/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Blender Foundation, 2002-2009 * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/uvedit/uvedit_draw.c * \ingroup eduv */ #include #include #include #include #include "DNA_material_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "BLI_buffer.h" #include "BLI_bitmap.h" #include "BKE_DerivedMesh.h" #include "BKE_editmesh.h" #include "BKE_material.h" #include "BKE_scene.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "ED_image.h" #include "ED_mesh.h" #include "ED_uvedit.h" #include "UI_resources.h" #include "UI_interface.h" #include "UI_view2d.h" #include "uvedit_intern.h" /* use editmesh tessface */ #define USE_EDBM_LOOPTRIS static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset); void ED_image_draw_cursor(ARegion *ar, const float cursor[2]) { float zoom[2], x_fac, y_fac; UI_view2d_scale_get_inverse(&ar->v2d, &zoom[0], &zoom[1]); mul_v2_fl(zoom, 256.0f * UI_DPI_FAC); x_fac = zoom[0]; y_fac = zoom[1]; cpack(0xFFFFFF); glTranslatef(cursor[0], cursor[1], 0.0); fdrawline(-0.05f * x_fac, 0, 0, 0.05f * y_fac); fdrawline(0, 0.05f * y_fac, 0.05f * x_fac, 0.0f); fdrawline(0.05f * x_fac, 0.0f, 0.0f, -0.05f * y_fac); fdrawline(0.0f, -0.05f * y_fac, -0.05f * x_fac, 0.0f); setlinestyle(4); cpack(0xFF); fdrawline(-0.05f * x_fac, 0.0f, 0.0f, 0.05f * y_fac); fdrawline(0.0f, 0.05f * y_fac, 0.05f * x_fac, 0.0f); fdrawline(0.05f * x_fac, 0.0f, 0.0f, -0.05f * y_fac); fdrawline(0.0f, -0.05f * y_fac, -0.05f * x_fac, 0.0f); setlinestyle(0.0f); cpack(0x0); fdrawline(-0.020f * x_fac, 0.0f, -0.1f * x_fac, 0.0f); fdrawline(0.1f * x_fac, 0.0f, 0.020f * x_fac, 0.0f); fdrawline(0.0f, -0.020f * y_fac, 0.0f, -0.1f * y_fac); fdrawline(0.0f, 0.1f * y_fac, 0.0f, 0.020f * y_fac); setlinestyle(1); cpack(0xFFFFFF); fdrawline(-0.020f * x_fac, 0.0f, -0.1f * x_fac, 0.0f); fdrawline(0.1f * x_fac, 0.0f, 0.020f * x_fac, 0.0f); fdrawline(0.0f, -0.020f * y_fac, 0.0f, -0.1f * y_fac); fdrawline(0.0f, 0.1f * y_fac, 0.0f, 0.020f * y_fac); glTranslatef(-cursor[0], -cursor[1], 0.0); setlinestyle(0); } static int draw_uvs_face_check(Scene *scene) { ToolSettings *ts = scene->toolsettings; /* checks if we are selecting only faces */ if (ts->uv_flag & UV_SYNC_SELECTION) { if (ts->selectmode == SCE_SELECT_FACE) return 2; else if (ts->selectmode & SCE_SELECT_FACE) return 1; else return 0; } else return (ts->uv_selectmode == UV_SELECT_FACE); } static void draw_uvs_shadow(Object *obedit) { BMEditMesh *em = BKE_editmesh_from_object(obedit); BMesh *bm = em->bm; BMFace *efa; BMIter iter; const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV); /* draws the mesh when painting */ UI_ThemeColor(TH_UV_SHADOW); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset); } } static int draw_uvs_dm_shadow(DerivedMesh *dm) { /* draw shadow mesh - this is the mesh with the modifier applied */ if (dm && dm->drawUVEdges && CustomData_has_layer(&dm->loopData, CD_MLOOPUV)) { UI_ThemeColor(TH_UV_SHADOW); dm->drawUVEdges(dm); return 1; } return 0; } static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTexPoly *activetf) { BMesh *bm = em->bm; BMFace *efa; BMLoop *l; BMIter iter, liter; MTexPoly *tf; MLoopUV *luv; Image *ima = sima->image; float aspx, aspy, col[4]; int i; const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV); const int cd_poly_tex_offset = CustomData_get_offset(&bm->pdata, CD_MTEXPOLY); BLI_buffer_declare_static(vec2f, tf_uv_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); BLI_buffer_declare_static(vec2f, tf_uvorig_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); ED_space_image_get_uv_aspect(sima, &aspx, &aspy); switch (sima->dt_uvstretch) { case SI_UVDT_STRETCH_AREA: { float totarea = 0.0f, totuvarea = 0.0f, areadiff, uvarea, area; BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { const int efa_len = efa->len; float (*tf_uv)[2] = (float (*)[2])BLI_buffer_resize_data(&tf_uv_buf, vec2f, efa_len); float (*tf_uvorig)[2] = (float (*)[2])BLI_buffer_resize_data(&tf_uvorig_buf, vec2f, efa_len); tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); copy_v2_v2(tf_uvorig[i], luv->uv); } uv_poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, efa->len); totarea += BM_face_calc_area(efa); totuvarea += area_poly_v2((const float (*)[2])tf_uv, efa->len); if (uvedit_face_visible_test(scene, ima, efa, tf)) { BM_elem_flag_enable(efa, BM_ELEM_TAG); } else { if (tf == activetf) activetf = NULL; BM_elem_flag_disable(efa, BM_ELEM_TAG); } } if (totarea < FLT_EPSILON || totuvarea < FLT_EPSILON) { col[0] = 1.0; col[1] = col[2] = 0.0; glColor3fv(col); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (BM_elem_flag_test(efa, BM_ELEM_TAG)) { glBegin(GL_POLYGON); BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); glVertex2fv(luv->uv); } glEnd(); } } } else { BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (BM_elem_flag_test(efa, BM_ELEM_TAG)) { const int efa_len = efa->len; float (*tf_uv)[2] = (float (*)[2])BLI_buffer_resize_data(&tf_uv_buf, vec2f, efa_len); float (*tf_uvorig)[2] = (float (*)[2])BLI_buffer_resize_data(&tf_uvorig_buf, vec2f, efa_len); area = BM_face_calc_area(efa) / totarea; BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); copy_v2_v2(tf_uvorig[i], luv->uv); } uv_poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, efa->len); uvarea = area_poly_v2((const float (*)[2])tf_uv, efa->len) / totuvarea; if (area < FLT_EPSILON || uvarea < FLT_EPSILON) areadiff = 1.0f; else if (area > uvarea) areadiff = 1.0f - (uvarea / area); else areadiff = 1.0f - (area / uvarea); weight_to_rgb(col, areadiff); glColor3fv(col); /* TODO: USE_EDBM_LOOPTRIS */ glBegin(GL_POLYGON); BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); glVertex2fv(luv->uv); } glEnd(); } } } break; } case SI_UVDT_STRETCH_ANGLE: { float a; BLI_buffer_declare_static(float, uvang_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); BLI_buffer_declare_static(float, ang_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); BLI_buffer_declare_static(vec3f, av_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); BLI_buffer_declare_static(vec2f, auv_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); col[3] = 0.5f; /* hard coded alpha, not that nice */ glShadeModel(GL_SMOOTH); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); if (uvedit_face_visible_test(scene, ima, efa, tf)) { const int efa_len = efa->len; float (*tf_uv)[2] = (float (*)[2])BLI_buffer_resize_data(&tf_uv_buf, vec2f, efa_len); float (*tf_uvorig)[2] = (float (*)[2])BLI_buffer_resize_data(&tf_uvorig_buf, vec2f, efa_len); float *uvang = BLI_buffer_resize_data(&uvang_buf, float, efa_len); float *ang = BLI_buffer_resize_data(&ang_buf, float, efa_len); float (*av)[3] = (float (*)[3])BLI_buffer_resize_data(&av_buf, vec3f, efa_len); float (*auv)[2] = (float (*)[2])BLI_buffer_resize_data(&auv_buf, vec2f, efa_len); int j; BM_elem_flag_enable(efa, BM_ELEM_TAG); BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); copy_v2_v2(tf_uvorig[i], luv->uv); } uv_poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, efa_len); j = efa_len - 1; BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { sub_v2_v2v2(auv[i], tf_uv[j], tf_uv[i]); normalize_v2(auv[i]); sub_v3_v3v3(av[i], l->prev->v->co, l->v->co); normalize_v3(av[i]); j = i; } for (i = 0; i < efa_len; i++) { #if 0 /* Simple but slow, better reuse normalized vectors * (Not ported to bmesh, copied for reference) */ uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[3], tf_uv[0], tf_uv[1])); ang1 = RAD2DEG(angle_v3v3v3(efa->v4->co, efa->v1->co, efa->v2->co)); #endif uvang[i] = angle_normalized_v2v2(auv[i], auv[(i + 1) % efa_len]); ang[i] = angle_normalized_v3v3(av[i], av[(i + 1) % efa_len]); } /* TODO: USE_EDBM_LOOPTRIS */ glBegin(GL_POLYGON); BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); a = fabsf(uvang[i] - ang[i]) / (float)M_PI; weight_to_rgb(col, 1.0f - pow2f(1.0f - a)); glColor3fv(col); glVertex2fv(luv->uv); } glEnd(); } else { if (tf == activetf) activetf = NULL; BM_elem_flag_disable(efa, BM_ELEM_TAG); } } BLI_buffer_free(&uvang_buf); BLI_buffer_free(&ang_buf); BLI_buffer_free(&av_buf); BLI_buffer_free(&auv_buf); glShadeModel(GL_FLAT); break; } } BLI_buffer_free(&tf_uv_buf); BLI_buffer_free(&tf_uvorig_buf); } static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset) { BMIter liter; BMLoop *l; MLoopUV *luv; glBegin(GL_LINE_LOOP); BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); glVertex2fv(luv->uv); } glEnd(); } static void draw_uvs_lineloop_mpoly(Mesh *me, MPoly *mpoly) { MLoopUV *mloopuv; int i; glBegin(GL_LINE_LOOP); mloopuv = &me->mloopuv[mpoly->loopstart]; for (i = mpoly->totloop; i != 0; i--, mloopuv++) { glVertex2fv(mloopuv->uv); } glEnd(); } static void draw_uvs_other_mesh_texface(Object *ob, const Image *curimage) { Mesh *me = ob->data; MPoly *mpoly = me->mpoly; MTexPoly *mtpoly = me->mtpoly; int a; if (me->mloopuv == NULL) { return; } for (a = me->totpoly; a != 0; a--, mpoly++, mtpoly++) { if (mtpoly->tpage != curimage) { continue; } draw_uvs_lineloop_mpoly(me, mpoly); } } static void draw_uvs_other_mesh_new_shading(Object *ob, const Image *curimage) { Mesh *me = ob->data; MPoly *mpoly = me->mpoly; int a; BLI_bitmap *mat_test_array; bool ok = false; int totcol = 0; if (me->mloopuv == NULL) { return; } if (curimage && ob->totcol == 0) { return; } totcol = max_ii(ob->totcol, 1); mat_test_array = BLI_BITMAP_NEW_ALLOCA(totcol); for (a = 0; a < totcol; a++) { Image *image; /* if no materials, assume a default material with no image */ if (ob->totcol) ED_object_get_active_image(ob, a + 1, &image, NULL, NULL, NULL); else image = NULL; if (image == curimage) { BLI_BITMAP_ENABLE(mat_test_array, a); ok = true; } } if (ok == false) { return; } for (a = me->totpoly; a != 0; a--, mpoly++) { const int mat_nr = mpoly->mat_nr; if ((mat_nr >= totcol) || (BLI_BITMAP_TEST(mat_test_array, mat_nr)) == 0) { continue; } draw_uvs_lineloop_mpoly(me, mpoly); } } static void draw_uvs_other_mesh(Object *ob, const Image *curimage, const bool new_shading_nodes) { if (new_shading_nodes) { draw_uvs_other_mesh_new_shading(ob, curimage); } else { draw_uvs_other_mesh_texface(ob, curimage); } } static void draw_uvs_other(Scene *scene, Object *obedit, const Image *curimage, const bool new_shading_nodes) { Base *base; UI_ThemeColor(TH_UV_OTHERS); for (base = scene->base.first; base; base = base->next) { Object *ob = base->object; if (!(base->flag & SELECT)) continue; if (!(base->lay & scene->lay)) continue; if (ob->restrictflag & OB_RESTRICT_VIEW) continue; if ((ob->type == OB_MESH) && (ob != obedit) && ((Mesh *)ob->data)->mloopuv) { draw_uvs_other_mesh(ob, curimage, new_shading_nodes); } } } static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, Object *ob) { const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); Image *curimage = ED_space_image(sima); Mesh *me = ob->data; Material *ma; if (sima->flag & SI_DRAW_OTHER) { draw_uvs_other(scene, ob, curimage, new_shading_nodes); } UI_ThemeColor(TH_UV_SHADOW); ma = give_current_material(ob, ob->actcol); if (me->mtpoly) { MPoly *mpoly = me->mpoly; MLoopUV *mloopuv, *mloopuv_base; int a, b; if (!