/** * $Id$ * * ***** 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_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_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_view3d_types.h" #include "DNA_world_types.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "BKE_utildefines.h" #include "BKE_curve.h" #include "BKE_constraint.h" // for the get_constraint_target function #include "BKE_deform.h" // lattice_modifier() #include "BKE_DerivedMesh.h" #include "BKE_displist.h" #include "BKE_effect.h" #include "BKE_global.h" #include "BKE_ipo.h" #include "BKE_lattice.h" #include "BKE_mesh.h" #include "BKE_material.h" #include "BKE_mball.h" #include "BKE_object.h" #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_editika.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 "BSE_view.h" #include "BSE_drawview.h" #include "BSE_trans_types.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); /***/ // Materials start counting at # one.... #define MAXMATBUF (MAXMAT + 1) static float matbuf[MAXMATBUF][2][4]; static int last_gl_matnr=-1; static void init_gl_materials(Object *ob) { extern Material defmaterial; // render module abuse... Material *ma; int a; if(ob->totcol==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! */ VECCOPY(matbuf[1][0], matbuf[0][0]); VECCOPY(matbuf[1][1], matbuf[0][1]); } for(a=1; a<=ob->totcol; a++) { ma= give_current_material(ob, a); 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; 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; } } last_gl_matnr = -1; } static void set_gl_material(int nr) { if(nrobmat, vecrot); else if(G.obpose) Mat4MulVecfl(G.obpose->obmat, vecrot); getmouseco_areawin(mval); project_float(vecrot, cent); // no overflow in extreme cases if(cent[0]!=3200.0f) { persp(PERSP_WIN); glDrawBuffer(GL_FRONT); BIF_ThemeColor(TH_WIRE); setlinestyle(3); glBegin(GL_LINE_STRIP); glVertex2sv(mval); glVertex2fv(cent); glEnd(); setlinestyle(0); persp(PERSP_VIEW); glFlush(); // flush display for frontbuffer glDrawBuffer(GL_BACK); } } void drawaxes(float size) { int axis; 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((G.f & G_PICKSEL) == 0) { if (axis==0) BMF_DrawString(G.font, "x"); else if (axis==1) BMF_DrawString(G.font, "y"); else BMF_DrawString(G.font, "z"); } } } 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 tekenshadbuflimits(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; float vec[3], lvec[3], vvec[3],x,y,z; la= ob->data; vec[0]=vec[1]=vec[2]= 0.0; setlinestyle(4); /* yafray: for photonlight also draw lightcone as for spot */ 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; glBegin(GL_LINE_STRIP); glVertex3fv(vvec); glVertex3fv(vec); glVertex3fv(lvec); glEnd(); z = x*sqrt(1.0 - y*y); x *= y; 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)); } else if ELEM(la->type, LA_HEMI, LA_SUN) { glBegin(GL_LINE_STRIP); glVertex3fv(vec); vec[2]= -la->dist; glVertex3fv(vec); glEnd(); } else { if(la->type==LA_AREA) { setlinestyle(0); 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); setlinestyle(3); glBegin(GL_LINE_STRIP); glVertex3f(0.0,0.0,0.0); glVertex3f(0.0,0.0,-la->dist); glEnd(); setlinestyle(0); } else if(la->mode & LA_SPHERE) { float tmat[4][4], imat[4][4]; vec[0]= vec[1]= vec[2]= 0.0; mygetmatrix(tmat); Mat4Invert(imat, tmat); drawcircball(GL_LINE_LOOP, vec, la->dist, imat); } } glPushMatrix(); glLoadMatrixf(G.vd->viewmat); VECCOPY(vec, ob->obmat[3]); setlinestyle(3); glBegin(GL_LINE_STRIP); glVertex3fv(vec); vec[2]= 0; glVertex3fv(vec); glEnd(); setlinestyle(0); if(la->type==LA_SPOT && (la->mode & LA_SHAD) ) { tekenshadbuflimits(la, ob->obmat); } glPopMatrix(); } 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(); } void drawcamera(Object *ob) { /* 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; 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; glBegin(GL_QUADS); vec[0][0]= -0.2*cam->drawsize; vec[0][1]= cam->drawsize; glVertex3fv(vec[0]); vec[0][0]= 0.2*cam->drawsize; glVertex3fv(vec[0]); vec[0][1]= 