/** * $Id$ * * ***** 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 #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_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 "BKE_utildefines.h" #include "BKE_curve.h" #include "BKE_constraint.h" // for the get_constraint_target function #include "BKE_DerivedMesh.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_object.h" #include "BKE_anim.h" //for the where_on_path function #include "BIF_gl.h" #include "BIF_glutil.h" #include "BIF_mywindow.h" #include "BIF_screen.h" #include "BIF_space.h" #include "BIF_editarmature.h" #include "BIF_editmesh.h" #include "BIF_glutil.h" #include "BIF_resources.h" #include "BDR_drawmesh.h" #include "BDR_drawobject.h" #include "BDR_editobject.h" #include "BDR_vpaint.h" #include "BSE_drawview.h" #include "BSE_node.h" #include "BSE_trans_types.h" #include "BSE_view.h" #include "blendef.h" #include "mydevice.h" #include "nla.h" #include "BKE_deform.h" /* 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); /* ************* Setting OpenGL Material ************ */ // Materials start counting at # one.... #define MAXMATBUF (MAXMAT + 1) static float matbuf[MAXMATBUF][2][4]; static int totmat_gl= 0; static int set_gl_material(int nr) { static int last_gl_matnr= -1; static int last_ret_val= 1; /* prevent index to use un-initialized array items */ if(nr>totmat_gl) nr= totmat_gl; if(nr<0) { last_gl_matnr= -1; last_ret_val= 1; } else if(nrtotcol==0) { matbuf[0][0][0]= defmaterial.r; matbuf[0][0][1]= defmaterial.g; matbuf[0][0][2]= defmaterial.b; matbuf[0][0][3]= 1.0; matbuf[0][1][0]= defmaterial.specr; matbuf[0][1][1]= defmaterial.specg; matbuf[0][1][2]= defmaterial.specb; matbuf[0][1][3]= 1.0; /* do material 1 too, for displists! */ QUATCOPY(matbuf[1][0], matbuf[0][0]); QUATCOPY(matbuf[1][1], matbuf[0][1]); } for(a=1; a<=ob->totcol; a++) { ma= give_current_material(ob, a); ma= editnode_get_active_material(ma); if(ma==NULL) ma= &defmaterial; if(aref+ma->emit)*ma->r; matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g; matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b; /* draw transparent, not in pick-select, nor editmode */ if(check_alpha && !(G.f & G_PICKSEL) && (ob->dtx & OB_DRAWTRANSP) && !(G.obedit && G.obedit->data==ob->data)) { if(G.vd->transp) { // drawing the transparent pass if(ma->alpha==1.0) matbuf[a][0][3]= 0.0; // means skip solid else matbuf[a][0][3]= ma->alpha; } else { // normal pass if(ma->alpha==1.0) matbuf[a][0][3]= 1.0; else { matbuf[a][0][3]= 0.0; // means skip transparent has_alpha= 1; // return value, to indicate adding to after-draw queue } } } else matbuf[a][0][3]= 1.0; matbuf[a][1][0]= ma->spec*ma->specr; matbuf[a][1][1]= ma->spec*ma->specg; matbuf[a][1][2]= ma->spec*ma->specb; matbuf[a][1][3]= 1.0; } } totmat_gl= ob->totcol; set_gl_material(-1); // signal for static variable return has_alpha; } /***/ 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}, }; /* flag is same as for draw_object */ void drawaxes(float size, int flag, char drawtype) { int axis; 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_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; } } /* circle for object centers, special_color is for library or ob users */ static void drawcentercircle(float *vec, int selstate, int special_color) { View3D *v3d= G.vd; float size; size= v3d->persmat[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) BIF_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80); else if (selstate == SELECT) BIF_ThemeColorShadeAlpha(TH_SELECT, 0, -80); else if (selstate == DESELECT) BIF_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80); } drawcircball(GL_POLYGON, vec, size, v3d->viewinv); BIF_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(); } #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]; Normalise(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,hoek; Normalise(lvec); Normalise(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 */ Normalise(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 ; Normalise(&q[1]); hoek = saacos(plane[2])/2.0; co = cos(hoek); 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(Object *ob) { Lamp *la; View3D *v3d= G.vd; float vec[3], lvec[3], vvec[3], circrad, x,y,z; float pixsize, lampsize; float imat[4][4], curcol[4]; char col[4]; la= ob->data; /* we first draw only the screen aligned & fixed scale stuff */ glPushMatrix(); myloadmatrix(G.vd->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, G.vd->viewinv); Normalise(imat[0]); Normalise(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) && (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 = G.vd->persmat[0][2]; y = G.vd->persmat[1][2]; z = G.vd->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 */ myloadmatrix(G.vd->viewmat); VECCOPY(vec, ob->obmat[3]); setlinestyle(0); if(la->type==LA_SPOT && (la->mode & LA_SHAD) ) { drawshadbuflimits(la, ob->obmat); } BIF_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); } 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) */ 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(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; cam= ob->data; glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); if(G.vd->persp>=2 && cam->type==CAM_ORTHO && ob==G.vd->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(G.vd->persp>=2 && ob==G.vd->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(G.vd->persp>=2 && ob==G.vd->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 == G.vd->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)) { myloadmatrix(G.vd->viewmat); Mat4CpyMat4(vec, ob->obmat); Mat4Ortho(vec); mymultmatrix(vec); MTC_Mat4SwapMat4(G.vd->persmat, tmat); mygetsingmatrix(G.vd->persmat); if(cam->flag & CAM_SHOWLIMITS) { draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF); /* yafray: dof focus point */ if (G.scene->r.renderer==R_YAFRAY) draw_focus_cross(cam->YF_dofdist, cam->drawsize); } wrld= G.scene->world; if(cam->flag & CAM_SHOWMIST) if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF); MTC_Mat4SwapMat4(G.vd->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; BIF_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX); glPointSize(BIF_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 & 1)==sel) { bglVertex3fv(dl?co:bp->vec); } } } } } } glPointSize(1.0); bglEnd(); } void lattice_foreachScreenVert(void (*func)(void *userData, BPoint *bp, int x, int y), void *userData) { int i, N = editLatt->pntsu*editLatt->pntsv*editLatt->pntsw; DispList *dl = find_displist(&G.obedit->disp, DL_VERTS); float *co = dl?dl->verts:NULL; BPoint *bp = editLatt->def; float pmat[4][4], vmat[4][4]; short s[2]; view3d_get_object_project_mat(curarea, G.obedit, pmat, vmat); for (i=0; ihide==0) { view3d_project_short_clip(curarea, 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 index = ((w*lt->pntsv + v)*lt->pntsu) + u; if (dl) { glVertex3fv(&dl->verts[index*3]); } else { glVertex3fv(lt->def[index].vec); } } static void drawlattice(Object *ob) { Lattice *lt; DispList *dl; int u, v, w; lt= (ob==G.obedit)?editLatt:ob->data; dl= find_displist(&ob->disp, DL_VERTS); if(ob==G.obedit) { cpack(0x004000); } 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); drawlattice__point(lt, dl, u, v, w); } if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) { drawlattice__point(lt, dl, u, v-1, w); drawlattice__point(lt, dl, u, v, w); } if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) { drawlattice__point(lt, dl, u-1, v, w); drawlattice__point(lt, dl, u, v, w); } } } } glEnd(); if(ob==G.obedit) { if(G.vd->zbuf) glDisable(GL_DEPTH_TEST); lattice_draw_verts(lt, dl, 0); lattice_draw_verts(lt, dl, 1); if(G.vd->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; 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(curarea, co, s, data->pmat, data->vmat); } else { view3d_project_short_noclip(curarea, co, s, data->pmat); } data->func(data->userData, eve, s[0], s[1], index); } } void mesh_foreachScreenVert(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; int clipVerts; float pmat[4][4], vmat[4][4]; } data; int dmNeedsFree; DerivedMesh *dm = editmesh_get_derived_cage(&dmNeedsFree); data.func = func; data.userData = userData; data.clipVerts = clipVerts; view3d_get_object_project_mat(curarea, G.obedit, data.pmat, data.vmat); EM_init_index_arrays(1, 0, 0); dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data); EM_free_index_arrays(); if (dmNeedsFree) { 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; 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(curarea, v0co, s[0], data->pmat, data->vmat); view3d_project_short_clip(curarea, v1co, s[1], data->pmat, data->vmat); } else { view3d_project_short_noclip(curarea, v0co, s[0], data->pmat); view3d_project_short_noclip(curarea, v1co, s[1], data->pmat); if (data->clipVerts==2) { if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]winx && s[0][1]winy)) if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]winx && s[1][1]winy)) return; } } data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index); } } void mesh_foreachScreenEdge(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; int clipVerts; float pmat[4][4], vmat[4][4]; } data; int dmNeedsFree; DerivedMesh *dm = editmesh_get_derived_cage(&dmNeedsFree); data.func = func; data.userData = userData; data.clipVerts = clipVerts; view3d_get_object_project_mat(curarea, G.obedit, data.pmat, data.vmat); EM_init_index_arrays(0, 1, 0); dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data); EM_free_index_arrays(); if (dmNeedsFree) { 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; 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(curarea, cent, s, data->pmat, data->vmat); data->func(data->userData, efa, s[0], s[1], index); } } void mesh_foreachScreenFace(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; float pmat[4][4], vmat[4][4]; } data; int dmNeedsFree; DerivedMesh *dm = editmesh_get_derived_cage(&dmNeedsFree); data.func = func; data.userData = userData; view3d_get_object_project_mat(curarea, G.obedit, data.pmat, data.vmat); EM_init_index_arrays(0, 0, 1); dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data); EM_free_index_arrays(); if (dmNeedsFree) { dm->release(dm); } } void nurbs_foreachScreenVert(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(curarea, G.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) { view3d_project_short_clip(curarea, bezt->vec[0], s, pmat, vmat); func(userData, nu, NULL, bezt, 0, s[0], s[1]); view3d_project_short_clip(curarea, bezt->vec[1], s, pmat, vmat); func(userData, nu, NULL, bezt, 1, s[0], s[1]); view3d_project_short_clip(curarea, bezt->vec[2], s, pmat, vmat); 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(curarea, 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) { EditFace *efa = EM_get_face_for_index(index); if (efa->h==0 && efa->fgonf!=EM_FGON) { glVertex3fv(cent); glVertex3f( cent[0] + no[0]*G.scene->editbutsize, cent[1] + no[1]*G.scene->editbutsize, cent[2] + no[2]*G.scene->editbutsize); } } static void draw_dm_face_normals(DerivedMesh *dm) { glBegin(GL_LINES); dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, 0); 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) { EditVert *eve = EM_get_vert_for_index(index); if (eve->h==0) { glVertex3fv(co); if (no_f) { glVertex3f( co[0] + no_f[0]*G.scene->editbutsize, co[1] + no_f[1]*G.scene->editbutsize, co[2] + no_f[2]*G.scene->editbutsize); } else { glVertex3f( co[0] + no_s[0]*G.scene->editbutsize/32767.0f, co[1] + no_s[1]*G.scene->editbutsize/32767.0f, co[2] + no_s[2]*G.scene->editbutsize/32767.0f); } } } static void draw_dm_vert_normals(DerivedMesh *dm) { glBegin(GL_LINES); dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, NULL); 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) { EditVert *eve = EM_get_vert_for_index(index); int sel = *((int*) userData); if (eve->h==0 && (eve->f&SELECT)==sel) { bglVertex3fv(co); } } static void draw_dm_verts(DerivedMesh *dm, int sel) { bglBegin(GL_POINTS); dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &sel); 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; if (eed->h==0) { glColor4ubv(cols[(eed->f&SELECT)?1:0]); return 1; } else { return 0; } } static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol) { unsigned char *cols[2]; cols[0] = baseCol; cols[1] = selCol; dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, cols); } /* 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 faces with color set based on selection */ static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r) { EditFace *efa = EM_get_face_for_index(index); unsigned char **cols = userData; if (efa->h==0) { glColor4ubv(cols[(efa->f&SELECT)?1:0]); *drawSmooth_r = (efa->flag&ME_SMOOTH); return 1; } else { return 0; } } static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol) { unsigned char *cols[2]; cols[0] = baseCol; cols[1] = selCol; dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, cols, 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) { BIF_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); } /* 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(EditMesh *em, DerivedMesh *cageDM) { int sel; if(G.vd->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select for (sel=0; sel<2; sel++) { char col[4], fcol[4]; int pass; BIF_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col); BIF_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol); for (pass=0; pass<2; pass++) { float size = BIF_GetThemeValuef(TH_VERTEX_SIZE); float fsize = BIF_GetThemeValuef(TH_FACEDOT_SIZE); if (pass==0) { if(G.vd->zbuf && !