/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Blender Foundation, full recode and added functions * * ***** END GPL LICENSE BLOCK ***** */ #include #include #ifdef HAVE_CONFIG_H #include #endif #include "MEM_guardedalloc.h" #include "BMF_Api.h" #include "IMB_imbuf.h" #include "MTC_matrixops.h" #include "DNA_armature_types.h" #include "DNA_camera_types.h" #include "DNA_curve_types.h" #include "DNA_constraint_types.h" // for drawing constraint #include "DNA_effect_types.h" #include "DNA_ipo_types.h" #include "DNA_lamp_types.h" #include "DNA_lattice_types.h" #include "DNA_material_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_meta_types.h" #include "DNA_modifier_types.h" #include "DNA_object_types.h" #include "DNA_object_force.h" #include "DNA_particle_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" // FSPARTICLE #include "DNA_object_fluidsim.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "BLI_edgehash.h" #include "BLI_rand.h" #include "BKE_anim.h" //for the where_on_path function #include "BKE_curve.h" #include "BKE_constraint.h" // for the get_constraint_target function #include "BKE_DerivedMesh.h" #include "BKE_deform.h" #include "BKE_displist.h" #include "BKE_effect.h" #include "BKE_font.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_ipo.h" #include "BKE_key.h" #include "BKE_lattice.h" #include "BKE_mesh.h" #include "BKE_material.h" #include "BKE_mball.h" #include "BKE_modifier.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_property.h" #include "BKE_utildefines.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "GPU_draw.h" #include "GPU_material.h" #include "GPU_extensions.h" #include "ED_mesh.h" #include "ED_types.h" #include "ED_util.h" #include "UI_resources.h" #include "UI_interface_icons.h" #include "WM_api.h" #include "view3d_intern.h" // own include /* pretty stupid */ /* extern Lattice *editLatt; already in BKE_lattice.h */ /* editcurve.c */ extern ListBase editNurb; /* editmball.c */ extern ListBase editelems; static void draw_bounding_volume(Object *ob); static void drawcube_size(float size); static void drawcircle_size(float size); static void draw_empty_sphere(float size); static void draw_empty_cone(float size); /* check for glsl drawing */ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt) { if(!GPU_extensions_minimum_support()) return 0; if(G.f & G_PICKSEL) return 0; if(!CHECK_OB_DRAWTEXTURE(v3d, dt)) return 0; if(ob==OBACT && (G.f & G_WEIGHTPAINT)) return 0; return ((G.fileflags & G_FILE_GAME_MAT) && (G.fileflags & G_FILE_GAME_MAT_GLSL) && (dt >= OB_SHADED)); } static int check_material_alpha(Base *base, Mesh *me, int glsl) { if(base->flag & OB_FROMDUPLI) return 0; if(G.f & G_PICKSEL) return 0; if(me->edit_mesh) return 0; return (glsl || (base->object->dtx & OB_DRAWTRANSP)); } /***/ static unsigned int colortab[24]= {0x0, 0xFF88FF, 0xFFBBFF, 0x403000, 0xFFFF88, 0xFFFFBB, 0x104040, 0x66CCCC, 0x77CCCC, 0x104010, 0x55BB55, 0x66FF66, 0xFFFFFF }; static float cube[8][3] = { {-1.0, -1.0, -1.0}, {-1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0}, {-1.0, 1.0, -1.0}, { 1.0, -1.0, -1.0}, { 1.0, -1.0, 1.0}, { 1.0, 1.0, 1.0}, { 1.0, 1.0, -1.0}, }; /* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */ /* 32 values of sin function (still same result!) */ static float sinval[32] = { 0.00000000, 0.20129852, 0.39435585, 0.57126821, 0.72479278, 0.84864425, 0.93775213, 0.98846832, 0.99871650, 0.96807711, 0.89780453, 0.79077573, 0.65137248, 0.48530196, 0.29936312, 0.10116832, -0.10116832, -0.29936312, -0.48530196, -0.65137248, -0.79077573, -0.89780453, -0.96807711, -0.99871650, -0.98846832, -0.93775213, -0.84864425, -0.72479278, -0.57126821, -0.39435585, -0.20129852, 0.00000000 }; /* 32 values of cos function (still same result!) */ static float cosval[32] ={ 1.00000000, 0.97952994, 0.91895781, 0.82076344, 0.68896691, 0.52896401, 0.34730525, 0.15142777, -0.05064916, -0.25065253, -0.44039415, -0.61210598, -0.75875812, -0.87434661, -0.95413925, -0.99486932, -0.99486932, -0.95413925, -0.87434661, -0.75875812, -0.61210598, -0.44039415, -0.25065253, -0.05064916, 0.15142777, 0.34730525, 0.52896401, 0.68896691, 0.82076344, 0.91895781, 0.97952994, 1.00000000 }; /* flag is same as for draw_object */ void drawaxes(float size, int flag, char drawtype) { int axis; float v1[3]= {0.0, 0.0, 0.0}; float v2[3]= {0.0, 0.0, 0.0}; float v3[3]= {0.0, 0.0, 0.0}; if(G.f & G_RENDER_SHADOW) return; switch(drawtype) { case OB_PLAINAXES: for (axis=0; axis<3; axis++) { float v1[3]= {0.0, 0.0, 0.0}; float v2[3]= {0.0, 0.0, 0.0}; glBegin(GL_LINES); v1[axis]= size; v2[axis]= -size; glVertex3fv(v1); glVertex3fv(v2); glEnd(); } break; case OB_SINGLE_ARROW: glBegin(GL_LINES); /* in positive z direction only */ v1[2]= size; glVertex3fv(v1); glVertex3fv(v2); glEnd(); /* square pyramid */ glBegin(GL_TRIANGLES); v2[0]= size*0.035; v2[1] = size*0.035; v3[0]= size*-0.035; v3[1] = size*0.035; v2[2]= v3[2]= size*0.75; for (axis=0; axis<4; axis++) { if (axis % 2 == 1) { v2[0] *= -1; v3[1] *= -1; } else { v2[1] *= -1; v3[0] *= -1; } glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3); } glEnd(); break; case OB_CUBE: drawcube_size(size); break; case OB_CIRCLE: drawcircle_size(size); break; case OB_EMPTY_SPHERE: draw_empty_sphere(size); break; case OB_EMPTY_CONE: draw_empty_cone(size); break; case OB_ARROWS: default: for (axis=0; axis<3; axis++) { float v1[3]= {0.0, 0.0, 0.0}; float v2[3]= {0.0, 0.0, 0.0}; int arrow_axis= (axis==0)?1:0; glBegin(GL_LINES); v2[axis]= size; glVertex3fv(v1); glVertex3fv(v2); v1[axis]= size*0.8; v1[arrow_axis]= -size*0.125; glVertex3fv(v1); glVertex3fv(v2); v1[arrow_axis]= size*0.125; glVertex3fv(v1); glVertex3fv(v2); glEnd(); v2[axis]+= size*0.125; glRasterPos3fv(v2); // patch for 3d cards crashing on glSelect for text drawing (IBM) if((flag & DRAW_PICKING) == 0) { if (axis==0) BMF_DrawString(G.font, "x"); else if (axis==1) BMF_DrawString(G.font, "y"); else BMF_DrawString(G.font, "z"); } } break; } } void drawcircball(int mode, float *cent, float rad, float tmat[][4]) { float vec[3], vx[3], vy[3]; int a, tot=32; VECCOPY(vx, tmat[0]); VECCOPY(vy, tmat[1]); VecMulf(vx, rad); VecMulf(vy, rad); glBegin(mode); for(a=0; apersmat[0][3]*vec[0]+ v3d->persmat[1][3]*vec[1]+ v3d->persmat[2][3]*vec[2]+ v3d->persmat[3][3]; size*= v3d->pixsize*((float)U.obcenter_dia*0.5f); /* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */ if(v3d->zbuf) glDepthFunc(GL_ALWAYS); glEnable(GL_BLEND); if(special_color) { if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155); else glColor4ub(0x55, 0xCC, 0xCC, 155); } else { if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80); else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80); else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80); } drawcircball(GL_POLYGON, vec, size, v3d->viewinv); UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30); drawcircball(GL_LINE_LOOP, vec, size, v3d->viewinv); glDisable(GL_BLEND); if(v3d->zbuf) glDepthFunc(GL_LEQUAL); } void drawsolidcube(float size) { float n[3]; glPushMatrix(); glScalef(size, size, size); n[0]=0; n[1]=0; n[2]=0; glBegin(GL_QUADS); n[0]= -1.0; glNormal3fv(n); glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]); n[0]=0; glEnd(); glBegin(GL_QUADS); n[1]= -1.0; glNormal3fv(n); glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]); n[1]=0; glEnd(); glBegin(GL_QUADS); n[0]= 1.0; glNormal3fv(n); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]); n[0]=0; glEnd(); glBegin(GL_QUADS); n[1]= 1.0; glNormal3fv(n); glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]); n[1]=0; glEnd(); glBegin(GL_QUADS); n[2]= 1.0; glNormal3fv(n); glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]); n[2]=0; glEnd(); glBegin(GL_QUADS); n[2]= -1.0; glNormal3fv(n); glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]); glEnd(); glPopMatrix(); } static void drawcube(void) { glBegin(GL_LINE_STRIP); glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]); glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[7]); glVertex3fv(cube[4]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[1]); glVertex3fv(cube[5]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[2]); glVertex3fv(cube[6]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[3]); glVertex3fv(cube[7]); glEnd(); } /* draws a cube on given the scaling of the cube, assuming that * all required matrices have been set (used for drawing empties) */ static void drawcube_size(float size) { glBegin(GL_LINE_STRIP); glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size); glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size); glVertex3f(size,size,-size); glVertex3f(size,-size,-size); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-size,-size,size); glVertex3f(size,-size,size); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-size,size,size); glVertex3f(size,size,size); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-size,size,-size); glVertex3f(size,size,-size); glEnd(); } /* this is an unused (old) cube-drawing function based on a given size */ #if 0 static void drawcube_size(float *size) { glPushMatrix(); glScalef(size[0], size[1], size[2]); glBegin(GL_LINE_STRIP); glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]); glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[7]); glVertex3fv(cube[4]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[1]); glVertex3fv(cube[5]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[2]); glVertex3fv(cube[6]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[3]); glVertex3fv(cube[7]); glEnd(); glPopMatrix(); } #endif static void drawshadbuflimits(Lamp *la, float mat[][4]) { float sta[3], end[3], lavec[3]; lavec[0]= -mat[2][0]; lavec[1]= -mat[2][1]; lavec[2]= -mat[2][2]; Normalize(lavec); sta[0]= mat[3][0]+ la->clipsta*lavec[0]; sta[1]= mat[3][1]+ la->clipsta*lavec[1]; sta[2]= mat[3][2]+ la->clipsta*lavec[2]; end[0]= mat[3][0]+ la->clipend*lavec[0]; end[1]= mat[3][1]+ la->clipend*lavec[1]; end[2]= mat[3][2]+ la->clipend*lavec[2]; glBegin(GL_LINE_STRIP); glVertex3fv(sta); glVertex3fv(end); glEnd(); glPointSize(3.0); bglBegin(GL_POINTS); bglVertex3fv(sta); bglVertex3fv(end); bglEnd(); glPointSize(1.0); } static void spotvolume(float *lvec, float *vvec, float inp) { /* camera is at 0,0,0 */ float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle; Normalize(lvec); Normalize(vvec); /* is this the correct vector ? */ Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */ Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */ Normalize(plane); /* now we've got two equations: one of a cone and one of a plane, but we have three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */ /* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */ /* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/ /* translating this comment to english didnt really help me understanding the math! :-) (ton) */ q[1] = plane[1] ; q[2] = -plane[0] ; q[3] = 0 ; Normalize(&q[1]); angle = saacos(plane[2])/2.0; co = cos(angle); si = sqrt(1-co*co); q[0] = co; q[1] *= si; q[2] *= si; q[3] = 0; QuatToMat3(q,mat1); /* rotate lamp vector now over acos(inp) degrees */ vvec[0] = lvec[0] ; vvec[1] = lvec[1] ; vvec[2] = lvec[2] ; Mat3One(mat2); co = inp; si = sqrt(1-inp*inp); mat2[0][0] = co; mat2[1][0] = -si; mat2[0][1] = si; mat2[1][1] = co; Mat3MulMat3(mat3,mat2,mat1); mat2[1][0] = si; mat2[0][1] = -si; Mat3MulMat3(mat4,mat2,mat1); Mat3Transp(mat1); Mat3MulMat3(mat2,mat1,mat3); Mat3MulVecfl(mat2,lvec); Mat3MulMat3(mat2,mat1,mat4); Mat3MulVecfl(mat2,vvec); return; } static void drawlamp(Scene *scene, View3D *v3d, Object *ob) { Lamp *la; float vec[3], lvec[3], vvec[3], circrad, x,y,z; float pixsize, lampsize; float imat[4][4], curcol[4]; char col[4]; if(G.f & G_RENDER_SHADOW) return; la= ob->data; /* we first draw only the screen aligned & fixed scale stuff */ glPushMatrix(); wmLoadMatrix(v3d->viewmat); /* lets calculate the scale: */ pixsize= v3d->persmat[0][3]*ob->obmat[3][0]+ v3d->persmat[1][3]*ob->obmat[3][1]+ v3d->persmat[2][3]*ob->obmat[3][2]+ v3d->persmat[3][3]; pixsize*= v3d->pixsize; lampsize= pixsize*((float)U.obcenter_dia*0.5f); /* and view aligned matrix: */ Mat4CpyMat4(imat, v3d->viewinv); Normalize(imat[0]); Normalize(imat[1]); /* for AA effects */ glGetFloatv(GL_CURRENT_COLOR, curcol); curcol[3]= 0.6; glColor4fv(curcol); if(ob->id.us>1) { if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155); else glColor4ub(0x77, 0xCC, 0xCC, 155); } /* Inner Circle */ VECCOPY(vec, ob->obmat[3]); glEnable(GL_BLEND); drawcircball(GL_LINE_LOOP, vec, lampsize, imat); glDisable(GL_BLEND); drawcircball(GL_POLYGON, vec, lampsize, imat); /* restore */ if(ob->id.us>1) glColor4fv(curcol); /* Outer circle */ circrad = 3.0f*lampsize; drawcircball(GL_LINE_LOOP, vec, circrad, imat); setlinestyle(3); /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */ if (la->type!