1.6*cam->drawsize; glVertex3fv(vec[0]); vec[0][0]= -0.2*cam->drawsize; glVertex3fv(vec[0]); glEnd(); glBegin(GL_TRIANGLES); vec[0][0]= -0.4*cam->drawsize; vec[0][1]= 1.6*cam->drawsize; glVertex3fv(vec[0]); vec[0][0]= 0.0; vec[0][1]= 2.0*cam->drawsize; glVertex3fv(vec[0]); vec[0][0]= 0.4*cam->drawsize; vec[0][1]= 1.6*cam->drawsize; glVertex3fv(vec[0]); glEnd(); 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 tekenvertslatt(short sel) { Lattice *lt; BPoint *bp; float size; int a, uxt, u, vxt, v, wxt, w; size= BIF_GetThemeValuef(TH_VERTEX_SIZE); glPointSize(size); if(sel) BIF_ThemeColor(TH_VERTEX_SELECT); else BIF_ThemeColor(TH_VERTEX); bglBegin(GL_POINTS); bp= editLatt->def; lt= editLatt; if(lt->flag & LT_OUTSIDE) { for(w=0; wpntsw; w++) { if(w==0 || w==lt->pntsw-1) wxt= 1; else wxt= 0; for(v=0; vpntsv; v++) { if(v==0 || v==lt->pntsv-1) vxt= 1; else vxt= 0; for(u=0; upntsu; u++, bp++) { if(u==0 || u==lt->pntsu-1) uxt= 1; else uxt= 0; if(uxt || vxt || wxt) { if(bp->hide==0) { if((bp->f1 & 1)==sel) bglVertex3fv(bp->vec); } } } } } } else { a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw; while(a--) { if(bp->hide==0) { if((bp->f1 & 1)==sel) bglVertex3fv(bp->vec); } bp++; } } glPointSize(1.0); bglEnd(); } static void calc_lattverts(void) { BPoint *bp; float mat[4][4]; int a; MTC_Mat4SwapMat4(G.vd->persmat, mat); mygetsingmatrix(G.vd->persmat); bp= editLatt->def; a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw; while(a--) { project_short(bp->vec, bp->s); bp++; } MTC_Mat4SwapMat4(G.vd->persmat, mat); } void calc_lattverts_ext(void) { areawinset(curarea->win); persp(PERSP_VIEW); mymultmatrix(G.obedit->obmat); calc_lattverts(); myloadmatrix(G.vd->viewmat); } static void drawlattice(Object *ob) { Lattice *lt; BPoint *bp, *bpu; int u, v, w, dv, dw, uxt, vxt, wxt; lt= ob->data; if(ob==G.obedit) { bp= editLatt->def; cpack(0x004000); } else { lattice_modifier(ob, 's'); bp= lt->def; } dv= lt->pntsu; dw= dv*lt->pntsv; if(lt->flag & LT_OUTSIDE) { for(w=0; wpntsw; w++) { if(w==0 || w==lt->pntsw-1) wxt= 1; else wxt= 0; for(v=0; vpntsv; v++) { if(v==0 || v==lt->pntsv-1) vxt= 1; else vxt= 0; for(u=0, bpu=0; upntsu; u++, bp++) { if(u==0 || u==lt->pntsu-1) uxt= 1; else uxt= 0; if(uxt || vxt || wxt) { if(w && (uxt || vxt)) { glBegin(GL_LINE_STRIP); glVertex3fv( (bp-dw)->vec ); glVertex3fv(bp->vec); glEnd(); } if(v && (uxt || wxt)) { glBegin(GL_LINES); glVertex3fv( (bp-dv)->vec ); glVertex3fv(bp->vec); glEnd(); } if(u && (vxt || wxt)) { glBegin(GL_LINES); glVertex3fv(bpu->vec); glVertex3fv(bp->vec); glEnd(); } } bpu= bp; } } } } else { for(w=0; wpntsw; w++) { for(v=0; vpntsv; v++) { for(u=0, bpu=0; upntsu; u++, bp++) { if(w) { glBegin(GL_LINES); glVertex3fv( (bp-dw)->vec ); glVertex3fv(bp->vec); glEnd(); } if(v) { glBegin(GL_LINES); glVertex3fv( (bp-dv)->vec ); glVertex3fv(bp->vec); glEnd(); } if(u) { glBegin(GL_LINES); glVertex3fv(bpu->vec); glVertex3fv(bp->vec); glEnd(); } bpu= bp; } } } } if(ob==G.obedit) { calc_lattverts(); if(G.zbuf) glDisable(GL_DEPTH_TEST); tekenvertslatt(0); tekenvertslatt(1); if(G.zbuf) glEnable(GL_DEPTH_TEST); } else lattice_modifier(ob, 'e'); } /* ***************** ******************** */ void calc_mesh_facedots_ext(void) { EditMesh *em = G.editMesh; EditFace *efa; float mat[4][4]; if(em->faces.first==NULL) return; efa= em->faces.first; areawinset(curarea->win); persp(PERSP_VIEW); mymultmatrix(G.obedit->obmat); MTC_Mat4SwapMat4(G.vd->persmat, mat); mygetsingmatrix(G.vd->persmat); efa= em->faces.first; while(efa) { if( efa->h==0) { project_short(efa->cent, &(efa->xs)); } efa= efa->next; } MTC_Mat4SwapMat4(G.vd->persmat, mat); myloadmatrix(G.vd->viewmat); } /* window coord, assuming all matrices are set OK */ static void calc_meshverts(DerivedMesh *dm) { float co[3], mat[4][4]; EditVert *eve; MTC_Mat4SwapMat4(G.vd->persmat, mat); mygetsingmatrix(G.vd->persmat); for(eve= G.editMesh->verts.first; eve; eve= eve->next) { if(eve->h==0) { dm->getMappedVertCoEM(dm, eve, co); project_short(co, &(eve->xs)); } } MTC_Mat4SwapMat4(G.vd->persmat, mat); } /* window