(G.vd->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(G.scene->selectmode & SCE_SELECT_VERTEX) { glPointSize(size); glColor4ubv(col); draw_dm_verts(cageDM, sel); } if(G.scene->selectmode & SCE_SELECT_FACE) { glPointSize(fsize); glColor4ubv(fcol); draw_dm_face_centers(cageDM, sel); } if (pass==0) { glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } } } if(G.vd->zbuf) glDepthMask(1); glPointSize(1.0); } static void draw_em_fancy_edges(DerivedMesh *cageDM) { int pass; char wire[4], sel[4]; /* since this function does transparant... */ BIF_GetThemeColor3ubv(TH_EDGE_SELECT, sel); BIF_GetThemeColor3ubv(TH_WIRE, wire); for (pass=0; pass<2; pass++) { /* show wires in transparant when no zbuf clipping for select */ if (pass==0) { if (G.vd->zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0) { glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); wire[3] = sel[3] = 85; } else { continue; } } else { wire[3] = sel[3] = 255; } if(G.scene->selectmode == SCE_SELECT_FACE) { draw_dm_edges_sel(cageDM, wire, sel); } else if( (G.f & G_DRAWEDGES) || (G.scene->selectmode & SCE_SELECT_EDGE) ) { if(cageDM->drawMappedEdgesInterp && (G.scene->selectmode & SCE_SELECT_VERTEX)) { glShadeModel(GL_SMOOTH); draw_dm_edges_sel_interp(cageDM, wire, sel); glShadeModel(GL_FLAT); } else { draw_dm_edges_sel(cageDM, wire, sel); } } else { glColor4ubv(wire); draw_dm_edges(cageDM); } if (pass==0) { glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } } } static void draw_em_measure_stats(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, colour of the text to draw */ /* make the precission of the pronted value proportionate to the gridsize */ if ((G.vd->grid) < 0.01) strcpy(conv_float, "%.6f"); else if ((G.vd->grid) < 0.1) strcpy(conv_float, "%.5f"); else if ((G.vd->grid) < 1.0) strcpy(conv_float, "%.4f"); else if ((G.vd->grid) < 10.0) strcpy(conv_float, "%.3f"); else strcpy(conv_float, "%.2f"); if(G.vd->zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0) glDisable(GL_DEPTH_TEST); if(G.vd->zbuf) bglPolygonOffset(5.0); if(G.f & G_DRAW_EDGELEN) { BIF_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) { if((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(G.vd->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) { extern int faceselectedOR(EditFace *efa, int flag); // editmesh.h shouldn't be in this file... ok for now? BIF_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) || (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(G.vd->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; BIF_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(G.vd->flag & V3D_GLOBAL_STATS) { Mat4MulVecfl(ob->obmat, v1); Mat4MulVecfl(ob->obmat, v2); Mat4MulVecfl(ob->obmat, v3); if (efa->v4) 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(G.vd->zbuf) { glEnable(GL_DEPTH_TEST); bglPolygonOffset(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) { set_gl_material(efa->mat_nr+1); *drawSmooth_r = efa->flag&ME_SMOOTH; return 1; } else { return 0; } } static void draw_em_fancy(Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt) { Mesh *me = ob->data; EM_init_index_arrays(1, 1, 1); if(dt>OB_WIRE) { 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, NULL, 0); glFrontFace(GL_CCW); glDisable(GL_LIGHTING); // Setup for drawing wire over, disable zbuffer // write to show selected edge wires better BIF_ThemeColor(TH_WIRE); bglPolygonOffset(1.0); glDepthMask(0); } else { if (cageDM!=finalDM) { BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7); finalDM->drawEdges(finalDM, 1); } } if((G.f & (G_FACESELECT+G_DRAWFACES))) { /* transp faces */ char col1[4], col2[4]; BIF_GetThemeColor4ubv(TH_FACE, col1); BIF_GetThemeColor4ubv(TH_FACE_SELECT, col2); glEnable(GL_BLEND); glDepthMask(0); // disable write in zbuffer, needed for nice transp draw_dm_faces_sel(cageDM, col1, col2); glDisable(GL_BLEND); glDepthMask(1); // restore write in zbuffer } /* here starts all fancy draw-extra over */ if(G.f & G_DRAWSEAMS) { BIF_ThemeColor(TH_EDGE_SEAM); glLineWidth(2); draw_dm_edges_seams(cageDM); glColor3ub(0,0,0); glLineWidth(1); } if(G.f & G_DRAWCREASES) { draw_dm_creases(cageDM); } draw_em_fancy_edges(cageDM); if(ob==G.obedit) { draw_em_fancy_verts(em, cageDM); if(G.f & G_DRAWNORMALS) { BIF_ThemeColor(TH_NORMAL); draw_dm_face_normals(cageDM); } if(G.f & G_DRAW_VNORMALS) { BIF_ThemeColor(TH_NORMAL); draw_dm_vert_normals(cageDM); } if(G.f & (G_DRAW_EDGELEN|G_DRAW_FACEAREA|G_DRAW_EDGEANG)) draw_em_measure_stats(ob, em); } if(dt>OB_WIRE) { glDepthMask(1); bglPolygonOffset(0.0); } EM_free_index_arrays(); } /* Mesh drawing routines */ static void draw_mesh_object_outline(Object *ob, DerivedMesh *dm) { if(G.vd->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, set_gl_material); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } 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(Base *base, DerivedMesh *baseDM, DerivedMesh *dm, int dt) { 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 = ob->dtx&OB_DRAWWIRE; DispList *dl; glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); // Unwanted combination. if (ob==OBACT && (G.f&G_FACESELECT)) draw_wire = 0; if(dt==OB_BOUNDBOX) { draw_bounding_volume(ob); } else if(hasHaloMat || (me->totface==0 && me->totedge==0)) { glPointSize(1.5); dm->drawVerts(dm); glPointSize(1.0); } else if(dt==OB_WIRE || me->totface==0) { draw_wire = 1; } else if( (ob==OBACT && (G.f & G_FACESELECT)) || (G.vd->drawtype==OB_TEXTURE && dt>OB_SOLID)) { if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&(G_FACESELECT|G_PICKSEL)) && !draw_wire) { draw_mesh_object_outline(ob, dm); } draw_tface_mesh(ob, ob->data, dt); } else if(dt==OB_SOLID ) { if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) { draw_mesh_object_outline(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, set_gl_material); glFrontFace(GL_CCW); glDisable(GL_LIGHTING); if(base->flag & SELECT) { BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); } else { BIF_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)) { set_gl_material(0); /* enforce defmaterial settings */ /* 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); } else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) { dm->drawMappedFaces(dm, NULL, NULL, 1); } else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->tface) { dm->drawMappedFaces(dm, NULL, NULL, 1); } else do_draw= 1; } if(do_draw) { dl = ob->disp.first; if (!dl || !dl->col1) { shadeDispList(base); dl = find_displist(&ob->disp, DL_VERTCOL); } if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) { draw_mesh_object_outline(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) { BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); } else { BIF_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) BIF_ThemeColor(TH_GROUP_ACTIVE); else if(ob->flag & OB_FROMGROUP) BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16); else BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); } else { if (ob->flag & OB_FROMGROUP) BIF_ThemeColor(TH_GROUP); else BIF_ThemeColor(TH_WIRE); } } if (draw_wire) { /* If drawing wire and drawtype is not OB_WIRE then we are * overlaying the wires. */ if (dt!