=LA_HEMI) { if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) ) { drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat); } } /* draw the pretty sun rays */ if(la->type==LA_SUN) { float v1[3], v2[3], mat[3][3]; short axis; /* setup a 45 degree rotation matrix */ VecRotToMat3(imat[2], M_PI/4.0f, mat); /* vectors */ VECCOPY(v1, imat[0]); VecMulf(v1, circrad*1.2f); VECCOPY(v2, imat[0]); VecMulf(v2, circrad*2.5f); /* center */ glTranslatef(vec[0], vec[1], vec[2]); setlinestyle(3); glBegin(GL_LINES); for (axis=0; axis<8; axis++) { glVertex3fv(v1); glVertex3fv(v2); Mat3MulVecfl(mat, v1); Mat3MulVecfl(mat, v2); } glEnd(); glTranslatef(-vec[0], -vec[1], -vec[2]); } if (la->type==LA_LOCAL) { if(la->mode & LA_SPHERE) { drawcircball(GL_LINE_LOOP, vec, la->dist, imat); } /* yafray: for photonlight also draw lightcone as for spot */ } glPopMatrix(); /* back in object space */ vec[0]= vec[1]= vec[2]= 0.0f; if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) { lvec[0]=lvec[1]= 0.0; lvec[2] = 1.0; x = v3d->persmat[0][2]; y = v3d->persmat[1][2]; z = v3d->persmat[2][2]; vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2]; vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2]; vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2]; y = cos( M_PI*la->spotsize/360.0 ); spotvolume(lvec, vvec, y); x = -la->dist; lvec[0] *= x ; lvec[1] *= x ; lvec[2] *= x; vvec[0] *= x ; vvec[1] *= x ; vvec[2] *= x; /* draw the angled sides of the cone */ glBegin(GL_LINE_STRIP); glVertex3fv(vvec); glVertex3fv(vec); glVertex3fv(lvec); glEnd(); z = x*sqrt(1.0 - y*y); x *= y; /* draw the circle/square at the end of the cone */ glTranslatef(0.0, 0.0 , x); if(la->mode & LA_SQUARE) { vvec[0]= fabs(z); vvec[1]= fabs(z); vvec[2]= 0.0; glBegin(GL_LINE_LOOP); glVertex3fv(vvec); vvec[1]= -fabs(z); glVertex3fv(vvec); vvec[0]= -fabs(z); glVertex3fv(vvec); vvec[1]= fabs(z); glVertex3fv(vvec); glEnd(); } else circ(0.0, 0.0, fabs(z)); /* draw the circle/square representing spotbl */ if(la->type==LA_SPOT) { float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2)); /* make sure the line is always visible - prevent it from reaching the outer border (or 0) * values are kinda arbitrary - just what seemed to work well */ if (spotblcirc == 0) spotblcirc = 0.15; else if (spotblcirc == fabs(z)) spotblcirc = fabs(z) - 0.07; circ(0.0, 0.0, spotblcirc); } } else if ELEM(la->type, LA_HEMI, LA_SUN) { /* draw the line from the circle along the dist */ glBegin(GL_LINE_STRIP); vec[2] = -circrad; glVertex3fv(vec); vec[2]= -la->dist; glVertex3fv(vec); glEnd(); if(la->type==LA_HEMI) { /* draw the hemisphere curves */ short axis, steps, dir; float outdist, zdist, mul; vec[0]=vec[1]=vec[2]= 0.0; outdist = 0.14; mul = 1.4; dir = 1; setlinestyle(4); /* loop over the 4 compass points, and draw each arc as a LINE_STRIP */ for (axis=0; axis<4; axis++) { float v[3]= {0.0, 0.0, 0.0}; zdist = 0.02; glBegin(GL_LINE_STRIP); for (steps=0; steps<6; steps++) { if (axis == 0 || axis == 1) { /* x axis up, x axis down */ /* make the arcs start at the edge of the energy circle */ if (steps == 0) v[0] = dir*circrad; else v[0] = v[0] + dir*(steps*outdist); } else if (axis == 2 || axis == 3) { /* y axis up, y axis down */ /* make the arcs start at the edge of the energy circle */ if (steps == 0) v[1] = dir*circrad; else v[1] = v[1] + dir*(steps*outdist); } v[2] = v[2] - steps*zdist; glVertex3fv(v); zdist = zdist * mul; } glEnd(); /* flip the direction */ dir = -dir; } } } else if(la->type==LA_AREA) { setlinestyle(3); if(la->area_shape==LA_AREA_SQUARE) fdrawbox(-la->area_size*0.5, -la->area_size*0.5, la->area_size*0.5, la->area_size*0.5); else if(la->area_shape==LA_AREA_RECT) fdrawbox(-la->area_size*0.5, -la->area_sizey*0.5, la->area_size*0.5, la->area_sizey*0.5); glBegin(GL_LINE_STRIP); glVertex3f(0.0,0.0,-circrad); glVertex3f(0.0,0.0,-la->dist); glEnd(); } /* and back to viewspace */ wmLoadMatrix(v3d->viewmat); VECCOPY(vec, ob->obmat[3]); setlinestyle(0); if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) { drawshadbuflimits(la, ob->obmat); } UI_GetThemeColor4ubv(TH_LAMP, col); glColor4ub(col[0], col[1], col[2], col[3]); glEnable(GL_BLEND); if (vec[2]>0) vec[2] -= circrad; else vec[2] += circrad; glBegin(GL_LINE_STRIP); glVertex3fv(vec); vec[2]= 0; glVertex3fv(vec); glEnd(); glPointSize(2.0); glBegin(GL_POINTS); glVertex3fv(vec); glEnd(); glPointSize(1.0); glDisable(GL_BLEND); /* restore for drawing extra stuff */ glColor3fv(curcol); } static void draw_limit_line(float sta, float end, unsigned int col) { glBegin(GL_LINES); glVertex3f(0.0, 0.0, -sta); glVertex3f(0.0, 0.0, -end); glEnd(); glPointSize(3.0); glBegin(GL_POINTS); cpack(col); glVertex3f(0.0, 0.0, -sta); glVertex3f(0.0, 0.0, -end); glEnd(); glPointSize(1.0); } /* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */ /* qdn: now also enabled for Blender to set focus point for defocus composit node */ static void draw_focus_cross(float dist, float size) { glBegin(GL_LINES); glVertex3f(-size, 0.f, -dist); glVertex3f(size, 0.f, -dist); glVertex3f(0.f, -size, -dist); glVertex3f(0.f, size, -dist); glEnd(); } /* flag similar to draw_object() */ static void drawcamera(Scene *scene, View3D *v3d, Object *ob, int flag) { /* a standing up pyramid with (0,0,0) as top */ Camera *cam; World *wrld; float vec[8][4], tmat[4][4], fac, facx, facy, depth; int i; if(G.f & G_RENDER_SHADOW) return; cam= ob->data; glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); if(v3d->persp>=2 && cam->type==CAM_ORTHO && ob==v3d->camera) { facx= 0.5*cam->ortho_scale*1.28; facy= 0.5*cam->ortho_scale*1.024; depth= -cam->clipsta-0.1; } else { fac= cam->drawsize; if(v3d->persp>=2 && ob==v3d->camera) fac= cam->clipsta+0.1; /* that way it's always visible */ depth= - fac*cam->lens/16.0; facx= fac*1.28; facy= fac*1.024; } vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */ vec[1][0]= facx; vec[1][1]= facy; vec[1][2]= depth; vec[2][0]= facx; vec[2][1]= -facy; vec[2][2]= depth; vec[3][0]= -facx; vec[3][1]= -facy; vec[3][2]= depth; vec[4][0]= -facx; vec[4][1]= facy; vec[4][2]= depth; glBegin(GL_LINE_LOOP); glVertex3fv(vec[1]); glVertex3fv(vec[2]); glVertex3fv(vec[3]); glVertex3fv(vec[4]); glEnd(); if(v3d->persp>=2 && ob==v3d->camera) return; glBegin(GL_LINE_STRIP); glVertex3fv(vec[2]); glVertex3fv(vec[0]); glVertex3fv(vec[1]); glVertex3fv(vec[4]); glVertex3fv(vec[0]); glVertex3fv(vec[3]); glEnd(); /* arrow on top */ vec[0][2]= depth; /* draw an outline arrow for inactive cameras and filled * for active cameras. We actually draw both outline+filled * for active cameras so the wire can be seen side-on */ for (i=0;i<2;i++) { if (i==0) glBegin(GL_LINE_LOOP); else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES); else break; vec[0][0]= -0.7*cam->drawsize; vec[0][1]= 1.1*cam->drawsize; glVertex3fv(vec[0]); vec[0][0]= 0.0; vec[0][1]= 1.8*cam->drawsize; glVertex3fv(vec[0]); vec[0][0]= 0.7*cam->drawsize; vec[0][1]= 1.1*cam->drawsize; glVertex3fv(vec[0]); glEnd(); } if(flag==0) { if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) { wmLoadMatrix(v3d->viewmat); Mat4CpyMat4(vec, ob->obmat); Mat4Ortho(vec); wmMultMatrix(vec); MTC_Mat4SwapMat4(v3d->persmat, tmat); wmGetSingleMatrix(v3d->persmat); if(cam->flag & CAM_SHOWLIMITS) { draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF); /* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */ draw_focus_cross(dof_camera(ob), cam->drawsize); } wrld= scene->world; if(cam->flag & CAM_SHOWMIST) if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF); MTC_Mat4SwapMat4(v3d->persmat, tmat); } } } static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel) { BPoint *bp = lt->def; float *co = dl?dl->verts:NULL; int u, v, w; UI_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX); glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE)); bglBegin(GL_POINTS); for(w=0; wpntsw; w++) { int wxt = (w==0 || w==lt->pntsw-1); for(v=0; vpntsv; v++) { int vxt = (v==0 || v==lt->pntsv-1); for(u=0; upntsu; u++, bp++, co+=3) { int uxt = (u==0 || u==lt->pntsu-1); if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) { if(bp->hide==0) { if((bp->f1 & SELECT)==sel) { bglVertex3fv(dl?co:bp->vec); } } } } } } glPointSize(1.0); bglEnd(); } void lattice_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, BPoint *bp, int x, int y), void *userData) { BPoint *bp = editLatt->def; DispList *dl = find_displist(&vc->obedit->disp, DL_VERTS); float *co = dl?dl->verts:NULL; float pmat[4][4], vmat[4][4]; int i, N = editLatt->pntsu*editLatt->pntsv*editLatt->pntsw; short s[2]; view3d_get_object_project_mat(vc->v3d, vc->obedit, pmat, vmat); for (i=0; ihide==0) { view3d_project_short_clip(vc->ar, vc->v3d, dl?co:bp->vec, s, pmat, vmat); func(userData, bp, s[0], s[1]); } } } static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol) { int index = ((w*lt->pntsv + v)*lt->pntsu) + u; if(use_wcol) { #if 0 XXX float col[3]; MDeformWeight *mdw= get_defweight (lt->dvert+index, use_wcol-1); weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2); glColor3fv(col); #endif } if (dl) { glVertex3fv(&dl->verts[index*3]); } else { glVertex3fv(lt->def[index].vec); } } /* lattice color is hardcoded, now also shows weightgroup values in edit mode */ static void drawlattice(View3D *v3d, Object *ob) { Lattice *lt= ob->data; DispList *dl; int u, v, w; int use_wcol= 0; /* now we default make displist, this will modifiers work for non animated case */ if(ob->disp.first==NULL) lattice_calc_modifiers(ob); dl= find_displist(&ob->disp, DL_VERTS); if(lt->editlatt) { cpack(0x004000); if(ob->defbase.first && lt->dvert) { use_wcol= ob->actdef; glShadeModel(GL_SMOOTH); } } if(lt->editlatt) lt= lt->editlatt; glBegin(GL_LINES); for(w=0; wpntsw; w++) { int wxt = (w==0 || w==lt->pntsw-1); for(v=0; vpntsv; v++) { int vxt = (v==0 || v==lt->pntsv-1); for(u=0; upntsu; u++) { int uxt = (u==0 || u==lt->pntsu-1); if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) { drawlattice__point(lt, dl, u, v, w-1, use_wcol); drawlattice__point(lt, dl, u, v, w, use_wcol); } if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) { drawlattice__point(lt, dl, u, v-1, w, use_wcol); drawlattice__point(lt, dl, u, v, w, use_wcol); } if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) { drawlattice__point(lt, dl, u-1, v, w, use_wcol); drawlattice__point(lt, dl, u, v, w, use_wcol); } } } } glEnd(); /* restoration for weight colors */ if(use_wcol) glShadeModel(GL_FLAT); if( ((Lattice *)ob->data)->editlatt ) { if(v3d->zbuf) glDisable(GL_DEPTH_TEST); lattice_draw_verts(lt, dl, 0); lattice_draw_verts(lt, dl, 1); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); } } /* ***************** ******************** */ static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s) { struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData; EditVert *eve = EM_get_vert_for_index(index); short s[2]; if (eve->h==0) { if (data->clipVerts) { view3d_project_short_clip(data->vc.ar, data->vc.v3d, co, s, data->pmat, data->vmat); } else { view3d_project_short_noclip(data->vc.ar, co, s, data->pmat); } data->func(data->userData, eve, s[0], s[1], index); } } void mesh_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts) { struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } data; DerivedMesh *dm = editmesh_get_derived_cage(vc->obedit, vc->em, CD_MASK_BAREMESH); data.vc= *vc; data.func = func; data.userData = userData; data.clipVerts = clipVerts; view3d_get_object_project_mat(vc->v3d, vc->obedit, data.pmat, data.vmat); EM_init_index_arrays(vc->em, 1, 0, 0); dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data); EM_free_index_arrays(); dm->release(dm); } static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co) { struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData; EditEdge *eed = EM_get_edge_for_index(index); short s[2][2]; if (eed->h==0) { if (data->clipVerts==1) { view3d_project_short_clip(data->vc.ar, data->vc.v3d, v0co, s[0], data->pmat, data->vmat); view3d_project_short_clip(data->vc.ar, data->vc.v3d, v1co, s[1], data->pmat, data->vmat); } else { view3d_project_short_noclip(data->vc.ar, v0co, s[0], data->pmat); view3d_project_short_noclip(data->vc.ar, v1co, s[1], data->pmat); if (data->clipVerts==2) { if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]vc.ar->winx && s[0][1]vc.ar->winy)) if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]vc.ar->winx && s[1][1]vc.ar->winy)) return; } } data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index); } } void mesh_foreachScreenEdge(ViewContext *vc, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts) { struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; float pmat[4][4], vmat[4][4]; } data; DerivedMesh *dm = editmesh_get_derived_cage(vc->obedit, vc->em, CD_MASK_BAREMESH); data.vc= *vc; data.func = func; data.userData = userData; data.clipVerts = clipVerts; view3d_get_object_project_mat(vc->v3d, vc->obedit, data.pmat, data.vmat); EM_init_index_arrays(vc->em, 0, 1, 0); dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data); EM_free_index_arrays(); dm->release(dm); } static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *no) { struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; float pmat[4][4], vmat[4][4]; } *data = userData; EditFace *efa = EM_get_face_for_index(index); short s[2]; if (efa && efa->h==0 && efa->fgonf!=EM_FGON) { view3d_project_short_clip(data->vc.ar, data->vc.v3d, cent, s, data->pmat, data->vmat); data->func(data->userData, efa, s[0], s[1], index); } } void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData) { struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; float pmat[4][4], vmat[4][4]; } data; DerivedMesh *dm = editmesh_get_derived_cage(vc->obedit, vc->em, CD_MASK_BAREMESH); data.vc= *vc; data.func = func; data.userData = userData; view3d_get_object_project_mat(vc->v3d, vc->obedit, data.pmat, data.vmat); EM_init_index_arrays(vc->em, 0, 0, 1); dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data); EM_free_index_arrays(); dm->release(dm); } void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData) { float pmat[4][4], vmat[4][4]; short s[2]; Nurb *nu; int i; view3d_get_object_project_mat(vc->v3d, vc->obedit, pmat, vmat); for (nu= editNurb.first; nu; nu=nu->next) { if((nu->type & 7)==CU_BEZIER) { for (i=0; ipntsu; i++) { BezTriple *bezt = &nu->bezt[i]; if(bezt->hide==0) { if (G.f & G_HIDDENHANDLES) { view3d_project_short_clip(vc->ar, vc->v3d, bezt->vec[1], s, pmat, vmat); if (s[0] != IS_CLIPPED) func(userData, nu, NULL, bezt, 1, s[0], s[1]); } else { view3d_project_short_clip(vc->ar, vc->v3d, bezt->vec[0], s, pmat, vmat); if (s[0] != IS_CLIPPED) func(userData, nu, NULL, bezt, 0, s[0], s[1]); view3d_project_short_clip(vc->ar, vc->v3d, bezt->vec[1], s, pmat, vmat); if (s[0] != IS_CLIPPED) func(userData, nu, NULL, bezt, 1, s[0], s[1]); view3d_project_short_clip(vc->ar, vc->v3d, bezt->vec[2], s, pmat, vmat); if (s[0] != IS_CLIPPED) func(userData, nu, NULL, bezt, 2, s[0], s[1]); } } } } else { for (i=0; ipntsu*nu->pntsv; i++) { BPoint *bp = &nu->bp[i]; if(bp->hide==0) { view3d_project_short_clip(vc->ar, vc->v3d, bp->vec, s, pmat, vmat); func(userData, nu, bp, NULL, -1, s[0], s[1]); } } } } } /* ************** DRAW MESH ****************** */ /* First section is all the "simple" draw routines, * ones that just pass some sort of primitive to GL, * with perhaps various options to control lighting, * color, etc. * * These routines should not have user interface related * logic!!! */ static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no) { Scene *scene= (Scene *)userData; EditFace *efa = EM_get_face_for_index(index); if (efa->h==0 && efa->fgonf!