coord for current window, sets matrices temporal */ void calc_meshverts_ext(void) { int dmNeedsFree; DerivedMesh *dm = mesh_get_cage_derived(G.obedit, &dmNeedsFree); areawinset(curarea->win); persp(PERSP_VIEW); mymultmatrix(G.obedit->obmat); calc_meshverts(dm); myloadmatrix(G.vd->viewmat); if (dmNeedsFree) { dm->release(dm); } } /* window coord for current window, sets matrices temporal, sets (eve->f & 2) when not visible */ void calc_meshverts_ext_f2(void) { int dmNeedsFree; DerivedMesh *dm = mesh_get_cage_derived(G.obedit, &dmNeedsFree); float co[3], mat[4][4]; EditVert *eve; /* matrices */ areawinset(curarea->win); persp(PERSP_VIEW); mymultmatrix(G.obedit->obmat); MTC_Mat4SwapMat4(G.vd->persmat, mat); mygetsingmatrix(G.vd->persmat); for(eve= G.editMesh->verts.first; eve; eve= eve->next) { eve->f &= ~2; if(eve->h==0) { dm->getMappedVertCoEM(dm, eve, co); project_short_noclip(co, &(eve->xs)); if( eve->xs >= 0 && eve->ys >= 0 && eve->xswinx && eve->yswiny); else eve->f |= 2; } } /* restore */ MTC_Mat4SwapMat4(G.vd->persmat, mat); myloadmatrix(G.vd->viewmat); if (dmNeedsFree) { dm->release(dm); } } static void calc_Nurbverts(Nurb *nurb) { Nurb *nu; BezTriple *bezt; BPoint *bp; float mat[4][4]; int a; MTC_Mat4SwapMat4(G.vd->persmat, mat); mygetsingmatrix(G.vd->persmat); nu= nurb; while(nu) { if((nu->type & 7)==1) { bezt= nu->bezt; a= nu->pntsu; while(a--) { project_short(bezt->vec[0], bezt->s[0]); project_short(bezt->vec[1], bezt->s[1]); project_short(bezt->vec[2], bezt->s[2]); bezt++; } } else { bp= nu->bp; a= nu->pntsu*nu->pntsv; while(a--) { project_short(bp->vec, bp->s); bp++; } } nu= nu->next; } MTC_Mat4SwapMat4(G.vd->persmat, mat); } void calc_nurbverts_ext(void) { areawinset(curarea->win); persp(PERSP_VIEW); mymultmatrix(G.obedit->obmat); calc_Nurbverts(editNurb.first); myloadmatrix(G.vd->viewmat); } //// static void calc_weightpaint_vert_color(Object *ob, int vert, unsigned char *col) { Mesh *me = ob->data; float fr, fg, fb, input = 0.0; int i; if (me->dvert) { for (i=0; idvert[vert].totweight; i++) if (me->dvert[vert].dw[i].def_nr==ob->actdef-1) input+=me->dvert[vert].dw[i].weight; } CLAMP(input, 0.0, 1.0); fr = fg = fb = 85; if (input<=0.25f){ fr=0.0f; fg=255.0f * (input*4.0f); fb=255.0f; } else if (input<=0.50f){ fr=0.0f; fg=255.0f; fb=255.0f * (1.0f-((input-0.25f)*4.0f)); } else if (input<=0.75){ fr=255.0f * ((input-0.50f)*4.0f); fg=255.0f; fb=0.0f; } else if (input<=1.0){ fr=255.0f; fg=255.0f * (1.0f-((input-0.75f)*4.0f)); fb=0.0f; } col[3] = (unsigned char)(fr * ((input/2.0f)+0.5f)); col[2] = (unsigned char)(fg * ((input/2.0f)+0.5f)); col[1] = (unsigned char)(fb * ((input/2.0f)+0.5f)); col[0] = 255; } static unsigned char *calc_weightpaint_colors(Object *ob) { Mesh *me = ob->data; MFace *mf = me->mface; unsigned char *wtcol; int i; wtcol = MEM_callocN (sizeof (unsigned char) * me->totface*4*4, "weightmap"); memset(wtcol, 0x55, sizeof (unsigned char) * me->totface*4*4); for (i=0; itotface; i++, mf++){ calc_weightpaint_vert_color(ob, mf->v1, &wtcol[(i*4 + 0)*4]); calc_weightpaint_vert_color(ob, mf->v2, &wtcol[(i*4 + 1)*4]); if (mf->v3) calc_weightpaint_vert_color(ob, mf->v3, &wtcol[(i*4 + 2)*4]); if (mf->v4) calc_weightpaint_vert_color(ob, mf->v4, &wtcol[(i*4 + 3)*4]); } return wtcol; } /* ************** 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_em_face_normals(EditMesh *em, float normalLength) { EditFace *efa; glBegin(GL_LINES); for(efa= em->faces.first; efa; efa= efa->next) { if(efa->h==0 && efa->fgonf!