=OB_WIRE) { bglPolygonOffset(1.0); glDepthMask(0); // disable write in zbuffer, selected edge wires show better } /* I need advise on this from Daniel... without this code it does it nicer */ // if (G.f & (G_VERTEXPAINT|G_WEIGHTPAINT|G_TEXTUREPAINT)) { // baseDM->drawEdges(baseDM, dt==OB_WIRE); // } else { dm->drawEdges(dm, (dt==OB_WIRE || me->totface==0)); // } if (dt!=OB_WIRE) { glDepthMask(1); bglPolygonOffset(0.0); } } } /* returns 1 if nothing was drawn, for detecting to draw an object center */ static int draw_mesh_object(Base *base, int dt) { Object *ob= base->object; Mesh *me= ob->data; int has_alpha= 0, drawlinked= 0, retval= 0; if(G.obedit && ob!=G.obedit && ob->data==G.obedit->data) { if(ob_get_key(ob)); else drawlinked= 1; } if(ob==G.obedit || drawlinked) { int cageNeedsFree, finalNeedsFree; DerivedMesh *finalDM, *cageDM; if (G.obedit!=ob) { finalDM = cageDM = editmesh_get_derived_base(); cageNeedsFree = 0; finalNeedsFree = 1; } else { cageDM = editmesh_get_derived_cage_and_final(&finalDM, &cageNeedsFree, &finalNeedsFree); } if(dt>OB_WIRE) init_gl_materials(ob, 0); // no transp in editmode, the fancy draw over goes bad then draw_em_fancy(ob, G.editMesh, cageDM, finalDM, dt); if (cageNeedsFree) cageDM->release(cageDM); if (finalNeedsFree) finalDM->release(finalDM); } 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(ob->obmat, me->bb)) { int baseDMneedsFree, realDMneedsFree; DerivedMesh *baseDM = mesh_get_derived_deform(ob, &baseDMneedsFree); DerivedMesh *realDM = mesh_get_derived_final(ob, &realDMneedsFree); if(dt==OB_SOLID) has_alpha= init_gl_materials(ob, (base->flag & OB_FROMDUPLI)==0); if(baseDM && realDM) draw_mesh_fancy(base, baseDM, realDM, dt); if(me->totvert==0) retval= 1; if (baseDMneedsFree) baseDM->release(baseDM); if (realDMneedsFree) realDM->release(realDM); } } /* init_gl_materials did the proper checking if this is needed */ if(has_alpha) add_view3d_after(G.vd, base, V3D_TRANSP); 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, ofs, *index; float *data; if(dlbase==NULL) return 1; dl= dlbase->first; while(dl) { data= dl->verts; switch(dl->type) { case DL_SEGM: parts= dl->parts; while(parts--) { nr= dl->nr; glBegin(GL_LINE_STRIP); while(nr--) { glVertex3fv(data); data+=3; } glEnd(); } break; case DL_POLY: parts= dl->parts; while(parts--) { nr= dl->nr; glBegin(GL_LINE_LOOP); while(nr--) { glVertex3fv(data); data+=3; } glEnd(); } break; case DL_SURF: parts= dl->parts; while(parts--) { nr= dl->nr; if(dl->flag & DL_CYCL_U) glBegin(GL_LINE_LOOP); else glBegin(GL_LINE_STRIP); while(nr--) { glVertex3fv(data); data+=3; } glEnd(); } ofs= 3*dl->nr; nr= dl->nr; while(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(); } break; case DL_INDEX3: if(draw_index_wire) { parts= dl->parts; data= dl->verts; index= dl->index; while(parts--) { glBegin(GL_LINE_LOOP); glVertex3fv(data+3*index[0]); glVertex3fv(data+3*index[1]); glVertex3fv(data+3*index[2]); glEnd(); index+= 3; } } break; case DL_INDEX4: if(draw_index_wire) { parts= dl->parts; data= dl->verts; index= dl->index; while(parts--) { glBegin(GL_LINE_LOOP); glVertex3fv(data+3*index[0]); glVertex3fv(data+3*index[1]); glVertex3fv(data+3*index[2]); if(index[3]) glVertex3fv(data+3*index[3]); glEnd(); index+= 4; } } break; } dl= dl->next; } return 0; } static void drawDispListsolid(ListBase *lb, Object *ob) { DispList *dl; int nr, parts, ofs, p1, p2, p3, p4, a, b, *index; float *data, *v1, *v2, *v3, *v4; float *ndata, *n1, *n2, *n3, *n4; if(lb==0) return; 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) { BIF_ThemeColor(TH_WIRE); glDisable(GL_LIGHTING); parts= dl->parts; while(parts--) { nr= dl->nr; glBegin(GL_LINE_STRIP); while(nr--) { glVertex3fv(data); data+=3; } glEnd(); } glEnable(GL_LIGHTING); } break; case DL_POLY: if(ob->type==OB_SURF) { BIF_ThemeColor(TH_WIRE); glDisable(GL_LIGHTING); parts= dl->parts; while(parts--) { nr= dl->nr; glBegin(GL_LINE_LOOP); while(nr--) { glVertex3fv(data); data+=3; } glEnd(); } glEnable(GL_LIGHTING); break; } case DL_SURF: set_gl_material(dl->col+1); if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH); else glShadeModel(GL_FLAT); for(a=0; aparts; a++) { DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts); v1= data+ 3*p1; v2= data+ 3*p2; v3= data+ 3*p3; v4= data+ 3*p4; n1= ndata+ 3*p1; n2= ndata+ 3*p2; n3= ndata+ 3*p3; n4= ndata+ 3*p4; glBegin(GL_QUAD_STRIP); glNormal3fv(n2); glVertex3fv(v2); glNormal3fv(n4); glVertex3fv(v4); for(; bnr; b++) { glNormal3fv(n1); glVertex3fv(v1); glNormal3fv(n3); glVertex3fv(v3); v2= v1; v1+= 3; v4= v3; v3+= 3; n2= n1; n1+= 3; n4= n3; n3+= 3; } glEnd(); } break; case DL_INDEX3: parts= dl->parts; data= dl->verts; ndata= dl->nors; index= dl->index; set_gl_material(dl->col+1); /* voor polys only one normal needed */ if(index3_nors_incr==0) { while(parts--) { glBegin(GL_TRIANGLES); glNormal3fv(ndata); glVertex3fv(data+3*index[0]); glVertex3fv(data+3*index[1]); glVertex3fv(data+3*index[2]); glEnd(); index+= 3; } } else { while(parts--) { glBegin(GL_TRIANGLES); ofs= 3*index[0]; glNormal3fv(ndata+ofs); glVertex3fv(data+ofs); ofs= 3*index[1]; glNormal3fv(ndata+ofs); glVertex3fv(data+ofs); ofs= 3*index[2]; glNormal3fv(ndata+ofs); glVertex3fv(data+ofs); glEnd(); index+= 3; } } break; case DL_INDEX4: parts= dl->parts; data= dl->verts; ndata= dl->nors; index= dl->index; set_gl_material(dl->col+1); while(parts--) { glBegin(index[3]?GL_QUADS:GL_TRIANGLES); ofs= 3*index[0]; glNormal3fv(ndata+ofs); glVertex3fv(data+ofs); ofs= 3*index[1]; glNormal3fv(ndata+ofs); glVertex3fv(data+ofs); ofs= 3*index[2]; glNormal3fv(ndata+ofs); glVertex3fv(data+ofs); if(index[3]) { ofs= 