/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #include #include #ifdef HAVE_CONFIG_H #include #endif #ifdef WIN32 #include "BLI_winstuff.h" #endif #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "IMB_imbuf_types.h" #include "DNA_image_types.h" #include "DNA_lamp_types.h" #include "DNA_material_types.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_property_types.h" #include "DNA_scene_types.h" #include "DNA_view3d_types.h" #include "BKE_bmfont.h" #include "BKE_main.h" #include "BKE_mesh.h" #include "BKE_image.h" #include "BKE_property.h" #include "BKE_global.h" #include "BKE_displist.h" #include "BKE_object.h" #include "BKE_material.h" #include "BIF_gl.h" #include "BIF_mywindow.h" #include "BDR_editface.h" #include "BDR_vpaint.h" #include "BDR_drawmesh.h" #include "BSE_drawview.h" #include "blendef.h" #include "nla.h" //#include "glext.h" /* some local functions */ static void draw_hide_tfaces(Object *ob, Mesh *me); #if defined(GL_EXT_texture_object) && !defined(__sun__) && !defined(__APPLE__) /* exception for mesa... not according th opengl specs */ #ifndef __linux__ #define glBindTexture(A,B) glBindTextureEXT(A,B) #endif #define glGenTextures(A,B) glGenTexturesEXT(A,B) #define glDeleteTextures(A,B) glDeleteTexturesEXT(A,B) #define glPolygonOffset(A,B) glPolygonOffsetEXT(A,B) #else /* #define GL_FUNC_ADD_EXT GL_FUNC_ADD */ /* #define GL_FUNC_REVERSE_SUBTRACT_EXT GL_FUNC_REVERSE_SUBTRACT */ /* #define GL_POLYGON_OFFSET_EXT GL_POLYGON_OFFSET */ #endif /* (n&(n-1)) zeros the least significant bit of n */ static int is_pow2(int num) { return ((num)&(num-1))==0; } static int smaller_pow2(int num) { while (!is_pow2(num)) num= num&(num-1); return num; } static int fCurtile=0, fCurmode=0,fCurtileXRep=0,fCurtileYRep=0; static Image *fCurpage=0; static short fTexwindx, fTexwindy, fTexwinsx, fTexwinsy; static int fDoMipMap = 1; static int fLinearMipMap = 0; /* static int source, dest; also not used */ /** * Enables or disable mipmapping for realtime images. * @param mipmap Turn mipmapping on (mipmap!=0) or off (mipmap==0). */ void set_mipmap(int mipmap) { if (fDoMipMap != (mipmap != 0)) { free_all_realtime_images(); fDoMipMap = mipmap != 0; } } /** * Returns the current setting for mipmapping. */ int get_mipmap(void) { return fDoMipMap; } /** * Enables or disable linear mipmap setting for realtime images (textures). * Note that this will will destroy all texture bindings in OpenGL. * @see free_realtime_image() * @param mipmap Turn linear mipmapping on (linear!=0) or off (linear==0). */ void set_linear_mipmap(int linear) { if (fLinearMipMap != (linear != 0)) { free_all_realtime_images(); fLinearMipMap = linear != 0; } } /** * Returns the current setting for linear mipmapping. */ int get_linear_mipmap(void) { return fLinearMipMap; } /** * Resets the realtime image cache variables. */ void clear_realtime_image_cache() { fCurpage = NULL; fCurtile = 0; fCurmode = 0; fCurtileXRep = 0; fCurtileYRep = 0; } /* REMEMBER! Changes here must go into my_set_tpage() as well */ int set_tpage(TFace *tface) { static int alphamode= -1; static TFace *lasttface= 0; Image *ima; unsigned int *rect, *bind; int tpx, tpy, tilemode, tileXRep,tileYRep; /* disable */ if(tface==0) { if(lasttface==0) return 0; lasttface= 0; fCurtile= 0; fCurpage= 0; if(fCurmode!