=EM_FGON) { glVertex3fv(efa->cent); glVertex3f( efa->cent[0] + normalLength*efa->n[0], efa->cent[1] + normalLength*efa->n[1], efa->cent[2] + normalLength*efa->n[2]); } } glEnd(); } static void draw_em_face_centers(EditMesh *em, int sel) { EditFace *efa; bglBegin(GL_POINTS); for(efa= em->faces.first; efa; efa= efa->next) { if(efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) { bglVertex3fv(efa->cent); } } bglEnd(); } /* Draw verts with color set based on selection */ static int draw_dm_verts__setDrawOptions(void *userData, EditVert *eve) { int sel = *((int*) userData); return (eve->h==0 && (eve->f&SELECT)==sel); } static void draw_dm_verts(DerivedMesh *dm, int sel) { dm->drawMappedVertsEM(dm, draw_dm_verts__setDrawOptions, &sel); } /* Draw edges with color set based on selection */ static int draw_dm_edges_sel__setDrawOptions(void *userData, EditEdge *eed) { 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->drawMappedEdgesEM(dm, draw_dm_edges_sel__setDrawOptions, cols); } /* Draw edges */ static int draw_dm_edges__setDrawOptions(void *userData, EditEdge *eed) { return eed->h==0; } static void draw_dm_edges(DerivedMesh *dm) { dm->drawMappedEdgesEM(dm, draw_dm_edges__setDrawOptions, NULL); } /* Draw edges with color interpolated based on selection */ static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, EditEdge *eed) { return (eed->h==0); } static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, EditEdge *eed, float t) { 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->drawMappedEdgesInterpEM(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, EditEdge *eed) { return (eed->h==0 && eed->seam); } static void draw_dm_edges_seams(DerivedMesh *dm) { dm->drawMappedEdgesEM(dm, draw_dm_edges_seams__setDrawOptions, NULL); } /* Draw faces with color set based on selection */ static int draw_dm_faces_sel__setDrawOptions(void *userData, EditFace *efa) { unsigned char **cols = userData; if (efa->h==0) { glColor4ubv(cols[(efa->f&SELECT)?1:0]); 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->drawMappedFacesEM(dm, draw_dm_faces_sel__setDrawOptions, cols); } /* 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.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.zbuf && !(G.vd->flag&V3D_ZBUF_SELECT)) { glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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_em_face_centers(em, sel); } if (pass==0) { glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } } } if(G.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.zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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->drawMappedEdgesInterpEM && (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_creases(EditMesh *em) { EditEdge *eed; float fac, *v1, *v2, vec[3]; glLineWidth(3.0); glBegin(GL_LINES); for(eed= em->edges.first; eed; eed= eed->next) { if(eed->h==0 && eed->crease!=0.0) { BIF_ThemeColor((eed->f&SELECT)?TH_EDGE_SELECT:TH_WIRE); v1= eed->v1->co; v2= eed->v2->co; VECSUB(vec, v2, v1); fac= 0.5 + eed->crease/2.0; glVertex3f(v1[0] + fac*vec[0], v1[1] + fac*vec[1], v1[2] + fac*vec[2] ); glVertex3f(v2[0] - fac*vec[0], v2[1] - fac*vec[1], v2[2] - fac*vec[2] ); } } glEnd(); glLineWidth(1.0); } 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 */ float area, col[3]; /* area of the face, colour of the text to draw */ if(G.zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0) glDisable(GL_DEPTH_TEST); if(G.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,"%.3f", 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,"%.3f", 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)); fvec[0]= 0.2*efa->cent[0] + 0.8*efa->v1->co[0]; fvec[1]= 0.2*efa->cent[1] + 0.8*efa->v1->co[1]; fvec[2]= 0.2*efa->cent[2] + 0.8*efa->v1->co[2]; 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)); fvec[0]= 0.2*efa->cent[0] + 0.8*efa->v2->co[0]; fvec[1]= 0.2*efa->cent[1] + 0.8*efa->v2->co[1]; fvec[2]= 0.2*efa->cent[2] + 0.8*efa->v3->co[2]; 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)); fvec[0]= 0.2*efa->cent[0] + 0.8*efa->v3->co[0]; fvec[1]= 0.2*efa->cent[1] + 0.8*efa->v3->co[1]; fvec[2]= 0.2*efa->cent[2] + 0.8*efa->v3->co[2]; 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)); fvec[0]= 0.2*efa->cent[0] + 0.8*efa->v4->co[0]; fvec[1]= 0.2*efa->cent[1] + 0.8*efa->v4->co[1]; fvec[2]= 0.2*efa->cent[2] + 