=EM_FGON) { glVertex3fv(cent); glVertex3f( cent[0] + no[0]*scene->editbutsize, cent[1] + no[1]*scene->editbutsize, cent[2] + no[2]*scene->editbutsize); } } static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm) { glBegin(GL_LINES); dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene); glEnd(); } static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *no) { EditFace *efa = EM_get_face_for_index(index); int sel = *((int*) userData); if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) { bglVertex3fv(cent); } } static void draw_dm_face_centers(DerivedMesh *dm, int sel) { bglBegin(GL_POINTS); dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel); bglEnd(); } static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s) { Scene *scene= (Scene *)userData; EditVert *eve = EM_get_vert_for_index(index); if (eve->h==0) { glVertex3fv(co); if (no_f) { glVertex3f( co[0] + no_f[0]*scene->editbutsize, co[1] + no_f[1]*scene->editbutsize, co[2] + no_f[2]*scene->editbutsize); } else { glVertex3f( co[0] + no_s[0]*scene->editbutsize/32767.0f, co[1] + no_s[1]*scene->editbutsize/32767.0f, co[2] + no_s[2]*scene->editbutsize/32767.0f); } } } static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm) { glBegin(GL_LINES); dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene); glEnd(); } /* Draw verts with color set based on selection */ static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s) { struct { int sel; EditVert *eve_act; } * data = userData; EditVert *eve = EM_get_vert_for_index(index); if (eve->h==0 && (eve->f&SELECT)==data->sel) { /* draw active larger - need to stop/start point drawing for this :/ */ if (eve==data->eve_act) { float size = UI_GetThemeValuef(TH_VERTEX_SIZE); UI_ThemeColor4(TH_EDITMESH_ACTIVE); bglEnd(); glPointSize(size); bglBegin(GL_POINTS); bglVertex3fv(co); bglEnd(); UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX); glPointSize(size); bglBegin(GL_POINTS); } else { bglVertex3fv(co); } } } static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act) { struct { int sel; EditVert *eve_act; } data; data.sel = sel; data.eve_act = eve_act; bglBegin(GL_POINTS); dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data); bglEnd(); } /* Draw edges with color set based on selection */ static int draw_dm_edges_sel__setDrawOptions(void *userData, int index) { EditEdge *eed = EM_get_edge_for_index(index); //unsigned char **cols = userData, *col; struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData; unsigned char *col; if (eed->h==0) { if (eed==data->eed_act) { glColor4ubv(data->actCol); } else { if (eed->f&SELECT) { col = data->selCol; } else { col = data->baseCol; } /* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */ if (col[3]==0) return 0; glColor4ubv(col); } return 1; } else { return 0; } } static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act) { struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data; data.baseCol = baseCol; data.selCol = selCol; data.actCol = actCol; data.eed_act = eed_act; dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data); } /* Draw edges */ static int draw_dm_edges__setDrawOptions(void *userData, int index) { return EM_get_edge_for_index(index)->h==0; } static void draw_dm_edges(DerivedMesh *dm) { dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL); } /* Draw edges with color interpolated based on selection */ static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index) { return EM_get_edge_for_index(index)->h==0; } static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t) { EditEdge *eed = EM_get_edge_for_index(index); unsigned char **cols = userData; unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0]; unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0]; glColor4ub( col0[0] + (col1[0]-col0[0])*t, col0[1] + (col1[1]-col0[1])*t, col0[2] + (col1[2]-col0[2])*t, col0[3] + (col1[3]-col0[3])*t); } static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol) { unsigned char *cols[2]; cols[0] = baseCol; cols[1] = selCol; dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols); } /* Draw only seam edges */ static int draw_dm_edges_seams__setDrawOptions(void *userData, int index) { EditEdge *eed = EM_get_edge_for_index(index); return (eed->h==0 && eed->seam); } static void draw_dm_edges_seams(DerivedMesh *dm) { dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL); } /* Draw only sharp edges */ static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index) { EditEdge *eed = EM_get_edge_for_index(index); return (eed->h==0 && eed->sharp); } static void draw_dm_edges_sharp(DerivedMesh *dm) { dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL); } /* Draw faces with color set based on selection * return 2 for the active face so it renders with stipple enabled */ static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r) { struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData; EditFace *efa = EM_get_face_for_index(index); unsigned char *col; if (efa->h==0) { if (efa == data->efa_act) { glColor4ubv(data->cols[2]); return 2; /* stipple */ } else { col = data->cols[(efa->f&SELECT)?1:0]; if (col[3]==0) return 0; glColor4ubv(col); return 1; } } return 0; } /* also draws the active face */ static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act) { struct { unsigned char *cols[3]; EditFace *efa_act; } data; data.cols[0] = baseCol; data.cols[1] = selCol; data.cols[2] = actCol; data.efa_act = efa_act; dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0); } static int draw_dm_creases__setDrawOptions(void *userData, int index) { EditEdge *eed = EM_get_edge_for_index(index); if (eed->h==0 && eed->crease!=0.0) { UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease); return 1; } else { return 0; } } static void draw_dm_creases(DerivedMesh *dm) { glLineWidth(3.0); dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL); glLineWidth(1.0); } static int draw_dm_bweights__setDrawOptions(void *userData, int index) { EditEdge *eed = EM_get_edge_for_index(index); if (eed->h==0 && eed->bweight!=0.0) { UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight); return 1; } else { return 0; } } static void draw_dm_bweights__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s) { EditVert *eve = EM_get_vert_for_index(index); if (eve->h==0 && eve->bweight!=0.0) { UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight); bglVertex3fv(co); } } static void draw_dm_bweights(Scene *scene, DerivedMesh *dm) { if (scene->selectmode & SCE_SELECT_VERTEX) { glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2); bglBegin(GL_POINTS); dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, NULL); bglEnd(); } else { glLineWidth(3.0); dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL); glLineWidth(1.0); } } /* Second section of routines: Combine first sets to form fancy * drawing routines (for example rendering twice to get overlays). * * Also includes routines that are basic drawing but are too * specialized to be split out (like drawing creases or measurements). */ /* EditMesh drawing routines*/ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, EditMesh *em, DerivedMesh *cageDM, EditVert *eve_act) { int sel; if(v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select for (sel=0; sel<2; sel++) { char col[4], fcol[4]; int pass; UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col); UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol); for (pass=0; pass<2; pass++) { float size = UI_GetThemeValuef(TH_VERTEX_SIZE); float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE); if (pass==0) { if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) { glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); } else { continue; } size = (size>2.1?size/2.0:size); fsize = (fsize>2.1?fsize/2.0:fsize); col[3] = fcol[3] = 100; } else { col[3] = fcol[3] = 255; } if(scene->selectmode & SCE_SELECT_VERTEX) { glPointSize(size); glColor4ubv((GLubyte *)col); draw_dm_verts(cageDM, sel, eve_act); } if( CHECK_OB_DRAWFACEDOT(scene, v3d, obedit->dt) ) { glPointSize(fsize); glColor4ubv((GLubyte *)fcol); draw_dm_face_centers(cageDM, sel); } if (pass==0) { glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } } } if(v3d->zbuf) glDepthMask(1); glPointSize(1.0); } static void draw_em_fancy_edges(Scene *scene, View3D *v3d, DerivedMesh *cageDM, short sel_only, EditEdge *eed_act) { int pass; unsigned char wireCol[4], selCol[4], actCol[4]; /* since this function does transparant... */ UI_GetThemeColor4ubv(TH_EDGE_SELECT, (char *)selCol); UI_GetThemeColor4ubv(TH_WIRE, (char *)wireCol); UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)actCol); /* when sel only is used, dont render wire, only selected, this is used for * textured draw mode when the 'edges' option is disabled */ if (sel_only) wireCol[3] = 0; for (pass=0; pass<2; pass++) { /* show wires in transparant when no zbuf clipping for select */ if (pass==0) { if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) { glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); selCol[3] = 85; if (!sel_only) wireCol[3] = 85; } else { continue; } } else { selCol[3] = 255; if (!sel_only) wireCol[3] = 255; } if(scene->selectmode == SCE_SELECT_FACE) { draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act); } else if( (G.f & G_DRAWEDGES) || (scene->selectmode & SCE_SELECT_EDGE) ) { if(cageDM->drawMappedEdgesInterp && (scene->selectmode & SCE_SELECT_VERTEX)) { glShadeModel(GL_SMOOTH); draw_dm_edges_sel_interp(cageDM, wireCol, selCol); glShadeModel(GL_FLAT); } else { draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act); } } else { if (!sel_only) { glColor4ubv(wireCol); draw_dm_edges(cageDM); } } if (pass==0) { glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } } } static void draw_em_measure_stats(View3D *v3d, Object *ob, EditMesh *em) { EditEdge *eed; EditFace *efa; float v1[3], v2[3], v3[3], v4[3]; float fvec[3]; char val[32]; /* Stores the measurement display text here */ char conv_float[5]; /* Use a float conversion matching the grid size */ float area, col[3]; /* area of the face, color of the text to draw */ if(G.f & (G_RENDER_OGL|G_RENDER_SHADOW)) return; /* make the precission of the pronted value proportionate to the gridsize */ if ((v3d->grid) < 0.01) strcpy(conv_float, "%.6f"); else if ((v3d->grid) < 0.1) strcpy(conv_float, "%.5f"); else if ((v3d->grid) < 1.0) strcpy(conv_float, "%.4f"); else if ((v3d->grid) < 10.0) strcpy(conv_float, "%.3f"); else strcpy(conv_float, "%.2f"); if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) glDisable(GL_DEPTH_TEST); if(v3d->zbuf) bglPolygonOffset(v3d->dist, 5.0); if(G.f & G_DRAW_EDGELEN) { UI_GetThemeColor3fv(TH_TEXT, col); /* make color a bit more red */ if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;} else col[0]= col[0]*0.7 + 0.3; glColor3fv(col); for(eed= em->edges.first; eed; eed= eed->next) { /* draw non fgon edges, or selected edges, or edges next to selected verts while draging */ if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) { VECCOPY(v1, eed->v1->co); VECCOPY(v2, eed->v2->co); glRasterPos3f( 0.5*(v1[0]+v2[0]), 0.5*(v1[1]+v2[1]), 0.5*(v1[2]+v2[2])); if(v3d->flag & V3D_GLOBAL_STATS) { Mat4MulVecfl(ob->obmat, v1); Mat4MulVecfl(ob->obmat, v2); } sprintf(val, conv_float, VecLenf(v1, v2)); BMF_DrawString( G.fonts, val); } } } if(G.f & G_DRAW_FACEAREA) { // XXX extern int faceselectedOR(EditFace *efa, int flag); // editmesh.h shouldn't be in this file... ok for now? UI_GetThemeColor3fv(TH_TEXT, col); /* make color a bit more green */ if(col[1]> 0.5) {col[0]*=0.7; col[2]*= 0.7;} else col[1]= col[1]*0.7 + 0.3; glColor3fv(col); for(efa= em->faces.first; efa; efa= efa->next) { if((efa->f & SELECT)) { // XXX || (G.moving && faceselectedOR(efa, SELECT)) ) { VECCOPY(v1, efa->v1->co); VECCOPY(v2, efa->v2->co); VECCOPY(v3, efa->v3->co); if (efa->v4) { VECCOPY(v4, efa->v4->co); } if(v3d->flag & V3D_GLOBAL_STATS) { Mat4MulVecfl(ob->obmat, v1); Mat4MulVecfl(ob->obmat, v2); Mat4MulVecfl(ob->obmat, v3); if (efa->v4) Mat4MulVecfl(ob->obmat, v4); } if (efa->v4) area= AreaQ3Dfl(v1, v2, v3, v4); else area = AreaT3Dfl(v1, v2, v3); sprintf(val, conv_float, area); glRasterPos3fv(efa->cent); BMF_DrawString( G.fonts, val); } } } if(G.f & G_DRAW_EDGEANG) { EditEdge *e1, *e2, *e3, *e4; UI_GetThemeColor3fv(TH_TEXT, col); /* make color a bit more blue */ if(col[2]> 0.5) {col[0]*=0.7; col[1]*= 0.7;} else col[2]= col[2]*0.7 + 0.3; glColor3fv(col); for(efa= em->faces.first; efa; efa= efa->next) { VECCOPY(v1, efa->v1->co); VECCOPY(v2, efa->v2->co); VECCOPY(v3, efa->v3->co); if(efa->v4) { VECCOPY(v4, efa->v4->co); } else { VECCOPY(v4, v3); } if(v3d->flag & V3D_GLOBAL_STATS) { Mat4MulVecfl(ob->obmat, v1); Mat4MulVecfl(ob->obmat, v2); Mat4MulVecfl(ob->obmat, v3); Mat4MulVecfl(ob->obmat, v4); } e1= efa->e1; e2= efa->e2; e3= efa->e3; if(efa->e4) e4= efa->e4; else e4= e3; /* Calculate the angles */ if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) { /* Vec 1 */ sprintf(val,"%.3f", VecAngle3(v4, v1, v2)); VecLerpf(fvec, efa->cent, efa->v1->co, 0.8); glRasterPos3fv(fvec); BMF_DrawString( G.fonts, val); } if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) { /* Vec 2 */ sprintf(val,"%.3f", VecAngle3(v1, v2, v3)); VecLerpf(fvec, efa->cent, efa->v2->co, 0.8); glRasterPos3fv(fvec); BMF_DrawString( G.fonts, val); } if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) { /* Vec 3 */ if(efa->v4) sprintf(val,"%.3f", VecAngle3(v2, v3, v4)); else sprintf(val,"%.3f", VecAngle3(v2, v3, v1)); VecLerpf(fvec, efa->cent, efa->v3->co, 0.8); glRasterPos3fv(fvec); BMF_DrawString( G.fonts, val); } /* Vec 4 */ if(efa->v4) { if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) { sprintf(val,"%.3f", VecAngle3(v3, v4, v1)); VecLerpf(fvec, efa->cent, efa->v4->co, 0.8); glRasterPos3fv(fvec); BMF_DrawString( G.fonts, val); } } } } if(v3d->zbuf) { glEnable(GL_DEPTH_TEST); bglPolygonOffset(v3d->dist, 0.0); } } static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth_r) { EditFace *efa = EM_get_face_for_index(index); if (efa->h==0) { GPU_enable_material(efa->mat_nr+1, NULL); return 1; } else return 0; } static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index) { EditFace *efa = EM_get_face_for_index(index); return (efa->h==0); } static void draw_em_fancy(Scene *scene, View3D *v3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt) { Mesh *me = ob->data; EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */ EditEdge *eed_act = NULL; EditVert *eve_act = NULL; if (em->selected.last) { EditSelection *ese = em->selected.last; /* face is handeled above */ /*if (ese->type == EDITFACE ) { efa_act = (EditFace *)ese->data; } else */ if ( ese->type == EDITEDGE ) { eed_act = (EditEdge *)ese->data; } else if ( ese->type == EDITVERT ) { eve_act = (EditVert *)ese->data; } } EM_init_index_arrays(em, 1, 1, 1); if(dt>OB_WIRE) { if(CHECK_OB_DRAWTEXTURE(v3d, dt)) { if(draw_glsl_material(scene, ob, v3d, dt)) { glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material, draw_em_fancy__setGLSLFaceOpts, NULL); GPU_disable_material(); glFrontFace(GL_CCW); } else { draw_mesh_textured(scene, v3d, ob, finalDM, 0); } } else { glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED); glEnable(GL_LIGHTING); glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0); glFrontFace(GL_CCW); glDisable(GL_LIGHTING); } // Setup for drawing wire over, disable zbuffer // write to show selected edge wires better UI_ThemeColor(TH_WIRE); bglPolygonOffset(v3d->dist, 1.0); glDepthMask(0); } else { if (cageDM!