=0) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } fCurmode= 0; fCurtileXRep=0; fCurtileYRep=0; alphamode= -1; glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); return 0; } lasttface= tface; if( alphamode != tface->transp) { alphamode= tface->transp; if(alphamode) { glEnable(GL_BLEND); if(alphamode==TF_ADD) { glBlendFunc(GL_ONE, GL_ONE); /* glBlendEquationEXT(GL_FUNC_ADD_EXT); */ } else if(alphamode==TF_ALPHA) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* glBlendEquationEXT(GL_FUNC_ADD_EXT); */ } /* else { */ /* glBlendFunc(GL_ONE, GL_ONE); */ /* glBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); */ /* } */ } else glDisable(GL_BLEND); } ima= tface->tpage; /* Enable or disable reflection mapping */ if (ima && (ima->flag & IMA_REFLECT)){ // glActiveTextureARB(GL_TEXTURE0_ARB); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); /* Handle multitexturing here */ } else{ glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } tilemode= tface->mode & TF_TILES; tileXRep = 0; tileYRep = 0; if (ima) { tileXRep = ima->xrep; tileYRep = ima->yrep; } if(ima==fCurpage && fCurtile==tface->tile && tilemode==fCurmode && fCurtileXRep==tileXRep && fCurtileYRep == tileYRep) return ima!=0; if(tilemode!=fCurmode || fCurtileXRep!=tileXRep || fCurtileYRep != tileYRep) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); if(tilemode && ima!=0) glScalef(ima->xrep, ima->yrep, 1.0); glMatrixMode(GL_MODELVIEW); } if(ima==0 || ima->ok==0) { glDisable(GL_TEXTURE_2D); fCurtile= tface->tile; fCurpage= 0; fCurmode= tilemode; fCurtileXRep = tileXRep; fCurtileYRep = tileYRep; return 0; } if(ima->ibuf==0) { load_image(ima, IB_rect, G.sce, G.scene->r.cfra); if(ima->ibuf==0) { ima->ok= 0; fCurtile= tface->tile; fCurpage= 0; fCurmode= tilemode; fCurtileXRep = tileXRep; fCurtileYRep = tileYRep; glDisable(GL_TEXTURE_2D); return 0; } } if(ima->tpageflag & IMA_TWINANIM) fCurtile= ima->lastframe; else fCurtile= tface->tile; if(tilemode) { if(ima->repbind==0) make_repbind(ima); if(fCurtile>=ima->totbind) fCurtile= 0; /* this happens when you change repeat buttons */ if(ima->repbind) bind= ima->repbind+fCurtile; else bind= &ima->bindcode; if(*bind==0) { fTexwindx= ima->ibuf->x/ima->xrep; fTexwindy= ima->ibuf->y/ima->yrep; if(fCurtile>=ima->xrep*ima->yrep) fCurtile= ima->xrep*ima->yrep-1; fTexwinsy= fCurtile / ima->xrep; fTexwinsx= fCurtile - fTexwinsy*ima->xrep; fTexwinsx*= fTexwindx; fTexwinsy*= fTexwindy; tpx= fTexwindx; tpy= fTexwindy; rect= ima->ibuf->rect + fTexwinsy*ima->ibuf->x + fTexwinsx; } } else { bind= &ima->bindcode; if(*bind==0) { tpx= ima->ibuf->x; tpy= ima->ibuf->y; rect= ima->ibuf->rect; } } if(*bind==0) { int rectw= tpx, recth= tpy; unsigned int *tilerect= NULL, *scalerect= NULL; /* * Maarten: * According to Ton this code is not needed anymore. It was used only * in really old Blenders. * Reevan: * Actually it is needed for backwards compatibility. Simpledemo 6 does not display correctly without it. */ #if 1 if (tilemode) { int y; tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect"); for (y=0; yibuf->x]; unsigned int *tilerectrow= &tilerect[y*rectw]; memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow)); } rect= tilerect; } #endif if (!is_pow2(rectw) || !is_pow2(recth)) { rectw= smaller_pow2(rectw); recth= smaller_pow2(recth); scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect"); gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect); rect= scalerect; } glGenTextures(1, bind); if(G.f & G_DEBUG) { printf("var1: %s\n", ima->id.name+2); printf("var1: %d, var2: %d\n", *bind, tpx); printf("var1: %d, var2: %d\n", fCurtile, tilemode); } glBindTexture( GL_TEXTURE_2D, *bind); if (!fDoMipMap) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { int minfilter= fLinearMipMap?