0.8*efa->v4->co[2]; glRasterPos3fv(fvec); BMF_DrawString( G.fonts, val); } } } } if(G.zbuf) { glEnable(GL_DEPTH_TEST); bglPolygonOffset(0.0); } } static void draw_em_fancy(Object *ob, EditMesh *em, DerivedMesh *baseDM, DerivedMesh *realDM, int dt) { Mesh *me = ob->data; DerivedMesh *cageDM; if(realDM && (me->flag&ME_OPT_EDGES)) { cageDM = realDM; } else { cageDM = baseDM; } if(dt>OB_WIRE) { init_gl_materials(ob); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED); glEnable(GL_LIGHTING); glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); if (realDM) { realDM->drawFacesSolid(realDM, set_gl_material); } else { baseDM->drawFacesSolid(baseDM, set_gl_material); } 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 (realDM && !(me->flag&ME_OPT_EDGES)) { BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7); realDM->drawEdges(realDM); } } 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); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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); } draw_em_fancy_edges(cageDM); if(G.f & G_DRAWCREASES) { draw_em_creases(em); } if(ob==G.obedit) { calc_meshverts(cageDM); draw_em_fancy_verts(em, cageDM); if(G.f & G_DRAWNORMALS) { BIF_ThemeColor(TH_NORMAL); draw_em_face_normals(em, G.scene->editbutsize); } 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); } } /* Mesh drawing routines */ static void draw_mesh_object_outline(DerivedMesh *dm) { glLineWidth(2.0); glDepthMask(0); dm->drawEdges(dm); glLineWidth(1.0); glDepthMask(1); } static void draw_mesh_fancy(Object *ob, DerivedMesh *baseDM, DerivedMesh *realDM, int dt) { 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; float *obExtVerts; DerivedMesh *dm = realDM?realDM:baseDM; glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); dl = find_displist(&ob->disp, DL_VERTS); obExtVerts = dl?dl->verts:NULL; // Unwanted combination. if (G.f&G_FACESELECT) draw_wire = 0; // This is only for objects from the decimator and // is a temporal solution, a reconstruction of the // displist system should take care of it (zr/ton) if(me->decimated) { DispListMesh *dlm = me->decimated; MVert *mvert= dlm->mvert; MFace *mface= dlm->mface; int i; for (i=0; itotface; i++, mface++) { glBegin(GL_LINE_LOOP); glVertex3fv(mvert[mface->v1].co); glVertex3fv(mvert[mface->v2].co); if (mface->v3) { glVertex3fv(mvert[mface->v3].co); if (mface->v4) glVertex3fv(mvert[mface->v4].co); } glEnd(); } } else if(dt==OB_BOUNDBOX) { draw_bounding_volume(ob); } else if(hasHaloMat || (me->totface==0 && (!me->medge || 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) && (ob->flag&SELECT) && !(G.f&G_FACESELECT) && !draw_wire) { draw_mesh_object_outline(dm); } draw_tface_mesh(ob, ob->data, dt); } else if(dt==OB_SOLID ) { if ((G.vd->flag&V3D_SELECT_OUTLINE) && (ob->flag&SELECT) && !draw_wire) { draw_mesh_object_outline(dm); } init_gl_materials(ob); 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); BIF_ThemeColor(TH_WIRE); dm->drawLooseEdges(dm); } else if(dt==OB_SHADED) { if( (G.f & G_WEIGHTPAINT)) { unsigned char *wtcol = calc_weightpaint_colors(ob); baseDM->drawFacesColored(baseDM, me->flag&ME_TWOSIDED, wtcol, 0); MEM_freeN (wtcol); } else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) { baseDM->drawFacesColored(baseDM, me->flag&ME_TWOSIDED, (unsigned char*) me->mcol, 0); } else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->tface) { tface_to_mcol(me); baseDM->drawFacesColored(baseDM, me->flag&ME_TWOSIDED, (unsigned char*) me->mcol, 0); MEM_freeN(me->mcol); me->mcol= 0; } else { unsigned int *obCol1, *obCol2; dl = ob->disp.first; if (!dl || !dl->col1) { shadeDispList(ob); dl = find_displist(&ob->disp, DL_VERTCOL); } obCol1 = dl->col1; obCol2 = dl->col2; if ((G.vd->flag&V3D_SELECT_OUTLINE) && (ob->flag&SELECT) && !draw_wire) { draw_mesh_object_outline(dm); } dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2); } } if (draw_wire) { /* If drawing wire and drawtype is not OB_WIRE then we are * overlaying the wires. */ if (dt!