=finalDM) { UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7); finalDM->drawEdges(finalDM, 1); } } if((G.f & (G_DRAWFACES)) || FACESEL_PAINT_TEST) { /* transp faces */ unsigned char col1[4], col2[4], col3[4]; UI_GetThemeColor4ubv(TH_FACE, (char *)col1); UI_GetThemeColor4ubv(TH_FACE_SELECT, (char *)col2); UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3); glEnable(GL_BLEND); glDepthMask(0); // disable write in zbuffer, needed for nice transp /* dont draw unselected faces, only selected, this is MUCH nicer when texturing */ if CHECK_OB_DRAWTEXTURE(v3d, dt) col1[3] = 0; draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act); glDisable(GL_BLEND); glDepthMask(1); // restore write in zbuffer } else if (efa_act) { /* even if draw faces is off it would be nice to draw the stipple face * Make all other faces zero alpha except for the active * */ unsigned char col1[4], col2[4], col3[4]; col1[3] = col2[3] = 0; /* dont draw */ UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3); glEnable(GL_BLEND); glDepthMask(0); // disable write in zbuffer, needed for nice transp draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act); glDisable(GL_BLEND); glDepthMask(1); // restore write in zbuffer } /* here starts all fancy draw-extra over */ if((G.f & G_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) { /* we are drawing textures and 'G_DRAWEDGES' is disabled, dont draw any edges */ /* only draw selected edges otherwise there is no way of telling if a face is selected */ draw_em_fancy_edges(scene, v3d, cageDM, 1, eed_act); } else { if(G.f & G_DRAWSEAMS) { UI_ThemeColor(TH_EDGE_SEAM); glLineWidth(2); draw_dm_edges_seams(cageDM); glColor3ub(0,0,0); glLineWidth(1); } if(G.f & G_DRAWSHARP) { UI_ThemeColor(TH_EDGE_SHARP); glLineWidth(2); draw_dm_edges_sharp(cageDM); glColor3ub(0,0,0); glLineWidth(1); } if(G.f & G_DRAWCREASES) { draw_dm_creases(cageDM); } if(G.f & G_DRAWBWEIGHTS) { draw_dm_bweights(scene, cageDM); } draw_em_fancy_edges(scene, v3d, cageDM, 0, eed_act); } if(em) { // XXX retopo_matrix_update(v3d); draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act); if(G.f & G_DRAWNORMALS) { UI_ThemeColor(TH_NORMAL); draw_dm_face_normals(scene, cageDM); } if(G.f & G_DRAW_VNORMALS) { UI_ThemeColor(TH_NORMAL); draw_dm_vert_normals(scene, cageDM); } if(G.f & (G_DRAW_EDGELEN|G_DRAW_FACEAREA|G_DRAW_EDGEANG)) draw_em_measure_stats(v3d, ob, em); } if(dt>OB_WIRE) { glDepthMask(1); bglPolygonOffset(v3d->dist, 0.0); GPU_disable_material(); } EM_free_index_arrays(); } /* Mesh drawing routines */ static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm) { if(v3d->transp==0) { // not when we draw the transparent pass glLineWidth(2.0); glDepthMask(0); /* if transparent, we cannot draw the edges for solid select... edges have no material info. drawFacesSolid() doesn't draw the transparent faces */ if(ob->dtx & OB_DRAWTRANSP) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); dm->drawFacesSolid(dm, GPU_enable_material); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GPU_disable_material(); } else { dm->drawEdges(dm, 0); } glLineWidth(1.0); glDepthMask(1); } } static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r) { *drawSmooth_r = 1; return 1; } static void draw_mesh_fancy(Scene *scene, View3D *v3d, Base *base, int dt, int flag) { Object *ob= base->object; Mesh *me = ob->data; Material *ma= give_current_material(ob, 1); int hasHaloMat = (ma && (ma->mode&MA_HALO)); int draw_wire = 0; int totvert, totedge, totface; DispList *dl; DerivedMesh *dm= mesh_get_derived_final(ob, get_viewedit_datamask()); if(!dm) return; if (ob->dtx&OB_DRAWWIRE) { draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */ } totvert = dm->getNumVerts(dm); totedge = dm->getNumEdges(dm); totface = dm->getNumFaces(dm); /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */ if(dt!=OB_SHADED) glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); // Unwanted combination. if (ob==OBACT && FACESEL_PAINT_TEST) draw_wire = 0; if(dt==OB_BOUNDBOX) { draw_bounding_volume(ob); } else if(hasHaloMat || (totface==0 && totedge==0)) { glPointSize(1.5); dm->drawVerts(dm); glPointSize(1.0); } else if(dt==OB_WIRE || totface==0) { draw_wire = 1; /* draw wire only, no depth buffer stuff */ } else if( (ob==OBACT && (G.f & G_TEXTUREPAINT || FACESEL_PAINT_TEST)) || CHECK_OB_DRAWTEXTURE(v3d, dt)) { int faceselect= (ob==OBACT && FACESEL_PAINT_TEST); if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || FACESEL_PAINT_TEST) && !draw_wire) { draw_mesh_object_outline(v3d, ob, dm); } if(draw_glsl_material(scene, ob, v3d, dt)) { glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); dm->drawFacesGLSL(dm, GPU_enable_material); // if(get_ob_property(ob, "Text")) // XXX draw_mesh_text(ob, 1); GPU_disable_material(); glFrontFace(GL_CCW); } else { draw_mesh_textured(scene, v3d, ob, dm, faceselect); } if(!faceselect) { if(base->flag & SELECT) UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); else UI_ThemeColor(TH_WIRE); dm->drawLooseEdges(dm); } } else if(dt==OB_SOLID) { if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) draw_mesh_object_outline(v3d, ob, dm); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED ); glEnable(GL_LIGHTING); glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); dm->drawFacesSolid(dm, GPU_enable_material); GPU_disable_material(); glFrontFace(GL_CCW); glDisable(GL_LIGHTING); if(base->flag & SELECT) { UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); } else { UI_ThemeColor(TH_WIRE); } dm->drawLooseEdges(dm); } else if(dt==OB_SHADED) { int do_draw= 1; /* to resolve all G.f settings below... */ if(ob==OBACT) { do_draw= 0; if( (G.f & G_WEIGHTPAINT)) { /* enforce default material settings */ GPU_enable_material(0, NULL); /* but set default spec */ glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR); glEnable(GL_COLOR_MATERIAL); /* according manpages needed */ glColor3ub(120, 120, 120); glDisable(GL_COLOR_MATERIAL); /* diffuse */ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1); glDisable(GL_COLOR_MATERIAL); glDisable(GL_LIGHTING); GPU_disable_material(); } else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) { dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1); } else if(G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) { glColor3f(1.0f, 1.0f, 1.0f); dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0); } else do_draw= 1; } if(do_draw) { dl = ob->disp.first; if (!dl || !dl->col1) { /* release and reload derivedmesh because it might be freed in shadeDispList due to a different datamask */ dm->release(dm); shadeDispList(base); dl = find_displist(&ob->disp, DL_VERTCOL); dm= mesh_get_derived_final(ob, get_viewedit_datamask()); } if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) { draw_mesh_object_outline(v3d, ob, dm); } /* False for dupliframe objects */ if (dl) { unsigned int *obCol1 = dl->col1; unsigned int *obCol2 = dl->col2; dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2); } if(base->flag & SELECT) { UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); } else { UI_ThemeColor(TH_WIRE); } dm->drawLooseEdges(dm); } } /* set default draw color back for wire or for draw-extra later on */ if (dt!=OB_WIRE) { if(base->flag & SELECT) { if(ob==OBACT && ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP_ACTIVE); else if(ob->flag & OB_FROMGROUP) UI_ThemeColorShade(TH_GROUP_ACTIVE, -16); else if(flag!=DRAW_CONSTCOLOR) UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); else glColor3ub(80,80,80); } else { if (ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP); else { if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR) glColor3ub(80,80,80); else UI_ThemeColor(TH_WIRE); } } } if (draw_wire) { /* If drawing wire and drawtype is not OB_WIRE then we are * overlaying the wires. * * UPDATE bug #10290 - With this wire-only objects can draw * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059 * * if draw wire is 1 then just drawing wire, no need for depth buffer stuff, * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks. */ if (dt!=OB_WIRE && draw_wire==2) { bglPolygonOffset(v3d->dist, 1.0); glDepthMask(0); // disable write in zbuffer, selected edge wires show better } dm->drawEdges(dm, (dt==OB_WIRE || totface==0)); if (dt!=OB_WIRE && draw_wire==2) { glDepthMask(1); bglPolygonOffset(v3d->dist, 0.0); } } dm->release(dm); } /* returns 1 if nothing was drawn, for detecting to draw an object center */ static int draw_mesh_object(Scene *scene, View3D *v3d, Base *base, int dt, int flag) { Object *ob= base->object; Object *obedit= scene->obedit; // XXX hrumf, see below Mesh *me= ob->data; EditMesh *em= me->edit_mesh; int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha; if(obedit && ob!=obedit && ob->data==obedit->data) { if(ob_get_key(ob)); else drawlinked= 1; } if(ob==obedit || drawlinked) { DerivedMesh *finalDM, *cageDM; if (obedit!=ob) finalDM = cageDM = editmesh_get_derived_base(ob, em); else cageDM = editmesh_get_derived_cage_and_final(ob, em, &finalDM, get_viewedit_datamask()); if(dt>OB_WIRE) { // no transp in editmode, the fancy draw over goes bad then glsl = draw_glsl_material(scene, ob, v3d, dt); GPU_set_object_materials(v3d, scene, ob, glsl, NULL); } draw_em_fancy(scene, v3d, ob, em, cageDM, finalDM, dt); if (obedit!=ob && finalDM) finalDM->release(finalDM); } // else if(!em && (G.f & G_SCULPTMODE) &&(scene->sculptdata.flags & SCULPT_DRAW_FAST) && // OBACT==ob && !sculpt_modifiers_active(ob)) { // XXX sculptmode_draw_mesh(0); // } else { /* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */ if(me->totface<=4 || boundbox_clip(v3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) { glsl = draw_glsl_material(scene, ob, v3d, dt); check_alpha = check_material_alpha(base, me, glsl); if(dt==OB_SOLID || glsl) { GPU_set_object_materials(v3d, scene, ob, glsl, (check_alpha)? &do_alpha_pass: NULL); } draw_mesh_fancy(scene, v3d, base, dt, flag); if(me->totvert==0) retval= 1; } } /* GPU_set_object_materials checked if this is needed */ if(do_alpha_pass) add_view3d_after(v3d, base, V3D_TRANSP, flag); return retval; } /* ************** DRAW DISPLIST ****************** */ static int draw_index_wire= 1; static int index3_nors_incr= 1; /* returns 1 when nothing was drawn */ static int drawDispListwire(ListBase *dlbase) { DispList *dl; int parts, nr; float *data; if(dlbase==NULL) return 1; glDisableClientState(GL_NORMAL_ARRAY); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); for(dl= dlbase->first; dl; dl= dl->next) { if(dl->parts==0 || dl->nr==0) continue; data= dl->verts; switch(dl->type) { case DL_SEGM: glVertexPointer(3, GL_FLOAT, 0, data); for(parts=0; partsparts; parts++) glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr); break; case DL_POLY: glVertexPointer(3, GL_FLOAT, 0, data); for(parts=0; partsparts; parts++) glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr); break; case DL_SURF: glVertexPointer(3, GL_FLOAT, 0, data); for(parts=0; partsparts; parts++) { if(dl->flag & DL_CYCL_U) glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr); else glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr); } for(nr=0; nrnr; nr++) { int ofs= 3*dl->nr; data= ( dl->verts )+3*nr; parts= dl->parts; if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP); else glBegin(GL_LINE_STRIP); while(parts--) { glVertex3fv(data); data+=ofs; } glEnd(); /* (ton) this code crashes for me when resolv is 86 or higher... no clue */ // glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr); // if(dl->flag & DL_CYCL_V) // glDrawArrays(GL_LINE_LOOP, 0, dl->parts); // else // glDrawArrays(GL_LINE_STRIP, 0, dl->parts); } break; case DL_INDEX3: if(draw_index_wire) { glVertexPointer(3, GL_FLOAT, 0, dl->verts); glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index); } break; case DL_INDEX4: if(draw_index_wire) { glVertexPointer(3, GL_FLOAT, 0, dl->verts); glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index); } break; } } glEnableClientState(GL_NORMAL_ARRAY); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); return 0; } static void drawDispListsolid(ListBase *lb, Object *ob, int glsl) { DispList *dl; GPUVertexAttribs gattribs; float *data, curcol[4]; float *ndata; if(lb==NULL) return; /* for drawing wire */ glGetFloatv(GL_CURRENT_COLOR, curcol); glEnable(GL_LIGHTING); if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW); else glFrontFace(GL_CCW); if(ob->type==OB_MBALL) { // mball always smooth shaded glShadeModel(GL_SMOOTH); } dl= lb->first; while(dl) { data= dl->verts; ndata= dl->nors; switch(dl->type) { case DL_SEGM: if(ob->type==OB_SURF) { int nr; glDisable(GL_LIGHTING); glColor3fv(curcol); // glVertexPointer(3, GL_FLOAT, 0, dl->verts); // glDrawArrays(GL_LINE_STRIP, 0, dl->nr); glBegin(GL_LINE_STRIP); for(nr= dl->nr; nr; nr--, data+=3) glVertex3fv(data); glEnd(); glEnable(GL_LIGHTING); } break; case DL_POLY: if(ob->type==OB_SURF) { int nr; UI_ThemeColor(TH_WIRE); glDisable(GL_LIGHTING); /* for some reason glDrawArrays crashes here in half of the platforms (not osx) */ //glVertexPointer(3, GL_FLOAT, 0, dl->verts); //glDrawArrays(GL_LINE_LOOP, 0, dl->nr); glBegin(GL_LINE_LOOP); for(nr= dl->nr; nr; nr--, data+=3) glVertex3fv(data); glEnd(); glEnable(GL_LIGHTING); break; } case DL_SURF: if(dl->index) { GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL); if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH); else glShadeModel(GL_FLAT); glVertexPointer(3, GL_FLOAT, 0, dl->verts); glNormalPointer(GL_FLOAT, 0, dl->nors); glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index); GPU_disable_material(); } break; case DL_INDEX3: GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL); glVertexPointer(3, GL_FLOAT, 0, dl->verts); /* voor polys only one normal needed */ if(index3_nors_incr==0) { glDisableClientState(GL_NORMAL_ARRAY); glNormal3fv(ndata); } else glNormalPointer(GL_FLOAT, 0, dl->nors); glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index); GPU_disable_material(); if(index3_nors_incr==0) glEnableClientState(GL_NORMAL_ARRAY); break; case DL_INDEX4: GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL); glVertexPointer(3, GL_FLOAT, 0, dl->verts); glNormalPointer(GL_FLOAT, 0, dl->nors); glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index); GPU_disable_material(); break; } dl= dl->next; } glShadeModel(GL_FLAT); glDisable(GL_LIGHTING); glFrontFace(GL_CCW); } static void drawDispListshaded(ListBase *lb, Object *ob) { DispList *dl, *dlob; unsigned int *cdata; if(lb==NULL) return; glShadeModel(GL_SMOOTH); glDisableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_COLOR_ARRAY); dl= lb->first; dlob= ob->disp.first; while(dl && dlob) { cdata= dlob->col1; if(cdata==NULL) break; switch(dl->type) { case DL_SURF: if(dl->index) { glVertexPointer(3, GL_FLOAT, 0, dl->verts); glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata); glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index); } break; case DL_INDEX3: glVertexPointer(3, GL_FLOAT, 0, dl->verts); glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata); glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index); break; case DL_INDEX4: glVertexPointer(3, GL_FLOAT, 0, dl->verts); glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata); glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index); break; } dl= dl->next; dlob= dlob->next; } glShadeModel(GL_FLAT); glEnableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } /* returns 1 when nothing was drawn */ static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt) { Object *ob= base->object; ListBase *lb=0; DispList *dl; Curve *cu; int solid, retval= 0; solid= (dt > OB_WIRE); switch(ob->type) { case OB_FONT: case OB_CURVE: cu= ob->data; lb= &cu->disp; if(solid) { dl= lb->first; if(dl==NULL) return 1; if(dl->nors==0) addnormalsDispList(ob, lb); index3_nors_incr= 0; if( displist_has_faces(lb)==0) { draw_index_wire= 0; drawDispListwire(lb); draw_index_wire= 1; } else { if(draw_glsl_material(scene, ob, v3d, dt)) { GPU_set_object_materials(v3d, scene, ob, 