(ma && ma->texpaintslot && ma->texpaintslot[ma->paint_active_slot].uvname && (mloopuv = CustomData_get_layer_named(&me->ldata, CD_MLOOPUV, ma->texpaintslot[ma->paint_active_slot].uvname)))) { mloopuv = me->mloopuv; } mloopuv_base = mloopuv; for (a = me->totpoly; a > 0; a--, mpoly++) { if ((scene->toolsettings->uv_flag & UV_SHOW_SAME_IMAGE) && mpoly->mat_nr != ob->actcol - 1) continue; glBegin(GL_LINE_LOOP); mloopuv = mloopuv_base + mpoly->loopstart; for (b = 0; b < mpoly->totloop; b++, mloopuv++) { glVertex2fv(mloopuv->uv); } glEnd(); } } } #ifdef USE_EDBM_LOOPTRIS static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const int cd_loop_uv_offset) { unsigned int i = *r_loop_index; BMFace *f = em->looptris[i][0]->f; do { unsigned int j; for (j = 0; j < 3; j++) { MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(em->looptris[i][j], cd_loop_uv_offset); glVertex2fv(luv->uv); } i++; } while (i != em->tottri && (f == em->looptris[i][0]->f)); *r_loop_index = i - 1; } #endif /* draws uv's in the image space */ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit) { const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); ToolSettings *ts; Mesh *me = obedit->data; BMEditMesh *em = me->edit_btmesh; BMesh *bm = em->bm; BMFace *efa, *efa_act; #ifndef USE_EDBM_LOOPTRIS BMFace *activef; #endif BMLoop *l; BMIter iter, liter; MTexPoly *tf, *activetf = NULL; MLoopUV *luv; DerivedMesh *finaldm, *cagedm; unsigned char col1[4], col2[4]; float pointsize; int drawfaces, interpedges; Image *ima = sima->image; const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV); const int cd_poly_tex_offset = CustomData_get_offset(&bm->pdata, CD_MTEXPOLY); activetf = EDBM_mtexpoly_active_get(em, &efa_act, false, false); /* will be set to NULL if hidden */ #ifndef USE_EDBM_LOOPTRIS activef = BM_mesh_active_face_get(bm, false, false); #endif ts = scene->toolsettings; drawfaces = draw_uvs_face_check(scene); if (ts->uv_flag & UV_SYNC_SELECTION) interpedges = (ts->selectmode & SCE_SELECT_VERTEX); else interpedges = (ts->uv_selectmode == UV_SELECT_VERTEX); /* draw other uvs */ if (sima->flag & SI_DRAW_OTHER) { Image *curimage; if (new_shading_nodes) { if (efa_act) { ED_object_get_active_image(obedit, efa_act->mat_nr + 1, &curimage, NULL, NULL, NULL); } else { curimage = ima; } } else { curimage = (activetf) ? activetf->tpage : ima; } draw_uvs_other(scene, obedit, curimage, new_shading_nodes); } /* 1. draw shadow mesh */ if (sima->flag & SI_DRAWSHADOW) { DM_update_materials(em->derivedFinal, obedit); /* first try existing derivedmesh */ if (!draw_uvs_dm_shadow(em->derivedFinal)) { /* create one if it does not exist */ cagedm = editbmesh_get_derived_cage_and_final(scene, obedit, me->edit_btmesh, &finaldm, CD_MASK_BAREMESH | CD_MASK_MTFACE); /* when sync selection is enabled, all faces are drawn (except for hidden) * so if cage is the same as the final, theres no point in drawing this */ if (!((ts->uv_flag & UV_SYNC_SELECTION) && (cagedm == finaldm))) draw_uvs_dm_shadow(finaldm); /* release derivedmesh again */ if (cagedm != finaldm) cagedm->release(cagedm); finaldm->release(finaldm); } } /* 2. draw colored faces */ if (sima->flag & SI_DRAW_STRETCH) { draw_uvs_stretch(sima, scene, em, activetf); } else if (!