unsigned int max, int *dist, short strict,
+ void *handle, unsigned int (*indextest)(void *handle, unsigned int index))
+{
+ struct ImBuf *buf;
+ unsigned int *bufmin, *bufmax, *tbuf;
+ int minx, miny;
+ int a, b, rc, nr, amount, dirvec[4][2];
+ int distance=0;
+ unsigned int index = 0;
+ short indexok = 0;
+
+ amount= (size-1)/2;
+
+ minx = mval[0]-(amount+1);
+ miny = mval[1]-(amount+1);
+ buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1);
+ if (!buf) return 0;
+
+ rc= 0;
+
+ dirvec[0][0]= 1; dirvec[0][1]= 0;
+ dirvec[1][0]= 0; dirvec[1][1]= -size;
+ dirvec[2][0]= -1; dirvec[2][1]= 0;
+ dirvec[3][0]= 0; dirvec[3][1]= size;
+
+ bufmin = buf->rect;
+ tbuf = buf->rect;
+ bufmax = buf->rect + size*size;
+ tbuf+= amount*size+ amount;
+
+ for(nr=1; nr<=size; nr++) {
+
+ for(a=0; a<2; a++) {
+ for(b=0; b<nr; b++, distance++) {
+ if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
+ if(strict){
+ indexok = indextest(handle, *tbuf - min+1);
+ if(indexok){
+ *dist= (short) sqrt( (float)distance );
+ index = *tbuf - min+1;
+ goto exit;
+ }
+ }
+ else{
+ *dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong -
+ index = *tbuf - min+1; // messy yah, but indices start at 1
+ goto exit;
+ }
+ }
+
+ tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
+
+ if(tbuf<bufmin || tbuf>=bufmax) {
+ goto exit;
+ }
+ }
+ rc++;
+ rc &= 3;
+ }
+ }
+
+exit:
+ IMB_freeImBuf(buf);
+ return index;
+}
+
+
+/* ************************************************************* */
+
+static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ RegionView3D *rv3d= ar->regiondata;
+ 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(rv3d->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(rv3d, 0.0, 0.0, 0.0);
+ window_to_3d_delta(ar, 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, rv3d->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);
+}
+
+/* ****************** View3d afterdraw *************** */
+
+typedef struct View3DAfter {
+ struct View3DAfter *next, *prev;
+ struct Base *base;
+ int type, flag;
+} View3DAfter;
+
+/* temp storage of Objects that need to be drawn as last */
+void add_view3d_after(View3D *v3d, Base *base, int type, int flag)
+{
+ View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
+
+ BLI_addtail(&v3d->afterdraw, v3da);
+ v3da->base= base;
+ v3da->type= type;
+ v3da->flag= flag;
+}
+
+/* clears zbuffer and draws it over */
+static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear)
+{
+ View3DAfter *v3da, *next;
+ int doit= 0;
+
+ for(v3da= v3d->afterdraw.first; v3da; v3da= v3da->next)
+ if(v3da->type==V3D_XRAY) doit= 1;
+
+ if(doit) {
+ if(clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT);
+ v3d->xray= TRUE;
+
+ for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
+ next= v3da->next;
+ if(v3da->type==V3D_XRAY) {
+ draw_object(scene, ar, v3d, v3da->base, v3da->flag);
+ BLI_remlink(&v3d->afterdraw, v3da);
+ MEM_freeN(v3da);
+ }
+ }
+ v3d->xray= FALSE;
+ }
+}
+
+/* disables write in zbuffer and draws it over */
+static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ View3DAfter *v3da, *next;
+
+ glDepthMask(0);
+ v3d->transp= TRUE;
+
+ for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
+ next= v3da->next;
+ if(v3da->type==V3D_TRANSP) {
+ draw_object(scene, ar, v3d, v3da->base, v3da->flag);
+ BLI_remlink(&v3d->afterdraw, v3da);
+ MEM_freeN(v3da);
+ }
+ }
+ v3d->transp= FALSE;
+
+ glDepthMask(1);
+
+}
+
+/* *********************** */
+
+/*
+ In most cases call draw_dupli_objects,
+ draw_dupli_objects_color was added because when drawing set dupli's
+ we need to force the color
+ */
+static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
+{
+ RegionView3D *rv3d= ar->regiondata;
+ ListBase *lb;
+ DupliObject *dob;
+ Base tbase;
+ BoundBox *bb= NULL;
+ GLuint displist=0;
+ short transflag, use_displist= -1; /* -1 is initialize */
+ char dt, dtx;
+
+ if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
+
+ tbase.flag= OB_FROMDUPLI|base->flag;
+ lb= object_duplilist(scene, base->object);
+
+ for(dob= lb->first; dob; dob= dob->next) {
+ if(dob->no_draw);
+ else {
+ tbase.object= dob->ob;
+
+ /* extra service: draw the duplicator in drawtype of parent */