1, NULL); drawDispListsolid(lb, ob, 1); } else if(dt == OB_SHADED) { if(ob->disp.first==0) shadeDispList(base); drawDispListshaded(lb, ob); } else { GPU_set_object_materials(v3d, scene, ob, 0, NULL); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob, 0); } if(cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0 && cu->ext2 == 0.0) { cpack(0); draw_index_wire= 0; drawDispListwire(lb); draw_index_wire= 1; } } index3_nors_incr= 1; } else { draw_index_wire= 0; retval= drawDispListwire(lb); draw_index_wire= 1; } break; case OB_SURF: lb= &((Curve *)ob->data)->disp; if(solid) { dl= lb->first; if(dl==NULL) return 1; if(dl->nors==NULL) addnormalsDispList(ob, lb); if(draw_glsl_material(scene, ob, v3d, dt)) { GPU_set_object_materials(v3d, scene, ob, 1, NULL); drawDispListsolid(lb, ob, 1); } else if(dt==OB_SHADED) { if(ob->disp.first==NULL) shadeDispList(base); drawDispListshaded(lb, ob); } else { GPU_set_object_materials(v3d, scene, ob, 0, NULL); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob, 0); } } else { retval= drawDispListwire(lb); } break; case OB_MBALL: if( is_basis_mball(ob)) { lb= &ob->disp; if(lb->first==NULL) makeDispListMBall(ob); if(lb->first==NULL) return 1; if(solid) { if(draw_glsl_material(scene, ob, v3d, dt)) { GPU_set_object_materials(v3d, scene, ob, 1, NULL); drawDispListsolid(lb, ob, 1); } else if(dt == OB_SHADED) { dl= lb->first; if(dl && dl->col1==0) shadeDispList(base); drawDispListshaded(lb, ob); } else { GPU_set_object_materials(v3d, scene, ob, 0, NULL); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob, 0); } } else{ /* MetaBalls use DL_INDEX4 type of DispList */ retval= drawDispListwire(lb); } } break; } return retval; } /* unified drawing of all new particle systems draw types except dupli ob & group */ /* mostly tries to use vertex arrays for speed */ /* 1. check that everything is ok & updated */ /* 2. start initialising things */ /* 3. initialize according to draw type */ /* 4. allocate drawing data arrays */ /* 5. start filling the arrays */ /* 6. draw the arrays */ /* 7. clean up */ static void draw_new_particle_system(Scene *scene, View3D *v3d, Base *base, ParticleSystem *psys, int dt) { Object *ob=base->object; ParticleSystemModifierData *psmd; ParticleSettings *part; ParticleData *pars, *pa; ParticleKey state, *states=0; ParticleCacheKey *cache=0; Material *ma; Object *bb_ob=0; float vel[3], vec[3], vec2[3], imat[4][4], onevec[3]={0.0f,0.0f,0.0f}, bb_center[3]; float timestep, pixsize=1.0, pa_size, pa_time, r_tilt; float cfra=bsystem_time(ob,(float)CFRA,0.0); float *vdata=0, *vedata=0, *cdata=0, *ndata=0, *vd=0, *ved=0, *cd=0, *nd=0, xvec[3], yvec[3], zvec[3]; float ma_r=0.0f, ma_g=0.0f, ma_b=0.0f; int a, k, k_max=0, totpart, totpoint=0, draw_as, path_nbr=0; int path_possible=0, keys_possible=0, draw_keys=0, totchild=0; int select=ob->flag&SELECT, create_cdata=0; GLint polygonmode[2]; char val[32]; /* 1. */ if(psys==0) return; part=psys->part; pars=psys->particles; if(part==0 || !psys_check_enabled(ob, psys)) return; if(pars==0) return; // XXX what logic is this? if(!scene->obedit && psys_in_edit_mode(psys) && psys->flag & PSYS_HAIR_DONE && part->draw_as==PART_DRAW_PATH) return; if(part->draw_as==PART_DRAW_NOT) return; /* 2. */ if(part->phystype==PART_PHYS_KEYED){ if(psys->flag & PSYS_FIRST_KEYED){ if(psys->flag&PSYS_KEYED){ select=psys_count_keyed_targets(ob,psys); if(psys->totkeyed==0) return; } } else return; } if(select){ select=0; if(psys_get_current(ob)==psys) select=1; } psys->flag|=PSYS_DRAWING; if(part->type==PART_HAIR && !psys->childcache) totchild=0; else totchild=psys->totchild*part->disp/100; ma= give_current_material(ob,part->omat); if(ma) { ma_r = ma->r; ma_g = ma->g; ma_b = ma->b; } if(v3d->zbuf) glDepthMask(1); if(select) cpack(0xFFFFFF); else if((ma) && (part->draw&PART_DRAW_MAT_COL)) { glColor3f(ma->r,ma->g,ma->b); create_cdata = 1; } else cpack(0); psmd= psys_get_modifier(ob,psys); timestep= psys_get_timestep(part); wmLoadMatrix(v3d->viewmat); if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) { float mat[4][4]; Mat4MulMat4(mat, psys->imat, ob->obmat); wmMultMatrix(mat); } totpart=psys->totpart; draw_as=part->draw_as; if(part->flag&PART_GLOB_TIME) cfra=bsystem_time(0,(float)CFRA,0.0); if(psys->pathcache){ path_possible=1; keys_possible=1; } if(draw_as==PART_DRAW_PATH && path_possible==0) draw_as=PART_DRAW_DOT; if(draw_as!=PART_DRAW_PATH && keys_possible && part->draw&PART_DRAW_KEYS){ path_nbr=part->keys_step; draw_keys=1; } /* 3. */ switch(draw_as){ case PART_DRAW_DOT: if(part->draw_size) glPointSize(part->draw_size); else glPointSize(2.0); /* default dot size */ break; case PART_DRAW_CIRC: /* calculate view aligned matrix: */ Mat4CpyMat4(imat, v3d->viewinv); Normalize(imat[0]); Normalize(imat[1]); /* no break! */ case PART_DRAW_CROSS: case PART_DRAW_AXIS: /* lets calculate the scale: */ pixsize= v3d->persmat[0][3]*ob->obmat[3][0]+ v3d->persmat[1][3]*ob->obmat[3][1]+ v3d->persmat[2][3]*ob->obmat[3][2]+ v3d->persmat[3][3]; pixsize*= v3d->pixsize; if(part->draw_size==0.0) pixsize*=2.0; else pixsize*=part->draw_size; break; case PART_DRAW_OB: if(part->dup_ob==0) draw_as=PART_DRAW_DOT; else draw_as=0; break; case PART_DRAW_GR: if(part->dup_group==0) draw_as=PART_DRAW_DOT; else draw_as=0; break; case PART_DRAW_BB: if(v3d->camera==0 && part->bb_ob==0){ printf("Billboards need an active camera or a target object!\n"); draw_as=part->draw_as=PART_DRAW_DOT; if(part->draw_size) glPointSize(part->draw_size); else glPointSize(2.0); /* default dot size */ } else if(part->bb_ob) bb_ob=part->bb_ob; else bb_ob=v3d->camera; if(part->bb_alignbb_align]=1.0f; break; case PART_DRAW_PATH: break; } if(part->draw & PART_DRAW_SIZE && part->draw_as!=PART_DRAW_CIRC){ Mat4CpyMat4(imat, v3d->viewinv); Normalize(imat[0]); Normalize(imat[1]); } /* 4. */ if(draw_as && draw_as!=PART_DRAW_PATH){ if(draw_as!=PART_DRAW_CIRC){ switch(draw_as){ case PART_DRAW_AXIS: case PART_DRAW_CROSS: if(draw_as!=PART_DRAW_CROSS || create_cdata) cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*6*3*sizeof(float), "particle_cdata"); vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*6*3*sizeof(float), "particle_vdata"); break; case PART_DRAW_LINE: if(create_cdata) cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*2*3*sizeof(float), "particle_cdata"); vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*2*3*sizeof(float), "particle_vdata"); break; case PART_DRAW_BB: if(create_cdata) cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*4*3*sizeof(float), "particle_cdata"); vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*4*3*sizeof(float), "particle_vdata"); ndata=MEM_callocN((totpart+totchild)*(path_nbr+1)*4*3*sizeof(float), "particle_vdata"); break; default: if(create_cdata) cdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*3*sizeof(float), "particle_cdata"); vdata=MEM_callocN((totpart+totchild)*(path_nbr+1)*3*sizeof(float), "particle_vdata"); } } if(part->draw&PART_DRAW_VEL && draw_as!=PART_DRAW_LINE) vedata=MEM_callocN((totpart+totchild)*2*3*(path_nbr+1)*sizeof(float), "particle_vedata"); vd=vdata; ved=vedata; cd=cdata; nd=ndata; psys->lattice=psys_get_lattice(ob,psys); } if(draw_as){ /* 5. */ for(a=0,pa=pars; adraw&PART_DRAW_PARENT)==0) continue; if(pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue; pa_time=(cfra-pa->time)/pa->lifetime; pa_size=pa->size; if((part->flag&PART_ABS_TIME)==0){ if(ma && ma->ipo){ IpoCurve *icu; /* correction for lifetime */ calc_ipo(ma->ipo, 100.0f*pa_time); for(icu = ma->ipo->curve.first; icu; icu=icu->next) { if(icu->adrcode == MA_COL_R) ma_r = icu->curval; else if(icu->adrcode == MA_COL_G) ma_g = icu->curval; else if(icu->adrcode == MA_COL_B) ma_b = icu->curval; } } if(part->ipo) { IpoCurve *icu; /* correction for lifetime */ calc_ipo(part->ipo, 100*pa_time); for(icu = part->ipo->curve.first; icu; icu=icu->next) { if(icu->adrcode == PART_SIZE) pa_size = icu->curval; } } } r_tilt=1.0f+pa->r_ave[0]; if(path_nbr){ cache=psys->pathcache[a]; k_max=(int)(cache->steps); } } else{ ChildParticle *cpa= &psys->child[a-totpart]; pa_time=psys_get_child_time(psys,cpa,cfra); if((part->flag&PART_ABS_TIME)==0) { if(ma && ma->ipo){ IpoCurve *icu; /* correction for lifetime */ calc_ipo(ma->ipo, 100.0f*pa_time); for(icu = ma->ipo->curve.first; icu; icu=icu->next) { if(icu->adrcode == MA_COL_R) ma_r = icu->curval; else if(icu->adrcode == MA_COL_G) ma_g = icu->curval; else if(icu->adrcode == MA_COL_B) ma_b = icu->curval; } } } pa_size=psys_get_child_size(psys,cpa,cfra,0); r_tilt=2.0f*cpa->rand[2]; if(path_nbr){ cache=psys->childcache[a-totpart]; k_max=(int)(cache->steps); } } if(draw_as!=PART_DRAW_PATH){ int next_pa=0; for(k=0; k<=path_nbr; k++){ if(draw_keys){ state.time=(float)k/(float)path_nbr; psys_get_particle_on_path(ob,psys,a,&state,1); } else if(path_nbr){ if(k<=k_max){ VECCOPY(state.co,(cache+k)->co); VECCOPY(state.vel,(cache+k)->vel); QUATCOPY(state.rot,(cache+k)->rot); } else continue; } else{ state.time=cfra; if(psys_get_particle_state(ob,psys,a,&state,0)==0){ next_pa=1; break; } } switch(draw_as){ case PART_DRAW_DOT: if(cd) { cd[0]=ma_r; cd[1]=ma_g; cd[2]=ma_b; cd+=3; } if(vd){ VECCOPY(vd,state.co) vd+=3; } break; case PART_DRAW_CROSS: case PART_DRAW_AXIS: vec[0]=2.0f*pixsize; vec[1]=vec[2]=0.0; QuatMulVecf(state.rot,vec); if(draw_as==PART_DRAW_AXIS){ cd[1]=cd[2]=cd[4]=cd[5]=0.0; cd[0]=cd[3]=1.0; cd[6]=cd[8]=cd[9]=cd[11]=0.0; cd[7]=cd[10]=1.0; cd[13]=cd[12]=cd[15]=cd[16]=0.0; cd[14]=cd[17]=1.0; cd+=18; VECCOPY(vec2,state.co); } else { if(cd) { cd[0]=cd[3]=cd[6]=cd[9]=cd[12]=cd[15]=ma_r; cd[1]=cd[4]=cd[7]=cd[10]=cd[13]=cd[16]=ma_g; cd[2]=cd[5]=cd[8]=cd[11]=cd[14]=cd[17]=ma_b; cd+=18; } VECSUB(vec2,state.co,vec); } VECADD(vec,state.co,vec); VECCOPY(vd,vec); vd+=3; VECCOPY(vd,vec2); vd+=3; vec[1]=2.0f*pixsize; vec[0]=vec[2]=0.0; QuatMulVecf(state.rot,vec); if(draw_as==PART_DRAW_AXIS){ VECCOPY(vec2,state.co); } else VECSUB(vec2,state.co,vec); VECADD(vec,state.co,vec); VECCOPY(vd,vec); vd+=3; VECCOPY(vd,vec2); vd+=3; vec[2]=2.0f*pixsize; vec[0]=vec[1]=0.0; QuatMulVecf(state.rot,vec); if(draw_as==PART_DRAW_AXIS){ VECCOPY(vec2,state.co); } else VECSUB(vec2,state.co,vec); VECADD(vec,state.co,vec); VECCOPY(vd,vec); vd+=3; VECCOPY(vd,vec2); vd+=3; break; case PART_DRAW_LINE: VECCOPY(vec,state.vel); Normalize(vec); if(part->draw & PART_DRAW_VEL_LENGTH) VecMulf(vec,VecLength(state.vel)); VECADDFAC(vd,state.co,vec,-part->draw_line[0]); vd+=3; VECADDFAC(vd,state.co,vec,part->draw_line[1]); vd+=3; if(cd) { cd[0]=cd[3]=ma_r; cd[1]=cd[4]=ma_g; cd[2]=cd[5]=ma_b; cd+=3; } break; case PART_DRAW_CIRC: if(create_cdata) glColor3f(ma_r,ma_g,ma_b); drawcircball(GL_LINE_LOOP, state.co, pixsize, imat); break; case PART_DRAW_BB: if(cd) { cd[0]=cd[3]=cd[6]=cd[9]=ma_r; cd[1]=cd[4]=cd[7]=cd[10]=ma_g; cd[2]=cd[5]=cd[8]=cd[11]=ma_b; cd+=12; } if(part->draw&PART_DRAW_BB_LOCK && part->bb_align==PART_BB_VIEW){ VECCOPY(xvec,bb_ob->obmat[0]); Normalize(xvec); VECCOPY(yvec,bb_ob->obmat[1]); Normalize(yvec); VECCOPY(zvec,bb_ob->obmat[2]); Normalize(zvec); } else if(part->bb_align==PART_BB_VEL){ float temp[3]; VECCOPY(temp,state.vel); Normalize(temp); VECSUB(zvec,bb_ob->obmat[3],state.co); if(part->draw&PART_DRAW_BB_LOCK){ float fac=-Inpf(zvec,temp); VECADDFAC(zvec,zvec,temp,fac); } Normalize(zvec); Crossf(xvec,temp,zvec); Normalize(xvec); Crossf(yvec,zvec,xvec); } else{ VECSUB(zvec,bb_ob->obmat[3],state.co); if(part->draw&PART_DRAW_BB_LOCK) zvec[part->bb_align]=0.0f; Normalize(zvec); if(part->bb_alignobmat[1],zvec); Normalize(xvec); Crossf(yvec,zvec,xvec); } VECCOPY(vec,xvec); VECCOPY(vec2,yvec); VecMulf(xvec,cos(part->bb_tilt*(1.0f-part->bb_rand_tilt*r_tilt)*(float)M_PI)); VecMulf(vec2,sin(part->bb_tilt*(1.0f-part->bb_rand_tilt*r_tilt)*(float)M_PI)); VECADD(xvec,xvec,vec2); VecMulf(yvec,cos(part->bb_tilt*(1.0f-part->bb_rand_tilt*r_tilt)*(float)M_PI)); VecMulf(vec,-sin(part->bb_tilt*(1.0f-part->bb_rand_tilt*r_tilt)*(float)M_PI)); VECADD(yvec,yvec,vec); VecMulf(xvec,pa_size); VecMulf(yvec,pa_size); VECADDFAC(bb_center,state.co,xvec,part->bb_offset[0]); VECADDFAC(bb_center,bb_center,yvec,part->bb_offset[1]); VECADD(vd,bb_center,xvec); VECADD(vd,vd,yvec); vd+=3; VECSUB(vd,bb_center,xvec); VECADD(vd,vd,yvec); vd+=3; VECSUB(vd,bb_center,xvec); VECSUB(vd,vd,yvec); vd+=3; VECADD(vd,bb_center,xvec); VECSUB(vd,vd,yvec); vd+=3; VECCOPY(nd, zvec); nd+=3; VECCOPY(nd, zvec); nd+=3; VECCOPY(nd, zvec); nd+=3; VECCOPY(nd, zvec); nd+=3; break; } if(vedata){ VECCOPY(ved,state.co); ved+=3; VECCOPY(vel,state.vel); VecMulf(vel,timestep); VECADD(ved,state.co,vel); ved+=3; } if(part->draw & PART_DRAW_SIZE){ setlinestyle(3); drawcircball(GL_LINE_LOOP, state.co, pa_size, imat); setlinestyle(0); } totpoint++; } if(next_pa) continue; if(part->draw&PART_DRAW_NUM && !(G.f & G_RENDER_SHADOW)){ /* in path drawing state.co is the end point */ glRasterPos3f(state.co[0], state.co[1], state.co[2]); sprintf(val," %i",a); BMF_DrawString(G.font, val); } } } /* 6. */ glGetIntegerv(GL_POLYGON_MODE, polygonmode); glDisableClientState(GL_NORMAL_ARRAY); if(draw_as != PART_DRAW_CIRC){ if(draw_as==PART_DRAW_PATH){ ParticleCacheKey **cache, *path; float *cd2=0,*cdata2=0; glEnableClientState(GL_VERTEX_ARRAY); if(dt > OB_WIRE) { glEnableClientState(GL_NORMAL_ARRAY); if(part->draw&PART_DRAW_MAT_COL) glEnableClientState(GL_COLOR_ARRAY); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); } else { glDisableClientState(GL_NORMAL_ARRAY); glDisable(GL_COLOR_MATERIAL); glDisable(GL_LIGHTING); UI_ThemeColor(TH_WIRE); } if(totchild && (part->draw&PART_DRAW_PARENT)==0) totpart=0; cache=psys->pathcache; for(a=0, pa=psys->particles; aco); if(dt > OB_WIRE) { glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel); if(part->draw&PART_DRAW_MAT_COL) glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col); } glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1); } cache=psys->childcache; for(a=0; aco); if(dt > OB_WIRE) { glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel); if(part->draw&PART_DRAW_MAT_COL) glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col); } glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1); } if(dt > OB_WIRE) { if(part->draw&PART_DRAW_MAT_COL) glDisable(GL_COLOR_ARRAY); glDisable(GL_COLOR_MATERIAL); } if(cdata2) MEM_freeN(cdata2); cd2=cdata2=0; glLineWidth(1.0f); /* draw particle edit mode key points*/ } if(draw_as!