3*index[3]; glNormal3fv(ndata+ofs); glVertex3fv(data+ofs); } glEnd(); index+= 4; } break; } dl= dl->next; } glShadeModel(GL_FLAT); glDisable(GL_LIGHTING); glFrontFace(GL_CCW); } static void drawDispListshaded(ListBase *lb, Object *ob) { DispList *dl, *dlob; int parts, p1, p2, p3, p4, a, b, *index; float *data, *v1, *v2, *v3, *v4; unsigned int *cdata, *c1, *c2, *c3, *c4; char *cp; if(lb==0) return; glShadeModel(GL_SMOOTH); dl= lb->first; dlob= ob->disp.first; while(dl && dlob) { cdata= dlob->col1; data= dl->verts; if(cdata==0) break; switch(dl->type) { case DL_SURF: for(a=0; aparts; a++) { DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts); v1= data+ 3*p1; v2= data+ 3*p2; v3= data+ 3*p3; v4= data+ 3*p4; c1= cdata+ p1; c2= cdata+ p2; c3= cdata+ p3; c4= cdata+ p4; for(; bnr; b++) { glBegin(GL_QUADS); cp= (char *)c1; glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(v1); cp= (char *)c2; glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(v2); cp= (char *)c4; glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(v4); cp= (char *)c3; glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(v3); glEnd(); v2= v1; v1+= 3; v4= v3; v3+= 3; c2= c1; c1++; c4= c3; c3++; } } break; case DL_INDEX3: parts= dl->parts; index= dl->index; while(parts--) { glBegin(GL_TRIANGLES); cp= (char *)(cdata+index[0]); glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(data+3*index[0]); cp= (char *)(cdata+index[1]); glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(data+3*index[1]); cp= (char *)(cdata+index[2]); glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(data+3*index[2]); glEnd(); index+= 3; } break; case DL_INDEX4: parts= dl->parts; index= dl->index; while(parts--) { glBegin(index[3]?GL_QUADS:GL_TRIANGLES); cp= (char *)(cdata+index[0]); glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(data+3*index[0]); cp= (char *)(cdata+index[1]); glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(data+3*index[1]); cp= (char *)(cdata+index[2]); glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(data+3*index[2]); if(index[3]) { cp= (char *)(cdata+index[3]); glColor3ub(cp[3], cp[2], cp[1]); glVertex3fv(data+3*index[3]); } glEnd(); index+= 4; } break; } dl= dl->next; dlob= dlob->next; } glShadeModel(GL_FLAT); } /* returns 1 when nothing was drawn */ static int drawDispList(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(dt==OB_SHADED) { if(ob->disp.first==0) shadeDispList(base); drawDispListshaded(lb, ob); } else { init_gl_materials(ob, 0); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob); } if(ob==G.obedit && cu->bevobj==NULL && cu->taperobj==NULL) { 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(dt==OB_SHADED) { if(ob->disp.first==NULL) shadeDispList(base); drawDispListshaded(lb, ob); } else { init_gl_materials(ob, 0); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob); } } 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(dt==OB_SHADED) { dl= lb->first; if(dl && dl->col1==0) shadeDispList(base); drawDispListshaded(lb, ob); } else { init_gl_materials(ob, 0); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob); } } else{ /* MetaBalls use DL_INDEX4 type of DispList */ retval= drawDispListwire(lb); } } break; } return retval; } /* ******************************** */ static void draw_particle_system(Base *base, PartEff *paf) { Object *ob= base->object; Particle *pa; float ptime, ctime, vec[3], vec1[3], mat[4][4]; int a, totpart; pa= paf->keys; // FSPARTICLE always rebuild fluid particle system upon change... if( (pa==NULL) || ( (ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (ob->fluidsimSettings) && (ob->fluidsimSettings->type == OB_FLUIDSIM_PARTICLE)) ) { build_particle_system(ob); pa= paf->keys; if(pa==NULL) return; } myloadmatrix(G.vd->viewmat); /* flag abuse... but I need working code too now. This feature doesnt work for per frame animated objects */ if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) { Mat4MulMat4(mat, paf->imat, ob->obmat); mymultmatrix(mat); } if(ob->ipoflag & OB_OFFS_PARTICLE) ptime= ob->sf; else ptime= 0.0; ctime= bsystem_time(ob, 0, (float)(G.scene->r.cfra), ptime); glPointSize(1.0); if(paf->stype!=PAF_VECT) glBegin(GL_POINTS); totpart= (paf->disp*paf->totpart)/100; for(a=0; atotkey) { if(ctime > pa->time) { if(ctime < pa->time+pa->lifetime) { if(paf->stype==PAF_VECT) { where_is_particle(paf, pa, ctime, vec); where_is_particle(paf, pa, ctime+1.0, vec1); glBegin(GL_LINE_STRIP); glVertex3fv(vec); glVertex3fv(vec1); glEnd(); } else { where_is_particle(paf, pa, ctime, vec); glVertex3fv(vec); } } } } if(paf->stype!=PAF_VECT) glEnd(); myloadmatrix(G.vd->viewmat); mymultmatrix(ob->obmat); // bring back local matrix for dtx } static void draw_static_particle_system(Object *ob, PartEff *paf, int dt) { Particle *pa; float ctime, mtime, vec[3], veco[3]; int a, use_norm=0, totpart; pa= paf->keys; // FSPARTICLE always rebuild upon change... if( (pa==NULL) || ( (ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (ob->fluidsimSettings) && (ob->fluidsimSettings->type == OB_FLUIDSIM_PARTICLE)) ) { build_particle_system(ob); pa= paf->keys; if(pa==NULL) return; } if(paf->stype==PAF_VECT) { if(dt>OB_WIRE) { /* shaded/texture mode: we still draw solid, so have to set materials */ if(dt>OB_SOLID) init_gl_materials(ob, 0); glEnable(GL_LIGHTING); set_gl_material(paf->omat); use_norm= 1; } } else { glPointSize(1.0); glBegin(GL_POINTS); } totpart= (paf->disp*paf->totpart)/100; for(a=0; atotkey) { if(paf->stype==PAF_VECT) { glBegin(GL_LINE_STRIP); where_is_particle(paf, pa, pa->time, veco); mtime= pa->time+pa->lifetime+paf->staticstep; for(ctime= pa->time+paf->staticstep; ctimestaticstep) { where_is_particle(paf, pa, ctime, vec); if(use_norm) { float no[3]; VECSUB(no, vec, veco); glNormal3fv(no); } glVertex3fv(veco); VECCOPY(veco, vec); } glVertex3fv(veco); glEnd(); } else { mtime= pa->time+pa->lifetime+paf->staticstep-1; for(ctime= pa->time; ctimestaticstep) { where_is_particle(paf, pa, ctime, vec); glVertex3fv(vec); } } } if(paf->stype==PAF_VECT) { glDisable(GL_LIGHTING); } else { glEnd(); } } 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) return; 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 & 1)==sel) { fp= bezt->vec[0]; cpack(col[bezt->h1]); glBegin(GL_LINE_STRIP); glVertex3fv(fp); glVertex3fv(fp+3); glEnd(); cpack(col[bezt->h2]); glBegin(GL_LINE_STRIP); glVertex3fv(fp+3); glVertex3fv(fp+6); glEnd(); } else if( (bezt->f1 & 1)==sel) { fp= bezt->vec[0]; cpack(col[bezt->h1]); glBegin(GL_LINE_STRIP); glVertex3fv(fp); glVertex3fv(fp+3); glEnd(); } else if( (bezt->f3 & 