+ /* MIN2 for the drawtype to allow bounding box objects in groups for lods */
+ dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
+ dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
+
+ /* negative scale flag has to propagate */
+ transflag= tbase.object->transflag;
+ if(base->object->transflag & OB_NEG_SCALE)
+ tbase.object->transflag ^= OB_NEG_SCALE;
+
+ UI_ThemeColorBlend(color, TH_BACK, 0.5);
+
+ /* generate displist, test for new object */
+ if(use_displist==1 && dob->prev && dob->prev->ob!=dob->ob) {
+ use_displist= -1;
+ glDeleteLists(displist, 1);
+ }
+ /* generate displist */
+ if(use_displist == -1) {
+
+ /* lamp drawing messes with matrices, could be handled smarter... but this works */
+ if(dob->ob->type==OB_LAMP || dob->type==OB_DUPLIGROUP)
+ use_displist= 0;
+ else {
+ /* disable boundbox check for list creation */
+ object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
+ /* need this for next part of code */
+ bb= object_get_boundbox(dob->ob);
+
+ Mat4One(dob->ob->obmat); /* obmat gets restored */
+
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE);
+ draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
+ glEndList();
+
+ use_displist= 1;
+ object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
+ }
+ }
+ if(use_displist) {
+ wmMultMatrix(dob->mat);
+ if(boundbox_clip(rv3d, dob->mat, bb))
+ glCallList(displist);
+ wmLoadMatrix(rv3d->viewmat);
+ }
+ else {
+ Mat4CpyMat4(dob->ob->obmat, dob->mat);
+ draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
+ }
+
+ tbase.object->dt= dt;
+ tbase.object->dtx= dtx;
+ tbase.object->transflag= transflag;
+ }
+ }
+
+ /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
+
+ free_object_duplilist(lb); /* does restore */
+
+ if(use_displist)
+ glDeleteLists(displist, 1);
+}
+
+static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
+{
+ /* define the color here so draw_dupli_objects_color can be called
+ * from the set loop */
+
+ int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
+ /* debug */
+ if(base->object->dup_group && base->object->dup_group->id.us<1)
+ color= TH_REDALERT;
+
+ draw_dupli_objects_color(scene, ar, v3d, base, color);
+}
+
+
+void view3d_update_depths(ARegion *ar, View3D *v3d)
+{
+ RegionView3D *rv3d= ar->regiondata;
+
+ /* Create storage for, and, if necessary, copy depth buffer */
+ if(!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
+ if(rv3d->depths) {
+ ViewDepths *d= rv3d->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, ARegion *ar, 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);
+ draw_object(scene, ar, v3d, 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 draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
+{
+ RegionView3D *rv3d= ar->regiondata;
+ Base *base;
+ Scene *sce;
+ short zbuf, flag;
+ float glalphaclip;
+ /* temp set drawtype to solid */
+
+ /* Setting these temporarily is not nice */
+ zbuf = v3d->zbuf;
+ flag = v3d->flag;
+ glalphaclip = U.glalphaclip;
+
+ U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
+ v3d->flag &= ~V3D_SELECT_OUTLINE;
+
+ setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */
+ setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
+
+ Mat4MulMat4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
+ Mat4Invert(rv3d->persinv, rv3d->persmat);
+ Mat4Invert(rv3d->viewinv, rv3d->viewmat);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ wmLoadMatrix(rv3d->viewmat);
+// persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
+
+ if(rv3d->rflag & RV3D_CLIPPING) {
+ view3d_set_clipping(rv3d);
+ }
+
+ v3d->zbuf= TRUE;
+ glEnable(GL_DEPTH_TEST);
+
+ /* draw set first */
+ if(scene->set) {
+ for(SETLOOPER(scene->set, base)) {
+ if(v3d->lay & base->lay) {
+ if (func == NULL || func(base)) {
+ draw_object(scene, ar, v3d, base, 0);
+ if(base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
+ }
+ }
+ }
+ }
+ }
+
+ for(base= scene->base.first; base; base= base->next) {
+ if(v3d->lay & base->lay) {
+ if (func == NULL || func(base)) {
+ /* dupli drawing */
+ if(base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects(scene, ar, v3d, base);
+ }
+ draw_object(scene, ar, v3d, base, 0);
+ }
+ }
+ }
+
+ /* this isnt that nice, draw xray objects as if they are normal */