=PART_DRAW_PATH){ glDisableClientState(GL_COLOR_ARRAY); if(vdata){ glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vdata); } else glDisableClientState(GL_VERTEX_ARRAY); if(ndata && dt>OB_WIRE){ glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, 0, ndata); glEnable(GL_LIGHTING); } else{ glDisableClientState(GL_NORMAL_ARRAY); glDisable(GL_LIGHTING); } if(cdata){ glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3, GL_FLOAT, 0, cdata); } switch(draw_as){ case PART_DRAW_AXIS: case PART_DRAW_CROSS: glDrawArrays(GL_LINES, 0, 6*totpoint); break; case PART_DRAW_LINE: glDrawArrays(GL_LINES, 0, 2*totpoint); break; case PART_DRAW_BB: if(dt<=OB_WIRE) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); glDrawArrays(GL_QUADS, 0, 4*totpoint); break; default: glDrawArrays(GL_POINTS, 0, totpoint); break; } } } if(vedata){ glDisableClientState(GL_COLOR_ARRAY); cpack(0xC0C0C0); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vedata); glDrawArrays(GL_LINES, 0, 2*totpoint); } glPolygonMode(GL_FRONT, polygonmode[0]); glPolygonMode(GL_BACK, polygonmode[1]); } /* 7. */ glDisable(GL_LIGHTING); glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); if(states) MEM_freeN(states); if(vdata) MEM_freeN(vdata); if(vedata) MEM_freeN(vedata); if(cdata) MEM_freeN(cdata); if(ndata) MEM_freeN(ndata); psys->flag &= ~PSYS_DRAWING; if(psys->lattice){ end_latt_deform(); psys->lattice=0; } wmLoadMatrix(v3d->viewmat); wmMultMatrix(ob->obmat); // bring back local matrix for dtx } static void draw_particle_edit(Scene *scene, View3D *v3d, Object *ob, ParticleSystem *psys, int dt) { ParticleEdit *edit = psys->edit; ParticleData *pa; ParticleCacheKey **path; ParticleEditKey *key; ParticleEditSettings *pset = NULL; // XXX PE_settings(); int i, k, totpart = psys->totpart, totchild=0, timed = pset->draw_timed; char nosel[4], sel[4]; float sel_col[3]; float nosel_col[3]; char val[32]; /* create path and child path cache if it doesn't exist already */ if(psys->pathcache==0){ // XXX PE_hide_keys_time(psys,CFRA); psys_cache_paths(ob,psys,CFRA,0); } if(psys->pathcache==0) return; if(pset->flag & PE_SHOW_CHILD && psys->part->draw_as == PART_DRAW_PATH) { if(psys->childcache==0) psys_cache_child_paths(ob, psys, CFRA, 0); } else if(!(pset->flag & PE_SHOW_CHILD) && psys->childcache) free_child_path_cache(psys); /* opengl setup */ if((v3d->flag & V3D_ZBUF_SELECT)==0) glDisable(GL_DEPTH_TEST); wmLoadMatrix(v3d->viewmat); /* get selection theme colors */ UI_GetThemeColor3ubv(TH_VERTEX_SELECT, sel); UI_GetThemeColor3ubv(TH_VERTEX, nosel); sel_col[0]=(float)sel[0]/255.0f; sel_col[1]=(float)sel[1]/255.0f; sel_col[2]=(float)sel[2]/255.0f; nosel_col[0]=(float)nosel[0]/255.0f; nosel_col[1]=(float)nosel[1]/255.0f; nosel_col[2]=(float)nosel[2]/255.0f; if(psys->childcache) totchild = psys->totchildcache; /* draw paths */ if(timed) glEnable(GL_BLEND); glEnableClientState(GL_VERTEX_ARRAY); if(dt > OB_WIRE) { /* solid shaded with lighting */ glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); } else { /* flat wire color */ glDisableClientState(GL_NORMAL_ARRAY); glDisable(GL_LIGHTING); UI_ThemeColor(TH_WIRE); } /* only draw child paths with lighting */ if(dt > OB_WIRE) glEnable(GL_LIGHTING); if(psys->part->draw_as == PART_DRAW_PATH) { for(i=0, path=psys->childcache; ico); if(dt > OB_WIRE) { glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), (*path)->vel); glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), (*path)->col); } glDrawArrays(GL_LINE_STRIP, 0, (int)(*path)->steps + 1); } } if(dt > OB_WIRE) glDisable(GL_LIGHTING); if(pset->brushtype == PE_BRUSH_WEIGHT) { glLineWidth(2.0f); glEnableClientState(GL_COLOR_ARRAY); glDisable(GL_LIGHTING); } /* draw parents last without lighting */ for(i=0, pa=psys->particles, path = psys->pathcache; ico); if(dt > OB_WIRE) glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), (*path)->vel); if(dt > OB_WIRE || pset->brushtype == PE_BRUSH_WEIGHT) glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), (*path)->col); glDrawArrays(GL_LINE_STRIP, 0, (int)(*path)->steps + 1); } /* draw edit vertices */ if(scene->selectmode!=SCE_SELECT_PATH){ glDisableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glDisable(GL_LIGHTING); glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE)); if(scene->selectmode==SCE_SELECT_POINT){ float *cd=0,*cdata=0; cd=cdata=MEM_callocN(edit->totkeys*(timed?4:3)*sizeof(float), "particle edit color data"); for(i=0, pa=psys->particles; ikeys[i]; ktotkey; k++, key++){ if(key->flag&PEK_SELECT){ VECCOPY(cd,sel_col); } else{ VECCOPY(cd,nosel_col); } if(timed) *(cd+3) = (key->flag&PEK_HIDE)?0.0f:1.0f; cd += (timed?4:3); } } cd=cdata; for(i=0, pa=psys->particles; iflag & PARS_HIDE)==0){ glVertexPointer(3, GL_FLOAT, sizeof(ParticleEditKey), edit->keys[i]->world_co); glColorPointer((timed?4:3), GL_FLOAT, (timed?4:3)*sizeof(float), cd); glDrawArrays(GL_POINTS, 0, pa->totkey); } cd += (timed?4:3) * pa->totkey; if((pset->flag&PE_SHOW_TIME) && (pa->flag&PARS_HIDE)==0 && !(G.f & G_RENDER_SHADOW)){ for(k=0, key=edit->keys[i]+k; ktotkey; k++, key++){ if(key->flag & PEK_HIDE) continue; glRasterPos3fv(key->world_co); sprintf(val," %.1f",*key->time); BMF_DrawString(G.font, val); } } } if(cdata) MEM_freeN(cdata); cd=cdata=0; } else if(scene->selectmode == SCE_SELECT_END){ for(i=0, pa=psys->particles; iflag & PARS_HIDE)==0){ key = edit->keys[i] + pa->totkey - 1; if(key->flag & PEK_SELECT) glColor3fv(sel_col); else glColor3fv(nosel_col); /* has to be like this.. otherwise selection won't work, have try glArrayElement later..*/ glBegin(GL_POINTS); glVertex3fv(key->world_co); glEnd(); if((pset->flag & PE_SHOW_TIME) && !(G.f & G_RENDER_SHADOW)){ glRasterPos3fv(key->world_co); sprintf(val," %.1f",*key->time); BMF_DrawString(G.font, val); } } } } } glDisable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnable(GL_DEPTH_TEST); glLineWidth(1.0f); wmMultMatrix(ob->obmat); // bring back local matrix for dtx glPointSize(1.0); } unsigned int nurbcol[8]= { 0, 0x9090, 0x409030, 0x603080, 0, 0x40fff0, 0x40c033, 0xA090F0 }; static void tekenhandlesN(Nurb *nu, short sel) { BezTriple *bezt; float *fp; unsigned int *col; int a; if(nu->hide || (G.f & G_HIDDENHANDLES)) return; glBegin(GL_LINES); if( (nu->type & 7)==1) { if(sel) col= nurbcol+4; else col= nurbcol; bezt= nu->bezt; a= nu->pntsu; while(a--) { if(bezt->hide==0) { if( (bezt->f2 & SELECT)==sel) { fp= bezt->vec[0]; cpack(col[(int)bezt->h1]); glVertex3fv(fp); glVertex3fv(fp+3); cpack(col[(int)bezt->h2]); glVertex3fv(fp+3); glVertex3fv(fp+6); } else if( (bezt->f1 & SELECT)==sel) { fp= bezt->vec[0]; cpack(col[(int)bezt->h1]); glVertex3fv(fp); glVertex3fv(fp+3); } else if( (bezt->f3 & SELECT)==sel) { fp= bezt->vec[1]; cpack(col[(int)bezt->h2]); glVertex3fv(fp); glVertex3fv(fp+3); } } bezt++; } } glEnd(); } static void tekenvertsN(Nurb *nu, short sel) { BezTriple *bezt; BPoint *bp; float size; int a; if(nu->hide) return; if(sel) UI_ThemeColor(TH_VERTEX_SELECT); else UI_ThemeColor(TH_VERTEX); size= UI_GetThemeValuef(TH_VERTEX_SIZE); glPointSize(size); bglBegin(GL_POINTS); if((nu->type & 7)==1) { bezt= nu->bezt; a= nu->pntsu; while(a--) { if(bezt->hide==0) { if (G.f & G_HIDDENHANDLES) { if((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]); } else { if((bezt->f1 & SELECT)==sel) bglVertex3fv(bezt->vec[0]); if((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]); if((bezt->f3 & SELECT)==sel) bglVertex3fv(bezt->vec[2]); } } bezt++; } } else { bp= nu->bp; a= nu->pntsu*nu->pntsv; while(a--) { if(bp->hide==0) { if((bp->f1 & SELECT)==sel) bglVertex3fv(bp->vec); } bp++; } } bglEnd(); glPointSize(1.0); } static void draw_editnurb(Object *ob, Nurb *nurb, int sel) { Nurb *nu; BPoint *bp, *bp1; int a, b, ofs; nu= nurb; while(nu) { if(nu->hide==0) { switch(nu->type & 7) { case CU_POLY: cpack(nurbcol[3]); bp= nu->bp; for(b=0; bpntsv; b++) { if(nu->flagu & 1) glBegin(GL_LINE_LOOP); else glBegin(GL_LINE_STRIP); for(a=0; apntsu; a++, bp++) { glVertex3fv(bp->vec); } glEnd(); } break; case CU_NURBS: bp= nu->bp; for(b=0; bpntsv; b++) { bp1= bp; bp++; for(a=nu->pntsu-1; a>0; a--, bp++) { if(bp->hide==0 && bp1->hide==0) { if(sel) { if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT ) ) { cpack(nurbcol[5]); glBegin(GL_LINE_STRIP); glVertex3fv(bp->vec); glVertex3fv(bp1->vec); glEnd(); } } else { if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) ); else { cpack(nurbcol[1]); glBegin(GL_LINE_STRIP); glVertex3fv(bp->vec); glVertex3fv(bp1->vec); glEnd(); } } } bp1= bp; } } if(nu->pntsv > 1) { /* surface */ ofs= nu->pntsu; for(b=0; bpntsu; b++) { bp1= nu->bp+b; bp= bp1+ofs; for(a=nu->pntsv-1; a>0; a--, bp+=ofs) { if(bp->hide==0 && bp1->hide==0) { if(sel) { if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) ) { cpack(nurbcol[7]); glBegin(GL_LINE_STRIP); glVertex3fv(bp->vec); glVertex3fv(bp1->vec); glEnd(); } } else { if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) ); else { cpack(nurbcol[3]); glBegin(GL_LINE_STRIP); glVertex3fv(bp->vec); glVertex3fv(bp1->vec); glEnd(); } } } bp1= bp; } } } break; } } nu= nu->next; } } static void drawnurb(Scene *scene, View3D *v3d, Base *base, Nurb *nurb, int dt) { Object *ob= base->object; Curve *cu = ob->data; Nurb *nu; BevList *bl; // XXX retopo_matrix_update(v3d); /* DispList */ UI_ThemeColor(TH_WIRE); drawDispList(scene, v3d, base, dt); if(v3d->zbuf) glDisable(GL_DEPTH_TEST); /* first non-selected handles */ for(nu=nurb; nu; nu=nu->next) { if((nu->type & 7)==CU_BEZIER) { tekenhandlesN(nu, 0); } } draw_editnurb(ob, nurb, 0); draw_editnurb(ob, nurb, 1); /* selected handles */ for(nu=nurb; nu; nu=nu->next) { if((nu->type & 7)==1) tekenhandlesN(nu, 1); tekenvertsN(nu, 0); } if(v3d->zbuf) glEnable(GL_DEPTH_TEST); /* direction vectors for 3d curve paths when at its lowest, dont render normals */ if(cu->flag & CU_3D && scene->editbutsize > 0.0015) { UI_ThemeColor(TH_WIRE); for (bl=cu->bev.first,nu=nurb; nu && bl; bl=bl->next,nu=nu->next) { BevPoint *bevp= (BevPoint *)(bl+1); int nr= bl->nr; int skip= nu->resolu/16; while (nr-->0) { /* accounts for empty bevel lists */ float fac= bevp->radius * scene->editbutsize; float ox,oy,oz; // Offset perpendicular to the curve float dx,dy,dz; // Delta along the curve ox = fac*bevp->mat[0][0]; oy = fac*bevp->mat[0][1]; oz = fac*bevp->mat[0][2]; dx = fac*bevp->mat[2][0]; dy = fac*bevp->mat[2][1]; dz = fac*bevp->mat[2][2]; glBegin(GL_LINE_STRIP); glVertex3f(bevp->x - ox - dx, bevp->y - oy - dy, bevp->z - oz - dz); glVertex3f(bevp->x, bevp->y, bevp->z); glVertex3f(bevp->x + ox - dx, bevp->y + oy - dy, bevp->z + oz - dz); glEnd(); bevp += skip+1; nr -= skip; } } } if(v3d->zbuf) glDisable(GL_DEPTH_TEST); for(nu=nurb; nu; nu=nu->next) { tekenvertsN(nu, 1); } if(v3d->zbuf) glEnable(GL_DEPTH_TEST); } /* draw a sphere for use as an empty drawtype */ static void draw_empty_sphere (float size) { static GLuint displist=0; if (displist == 0) { GLUquadricObj *qobj; displist= glGenLists(1); glNewList(displist, GL_COMPILE_AND_EXECUTE); glPushMatrix(); qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); gluDisk(qobj, 0.0, 1, 16, 1); glRotatef(90, 0, 1, 0); gluDisk(qobj, 0.0, 1, 16, 1); glRotatef(90, 1, 0, 0); gluDisk(qobj, 0.0, 1, 16, 1); gluDeleteQuadric(qobj); glPopMatrix(); glEndList(); } glScalef(size, size, size); glCallList(displist); glScalef(1/size, 1/size, 1/size); } /* draw a cone for use as an empty drawtype */ static void draw_empty_cone (float size) { float cent=0; float radius; GLUquadricObj *qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); glPushMatrix(); radius = size; glTranslatef(cent,cent, cent); glScalef(radius, 2.0*size, radius); glRotatef(-90., 1.0, 0.0, 0.0); gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1); glPopMatrix(); gluDeleteQuadric(qobj); } /* draw points on curve speed handles */ static void curve_draw_speed(Scene *scene, Object *ob) { Curve *cu= ob->data; IpoCurve *icu; BezTriple *bezt; float loc[4], dir[3]; int a; if(cu->ipo==NULL) return; icu= cu->ipo->curve.first; if(icu==NULL || icu->totvert<2) return; glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) ); bglBegin(GL_POINTS); for(a=0, bezt= icu->bezt; atotvert; a++, bezt++) { if( where_on_path(ob, bezt->vec[1][1], loc, dir)) { UI_ThemeColor((bezt->f2 & SELECT) && ob==OBACT?TH_VERTEX_SELECT:TH_VERTEX); bglVertex3fv(loc); } } glPointSize(1.0); bglEnd(); } static void tekentextcurs(void) { cpack(0); set_inverted_drawing(1); glBegin(GL_QUADS); glVertex2fv(G.textcurs[0]); glVertex2fv(G.textcurs[1]); glVertex2fv(G.textcurs[2]); glVertex2fv(G.textcurs[3]); glEnd(); set_inverted_drawing(0); } static void drawspiral(float *cent, float rad, float tmat[][4], int start) { float vec[3], vx[3], vy[3]; int a, tot=32; char inverse=0; if (start < 0) { inverse = 1; start *= -1; } VECCOPY(vx, tmat[0]); VECCOPY(vy, tmat[1]); VecMulf(vx, rad); VecMulf(vy, rad); VECCOPY(vec, cent); if (inverse==0) { for(a=0; a31) start=-a + 1; glBegin(GL_LINES); glVertex3fv(vec); vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)a/(float)tot) + *(cosval+a+start) * (vy[0] * (float)a/(float)tot); vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)a/(float)tot) + *(cosval+a+start) * (vy[1] * (float)a/(float)tot); vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)a/(float)tot) + *(cosval+a+start) * (vy[2] * (float)a/(float)tot); glVertex3fv(vec); glEnd(); } } else { a=0; vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[0] * (float)(-a+31)/(float)tot); vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[1] * (float)(-a+31)/(float)tot); vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[2] * (float)(-a+31)/(float)tot); for(a=0; a31) start=-a + 1; glBegin(GL_LINES); glVertex3fv(vec); vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[0] * (float)(-a+31)/(float)tot); vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[1] * (float)(-a+31)/(float)tot); vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[2] * (float)(-a+31)/(float)tot); glVertex3fv(vec); glEnd(); } } } /* draws a circle on x-z plane given the scaling of the circle, assuming that * all required matrices have been set (used for drawing empties) */ static void drawcircle_size(float size) { float x, y; short degrees; glBegin(GL_LINE_LOOP); /* coordinates are: cos(degrees*11.25)=x, sin(degrees*11.25)=y, 0.0f=z */ for (degrees=0; degrees<32; degrees++) { x= *(cosval + degrees); y= *(sinval + degrees); glVertex3f(x*size, 0.0f, y*size); } glEnd(); } /* needs fixing if non-identity matrice used */ static void drawtube(float *vec, float radius, float height, float tmat[][4]) { float cur[3]; drawcircball(GL_LINE_LOOP, vec, radius, tmat); VecCopyf(cur,vec); cur[2]+=height; drawcircball(GL_LINE_LOOP, cur, radius, tmat); glBegin(GL_LINES); glVertex3f(vec[0]+radius,vec[1],vec[2]); glVertex3f(cur[0]+radius,cur[1],cur[2]); glVertex3f(vec[0]-radius,vec[1],vec[2]); glVertex3f(cur[0]-radius,cur[1],cur[2]); glVertex3f(vec[0],vec[1]+radius,vec[2]); glVertex3f(cur[0],cur[1]+radius,cur[2]); glVertex3f(vec[0],vec[1]-radius,vec[2]); glVertex3f(cur[0],cur[1]-radius,cur[2]); glEnd(); } /* needs fixing if non-identity matrice used */ static void drawcone(float *vec, float radius, float height, float tmat[][4]) { float cur[3]; VecCopyf(cur,vec); cur[2]+=height; drawcircball(GL_LINE_LOOP, cur, radius, tmat); glBegin(GL_LINES); glVertex3f(vec[0],vec[1],vec[2]); glVertex3f(cur[0]+radius,cur[1],cur[2]); glVertex3f(vec[0],vec[1],vec[2]); glVertex3f(cur[0]-radius,cur[1],cur[2]); glVertex3f(vec[0],vec[1],vec[2]); glVertex3f(cur[0],cur[1]+radius,cur[2]); glVertex3f(vec[0],vec[1],vec[2]); glVertex3f(cur[0],cur[1]-radius,cur[2]); glEnd(); } /* return 1 if nothing was drawn */ static int drawmball(Scene *scene, View3D *v3d, Base *base, int dt) { Object *ob= base->object; MetaBall *mb; MetaElem *ml; float imat[4][4], tmat[4][4]; int code= 1; mb= ob->data; if(mb->editelems) { UI_ThemeColor(TH_WIRE); if((G.f & G_PICKSEL)==0 ) drawDispList(scene, v3d, base, dt); ml= mb->editelems->first; } else { if((base->flag & OB_FROMDUPLI)==0) drawDispList(scene, v3d, base, dt); ml= mb->elems.first; } if(ml==NULL) return 1; /* in case solid draw, reset wire colors */ if(mb->editelems && (ob->flag & SELECT)) { if(ob==OBACT) UI_ThemeColor(TH_ACTIVE); else UI_ThemeColor(TH_SELECT); } else UI_ThemeColor(TH_WIRE); wmGetMatrix(tmat); Mat4Invert(imat, tmat); Normalize(imat[0]); Normalize(imat[1]); while(ml) { /* draw radius */ if(mb->editelems) { if((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) cpack(0xA0A0F0); else cpack(0x3030A0); if(G.f & G_PICKSEL) { ml->selcol1= code; glLoadName(code++); } } drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad, imat); /* draw stiffness */ if(mb->editelems) { if((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0); else cpack(0x30A030); if(G.f & G_PICKSEL) { ml->selcol2= code; glLoadName(code++); } drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad*atan(ml->s)/M_PI_2, imat); } ml= ml->next; } return 0; } static void draw_forcefield(Scene *scene, Object *ob) { PartDeflect *pd= ob->pd; float imat[4][4], tmat[4][4]; float vec[3]= {0.0, 0.0, 0.0}; int curcol; float size; if(G.f & G_RENDER_SHADOW) return; /* XXX why? */ if(ob!