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST; gluBuild2DMipmaps(GL_TEXTURE_2D, 4, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (tilerect) MEM_freeN(tilerect); if (scalerect) MEM_freeN(scalerect); } else glBindTexture( GL_TEXTURE_2D, *bind); glEnable(GL_TEXTURE_2D); fCurpage= ima; fCurmode= tilemode; fCurtileXRep = tileXRep; fCurtileYRep = tileYRep; return 1; } void free_realtime_image(Image *ima) { if(ima->bindcode) { glDeleteTextures(1, &ima->bindcode); ima->bindcode= 0; } if(ima->repbind) { glDeleteTextures(ima->totbind, ima->repbind); MEM_freeN(ima->repbind); ima->repbind= 0; } } void free_all_realtime_images(void) { Image* ima; ima= G.main->image.first; while(ima) { free_realtime_image(ima); ima= ima->id.next; } } void make_repbind(Image *ima) { if(ima==0 || ima->ibuf==0) return; if(ima->repbind) { glDeleteTextures(ima->totbind, ima->repbind); MEM_freeN(ima->repbind); ima->repbind= 0; } ima->totbind= ima->xrep*ima->yrep; if(ima->totbind>1) { ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind"); } } void update_realtime_textures() { Image *ima; ima= G.main->image.first; while(ima) { if(ima->tpageflag & IMA_TWINANIM) { if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1; /* check: is bindcode not in the array? Free. (to do) */ ima->lastframe++; if(ima->lastframe > ima->twend) ima->lastframe= ima->twsta; } ima= ima->id.next; } } void spack(unsigned int ucol) { char *cp= (char *)&ucol; glColor3ub(cp[3], cp[2], cp[1]); } static void draw_hide_tfaces(Object *ob, Mesh *me) { TFace *tface; MFace *mface; float *v1, *v2, *v3, *v4; int a; if(me==0 || me->tface==0) return; mface= me->mface; tface= me->tface; cpack(0x0); setlinestyle(1); for(a=me->totface; a>0; a--, mface++, tface++) { if(mface->v3==0) continue; if( (tface->flag & TF_HIDE)) { v1= (me->mvert+mface->v1)->co; v2= (me->mvert+mface->v2)->co; v3= (me->mvert+mface->v3)->co; if(mface->v4) v4= (me->mvert+mface->v4)->co; else v4= 0; glBegin(GL_LINE_LOOP); glVertex3fv( v1 ); glVertex3fv( v2 ); glVertex3fv( v3 ); if(mface->v4) glVertex3fv( v4 ); glEnd(); } } setlinestyle(0); } void draw_tfaces3D(Object *ob, Mesh *me) { MFace *mface; TFace *tface; DispList *dl; float *v1, *v2, *v3, *v4, *extverts= NULL; int a; if(me==0 || me->tface==0) return; glDisable(GL_DEPTH_TEST); mface= me->mface; tface= me->tface; dl= find_displist(&ob->disp, DL_VERTS); if (dl) extverts= dl->verts; /* SELECT faces */ for(a=me->totface; a>0; a--, mface++, tface++) { if(mface->v3==0) continue; if(tface->flag & TF_HIDE) continue; if( tface->flag & (TF_ACTIVE|TF_SELECT) ) { if (extverts) { v1= extverts+3*mface->v1; v2= extverts+3*mface->v2; v3= extverts+3*mface->v3; v4= mface->v4?(extverts+3*mface->v4):NULL; } else { v1= (me->mvert+mface->v1)->co; v2= (me->mvert+mface->v2)->co; v3= (me->mvert+mface->v3)->co; v4= mface->v4?(me->mvert+mface->v4)->co:NULL; } if(tface->flag & TF_ACTIVE) { /* colors: R=x G=y */ cpack(0xFF); glBegin(GL_LINE_STRIP); glVertex3fv(v1); if(v4) glVertex3fv(v4); else glVertex3fv(v3); glEnd(); cpack(0xFF00); glBegin(GL_LINE_STRIP); glVertex3fv(v1); glVertex3fv(v2); glEnd(); cpack(0x0); glBegin(GL_LINE_STRIP); glVertex3fv(v2); glVertex3fv(v3); if(v4) glVertex3fv(v4); glEnd(); } else { cpack(0x0); glBegin(GL_LINE_LOOP); glVertex3fv( v1 ); glVertex3fv( v2 ); glVertex3fv( v3 ); if(v4) glVertex3fv( v4 ); glEnd(); } if(tface->flag & TF_SELECT) { cpack(0xFFFFFF); setlinestyle(1); glBegin(GL_LINE_LOOP); glVertex3fv( v1 ); glVertex3fv( v2 ); glVertex3fv( v3 ); if(v4) glVertex3fv( v4 ); glEnd(); setlinestyle(0); } } } glEnable(GL_DEPTH_TEST); } static int set_gl_light(Object *ob) { Base *base; Lamp *la; int count; /* float zero[4]= {0.0, 0.0, 0.0, 0.0}; */ float vec[4]; vec[3]= 1.0; for(count=0; count<8; count++) glDisable(GL_LIGHT0+count); count= 0; base= FIRSTBASE; while(base) { if(base->object->type==OB_LAMP ) { if(base->lay & G.vd->lay) { if(base->lay & ob->lay) { la= base->object->data; glPushMatrix(); glLoadMatrixf((float *)G.vd->viewmat); where_is_object_simul(base->object); VECCOPY(vec, base->object->obmat[3]); if(la->type==LA_SUN) { vec[0]= base->object->obmat[2][0]; vec[1]= base->object->obmat[2][1]; vec[2]= base->object->obmat[2][2]; vec[3]= 