+ if (v3d->afterdraw.first) {
+ View3DAfter *v3da, *next;
+ int num = 0;
+ v3d->xray= TRUE;
+
+ glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
+ for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
+ next= v3da->next;
+ if(v3da->type==V3D_XRAY) {
+ draw_object(scene, ar, v3d, v3da->base, 0);
+ num++;
+ }
+ /* dont remove this time */
+ }
+ v3d->xray= FALSE;
+
+ glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
+ for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
+ next= v3da->next;
+ if(v3da->type==V3D_XRAY) {
+ v3d->xray= TRUE; v3d->transp= FALSE;
+ } else if (v3da->type==V3D_TRANSP) {
+ v3d->xray= FALSE; v3d->transp= TRUE;
+ }
+
+ draw_object(scene, ar, v3d, v3da->base, 0); /* Draw Xray or Transp objects normally */
+ BLI_remlink(&v3d->afterdraw, v3da);
+ MEM_freeN(v3da);
+ }
+ v3d->xray= FALSE;
+ v3d->transp= FALSE;
+ }
+
+ v3d->zbuf = zbuf;
+ U.glalphaclip = glalphaclip;
+ v3d->flag = flag;
+}
+
+typedef struct View3DShadow {
+ struct View3DShadow *next, *prev;
+ GPULamp *lamp;
+} View3DShadow;
+
+static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows)
+{
+ GPULamp *lamp;
+ View3DShadow *shadow;
+
+ lamp = GPU_lamp_from_blender(scene, ob, par);
+
+ if(lamp) {
+ GPU_lamp_update(lamp, ob->lay, obmat);
+
+ if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
+ shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");
+ shadow->lamp = lamp;
+ BLI_addtail(shadows, shadow);
+ }
+ }
+}
+
+static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
+{
+ ListBase shadows;
+ View3DShadow *shadow;
+ Scene *sce;
+ Base *base;
+ Object *ob;
+
+ shadows.first= shadows.last= NULL;
+
+ /* update lamp transform and gather shadow lamps */
+ for(SETLOOPER(scene, base)) {
+ ob= base->object;
+
+ if(ob->type == OB_LAMP)
+ gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows);
+
+ if (ob->transflag & OB_DUPLI) {
+ DupliObject *dob;
+ ListBase *lb = object_duplilist(scene, ob);
+
+ for(dob=lb->first; dob; dob=dob->next)
+ if(dob->ob->type==OB_LAMP)
+ gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows);
+
+ free_object_duplilist(lb);
+ }
+ }
+
+ /* render shadows after updating all lamps, nested object_duplilist
+ * don't work correct since it's replacing object matrices */
+ for(shadow=shadows.first; shadow; shadow=shadow->next) {
+ /* this needs to be done better .. */
+ float viewmat[4][4], winmat[4][4];
+ int drawtype, lay, winsize, flag2;
+
+ drawtype= v3d->drawtype;
+ lay= v3d->lay;
+ flag2= v3d->flag2 & V3D_SOLID_TEX;
+
+ v3d->drawtype = OB_SOLID;
+ v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
+ v3d->flag2 &= ~V3D_SOLID_TEX;
+
+ GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
+// XXX drawview3d_render(v3d, viewmat, winsize, winsize, winmat, 1);
+ GPU_lamp_shadow_buffer_unbind(shadow->lamp);
+
+ v3d->drawtype= drawtype;
+ v3d->lay= lay;
+ v3d->flag2 |= flag2;
+ }
+
+ BLI_freelistN(&shadows);
+}
+
+/* *********************** customdata **************** */
+
+/* goes over all modes and view3d settings */
+static CustomDataMask get_viewedit_datamask(bScreen *screen)
+{
+ CustomDataMask mask = CD_MASK_BAREMESH;
+ ScrArea *sa;
+
+ /* check if we need tfaces & mcols due to face select or texture paint */
+ if(FACESEL_PAINT_TEST || G.f & G_TEXTUREPAINT)
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
+
+ /* check if we need tfaces & mcols due to view mode */
+ for(sa = screen->areabase.first; sa; sa = sa->next) {
+ if(sa->spacetype == SPACE_VIEW3D) {
+ View3D *view = sa->spacedata.first;
+ if(view->drawtype == OB_SHADED) {
+ /* this includes normals for mesh_create_shadedColors */
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
+ }
+ if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
+
+ if((G.fileflags & G_FILE_GAME_MAT) &&
+ (G.fileflags & G_FILE_GAME_MAT_GLSL)) {
+ mask |= CD_MASK_ORCO;
+ }
+ }
+ }
+ }
+
+ /* check if we need mcols due to vertex paint or weightpaint */
+ if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT)
+ mask |= CD_MASK_MCOL;
+
+ if(G.f & G_SCULPTMODE)
+ mask |= CD_MASK_MDISPS;
+
+ return mask;
+}
+
+void view3d_main_area_draw(const bContext *C, ARegion *ar)
+{
+ Scene *scene= CTX_data_scene(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ RegionView3D *rv3d= CTX_wm_region_view3d(C);