=OB_WIRE) { if(ob->flag & SELECT) { BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT); } else { BIF_ThemeColor(TH_WIRE); } bglPolygonOffset(1.0); glDepthMask(0); // disable write in zbuffer, selected edge wires show better } if (me->flag&ME_OPT_EDGES) { dm->drawMappedEdges(dm); } else { dm->drawEdges(dm); } if (dt!=OB_WIRE) { glDepthMask(1); bglPolygonOffset(0.0); } } } static void draw_mesh_object(Object *ob, int dt) { Mesh *me= ob->data; DerivedMesh *baseDM = mesh_get_base_derived(ob); DerivedMesh *realDM = mesh_get_derived(ob); if(G.obedit && ob->data==G.obedit->data) { draw_em_fancy(ob, G.editMesh, baseDM, realDM, dt); } else { if(me->bb==NULL) tex_space_mesh(me); if(me->totface<=4 || boundbox_clip(ob->obmat, me->bb)) { draw_mesh_fancy(ob, baseDM, realDM, dt); } } baseDM->release(baseDM); } /* ************** DRAW DISPLIST ****************** */ static int draw_index_wire= 1; static int index3_nors_incr= 1; static void drawDispListwire(ListBase *dlbase) { DispList *dl; int parts, nr, ofs, *index; float *data; if(dlbase==0) return; 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; } } static void drawDispListsolid(ListBase *lb, Object *ob) { DispList *dl; int 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_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;/* , *extverts=0 */ 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); } static void drawDispList(Object *ob, int dt) { ListBase *lb=0; DispList *dl; Curve *cu; int solid; solid= (dt > OB_WIRE); switch(ob->type) { case OB_FONT: case OB_CURVE: cu= ob->data; lb= &cu->disp; if(lb->first==0) makeDispList(ob); if(solid) { dl= lb->first; if(dl==0) return; /* rule: dl->type INDEX3 is always first in list */ if(dl->type!=DL_INDEX3) { if(ob==G.obedit) curve_to_filledpoly(ob->data, &editNurb, lb); else curve_to_filledpoly(ob->data, &cu->nurb, lb); dl= lb->first; } 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(ob); drawDispListshaded(lb, ob); } else { init_gl_materials(ob); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob); } if(ob==G.obedit) { cpack(0); draw_index_wire= 0; drawDispListwire(lb); draw_index_wire= 1; } } index3_nors_incr= 1; } else { draw_index_wire= 0; drawDispListwire(lb); draw_index_wire= 1; } break; case OB_SURF: lb= &((Curve *)ob->data)->disp; if(lb->first==0) makeDispList(ob); if(solid) { dl= lb->first; if(dl==0) return; if(dl->nors==0) addnormalsDispList(ob, lb); if(dt==OB_SHADED) { if(ob->disp.first==0) shadeDispList(ob); drawDispListshaded(lb, ob); } else { init_gl_materials(ob); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob); } } else { drawDispListwire(lb); } break; case OB_MBALL: if( is_basis_mball(ob)) { lb= &ob->disp; if(lb->first==0) makeDispList(ob); if(solid) { if(dt==OB_SHADED) { dl= lb->first; if(dl && dl->col1==0) shadeDispList(ob); drawDispListshaded(lb, ob); } else { init_gl_materials(ob); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); drawDispListsolid(lb, ob); } } else{ /* MetaBalls use DL_INDEX4 type of DispList */ drawDispListwire(lb); } } break; } } /* ******************************** */ static void draw_particle_system(Object *ob, PartEff *paf) { Particle *pa; float ptime, ctime, vec[3], vec1[3]; int a; pa= paf->keys; if(pa==0) { build_particle_system(ob); pa= paf->keys; if(pa==0) return; } myloadmatrix(G.vd->viewmat); 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); for(a=0; atotpart; a++, pa+=paf->totkey) { 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(); mymultmatrix(ob->obmat); // bring back local matrix for dtx } static void draw_static_particle_system(Object *ob, PartEff *paf) { Particle *pa; float ctime, mtime, vec[3], vec1[3]; int a; pa= paf->keys; if(pa==0) { build_particle_system(ob); pa= paf->keys; if(pa==0) return; } glPointSize(1.0); if(paf->stype!