0.0; glLightfv(GL_LIGHT0+count, GL_POSITION, vec); } else { vec[3]= 1.0; glLightfv(GL_LIGHT0+count, GL_POSITION, vec); glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0); glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist); /* without this next line it looks backward compatible. attennuation still is acceptable */ /* glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); */ if(la->type==LA_SPOT) { vec[0]= -base->object->obmat[2][0]; vec[1]= -base->object->obmat[2][1]; vec[2]= -base->object->obmat[2][2]; glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, vec); glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0); glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend); } else glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0); } vec[0]= la->energy*la->r; vec[1]= la->energy*la->g; vec[2]= la->energy*la->b; vec[3]= 1.0; glLightfv(GL_LIGHT0+count, GL_DIFFUSE, vec); glLightfv(GL_LIGHT0+count, GL_SPECULAR, vec);//zero); glEnable(GL_LIGHT0+count); glPopMatrix(); count++; if(count>7) break; } } } base= base->next; } return count; } static Material *give_current_material_or_def(Object *ob, int matnr) { extern Material defmaterial; Material *ma= give_current_material(ob, matnr); return ma?ma:&defmaterial; } static int set_draw_settings_cached(int clearcache, int textured, TFace *texface, int lit, Object *litob, int litmatnr, int doublesided) { static int c_textured; static int c_lit; static int c_doublesided; static TFace *c_texface; static Object *c_litob; static int c_litmatnr; static int c_badtex; if (clearcache) { c_textured= c_lit= c_doublesided= -1; c_texface= (TFace*) -1; c_litob= (Object*) -1; c_litmatnr= -1; c_badtex= 0; } if (doublesided!=c_doublesided) { if (doublesided) glDisable(GL_CULL_FACE); else glEnable(GL_CULL_FACE); c_doublesided= doublesided; } if (textured!=c_textured || texface!=c_texface) { if (textured) { c_badtex= !set_tpage(texface); } else { set_tpage(0); c_badtex= 0; } c_textured= textured; c_texface= texface; } if (c_badtex) lit= 0; if (lit!=c_lit || litob!=c_litob || litmatnr!=c_litmatnr) { if (lit) { Material *ma= give_current_material_or_def(litob, litmatnr); float spec[4]; spec[0]= ma->spec*ma->specr; spec[1]= ma->spec*ma->specg; spec[2]= ma->spec*ma->specb; spec[3]= 1.0; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); } c_lit= lit; c_litob= litob; c_litmatnr= litmatnr; } return c_badtex; } void draw_tface_mesh(Object *ob, Mesh *me, int dt) /* maximum dt (drawtype): exactly according values that have been set */ { TFace *tface; MFace *mface; float *extverts= NULL; unsigned char obcol[4]; int a, mode; short islight, istex; if (!me || !me->tface) return; glShadeModel(GL_SMOOTH); islight= set_gl_light(ob); obcol[0]= CLAMPIS(ob->col[0]*255, 0, 255); obcol[1]= CLAMPIS(ob->col[1]*255, 0, 255); obcol[2]= CLAMPIS(ob->col[2]*255, 0, 255); obcol[3]= CLAMPIS(ob->col[3]*255, 0, 255); /* first all texture polys */ glCullFace(GL_BACK); glEnable(GL_CULL_FACE); if(G.vd->drawtype==OB_TEXTURE) istex= 1; else istex= 0; set_draw_settings_cached(1, 0, 0, 0, 0, 0, 0); if(dt > OB_SOLID) { bProperty *prop = get_property(ob, "Text"); MFaceInt *mfaceint= NULL; int editing= (G.f & (G_VERTEXPAINT+G_FACESELECT+G_TEXTUREPAINT+G_WEIGHTPAINT)) && (ob==((G.scene->basact) ? (G.scene->basact->object) : 0)); MVert *mvert; int totface; if (mesh_uses_displist(me) && !editing) { DispList *dl= find_displist(&me->disp, DL_MESH); DispListMesh *dlm= dl->mesh; totface= dlm->totface; if (!dl) totface= 0; else { totface= dlm->totface; mvert= dlm->mvert; mfaceint= dlm->mface; tface= dlm->tface; } } else { DispList *dl= find_displist(&ob->disp, DL_VERTS); if (dl) extverts= dl->verts; totface= me->totface; mvert= me->mvert; mface= me->mface; tface= me->tface; } for (a=0; av1; v2idx= mf->v2; v3idx= mf->v3; v4idx= mf->v4; mf_smooth= mf->flag & ME_SMOOTH; matnr= mf->mat_nr; } else { MFace *mf= &mface[a]; v1idx= mf->v1; v2idx= mf->v2; v3idx= mf->v3; v4idx= mf->v4; mf_smooth= mf->flag & ME_SMOOTH; matnr= mf->mat_nr; } if(v3idx==0) continue; if(tface->flag & TF_HIDE) continue; if(tface->mode & TF_INVISIBLE) continue; mode= tface->mode; if (extverts) { v1= extverts+3*v1idx; v2= extverts+3*v2idx; v3= extverts+3*v3idx; v4= v4idx?