1)==sel) { fp= bezt->vec[1]; cpack(col[bezt->h2]); glBegin(GL_LINE_STRIP); glVertex3fv(fp); glVertex3fv(fp+3); glEnd(); } } bezt++; } } } static void tekenvertsN(Nurb *nu, short sel) { BezTriple *bezt; BPoint *bp; float size; int a; if(nu->hide) return; if(sel) BIF_ThemeColor(TH_VERTEX_SELECT); else BIF_ThemeColor(TH_VERTEX); size= BIF_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((bezt->f1 & 1)==sel) bglVertex3fv(bezt->vec[0]); if((bezt->f2 & 1)==sel) bglVertex3fv(bezt->vec[1]); if((bezt->f3 & 1)==sel) bglVertex3fv(bezt->vec[2]); } bezt++; } } else { bp= nu->bp; a= nu->pntsu*nu->pntsv; while(a--) { if(bp->hide==0) { if((bp->f1 & 1)==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); } if(nu->flagu & 1) glEnd(); else 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 & 1) && ( bp1->f1 & 1) ) { cpack(nurbcol[5]); glBegin(GL_LINE_STRIP); glVertex3fv(bp->vec); glVertex3fv(bp1->vec); glEnd(); } } else { if( (bp->f1 & 1) && ( bp1->f1 & 1) ); 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 & 1) && ( bp1->f1 & 1) ) { cpack(nurbcol[7]); glBegin(GL_LINE_STRIP); glVertex3fv(bp->vec); glVertex3fv(bp1->vec); glEnd(); } } else { if( (bp->f1 & 1) && ( bp1->f1 & 1) ); else { cpack(nurbcol[3]); glBegin(GL_LINE_STRIP); glVertex3fv(bp->vec); glVertex3fv(bp1->vec); glEnd(); } } } bp1= bp; } } } break; } } nu= nu->next; } } static void drawnurb(Base *base, Nurb *nurb, int dt) { Object *ob= base->object; Curve *cu = ob->data; Nurb *nu; BevList *bl; /* DispList */ BIF_ThemeColor(TH_WIRE); drawDispList(base, dt); if(G.vd->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(G.vd->zbuf) glEnable(GL_DEPTH_TEST); /* direction vectors for 3d curve paths */ if(cu->flag & CU_3D) { BIF_ThemeColor(TH_WIRE); glBegin(GL_LINES); 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) { float ox = G.scene->editbutsize*bevp->mat[0][0]; float oy = G.scene->editbutsize*bevp->mat[0][1]; float oz = G.scene->editbutsize*bevp->mat[0][2]; glVertex3f(bevp->x - ox, bevp->y - oy, bevp->z - oz); glVertex3f(bevp->x + ox, bevp->y + oy, bevp->z + oz); bevp += skip+1; nr -= skip; } } glEnd(); } if(G.vd->zbuf) glDisable(GL_DEPTH_TEST); for(nu=nurb; nu; nu=nu->next) { tekenvertsN(nu, 1); } if(G.vd->zbuf) glEnable(GL_DEPTH_TEST); } 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; /* 32 values of sin function (still same result!) */ static float si[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 co[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}; 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] + *(si+a+start) * (vx[0] * (float)a/(float)tot) + *(co+a+start) * (vy[0] * (float)a/(float)tot); vec[1]= cent[1] + *(si+a+start) * (vx[1] * (float)a/(float)tot) + *(co+a+start) * (vy[1] * (float)a/(float)tot); vec[2]= cent[2] + *(si+a+start) * (vx[2] * (float)a/(float)tot) + *(co+a+start) * (vy[2] * (float)a/(float)tot); glVertex3fv(vec); glEnd(); } } else { a=0; vec[0]= cent[0] + *(si+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[0] * (float)(-a+31)/(float)tot); vec[1]= cent[1] + *(si+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[1] * (float)(-a+31)/(float)tot); vec[2]= cent[2] + *(si+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(co+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] + *(si+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[0] * (float)(-a+31)/(float)tot); vec[1]= cent[1] + *(si+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[1] * (float)(-a+31)/(float)tot); vec[2]= cent[2] + *(si+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[2] * (float)(-a+31)/(float)tot); glVertex3fv(vec); glEnd(); } } } void drawcircball(int mode, float *cent, float rad, float tmat[][4]) { float vec[3], vx[3], vy[3]; int a, tot=32; /* 32 values of sin function (still same result!) */ static float si[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 co[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}; VECCOPY(vx, tmat[0]); VECCOPY(vy, tmat[1]); VecMulf(vx, rad); VecMulf(vy, rad); glBegin(mode); for(a=0; aobject; MetaBall *mb; MetaElem *ml; float imat[4][4], tmat[4][4]; int code= 1; mb= ob->data; if(ob==G.obedit) { BIF_ThemeColor(TH_WIRE); if((G.f & G_PICKSEL)==0 ) drawDispList(base, dt); ml= editelems.first; } else { if((base->flag & OB_FROMDUPLI)==0) drawDispList(base, dt); ml= mb->elems.first; } if(ml==NULL) return 1; /* in case solid draw, reset wire colors */ if(ob!=G.obedit && (ob->flag & SELECT)) { if(ob==OBACT) BIF_ThemeColor(TH_ACTIVE); else BIF_ThemeColor(TH_SELECT); } else BIF_ThemeColor(TH_WIRE); mygetmatrix(tmat); Mat4Invert(imat, tmat); Normalise(imat[0]); Normalise(imat[1]); while(ml) { /* draw radius */ if(ob==G.obedit) { 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(ob==G.obedit) { 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(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(ob!=G.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 */ mygetmatrix(tmat); Mat4Invert(imat, tmat); // Normalise(imat[0]); // we don't do this because field doesnt scale either... apart from wind! // Normalise(imat[1]); if (pd->forcefield == PFIELD_WIND) { float force_val; Mat4One(tmat); BIF_ThemeColorBlend(curcol, TH_BACK, 0.5); if (has_ipo_code(ob->ipo, OB_PD_FSTR)) force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, G.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); } 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, G.scene->r.cfra); else ffall_val = pd->f_power; BIF_ThemeColorBlend(curcol, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, vec, size, imat); BIF_ThemeColorBlend(curcol, TH_BACK, 0.9 - 0.4 / pow(1.5, (double)ffall_val)); drawcircball(GL_LINE_LOOP, vec, size*1.5, imat); BIF_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(imat); if (has_ipo_code(ob->ipo, OB_PD_FFALL)) ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, G.