=PAF_VECT) glBegin(GL_POINTS); for(a=0; atotpart; a++, pa+=paf->totkey) { where_is_particle(paf, pa, pa->time, vec1); mtime= pa->time+pa->lifetime+paf->staticstep-1; for(ctime= pa->time; ctimestaticstep) { /* make sure hair grows until the end.. */ if(ctime>pa->time+pa->lifetime) ctime= pa->time+pa->lifetime; if(paf->stype==PAF_VECT) { where_is_particle(paf, pa, ctime+1, vec); glBegin(GL_LINE_STRIP); glVertex3fv(vec); glVertex3fv(vec1); glEnd(); VECCOPY(vec1, vec); } else { where_is_particle(paf, pa, ctime, vec); glVertex3fv(vec); } } } if(paf->stype!=PAF_VECT) 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(Object *ob, Nurb *nurb, int dt) { Curve *cu; Nurb *nu; BevPoint *bevp; BevList *bl; float vec[3]; int a, nr, skip; /* first non-selected handles */ nu= nurb; while(nu) { if((nu->type & 7)==CU_BEZIER) { tekenhandlesN(nu, 0); } nu= nu->next; } /* then DispList */ BIF_ThemeColor(TH_WIRE); cu= ob->data; drawDispList(ob, dt); draw_editnurb(ob, nurb, 0); draw_editnurb(ob, nurb, 1); if(cu->flag & CU_3D) { if(cu->bev.first==0) makeBevelList(ob); BIF_ThemeColor(TH_WIRE); bl= cu->bev.first; nu= nurb; while(nu && bl) { bevp= (BevPoint *)(bl+1); nr= bl->nr; skip= nu->resolu/16; while(nr-- > 0) { glBegin(GL_LINE_STRIP); vec[0]= bevp->x-G.scene->editbutsize*bevp->mat[0][0]; vec[1]= bevp->y-G.scene->editbutsize*bevp->mat[0][1]; vec[2]= bevp->z-G.scene->editbutsize*bevp->mat[0][2]; glVertex3fv(vec); vec[0]= bevp->x+G.scene->editbutsize*bevp->mat[0][0]; vec[1]= bevp->y+G.scene->editbutsize*bevp->mat[0][1]; vec[2]= bevp->z+G.scene->editbutsize*bevp->mat[0][2]; glVertex3fv(vec); glEnd(); bevp++; a= skip; while(a--) { bevp++; nr--; } } bl= bl->next; nu= nu->next; } } calc_Nurbverts(nurb); if(G.zbuf) glDisable(GL_DEPTH_TEST); nu= nurb; while(nu) { if((nu->type & 7)==1) tekenhandlesN(nu, 1); tekenvertsN(nu, 0); nu= nu->next; } nu= nurb; while(nu) { tekenvertsN(nu, 1); nu= nu->next; } if(G.zbuf) glEnable(GL_DEPTH_TEST); } static void tekentextcurs(void) { cpack(0); glBegin(GL_QUADS); glVertex2fv(G.textcurs[0]); glVertex2fv(G.textcurs[1]); glVertex2fv(G.textcurs[2]); glVertex2fv(G.textcurs[3]); glEnd(); } 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; adata; if(ob==G.obedit) { BIF_ThemeColor(TH_WIRE); if((G.f & G_PICKSEL)==0 ) drawDispList(ob, dt); ml= editelems.first; } else { drawDispList(ob, dt); ml= mb->elems.first; } /* 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; } } 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}; /* 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->flag & PFIELD_USEMAX) { setlinestyle(3); BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat); setlinestyle(0); } if (pd->forcefield == PFIELD_WIND) { float force_val; Mat4One(tmat); BIF_ThemeColorBlend(TH_WIRE, 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, 1.0, tmat); vec[2]= 0.5*force_val; drawcircball(GL_LINE_LOOP, vec, 1.0, tmat); vec[2]= 1.0*force_val; drawcircball(GL_LINE_LOOP, vec, 1.0, tmat); vec[2]= 1.5*force_val; drawcircball(GL_LINE_LOOP, vec, 1.0, 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(TH_WIRE, TH_BACK, 0.5); drawcircball(GL_LINE_LOOP, vec, 1.0, imat); BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.9 - 0.4 / pow(1.5, (double)ffall_val)); drawcircball(GL_LINE_LOOP, vec, 1.5, imat); BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.9 - 0.4 / pow(2.0, (double)ffall_val)); drawcircball(GL_LINE_LOOP, vec, 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(TH_WIRE, TH_BACK, 0.7); if (force_val < 0) { drawspiral(vec, 1.0, imat, 1); drawspiral(vec, 1.0, imat, 16); } else { drawspiral(vec, 1.0, imat, -1); drawspiral(vec, 1.0, imat, -16); } } } static void draw_bb_box(BoundBox *bb) { float *vec; vec= bb->vec[0]; glBegin(GL_LINE_STRIP); glVertex3fv(vec); glVertex3fv(vec+3);glVertex3fv(vec+6); glVertex3fv(vec+9); glVertex3fv(vec); glVertex3fv(vec+12);glVertex3fv(vec+15); glVertex3fv(vec+18); glVertex3fv(vec+21); glVertex3fv(vec+12); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(vec+3); glVertex3fv(vec+15); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(vec+6); glVertex3fv(vec+18); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(vec+9); glVertex3fv(vec+21); glEnd(); } void