(extverts+3*v4idx):NULL; } else { v1= (mvert+v1idx)->co; v2= (mvert+v2idx)->co; v3= (mvert+v3idx)->co; v4= v4idx?(mvert+v4idx)->co:NULL; } badtex= set_draw_settings_cached(0, istex && (mode&TF_TEX), tface, islight && (mode&TF_LIGHT), ob, matnr, mode&TF_TWOSIDE); if (prop && !badtex && !editing && (mode & TF_BMFONT)) { char string[MAX_PROPSTRING]; int characters, index; Image *ima; float curpos; // The BM_FONT handling code is duplicated in the gameengine // Search for 'Frank van Beek' ;-) // string = "Frank van Beek"; set_property_valstr(prop, string); characters = strlen(string); ima = tface->tpage; if (ima == NULL) { characters = 0; } if (1 || !mf_smooth) { float nor[3]; CalcNormFloat(v1, v2, v3, nor); glNormal3fv(nor); } curpos= 0.0; glBegin(v4?GL_QUADS:GL_TRIANGLES); for (index = 0; index < characters; index++) { float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; int character = string[index]; char *cp= NULL; // lets calculate offset stuff // space starts at offset 1 // character = character - ' ' + 1; matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); movex+= curpos; if (mode & TF_OBCOL) glColor3ubv(obcol); else cp= (char *)&(tface->col[0]); glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); if (cp) glColor3ub(cp[3], cp[2], cp[1]); glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy); if (cp) glColor3ub(cp[7], cp[6], cp[5]); glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy); if (cp) glColor3ub(cp[11], cp[10], cp[9]); glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); if(v4) { glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy); if (cp) glColor3ub(cp[15], cp[14], cp[13]); glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); } curpos+= advance; } glEnd(); } else { char *cp= NULL; if (badtex) glColor3ub(0xFF, 0x00, 0xFF); else if (mode & TF_OBCOL) glColor3ubv(obcol); else cp= (char *)&(tface->col[0]); if (!mf_smooth) { float nor[3]; CalcNormFloat(v1, v2, v3, nor); glNormal3fv(nor); } glBegin(v4?GL_QUADS:GL_TRIANGLES); glTexCoord2fv(tface->uv[0]); if (cp) glColor3ub(cp[3], cp[2], cp[1]); if (mf_smooth) glNormal3sv(mvert[v1idx].no); glVertex3fv(v1); glTexCoord2fv(tface->uv[1]); if (cp) glColor3ub(cp[7], cp[6], cp[5]); if (mf_smooth) glNormal3sv(mvert[v2idx].no); glVertex3fv(v2); glTexCoord2fv(tface->uv[2]); if (cp) glColor3ub(cp[11], cp[10], cp[9]); if (mf_smooth) glNormal3sv(mvert[v3idx].no); glVertex3fv(v3); if(v4) { glTexCoord2fv(tface->uv[3]); if (cp) glColor3ub(cp[15], cp[14], cp[13]); if (mf_smooth) glNormal3sv(mvert[v4idx].no); glVertex3fv(v4); } glEnd(); } } /* switch off textures */ set_tpage(0); } glShadeModel(GL_FLAT); glDisable(GL_CULL_FACE); draw_hide_tfaces(ob, me); if(ob==OBACT && (G.f & G_FACESELECT)) { draw_tfaces3D(ob, me); } /* XXX, bad patch - default_gl_light() calls * glLightfv(GL_LIGHT_POSITION, ...) which * is transformed by the current matrix... we * need to make sure that matrix is identity. * * It would be better if drawmesh.c kept track * of and restored the light settings it changed. * - zr */ glPushMatrix(); glLoadIdentity(); default_gl_light(); glPopMatrix(); } void init_realtime_GL(void) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); }