(sima->flag & SI_NO_DRAWFACES)) { /* draw transparent faces */ UI_GetThemeColor4ubv(TH_FACE, col1); UI_GetThemeColor4ubv(TH_FACE_SELECT, col2); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); #ifdef USE_EDBM_LOOPTRIS { unsigned int i; for (i = 0; i < em->tottri; i++) { efa = em->looptris[i][0]->f; tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); if (uvedit_face_visible_test(scene, ima, efa, tf)) { const bool is_select = uvedit_face_select_test(scene, efa, cd_loop_uv_offset); BM_elem_flag_enable(efa, BM_ELEM_TAG); if (tf == activetf) { /* only once */ glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipple_quarttone); UI_ThemeColor4(TH_EDITMESH_ACTIVE); } else { glColor4ubv((GLubyte *)(is_select ? col2 : col1)); } glBegin(GL_TRIANGLES); draw_uvs_looptri(em, &i, cd_loop_uv_offset); glEnd(); if (tf == activetf) { glDisable(GL_POLYGON_STIPPLE); } } else { BM_elem_flag_disable(efa, BM_ELEM_TAG); } } } #else BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); if (uvedit_face_visible_test(scene, ima, efa, tf)) { BM_elem_flag_enable(efa, BM_ELEM_TAG); if (tf == activetf) continue; /* important the temp boolean is set above */ if (uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) glColor4ubv((GLubyte *)col2); else glColor4ubv((GLubyte *)col1); glBegin(GL_POLYGON); BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); glVertex2fv(luv->uv); } glEnd(); } else { if (tf == activetf) activetf = NULL; BM_elem_flag_disable(efa, BM_ELEM_TAG); } } #endif glDisable(GL_BLEND); } else { /* would be nice to do this within a draw loop but most below are optional, so it would involve too many checks */ BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); if (uvedit_face_visible_test(scene, ima, efa, tf)) { BM_elem_flag_enable(efa, BM_ELEM_TAG); } else { if (tf == activetf) activetf = NULL; BM_elem_flag_disable(efa, BM_ELEM_TAG); } } } /* 3. draw active face stippled */ #ifndef USE_EDBM_LOOPTRIS if (activef) { tf = BM_ELEM_CD_GET_VOID_P(activef, cd_poly_tex_offset); if (uvedit_face_visible_test(scene, ima, activef, tf)) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); UI_ThemeColor4(TH_EDITMESH_ACTIVE); glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipple_quarttone); glBegin(GL_POLYGON); BM_ITER_ELEM (l, &liter, activef, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); glVertex2fv(luv->uv); } glEnd(); glDisable(GL_POLYGON_STIPPLE); glDisable(GL_BLEND); } } #endif /* 4. draw edges */ if (sima->flag & SI_SMOOTH_UV) { glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } switch (sima->dt_uv) { case SI_UVDT_DASH: BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); if (tf) { cpack(0x111111); draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset); setlinestyle(2); cpack(0x909090); draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset); setlinestyle(0); } } break; case SI_UVDT_BLACK: /* black/white */ case SI_UVDT_WHITE: if (sima->dt_uv == SI_UVDT_WHITE) glColor3f(1.0f, 1.0f, 1.0f); else glColor3f(0.0f, 0.0f, 0.0f); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset); } break; case SI_UVDT_OUTLINE: glLineWidth(3); cpack(0x0); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset); } glLineWidth(1); UI_GetThemeColor4ubv(TH_WIRE_EDIT, col2); glColor4ubv((unsigned char *)col2); if (me->drawflag & ME_DRAWEDGES) { int sel, lastsel = -1; UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1); if (interpedges) { glShadeModel(GL_SMOOTH); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; glBegin(GL_LINE_LOOP); BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset); glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2); luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); glVertex2fv(luv->uv); } glEnd(); } glShadeModel(GL_FLAT); } else { BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; glBegin(GL_LINES); BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { sel = uvedit_edge_select_test(scene, l, cd_loop_uv_offset); if (sel != lastsel) { glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2); lastsel = sel; } luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); glVertex2fv(luv->uv); luv = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset); glVertex2fv(luv->uv); } glEnd(); } } } else { /* no nice edges */ BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset); } } break; } if (sima->flag & SI_SMOOTH_UV) { glDisable(GL_LINE_SMOOTH); glDisable(GL_BLEND); } /* 5. draw face centers */ if (drawfaces) { float cent[2]; pointsize = UI_GetThemeValuef(TH_FACEDOT_SIZE); glPointSize(pointsize); // TODO - drawobject.c changes this value after - Investigate! /* unselected faces */ UI_ThemeColor(TH_WIRE); bglBegin(GL_POINTS); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; if (!uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) { uv_poly_center(efa, cent, cd_loop_uv_offset); bglVertex2fv(cent); } } bglEnd(); /* selected faces */ UI_ThemeColor(TH_FACE_DOT); bglBegin(GL_POINTS); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; if (uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) { uv_poly_center(efa, cent, cd_loop_uv_offset); bglVertex2fv(cent); } } bglEnd(); } /* 6. draw uv vertices */ if (drawfaces != 2) { /* 2 means Mesh Face Mode */ /* unselected uvs */ UI_ThemeColor(TH_VERTEX); pointsize = UI_GetThemeValuef(TH_VERTEX_SIZE); glPointSize(pointsize); bglBegin(GL_POINTS); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); if (!uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) bglVertex2fv(luv->uv); } } bglEnd(); /* pinned uvs */ /* give odd pointsizes odd pin pointsizes */ glPointSize(pointsize * 2 + (((int)pointsize % 2) ? (-1) : 0)); cpack(0xFF); bglBegin(GL_POINTS); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); if (luv->flag & MLOOPUV_PINNED) bglVertex2fv(luv->uv); } } bglEnd(); /* selected uvs */ UI_ThemeColor(TH_VERTEX_SELECT); glPointSize(pointsize); bglBegin(GL_POINTS); BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) continue; BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) bglVertex2fv(luv->uv); } } bglEnd(); } glPointSize(1.0); } static void draw_uv_shadows_get(SpaceImage *sima, Object *ob, Object *obedit, bool *show_shadow, bool *show_texpaint) { *show_shadow = *show_texpaint = false; if (ED_space_image_show_render(sima) || (sima->flag & SI_NO_DRAW_TEXPAINT)) return; if ((sima->mode == SI_MODE_PAINT) && obedit && obedit->type == OB_MESH) { struct BMEditMesh *em = BKE_editmesh_from_object(obedit); *show_shadow = EDBM_mtexpoly_check(em); } *show_texpaint = (ob && ob->type == OB_MESH && ob->mode == OB_MODE_TEXTURE_PAINT); } void ED_uvedit_draw_main(SpaceImage *sima, ARegion *ar, Scene *scene, Object *obedit, Object *obact) { ToolSettings *toolsettings = scene->toolsettings; bool show_uvedit, show_uvshadow, show_texpaint_uvshadow; show_uvedit = ED_space_image_show_uvedit(sima, obedit); draw_uv_shadows_get(sima, obact, obedit, &show_uvshadow, &show_texpaint_uvshadow); if (show_uvedit || show_uvshadow || show_texpaint_uvshadow) { if (show_uvshadow) draw_uvs_shadow(obedit); else if (show_uvedit) draw_uvs(sima, scene, obedit); else draw_uvs_texpaint(sima, scene, obact); if (show_uvedit && !(toolsettings->use_uv_sculpt)) ED_image_draw_cursor(ar, sima->cursor); } }