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, G.scene->r.cfra); else force_val = pd->f_strength; BIF_ThemeColorBlend(curcol, TH_BACK, 0.7); if (force_val < 0) { drawspiral(vec, size*1.0, imat, 1); drawspiral(vec, size*1.0, imat, 16); } else { drawspiral(vec, size*1.0, imat, -1); drawspiral(vec, size*1.0, imat, -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, G.scene->r.cfra); else mindist = pd->f_strength; /*path end*/ setlinestyle(3); where_on_path(ob, 1.0f, guidevec1, guidevec2); BIF_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); BIF_ThemeColorBlend(curcol, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat); VECCOPY(vec, guidevec1); /* max center */ } } /* as last, guide curve alters it */ if(pd->flag & PFIELD_USEMAX) { setlinestyle(3); BIF_ThemeColorBlend(curcol, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat); 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 *centre, float *size) { BoundBox *bb= object_get_boundbox(ob); if(bb==NULL) { centre[0]= centre[1]= centre[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]); centre[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0; centre[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0; centre[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->data); } 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(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(ob->obmat, cu->bb)) { drawDispListwire(&cu->disp); } } 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(base, OB_WIRE); } } glLineWidth(1.0); glDepthMask(1); } static void drawWireExtra(Object *ob) { if(ob!=G.obedit && (ob->flag & SELECT)) { if(ob==OBACT) { if(ob->flag & OB_FROMGROUP) BIF_ThemeColor(TH_GROUP_ACTIVE); else BIF_ThemeColor(TH_ACTIVE); } else if(ob->flag & OB_FROMGROUP) BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16); else BIF_ThemeColor(TH_SELECT); } else { if(ob->flag & OB_FROMGROUP) BIF_ThemeColor(TH_GROUP); else BIF_ThemeColor(TH_WIRE); } bglPolygonOffset(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(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(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); } } } /* flag can be DRAW_PICKING and/or DRAW_CONSTCOLOR */ void draw_object(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; /* xray delay? */ if((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) { /* xray and transp are set when it is drawing the 2nd/3rd pass */ if(!G.vd->xray && !G.vd->transp && (ob->dtx & OB_DRAWXRAY)) { add_view3d_after(G.vd, base, V3D_XRAY); return; } } /* draw keys? */ if(base==(G.scene->basact) || (base->flag & (SELECT+BA_WAS_SEL))) { if(flag==0 && warning_recursive==0 && ob!=G.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; make_cfra_list(ob->ipo, &elems); cfraont= (G.scene->r.cfra); drawtype= G.vd->drawtype; if(drawtype>OB_WIRE) G.vd->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) { (G.scene->r.cfra)= ce->cfra/G.scene->r.framelen; base->flag= 0; where_is_object_time(ob, (G.scene->r.cfra)); draw_object(base, 0); } ce= ce->next; } } ce= elems.first; while(ce) { if(ce->sel) { (G.scene->r.cfra)= ce->cfra/G.scene->r.framelen; base->flag= SELECT; where_is_object_time(ob, (G.scene->r.cfra)); draw_object(base, 0); } ce= ce->next; } set_no_parent_ipo(0); disable_speed_curve(0); base->flag= sel; ob->ipoflag= ipoflag; /* restore icu->curval */ (G.scene->r.cfra)= cfraont; memcpy(&ob->loc, temp, 7*3*sizeof(float)); where_is_object(ob); G.vd->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_(G.scene->r.cfra)) where_is_object(ob); */ mymultmatrix(ob->obmat); /* which wire color */ if((flag & DRAW_CONSTCOLOR) == 0) { project_short(ob->obmat[3], &base->sx); if((G.moving & G_TRANSFORM_OBJ) && (base->flag & (SELECT+BA_WAS_SEL))) BIF_ThemeColor(TH_TRANSFORM); else { if(ob->type==OB_LAMP) BIF_ThemeColor(TH_LAMP); else BIF_ThemeColor(TH_WIRE); if((G.scene->basact)==base) { if(base->flag & (SELECT+BA_WAS_SEL)) BIF_ThemeColor(TH_ACTIVE); } else { if(base->flag & (SELECT+BA_WAS_SEL)) BIF_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(G.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(G.scene->basact==base) BIF_ThemeColor(TH_GROUP_ACTIVE); else BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16); } else BIF_ThemeColor(TH_GROUP); colindex= 0; } } if(colindex) { col= colortab[colindex]; cpack(col); } } /* maximum drawtype */ dt= MIN2(G.vd->drawtype, ob->dt); if(G.vd->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_FACESELECT+G_VERTEXPAINT+G_TEXTUREPAINT+G_WEIGHTPAINT))) { if(ob->type==OB_MESH) { if(ob==G.obedit); else { dt= OB_SHADED; glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); if(dt=OB_WIRE ) { dtx= ob->dtx; if(G.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((G.vd->flag & V3D_SELECT_OUTLINE) && ob->type!=OB_MESH) { if(dt>OB_WIRE && dtdtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) { drawSolidSelect(base); } } } switch( ob->type) { case OB_MESH: if (!(base->flag&OB_RADIO)) { empty_object= draw_mesh_object(base, dt); dtx &= ~OB_DRAWWIRE; // mesh draws wire itself if(G.obedit!=ob && warning_recursive==0) { PartEff *paf = give_parteff(ob); if(paf) { if(col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */ if(paf->flag & PAF_STATIC) draw_static_particle_system(ob, paf, dt); else if((flag & DRAW_PICKING) == 0) draw_particle_system(base, paf); // selection errors happen to easy if(col) cpack(col); } } } break; case OB_FONT: cu= ob->data; if (cu->disp.first==NULL) makeDispListCurveTypes(ob, 0); if(ob==G.obedit) { tekentextcurs(); if (cu->flag & CU_FAST) { cpack(0xFFFFFF); set_inverted_drawing(1); drawDispList(base, OB_WIRE); set_inverted_drawing(0); } else { drawDispList(base, dt); } if (cu->linewidth != 0.0) { cpack(0xff44ff); BIF_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)) BIF_ThemeColor(TH_ACTIVE); else BIF_ThemeColor(TH_WIRE); vec1[0] = cu->tb[i].x; vec1[1] = cu->tb[i].y + cu->linedist*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 + cu->linedist*cu->fsize); glVertex3fv(vec1); vec1[0] -= cu->tb[i].w; glVertex3fv(vec1); vec1[1] += cu->tb[i].h + cu->linedist*cu->fsize; glVertex3fv(vec1); glEnd(); } } setlinestyle(0); if (getselection(&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(ob->obmat, cu->bb)) empty_object= drawDispList(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(ob==G.obedit) { drawnurb(base, editNurb.first, dt); } else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else if(boundbox_clip(ob->obmat, cu->bb)) empty_object= drawDispList(base, dt); break; case OB_MBALL: if(ob==G.obedit) drawmball(base, dt); else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else empty_object= drawmball(base, dt); break; case OB_EMPTY: drawaxes(ob->empty_drawsize, flag, ob->empty_drawtype); break; case OB_LAMP: drawlamp(ob); if(dtx || (base->flag & SELECT)) mymultmatrix(ob->obmat); break; case OB_CAMERA: drawcamera(ob, flag); break; case OB_LATTICE: drawlattice(ob); break; case OB_ARMATURE: if(dt>OB_WIRE) set_gl_material(0); // we use defmaterial empty_object= draw_armature(base, dt); break; default: drawaxes(1.0, flag, OB_ARROWS); } if(ob->pd && ob->pd->forcefield) draw_forcefield(ob); /* draw extra: after normal draw because of makeDispList */ if(dtx) { if(G.f & G_SIMULATION); else 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) { glRasterPos3f(0.0, 0.0, 