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Diffstat (limited to 'source/blender/freestyle/intern/rendering/GLSelectRenderer.cpp')
-rwxr-xr-xsource/blender/freestyle/intern/rendering/GLSelectRenderer.cpp159
1 files changed, 159 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/rendering/GLSelectRenderer.cpp b/source/blender/freestyle/intern/rendering/GLSelectRenderer.cpp
new file mode 100755
index 00000000000..b4a2406c644
--- /dev/null
+++ b/source/blender/freestyle/intern/rendering/GLSelectRenderer.cpp
@@ -0,0 +1,159 @@
+
+//
+// Copyright (C) : Please refer to the COPYRIGHT file distributed
+// with this source distribution.
+//
+// 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.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#include "../scene_graph/IndexedFaceSet.h"
+#include "../scene_graph/NodeShape.h"
+#include "GLSelectRenderer.h"
+
+static const float INACTIVE_COLOR_MIN = 0.2;
+static const float INACTIVE_COLOR_MAX = 0.8;
+static const float INACTIVE_COLOR_OFFSET = 0.2;
+
+static const float ACTIVE_COLOR[4] = {0.8,
+ 0.2,
+ 0.2,
+ 1};
+
+static float selection_color[4] = {INACTIVE_COLOR_MIN,
+ INACTIVE_COLOR_MIN,
+ INACTIVE_COLOR_MIN,
+ 1};
+
+
+void GLSelectRenderer::resetColor() {
+ for (unsigned i = 0; i < 3; ++i)
+ selection_color[i] = INACTIVE_COLOR_MIN;
+}
+
+void GLSelectRenderer::visitNodeShape(NodeShape& sn) {
+ if (_gl_select_rendering)
+ return;
+ for (unsigned i = 0; i < 3; ++i) {
+ selection_color[i] += INACTIVE_COLOR_OFFSET;
+ if (selection_color[i] > INACTIVE_COLOR_MAX)
+ selection_color[i] = INACTIVE_COLOR_MIN;
+ }
+ if (sn.shapes()[0]->getId() == _selected_shape) {
+ _current_shape_active = true;
+ return;
+ }
+ _current_shape_active = false;
+}
+
+void GLSelectRenderer::visitMaterial(Material& m) {
+ if (_gl_select_rendering)
+ return;
+
+ const float* amb = m.ambient();
+ const float* spec = m.specular();
+ const float* em = m.emission();
+
+ if (_current_shape_active) {
+ RenderColor(ACTIVE_COLOR);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, ACTIVE_COLOR);
+ } else {
+ RenderColor(selection_color);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, selection_color);
+ }
+ glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
+ glMaterialfv(GL_FRONT, GL_EMISSION, em);
+ glMaterialf(GL_FRONT, GL_SHININESS, m.shininess());
+}
+
+void GLSelectRenderer::visitMaterial(const Material& m) {
+ if (_gl_select_rendering)
+ return;
+
+ const float* amb = m.ambient();
+ const float* spec = m.specular();
+ const float* em = m.emission();
+
+ if (_current_shape_active) {
+ RenderColor(ACTIVE_COLOR);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, ACTIVE_COLOR);
+ } else {
+ RenderColor(selection_color);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, selection_color);
+ }
+ glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
+ glMaterialfv(GL_FRONT, GL_EMISSION, em);
+ glMaterialf(GL_FRONT, GL_SHININESS, m.shininess());
+}
+
+void GLSelectRenderer::visitIndexedFaceSet(IndexedFaceSet& ifs)
+{
+ unsigned int fIndex = 0;
+
+ const real * vertices = ifs.vertices();
+ const real * normals = ifs.normals();
+ const Material *const* materials = ifs.materials();
+ const real * texCoords= ifs.texCoords();
+ const unsigned *vindices = ifs.vindices();
+ const unsigned *nindices = ifs.nindices();
+ const unsigned *mindices = ifs.mindices();
+ const unsigned *tindices = ifs.tindices();
+ const unsigned numfaces = ifs.numFaces();
+ const IndexedFaceSet::TRIANGLES_STYLE * faceStyle = ifs.trianglesStyle();
+ const unsigned *numVertexPerFace = ifs.numVertexPerFaces();
+
+
+ const unsigned* pvi = vindices;
+ const unsigned* pni = nindices;
+ const unsigned* pmi = mindices;
+ const unsigned* pti = tindices;
+
+ for(fIndex=0; fIndex<numfaces; fIndex++)
+ {
+ switch(faceStyle[fIndex])
+ {
+ case IndexedFaceSet::TRIANGLE_STRIP:
+ RenderTriangleStrip(vertices, normals, materials, texCoords, pvi, pni, pmi, pti, numVertexPerFace[fIndex]);
+ break;
+ case IndexedFaceSet::TRIANGLE_FAN:
+ RenderTriangleFan(vertices, normals, materials, texCoords, pvi, pni, pmi, pti, numVertexPerFace[fIndex]);
+ break;
+ case IndexedFaceSet::TRIANGLES:
+ RenderTriangles(vertices, normals, materials, texCoords, pvi, pni, pmi, pti, numVertexPerFace[fIndex]);
+ break;
+ }
+ pvi += numVertexPerFace[fIndex];
+ pni += numVertexPerFace[fIndex];
+ pmi += numVertexPerFace[fIndex];
+ if(pti)
+ pti += numVertexPerFace[fIndex];
+ }
+}
+
+void GLSelectRenderer::visitNodeShapeBefore(NodeShape& sn) {
+ if (!_gl_select_rendering)
+ return;
+
+ glPushName(sn.shapes()[0]->getId().getFirst());
+}
+
+void GLSelectRenderer::visitNodeShapeAfter(NodeShape& sn) {
+ if (!_gl_select_rendering)
+ return;
+
+ glPopName();
+}