=scene->obedit && (ob->flag & SELECT)) { if(ob==OBACT) curcol= TH_ACTIVE; else curcol= TH_SELECT; } else curcol= TH_WIRE; /* scale size of circle etc with the empty drawsize */ if (ob->type == OB_EMPTY) size = ob->empty_drawsize; else size = 1.0; /* calculus here, is reused in PFIELD_FORCE */ wmGetMatrix(tmat); Mat4Invert(imat, tmat); // Normalize(imat[0]); // we don't do this because field doesnt scale either... apart from wind! // Normalize(imat[1]); if (pd->forcefield == PFIELD_WIND) { float force_val; Mat4One(tmat); UI_ThemeColorBlend(curcol, TH_BACK, 0.5); if (has_ipo_code(ob->ipo, OB_PD_FSTR)) force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra); else force_val = pd->f_strength; force_val*= 0.1; drawcircball(GL_LINE_LOOP, vec, size, tmat); vec[2]= 0.5*force_val; drawcircball(GL_LINE_LOOP, vec, size, tmat); vec[2]= 1.0*force_val; drawcircball(GL_LINE_LOOP, vec, size, tmat); vec[2]= 1.5*force_val; drawcircball(GL_LINE_LOOP, vec, size, tmat); vec[2] = 0; /* reset vec for max dist circle */ } else if (pd->forcefield == PFIELD_FORCE) { float ffall_val; if (has_ipo_code(ob->ipo, OB_PD_FFALL)) ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, scene->r.cfra); else ffall_val = pd->f_power; UI_ThemeColorBlend(curcol, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, vec, size, imat); UI_ThemeColorBlend(curcol, TH_BACK, 0.9 - 0.4 / pow(1.5, (double)ffall_val)); drawcircball(GL_LINE_LOOP, vec, size*1.5, imat); UI_ThemeColorBlend(curcol, TH_BACK, 0.9 - 0.4 / pow(2.0, (double)ffall_val)); drawcircball(GL_LINE_LOOP, vec, size*2.0, imat); } else if (pd->forcefield == PFIELD_VORTEX) { float ffall_val, force_val; Mat4One(tmat); if (has_ipo_code(ob->ipo, OB_PD_FFALL)) ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, scene->r.cfra); else ffall_val = pd->f_power; if (has_ipo_code(ob->ipo, OB_PD_FSTR)) force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra); else force_val = pd->f_strength; UI_ThemeColorBlend(curcol, TH_BACK, 0.7); if (force_val < 0) { drawspiral(vec, size*1.0, tmat, 1); drawspiral(vec, size*1.0, tmat, 16); } else { drawspiral(vec, size*1.0, tmat, -1); drawspiral(vec, size*1.0, tmat, -16); } } else if (pd->forcefield == PFIELD_GUIDE && ob->type==OB_CURVE) { Curve *cu= ob->data; if((cu->flag & CU_PATH) && cu->path && cu->path->data) { float mindist, guidevec1[4], guidevec2[3]; if (has_ipo_code(ob->ipo, OB_PD_FSTR)) mindist = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra); else mindist = pd->f_strength; /*path end*/ setlinestyle(3); where_on_path(ob, 1.0f, guidevec1, guidevec2); UI_ThemeColorBlend(curcol, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat); /*path beginning*/ setlinestyle(0); where_on_path(ob, 0.0f, guidevec1, guidevec2); UI_ThemeColorBlend(curcol, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat); VECCOPY(vec, guidevec1); /* max center */ } } setlinestyle(3); UI_ThemeColorBlend(curcol, TH_BACK, 0.5); if(pd->falloff==PFIELD_FALL_SPHERE){ /* as last, guide curve alters it */ if(pd->flag & PFIELD_USEMAX) drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat); if(pd->flag & PFIELD_USEMIN) drawcircball(GL_LINE_LOOP, vec, pd->mindist, imat); } else if(pd->falloff==PFIELD_FALL_TUBE){ float radius,distance; Mat4One(tmat); vec[0]=vec[1]=0.0f; radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f; distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f; vec[2]=distance; distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance; if(pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR)) drawtube(vec,radius,distance,tmat); radius=(pd->flag&PFIELD_USEMINR)?pd->minrad:1.0f; distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f; vec[2]=distance; distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance; if(pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR)) drawtube(vec,radius,distance,tmat); } else if(pd->falloff==PFIELD_FALL_CONE){ float radius,distance; Mat4One(tmat); radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f; radius*=(float)M_PI/180.0f; distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f; if(pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR)){ drawcone(vec,distance*sin(radius),distance*cos(radius),tmat); if((pd->flag & PFIELD_POSZ)==0) drawcone(vec,distance*sin(radius),-distance*cos(radius),tmat); } radius=(pd->flag&PFIELD_USEMINR)?pd->minrad:1.0f; radius*=(float)M_PI/180.0f; distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f; if(pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR)){ drawcone(vec,distance*sin(radius),distance*cos(radius),tmat); if((pd->flag & PFIELD_POSZ)==0) drawcone(vec,distance*sin(radius),-distance*cos(radius),tmat); } } setlinestyle(0); } static void draw_box(float vec[8][3]) { glBegin(GL_LINE_STRIP); glVertex3fv(vec[0]); glVertex3fv(vec[1]);glVertex3fv(vec[2]); glVertex3fv(vec[3]); glVertex3fv(vec[0]); glVertex3fv(vec[4]);glVertex3fv(vec[5]); glVertex3fv(vec[6]); glVertex3fv(vec[7]); glVertex3fv(vec[4]); glEnd(); glBegin(GL_LINES); glVertex3fv(vec[1]); glVertex3fv(vec[5]); glVertex3fv(vec[2]); glVertex3fv(vec[6]); glVertex3fv(vec[3]); glVertex3fv(vec[7]); glEnd(); } /* uses boundbox, function used by Ketsji */ void get_local_bounds(Object *ob, float *center, float *size) { BoundBox *bb= object_get_boundbox(ob); if(bb==NULL) { center[0]= center[1]= center[2]= 0.0; VECCOPY(size, ob->size); } else { size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]); size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]); size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]); center[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0; center[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0; center[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0; } } static void draw_bb_quadric(BoundBox *bb, short type) { float size[3], cent[3]; GLUquadricObj *qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]); size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]); size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]); cent[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0; cent[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0; cent[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0; glPushMatrix(); if(type==OB_BOUND_SPHERE) { glTranslatef(cent[0], cent[1], cent[2]); glScalef(size[0], size[1], size[2]); gluSphere(qobj, 1.0, 8, 5); } else if(type==OB_BOUND_CYLINDER) { float radius = size[0] > size[1] ? size[0] : size[1]; glTranslatef(cent[0], cent[1], cent[2]-size[2]); glScalef(radius, radius, 2.0*size[2]); gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1); } else if(type==OB_BOUND_CONE) { float radius = size[0] > size[1] ? size[0] : size[1]; glTranslatef(cent[0], cent[2]-size[2], cent[1]); glScalef(radius, 2.0*size[2], radius); glRotatef(-90., 1.0, 0.0, 0.0); gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1); } glPopMatrix(); gluDeleteQuadric(qobj); } static void draw_bounding_volume(Object *ob) { BoundBox *bb=0; if(ob->type==OB_MESH) { bb= mesh_get_bb(ob); } else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) { bb= ( (Curve *)ob->data )->bb; } else if(ob->type==OB_MBALL) { bb= ob->bb; if(bb==0) { makeDispListMBall(ob); bb= ob->bb; } } else { drawcube(); return; } if(bb==0) return; if(ob->boundtype==OB_BOUND_BOX) draw_box(bb->vec); else draw_bb_quadric(bb, ob->boundtype); } static void drawtexspace(Object *ob) { float vec[8][3], loc[3], size[3]; if(ob->type==OB_MESH) { mesh_get_texspace(ob->data, loc, NULL, size); } else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) { Curve *cu= ob->data; VECCOPY(size, cu->size); VECCOPY(loc, cu->loc); } else if(ob->type==OB_MBALL) { MetaBall *mb= ob->data; VECCOPY(size, mb->size); VECCOPY(loc, mb->loc); } else return; vec[0][0]=vec[1][0]=vec[2][0]=vec[3][0]= loc[0]-size[0]; vec[4][0]=vec[5][0]=vec[6][0]=vec[7][0]= loc[0]+size[0]; vec[0][1]=vec[1][1]=vec[4][1]=vec[5][1]= loc[1]-size[1]; vec[2][1]=vec[3][1]=vec[6][1]=vec[7][1]= loc[1]+size[1]; vec[0][2]=vec[3][2]=vec[4][2]=vec[7][2]= loc[2]-size[2]; vec[1][2]=vec[2][2]=vec[5][2]=vec[6][2]= loc[2]+size[2]; setlinestyle(2); draw_box(vec); setlinestyle(0); } /* draws wire outline */ static void drawSolidSelect(Scene *scene, View3D *v3d, Base *base) { Object *ob= base->object; glLineWidth(2.0); glDepthMask(0); if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) { Curve *cu = ob->data; if (displist_has_faces(&cu->disp) && boundbox_clip(v3d, ob->obmat, cu->bb)) { draw_index_wire= 0; drawDispListwire(&cu->disp); draw_index_wire= 1; } } else if (ob->type==OB_MBALL) { if((base->flag & OB_FROMDUPLI)==0) drawDispListwire(&ob->disp); } else if(ob->type==OB_ARMATURE) { if(!(ob->flag & OB_POSEMODE)) draw_armature(scene, v3d, base, OB_WIRE, 0); } glLineWidth(1.0); glDepthMask(1); } static void drawWireExtra(Scene *scene, View3D *v3d, Object *ob) { // XXX scene->obedit warning if(ob!=scene->obedit && (ob->flag & SELECT)) { if(ob==OBACT) { if(ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP_ACTIVE); else UI_ThemeColor(TH_ACTIVE); } else if(ob->flag & OB_FROMGROUP) UI_ThemeColorShade(TH_GROUP_ACTIVE, -16); else UI_ThemeColor(TH_SELECT); } else { if(ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP); else { if(ob->dtx & OB_DRAWWIRE) { glColor3ub(80,80,80); } else { UI_ThemeColor(TH_WIRE); } } } bglPolygonOffset(v3d->dist, 1.0); glDepthMask(0); // disable write in zbuffer, selected edge wires show better if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) { Curve *cu = ob->data; if (boundbox_clip(v3d, ob->obmat, cu->bb)) { if (ob->type==OB_CURVE) draw_index_wire= 0; drawDispListwire(&cu->disp); if (ob->type==OB_CURVE) draw_index_wire= 1; } } else if (ob->type==OB_MBALL) { drawDispListwire(&ob->disp); } glDepthMask(1); bglPolygonOffset(v3d->dist, 0.0); } /* should be called in view space */ static void draw_hooks(Object *ob) { ModifierData *md; float vec[3]; for (md=ob->modifiers.first; md; md=md->next) { if (md->type==eModifierType_Hook) { HookModifierData *hmd = (HookModifierData*) md; VecMat4MulVecfl(vec, ob->obmat, hmd->cent); if(hmd->object) { setlinestyle(3); glBegin(GL_LINES); glVertex3fv(hmd->object->obmat[3]); glVertex3fv(vec); glEnd(); setlinestyle(0); } glPointSize(3.0); bglBegin(GL_POINTS); bglVertex3fv(vec); bglEnd(); glPointSize(1.0); } } } // void drawRBpivot(bRigidBodyJointConstraint *data) { float radsPerDeg = 6.283185307179586232f / 360.f; int axis; float v1[3]= {data->pivX, data->pivY, data->pivZ}; float eu[3]= {radsPerDeg*data->axX, radsPerDeg*data->axY, radsPerDeg*data->axZ}; float mat[4][4]; if(G.f & G_RENDER_SHADOW) return; EulToMat4(eu,mat); glLineWidth (4.0f); setlinestyle(2); for (axis=0; axis<3; axis++) { float dir[3] = {0,0,0}; float v[3]= {data->pivX, data->pivY, data->pivZ}; dir[axis] = 1.f; glBegin(GL_LINES); Mat4MulVecfl(mat,dir); v[0] += dir[0]; v[1] += dir[1]; v[2] += dir[2]; glVertex3fv(v1); glVertex3fv(v); glEnd(); glRasterPos3fv(v); if (axis==0) BMF_DrawString(G.font, "px"); else if (axis==1) BMF_DrawString(G.font, "py"); else BMF_DrawString(G.font, "pz"); } glLineWidth (1.0f); setlinestyle(0); } /* flag can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET */ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag) { static int warning_recursive= 0; Object *ob; Curve *cu; float cfraont; float vec1[3], vec2[3]; unsigned int col=0; int sel, drawtype, colindex= 0, ipoflag; int i, selstart, selend, empty_object=0; short dt, dtx, zbufoff= 0; /* only once set now, will be removed too, should become a global standard */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ob= base->object; /* XXX ermfh... */ if (ob!=scene->obedit) { if (ob->restrictflag & OB_RESTRICT_VIEW) return; } /* xray delay? */ if((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) { /* don't do xray in particle mode, need the z-buffer */ if(!(G.f & G_PARTICLEEDIT)) { /* xray and transp are set when it is drawing the 2nd/3rd pass */ if(!v3d->xray && !v3d->transp && (ob->dtx & OB_DRAWXRAY)) { add_view3d_after(v3d, base, V3D_XRAY, flag); return; } } } /* draw keys? */ if(base==(scene->basact) || (base->flag & (SELECT+BA_WAS_SEL))) { if(flag==0 && warning_recursive==0 && ob!