+ Scene *sce;
+ Base *base;
+ Object *ob;
+ int retopo= 0, sculptparticle= 0;
+ Object *obact = OBACT;
+
+ /* from now on all object derived meshes check this */
+ v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C));
+
+ /* 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(scene, base->object); // bke_object.h
+ }
+
+ v3d->lay_used = 0;
+ for(base= scene->base.first; base; base= base->next) {
+ object_handle_update(scene, base->object); // bke_object.h
+ v3d->lay_used |= base->lay;
+ }
+
+ /* shadow buffers, before we setup matrices */
+ if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
+ gpu_update_lamps_shadows(scene, v3d);
+
+ setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */
+ setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */
+
+ Mat4MulMat4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
+ Mat4Invert(rv3d->persinv, rv3d->persmat);
+ Mat4Invert(rv3d->viewinv, rv3d->viewmat);
+
+ /* calculate pixelsize factor once, is used for lamps and obcenters */
+ {
+ float len1, len2, vec[3];
+
+ VECCOPY(vec, rv3d->persinv[0]);
+ len1= Normalize(vec);
+ VECCOPY(vec, rv3d->persinv[1]);
+ len2= Normalize(vec);
+
+ rv3d->pixsize= 2.0f*(len1>len2?len1:len2);
+
+ /* correct for window size */
+ if(ar->winx > ar->winy) rv3d->pixsize/= (float)ar->winx;
+ else rv3d->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(rv3d->viewmat);
+
+ if(rv3d->rflag & RV3D_CLIPPING)
+ view3d_draw_clipping(rv3d);
+
+ /* 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(rv3d->view==0 || rv3d->persp!=0) {
+ drawfloor(scene, v3d);
+ if(rv3d->persp==2) {
+ if(scene->world) {
+ if(scene->world->mode & WO_STARS) {
+ RE_make_stars(NULL, scene, 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(ar);
+ drawgrid(ar, v3d);
+ /* XXX make function? replaces persp(1) */
+ glMatrixMode(GL_PROJECTION);
+ wmLoadMatrix(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ wmLoadMatrix(rv3d->viewmat);
+
+ if(v3d->flag & V3D_DISPBGPIC) {
+ draw_bgpic(scene, ar, v3d);
+ }
+ }
+
+ if(rv3d->rflag & RV3D_CLIPPING)
+ view3d_set_clipping(rv3d);
+
+ /* draw set first */
+ if(scene->set) {
+ for(SETLOOPER(scene->set, base)) {
+
+ if(v3d->lay & base->lay) {
+
+ UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
+ draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
+
+ if(base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(scene, ar, 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) {
+ draw_dupli_objects(scene, ar, v3d, base);
+ }
+ if((base->flag & SELECT)==0) {
+ if(base->object!=scene->obedit)
+ draw_object(scene, ar, v3d, base, 0);
+ }
+ }
+ }
+
+// retopo= retopo_mesh_check() || retopo_curve_check();
+ sculptparticle= (G.f & (G_SCULPTMODE|G_PARTICLEEDIT)) && !scene->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==scene->obedit || ( base->flag & SELECT) )
+ draw_object(scene, ar, v3d, base, 0);
+ }
+ }
+
+ if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) {
+ if(G.f & G_SCULPTMODE)
+ draw_sculpt_depths(scene, ar, v3d);
+ view3d_update_depths(ar, v3d);
+ }
+
+ ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST);
+
+// REEB_draw();
+
+// if(scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
+
+ /* Transp and X-ray afterdraw stuff */
+ view3d_draw_transp(scene, ar, v3d);
+ view3d_draw_xray(scene, ar, 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, ar, v3d);
+ view3d_update_depths(ar, v3d);
+ }
+
+ if(rv3d->rflag & RV3D_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(ar);
+
+ /* Draw Sculpt Mode brush XXX (removed) */
+
+// retopo_paint_view_update(v3d);
+// retopo_draw_paint_lines();
+
+ /* Draw particle edit brush XXX (removed) */
+
+ if(rv3d->persp>1) drawviewborder(scene, ar, v3d);
+ if(rv3d->rflag & RV3D_FLYMODE) drawviewborder_flymode(ar);
+
+ /* draw grease-pencil stuff */
+// if (v3d->flag2 & V3D_DISPGP)
+// draw_gpencil_3dview(ar, 0);
+
+ drawcursor(scene, ar, v3d);
+
+ if(U.uiflag & USER_SHOW_ROTVIEWICON)
+ draw_view_axis(rv3d);
+ else
+ draw_view_icon(rv3d);
+
+ /* 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);
+
+ /* 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(scene->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
+}
+
+