0.0); BMF_DrawString(G.font, " "); BMF_DrawString(G.font, ob->id.name+2); } } if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp); if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(ob); } if(dtgameflag & OB_ACTOR) && (ob->gameflag & OB_DYNAMIC)) { float tmat[4][4], imat[4][4], vec[3]; vec[0]= vec[1]= vec[2]= 0.0; mygetmatrix(tmat); Mat4Invert(imat, tmat); setlinestyle(2); drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat); setlinestyle(0); } } myloadmatrix(G.vd->viewmat); if(zbufoff) glDisable(GL_DEPTH_TEST); if(warning_recursive) return; if(base->flag & (OB_FROMDUPLI|OB_RADIO)) return; if(G.f & G_SIMULATION) 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_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT))==0) { int do_draw_center= -1; /* defines below are zero or positive... */ if((G.scene->basact)==base) do_draw_center= ACTIVE; else if(base->flag & SELECT) do_draw_center= SELECT; else if(empty_object || (G.vd->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(ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1); } } } /* not for sets, duplicators or picking */ if(flag==0 && (!(G.vd->flag & V3D_HIDE_HELPLINES))) { ListBase *list; /* draw hook center and offset line */ if(ob!=G.obedit) draw_hooks(ob); /* help lines and so */ if(ob!=G.obedit && ob->parent && (ob->parent->lay & G.vd->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){ /* extern void make_axis_color(char *col, char *col2, char axis); // drawview.c */ bConstraint *curcon; float size[3], tmat[4][4]; char col[4], col2[4]; BIF_GetThemeColor3ubv(TH_GRID, col); make_axis_color(col, col2, 'z'); glColor3ubv(col2); for (curcon = list->first; curcon; curcon=curcon->next){ if ((curcon->flag & CONSTRAINT_EXPAND)&&(curcon->type!=CONSTRAINT_TYPE_NULL)&&(constraint_has_target(curcon))){ get_constraint_target_matrix(curcon, TARGET_OBJECT, NULL, tmat, size, bsystem_time(ob, 0, (float)(G.scene->r.cfra), ob->sf)); setlinestyle(3); glBegin(GL_LINES); glVertex3fv(tmat[3]); glVertex3fv(ob->obmat[3]); glEnd(); setlinestyle(0); } } } } free_old_images(); } void draw_object_ext(Base *base) { if(G.vd==NULL || base==NULL) return; if(G.vd->drawtype > OB_WIRE) { G.vd->zbuf= 1; glEnable(GL_DEPTH_TEST); } G.f |= G_DRAW_EXT; glDrawBuffer(GL_FRONT); persp(PERSP_VIEW); if(G.vd->flag & V3D_CLIPPING) view3d_set_clipping(G.vd); draw_object(base, 0); if(G.vd->flag & V3D_CLIPPING) view3d_clr_clipping(); G.f &= ~G_DRAW_EXT; glFlush(); /* reveil frontbuffer drawing */ glDrawBuffer(GL_BACK); if(G.vd->zbuf) { G.vd->zbuf= 0; glDisable(GL_DEPTH_TEST); } curarea->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 = (int) userData; EditVert *eve = EM_get_vert_for_index(index); if (eve->h==0) { set_framebuffer_index_color(offset+index); bglVertex3fv(co); } } static int bbs_mesh_verts(DerivedMesh *dm, int offset) { glPointSize( BIF_GetThemeValuef(TH_VERTEX_SIZE) ); bglBegin(GL_POINTS); dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, (void*) offset); bglEnd(); glPointSize(1.0); return offset + G.totvert; } static int bbs_mesh_wire__setDrawOptions(void *userData, int index) { int offset = (int) userData; EditEdge *eed = EM_get_edge_for_index(index); if (eed->h==0) { 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*) 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) { 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) { set_framebuffer_index_color(index+1); bglVertex3fv(cent); } } /* two options, facecolors or black */ static int bbs_mesh_solid_EM(DerivedMesh *dm, int facecol) { cpack(0); if (facecol) { dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*) 1, 0); if(G.scene->selectmode & SCE_SELECT_FACE) { glPointSize(BIF_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->tface || !(me->tface[index].flag&TF_HIDE)) { set_framebuffer_index_color(index+1); return 1; } else { return 0; } } static int bbs_mesh_wire__setDrawOpts(void *userData, int index) { struct { Mesh *me; EdgeHash *eh; int offset; } *data = userData; MEdge *med = data->me->medge + index; unsigned int flags = (int)BLI_edgehash_lookup(data->eh, med->v1, med->v2); if (flags & 1) { set_framebuffer_index_color(data->offset+index); return 1; } else return 0; } static void bbs_mesh_solid(Object *ob) { int dmNeedsFree; DerivedMesh *dm = mesh_get_derived_final(ob, &dmNeedsFree); Mesh *me = (Mesh*)ob->data; glColor3ub(0, 0, 0); dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0); /* draw edges for seam marking in faceselect mode, but not when painting, so that painting doesn't get interrupted on an edge */ if ((G.f & G_FACESELECT) && !(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT))) { struct { Mesh *me; EdgeHash *eh; int offset; } userData; userData.me = me; userData.eh = get_tface_mesh_marked_edge_info(me); userData.offset = userData.me->totface+1; bglPolygonOffset(1.0); dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOpts, (void*)&userData); bglPolygonOffset(0.0); BLI_edgehash_free(userData.eh, NULL); } if (dmNeedsFree) dm->release(dm); } void draw_object_backbufsel(Object *ob) { mymultmatrix(ob->obmat); glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); switch( ob->type) { case OB_MESH: if(ob==G.obedit) { int dmNeedsFree; DerivedMesh *dm = editmesh_get_derived_cage(&dmNeedsFree); EM_init_index_arrays(1, 1, 1); em_solidoffs= bbs_mesh_solid_EM(dm, G.scene->selectmode & SCE_SELECT_FACE); bglPolygonOffset(1.0); // we draw edges always, for loop (select) tools em_wireoffs= bbs_mesh_wire(dm, em_solidoffs); if(G.scene->selectmode & SCE_SELECT_VERTEX) em_vertoffs= bbs_mesh_verts(dm, em_wireoffs); else em_vertoffs= em_wireoffs; bglPolygonOffset(0.0); if (dmNeedsFree) { dm->release(dm); } EM_free_index_arrays(); } else bbs_mesh_solid(ob); break; case OB_CURVE: case OB_SURF: break; } myloadmatrix(G.vd->viewmat); } /* ************* draw object instances for bones, for example ****************** */ /* assumes all matrices/etc set OK */ void draw_object_instance(Object *ob, int dt, int outline) { DerivedMesh *dm=NULL, *edm=NULL; int needsfree= 1; if(ob==NULL || ob->type!=OB_MESH) return; if(G.obedit && ob->data==G.obedit->data) edm= editmesh_get_derived_base(); else dm = mesh_get_derived_final(ob, &needsfree); if(dt<=OB_WIRE) { if(dm) dm->drawEdges(dm, 1); else if(edm) edm->drawEdges(edm, 1); } else { if(outline) draw_mesh_object_outline(ob, dm?dm:edm); if(dm) init_gl_materials(ob, 0); else { glEnable(GL_COLOR_MATERIAL); BIF_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, set_gl_material); else if(edm) edm->drawMappedFaces(edm, NULL, NULL, 0); glDisable(GL_LIGHTING); } if(edm) edm->release(edm); if(dm && needsfree) dm->release(dm); }