=scene->obedit) { if(ob->ipo && ob->ipo->showkey && (ob->ipoflag & OB_DRAWKEY)) { ListBase elems; CfraElem *ce; float temp[7][3]; warning_recursive= 1; elems.first= elems.last= 0; // warning: no longer checks for certain ob-keys only... (so does this need to use the proper ipokeys then?) make_cfra_list(ob->ipo, &elems); cfraont= (scene->r.cfra); drawtype= v3d->drawtype; if(drawtype>OB_WIRE) v3d->drawtype= OB_WIRE; sel= base->flag; memcpy(temp, &ob->loc, 7*3*sizeof(float)); ipoflag= ob->ipoflag; ob->ipoflag &= ~OB_OFFS_OB; set_no_parent_ipo(1); disable_speed_curve(1); if ((ob->ipoflag & OB_DRAWKEYSEL)==0) { ce= elems.first; while(ce) { if(!ce->sel) { (scene->r.cfra)= ce->cfra/scene->r.framelen; base->flag= 0; where_is_object_time(ob, (scene->r.cfra)); draw_object(scene, ar, v3d, base, 0); } ce= ce->next; } } ce= elems.first; while(ce) { if(ce->sel) { (scene->r.cfra)= ce->cfra/scene->r.framelen; base->flag= SELECT; where_is_object_time(ob, (scene->r.cfra)); draw_object(scene, ar, v3d, base, 0); } ce= ce->next; } set_no_parent_ipo(0); disable_speed_curve(0); base->flag= sel; ob->ipoflag= ipoflag; /* restore icu->curval */ (scene->r.cfra)= cfraont; memcpy(&ob->loc, temp, 7*3*sizeof(float)); where_is_object(ob); v3d->drawtype= drawtype; BLI_freelistN(&elems); warning_recursive= 0; } } } /* patch? children objects with a timeoffs change the parents. How to solve! */ /* if( ((int)ob->ctime) != F_(scene->r.cfra)) where_is_object(ob); */ wmMultMatrix(ob->obmat); /* which wire color */ if((flag & DRAW_CONSTCOLOR) == 0) { project_short(ar, v3d, ob->obmat[3], &base->sx); if((G.moving & G_TRANSFORM_OBJ) && (base->flag & (SELECT+BA_WAS_SEL))) UI_ThemeColor(TH_TRANSFORM); else { if(ob->type==OB_LAMP) UI_ThemeColor(TH_LAMP); else UI_ThemeColor(TH_WIRE); if((scene->basact)==base) { if(base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_ACTIVE); } else { if(base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_SELECT); } // no theme yet if(ob->id.lib) { if(base->flag & (SELECT+BA_WAS_SEL)) colindex = 4; else colindex = 3; } else if(warning_recursive==1) { if(base->flag & (SELECT+BA_WAS_SEL)) { if(scene->basact==base) colindex = 8; else colindex= 7; } else colindex = 6; } else if(ob->flag & OB_FROMGROUP) { if(base->flag & (SELECT+BA_WAS_SEL)) { if(scene->basact==base) UI_ThemeColor(TH_GROUP_ACTIVE); else UI_ThemeColorShade(TH_GROUP_ACTIVE, -16); } else UI_ThemeColor(TH_GROUP); colindex= 0; } } if(colindex) { col= colortab[colindex]; cpack(col); } } /* maximum drawtype */ dt= MIN2(v3d->drawtype, ob->dt); if(v3d->zbuf==0 && dt>OB_WIRE) dt= OB_WIRE; dtx= 0; /* faceselect exception: also draw solid when dt==wire, except in editmode */ if(ob==OBACT && (G.f & (G_VERTEXPAINT+G_TEXTUREPAINT+G_WEIGHTPAINT))) { if(ob->type==OB_MESH) { if(ob==scene->obedit); else { if(dt=OB_BOUNDBOX ) { dtx= ob->dtx; if(scene->obedit==ob) { // the only 2 extra drawtypes alowed in editmode dtx= dtx & (OB_DRAWWIRE|OB_TEXSPACE); } if(G.f & G_DRAW_EXT) { if(ob->type==OB_EMPTY || ob->type==OB_CAMERA || ob->type==OB_LAMP) dt= OB_WIRE; } } /* draw outline for selected solid objects, mesh does itself */ if((v3d->flag & V3D_SELECT_OUTLINE) && ob->type!=OB_MESH) { if(dt>OB_WIRE && dtobedit && (flag && DRAW_SCENESET)==0) { if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) { drawSolidSelect(scene, v3d, base); } } } switch( ob->type) { case OB_MESH: if (!(base->flag&OB_RADIO)) { empty_object= draw_mesh_object(scene, v3d, base, dt, flag); if(flag!=DRAW_CONSTCOLOR) dtx &= ~OB_DRAWWIRE; // mesh draws wire itself } break; case OB_FONT: cu= ob->data; if (cu->disp.first==NULL) makeDispListCurveTypes(ob, 0); if(cu->editstr) { tekentextcurs(); if (cu->flag & CU_FAST) { cpack(0xFFFFFF); set_inverted_drawing(1); drawDispList(scene, v3d, base, OB_WIRE); set_inverted_drawing(0); } else { drawDispList(scene, v3d, base, dt); } if (cu->linewidth != 0.0) { cpack(0xff44ff); UI_ThemeColor(TH_WIRE); VECCOPY(vec1, ob->orig); VECCOPY(vec2, ob->orig); vec1[0] += cu->linewidth; vec2[0] += cu->linewidth; vec1[1] += cu->linedist * cu->fsize; vec2[1] -= cu->lines * cu->linedist * cu->fsize; setlinestyle(3); glBegin(GL_LINE_STRIP); glVertex2fv(vec1); glVertex2fv(vec2); glEnd(); setlinestyle(0); } setlinestyle(3); for (i=0; itotbox; i++) { if (cu->tb[i].w != 0.0) { if (i == (cu->actbox-1)) UI_ThemeColor(TH_ACTIVE); else UI_ThemeColor(TH_WIRE); vec1[0] = cu->tb[i].x; vec1[1] = cu->tb[i].y + cu->fsize; vec1[2] = 0.001; glBegin(GL_LINE_STRIP); glVertex3fv(vec1); vec1[0] += cu->tb[i].w; glVertex3fv(vec1); vec1[1] -= cu->tb[i].h; glVertex3fv(vec1); vec1[0] -= cu->tb[i].w; glVertex3fv(vec1); vec1[1] += cu->tb[i].h; glVertex3fv(vec1); glEnd(); } } setlinestyle(0); if (getselection(ob, &selstart, &selend) && selboxes) { float selboxw; cpack(0xffffff); set_inverted_drawing(1); for (i=0; i<(selend-selstart+1); i++) { SelBox *sb = &(selboxes[i]); if (i<(selend-selstart)) { if (selboxes[i+1].y == sb->y) selboxw= selboxes[i+1].x - sb->x; else selboxw= sb->w; } else { selboxw= sb->w; } glBegin(GL_QUADS); glVertex3f(sb->x, sb->y, 0.001); glVertex3f(sb->x+selboxw, sb->y, 0.001); glVertex3f(sb->x+selboxw, sb->y+sb->h, 0.001); glVertex3f(sb->x, sb->y+sb->h, 0.001); glEnd(); } set_inverted_drawing(0); } } else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else if(boundbox_clip(v3d, ob->obmat, cu->bb)) empty_object= drawDispList(scene, v3d, base, dt); break; case OB_CURVE: case OB_SURF: cu= ob->data; /* still needed for curves hidden in other layers. depgraph doesnt handle that yet */ if (cu->disp.first==NULL) makeDispListCurveTypes(ob, 0); if(cu->editnurb) { drawnurb(scene, v3d, base, cu->editnurb->first, dt); } else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else if(boundbox_clip(v3d, ob->obmat, cu->bb)) { empty_object= drawDispList(scene, v3d, base, dt); if(cu->path) curve_draw_speed(scene, ob); } break; case OB_MBALL: { MetaBall *mb= ob->data; if(mb->editelems) drawmball(scene, v3d, base, dt); else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else empty_object= drawmball(scene, v3d, base, dt); break; } case OB_EMPTY: drawaxes(ob->empty_drawsize, flag, ob->empty_drawtype); break; case OB_LAMP: drawlamp(scene, v3d, ob); if(dtx || (base->flag & SELECT)) wmMultMatrix(ob->obmat); break; case OB_CAMERA: drawcamera(scene, v3d, ob, flag); break; case OB_LATTICE: drawlattice(v3d, ob); break; case OB_ARMATURE: if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material empty_object= draw_armature(scene, v3d, base, dt, flag); if(dt>OB_WIRE) GPU_disable_material(); break; default: drawaxes(1.0, flag, OB_ARROWS); } if(ob->pd && ob->pd->forcefield) draw_forcefield(scene, ob); /* code for new particle system */ if( (warning_recursive==0) && (ob->particlesystem.first) && (flag & DRAW_PICKING)==0 && (ob!=scene->obedit) ) { ParticleSystem *psys; if(col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */ glDepthMask(GL_FALSE); for(psys=ob->particlesystem.first; psys; psys=psys->next) draw_new_particle_system(scene, v3d, base, psys, dt); if(G.f & G_PARTICLEEDIT && ob==OBACT) { psys= NULL; // XXX PE_get_current(ob); if(psys && !scene->obedit && psys_in_edit_mode(psys)) draw_particle_edit(scene, v3d, ob, psys, dt); } glDepthMask(GL_TRUE); if(col) cpack(col); } { bConstraint *con; for(con=ob->constraints.first; con; con= con->next) { if(con->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) { bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint*)con->data; if(data->flag&CONSTRAINT_DRAW_PIVOT) drawRBpivot(data); } } } /* draw extra: after normal draw because of makeDispList */ if(dtx && !(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))) { if(dtx & OB_AXIS) { drawaxes(1.0f, flag, OB_ARROWS); } if(dtx & OB_BOUNDBOX) draw_bounding_volume(ob); if(dtx & OB_TEXSPACE) drawtexspace(ob); if(dtx & OB_DRAWNAME) { /* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */ /* but, we also dont draw names for sets or duplicators */ if(flag == 0) { if(v3d->zbuf) glDisable(GL_DEPTH_TEST); glRasterPos3f(0.0, 0.0, 0.0); BMF_DrawString(G.font, " "); BMF_DrawString(G.font, ob->id.name+2); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); } } /*if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/ if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(scene, v3d, ob); } if(dtgameflag & OB_DYNAMIC) || ((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE))) { float tmat[4][4], imat[4][4], vec[3]; vec[0]= vec[1]= vec[2]= 0.0; wmGetMatrix(tmat); Mat4Invert(imat, tmat); setlinestyle(2); drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat); setlinestyle(0); } } wmLoadMatrix(v3d->viewmat); if(zbufoff) glDisable(GL_DEPTH_TEST); if(warning_recursive) return; if(base->flag & (OB_FROMDUPLI|OB_RADIO)) return; if(G.f & G_RENDER_SHADOW) return; /* object centers, need to be drawn in viewmat space for speed, but OK for picking select */ if(ob!=OBACT || (G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT))==0) { int do_draw_center= -1; /* defines below are zero or positive... */ if((scene->basact)==base) do_draw_center= ACTIVE; else if(base->flag & SELECT) do_draw_center= SELECT; else if(empty_object || (v3d->flag & V3D_DRAW_CENTERS)) do_draw_center= DESELECT; if(do_draw_center != -1) { if(flag & DRAW_PICKING) { /* draw a single point for opengl selection */ glBegin(GL_POINTS); glVertex3fv(ob->obmat[3]); glEnd(); } else if((flag & DRAW_CONSTCOLOR)==0) { /* we don't draw centers for duplicators and sets */ drawcentercircle(v3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1); } } } /* not for sets, duplicators or picking */ if(flag==0 && (!(v3d->flag & V3D_HIDE_HELPLINES))) { ListBase *list; /* draw hook center and offset line */ if(ob!=scene->obedit) draw_hooks(ob); /* help lines and so */ if(ob!=scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) { setlinestyle(3); glBegin(GL_LINES); glVertex3fv(ob->obmat[3]); glVertex3fv(ob->orig); glEnd(); setlinestyle(0); } /* Drawing the constraint lines */ list = &ob->constraints; if (list) { bConstraint *curcon; bConstraintOb *cob; char col[4], col2[4]; UI_GetThemeColor3ubv(TH_GRID, col); make_axis_color(col, col2, 'z'); glColor3ubv((GLubyte *)col2); cob= constraints_make_evalob(ob, NULL, CONSTRAINT_OBTYPE_OBJECT); for (curcon = list->first; curcon; curcon=curcon->next) { bConstraintTypeInfo *cti= constraint_get_typeinfo(curcon); ListBase targets = {NULL, NULL}; bConstraintTarget *ct; if ((curcon->flag & CONSTRAINT_EXPAND) && (cti) && (cti->get_constraint_targets)) { cti->get_constraint_targets(curcon, &targets); for (ct= targets.first; ct; ct= ct->next) { /* calculate target's matrix */ if (cti->get_target_matrix) cti->get_target_matrix(curcon, cob, ct, bsystem_time(ob, (float)(scene->r.cfra), give_timeoffset(ob))); else Mat4One(ct->matrix); setlinestyle(3); glBegin(GL_LINES); glVertex3fv(ct->matrix[3]); glVertex3fv(ob->obmat[3]); glEnd(); setlinestyle(0); } if (cti->flush_constraint_targets) cti->flush_constraint_targets(curcon, &targets, 1); } } constraints_clear_evalob(cob); } } free_old_images(); } void draw_object_ext(ARegion *ar, View3D *v3d, Scene *scene, Base *base) { if(v3d==NULL || base==NULL) return; if(v3d->drawtype > OB_WIRE) { v3d->zbuf= 1; glEnable(GL_DEPTH_TEST); } G.f |= G_DRAW_EXT; glDrawBuffer(GL_FRONT); // XXX persp(PERSP_VIEW); if(v3d->flag & V3D_CLIPPING) view3d_set_clipping(v3d); draw_object(scene, ar, v3d, base, 0); if(v3d->flag & V3D_CLIPPING) view3d_clr_clipping(); G.f &= ~G_DRAW_EXT; bglFlush(); /* reveil frontbuffer drawing */ glDrawBuffer(GL_BACK); if(v3d->zbuf) { v3d->zbuf= 0; glDisable(GL_DEPTH_TEST); } // XXX ar->win_swap= WIN_FRONT_OK; } /* ***************** BACKBUF SEL (BBS) ********* */ static void bbs_mesh_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s) { int offset = (intptr_t) userData; EditVert *eve = EM_get_vert_for_index(index); if (eve->h==0) { WM_set_framebuffer_index_color(offset+index); bglVertex3fv(co); } } static int bbs_mesh_verts(DerivedMesh *dm, int offset) { glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) ); bglBegin(GL_POINTS); dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, (void*)(intptr_t) offset); bglEnd(); glPointSize(1.0); return offset + G.totvert; } static int bbs_mesh_wire__setDrawOptions(void *userData, int index) { int offset = (intptr_t) userData; EditEdge *eed = EM_get_edge_for_index(index); if (eed->h==0) { WM_set_framebuffer_index_color(offset+index); return 1; } else { return 0; } } static int bbs_mesh_wire(DerivedMesh *dm, int offset) { dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, (void*)(intptr_t) offset); return offset + G.totedge; } static int bbs_mesh_solid__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r) { if (EM_get_face_for_index(index)->h==0) { if (userData) { WM_set_framebuffer_index_color(index+1); } return 1; } else { return 0; } } static void bbs_mesh_solid__drawCenter(void *userData, int index, float *cent, float *no) { EditFace *efa = EM_get_face_for_index(index); if (efa->h==0 && efa->fgonf!=EM_FGON) { WM_set_framebuffer_index_color(index+1); bglVertex3fv(cent); } } /* two options, facecolors or black */ static int bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh *dm, int facecol) { cpack(0); if (facecol) { dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*)(intptr_t) 1, 0); if( CHECK_OB_DRAWFACEDOT(scene, v3d, ob->dt) ) { glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE)); bglBegin(GL_POINTS); dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, NULL); bglEnd(); } return 1+G.totface; } else { dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*) 0, 0); return 1; } } static int bbs_mesh_solid__setDrawOpts(void *userData, int index, int *drawSmooth_r) { Mesh *me = userData; if (!(me->mface[index].flag&ME_HIDE)) { WM_set_framebuffer_index_color(index+1); return 1; } else { return 0; } } /* TODO remove this - since face select mode now only works with painting */ static void bbs_mesh_solid(Object *ob) { DerivedMesh *dm = mesh_get_derived_final(ob, get_viewedit_datamask()); Mesh *me = (Mesh*)ob->data; glColor3ub(0, 0, 0); dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0); dm->release(dm); } void draw_object_backbufsel(Scene *scene, View3D *v3d, Object *ob) { wmMultMatrix(ob->obmat); glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); switch( ob->type) { case OB_MESH: { Mesh *me= ob->data; EditMesh *em= me->edit_mesh; if(em) { DerivedMesh *dm = editmesh_get_derived_cage(ob, em, CD_MASK_BAREMESH); EM_init_index_arrays(em, 1, 1, 1); em_solidoffs= bbs_mesh_solid_EM(scene, v3d, ob, dm, scene->selectmode & SCE_SELECT_FACE); bglPolygonOffset(v3d->dist, 1.0); // we draw edges always, for loop (select) tools em_wireoffs= bbs_mesh_wire(dm, em_solidoffs); // we draw verts if vert select mode or if in transform (for snap). if(scene->selectmode & SCE_SELECT_VERTEX || G.moving & G_TRANSFORM_EDIT) em_vertoffs= bbs_mesh_verts(dm, em_wireoffs); else em_vertoffs= em_wireoffs; bglPolygonOffset(v3d->dist, 0.0); dm->release(dm); EM_free_index_arrays(); } else bbs_mesh_solid(ob); } break; case OB_CURVE: case OB_SURF: break; } wmLoadMatrix(v3d->viewmat); } /* ************* draw object instances for bones, for example ****************** */ /* assumes all matrices/etc set OK */ /* helper function for drawing object instances - meshes */ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline) { Mesh *me= ob->data; DerivedMesh *dm=NULL, *edm=NULL; int glsl; if(me->edit_mesh) edm= editmesh_get_derived_base(ob, me->edit_mesh); else dm = mesh_get_derived_final(ob, CD_MASK_BAREMESH); if(dt<=OB_WIRE) { if(dm) dm->drawEdges(dm, 1); else if(edm) edm->drawEdges(edm, 1); } else { if(outline) draw_mesh_object_outline(v3d, ob, dm?dm:edm); if(dm) { glsl = draw_glsl_material(scene, ob, v3d, dt); GPU_set_object_materials(v3d, scene, ob, glsl, NULL); } else { glEnable(GL_COLOR_MATERIAL); UI_ThemeColor(TH_BONE_SOLID); glDisable(GL_COLOR_MATERIAL); } glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); glEnable(GL_LIGHTING); if(dm) { dm->drawFacesSolid(dm, GPU_enable_material); GPU_disable_material(); } else if(edm) edm->drawMappedFaces(edm, NULL, NULL, 0); glDisable(GL_LIGHTING); } if(edm) edm->release(edm); if(dm) dm->release(dm); } void draw_object_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline) { if (ob == NULL) return; switch (ob->type) { case OB_MESH: draw_object_mesh_instance(scene, v3d, ob, dt, outline); break; case OB_EMPTY: drawaxes(ob->empty_drawsize, 0, ob->empty_drawtype); break; } }