get_local_bounds(Object *ob, float *centre, float *size) { BoundBox *bb= NULL; /* uses boundbox, function used by Ketsji */ if(ob->type==OB_MESH) { bb= ( (Mesh *)ob->data )->bb; if(bb==0) { tex_space_mesh(ob->data); bb= ( (Mesh *)ob->data )->bb; } } 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==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 *)ob->data )->bb; if(bb==0) { tex_space_mesh(ob->data); bb= ( (Mesh *)ob->data )->bb; } } else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) { bb= ( (Curve *)ob->data )->bb; if(bb==0) { makeDispList(ob); bb= ( (Curve *)ob->data )->bb; } } else if(ob->type==OB_MBALL) { bb= ob->bb; if(bb==0) { makeDispList(ob); bb= ob->bb; } } else { drawcube(); return; } if(bb==0) return; if(ob->boundtype==OB_BOUND_BOX) draw_bb_box(bb); else draw_bb_quadric(bb, ob->boundtype); } static void drawtexspace(Object *ob) { Mesh *me; MetaBall *mb; Curve *cu; BoundBox bb; float *vec, *loc, *size; if(ob->type==OB_MESH) { me= ob->data; size= me->size; loc= me->loc; } else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) { cu= ob->data; size= cu->size; loc= cu->loc; } else if(ob->type==OB_MBALL) { mb= ob->data; size= mb->size; loc= mb->loc; } else return; bb.vec[0][0]=bb.vec[1][0]=bb.vec[2][0]=bb.vec[3][0]= loc[0]-size[0]; bb.vec[4][0]=bb.vec[5][0]=bb.vec[6][0]=bb.vec[7][0]= loc[0]+size[0]; bb.vec[0][1]=bb.vec[1][1]=bb.vec[4][1]=bb.vec[5][1]= loc[1]-size[1]; bb.vec[2][1]=bb.vec[3][1]=bb.vec[6][1]=bb.vec[7][1]= loc[1]+size[1]; bb.vec[0][2]=bb.vec[3][2]=bb.vec[4][2]=bb.vec[7][2]= loc[2]-size[2]; bb.vec[1][2]=bb.vec[2][2]=bb.vec[5][2]=bb.vec[6][2]= loc[2]+size[2]; setlinestyle(2); vec= bb.vec[0]; glBegin(GL_LINE_STRIP); glVertex3fv(vec); glVertex3fv(vec+3);glVertex3fv(vec+6); glVertex3fv(vec+9); glVertex3fv(vec); glVertex3fv(vec+12);glVertex3fv(vec+15); glVertex3fv(vec+18); glVertex3fv(vec+21); glVertex3fv(vec+12); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(vec+3); glVertex3fv(vec+15); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(vec+6); glVertex3fv(vec+18); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(vec+9); glVertex3fv(vec+21); glEnd(); setlinestyle(0); } /* draws wire outline */ static void drawSolidSelect(Object *ob) { 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) { drawDispListwire(&ob->disp); } glLineWidth(1.0); glDepthMask(1); } static void drawWireExtra(Object *ob) { if(ob!=G.obedit && (ob->flag & SELECT)) { if(ob==OBACT) BIF_ThemeColor(TH_ACTIVE); else BIF_ThemeColor(TH_SELECT); } 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) { ObHook *hook; float vec[3]; for(hook= ob->hooks.first; hook; hook= hook->next) { VecMat4MulVecfl(vec, ob->obmat, hook->cent); if(hook->parent) { setlinestyle(3); glBegin(GL_LINES); glVertex3fv(hook->parent->obmat[3]); glVertex3fv(vec); glEnd(); setlinestyle(0); } glPointSize(3.0); bglBegin(GL_POINTS); bglVertex3fv(vec); bglEnd(); glPointSize(1.0); } } void draw_object(Base *base) { Object *ob; Curve *cu; ListBase elems; CfraElem *ce; float cfraont, axsize=1.0; unsigned int *rect, col=0; static int warning_recursive= 0; int sel, drawtype, colindex= 0, ipoflag; short dt, dtx, zbufoff= 0; ob= base->object; /* draw keys? */ if(base==(G.scene->basact) || (base->flag & (SELECT+BA_WASSEL))) { if(warning_recursive==0 && ob!=G.obedit) { if(ob->ipo && ob->ipo->showkey && (ob->ipoflag & OB_DRAWKEY)) { 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); } 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); } 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((G.f & G_PICKSEL) == 0) { project_short(ob->obmat[3], &base->sx); if((G.moving & G_TRANSFORM_OBJ) && (base->flag & (SELECT+BA_PARSEL))) BIF_ThemeColor(TH_TRANSFORM); else { BIF_ThemeColor(TH_WIRE); if((G.scene->basact)==base) { if(base->flag & (SELECT+BA_WASSEL)) BIF_ThemeColor(TH_ACTIVE); } else { if(base->flag & (SELECT+BA_WASSEL)) BIF_ThemeColor(TH_SELECT); } // no theme yet if(ob->id.lib) { if(base->flag & (SELECT+BA_WASSEL)) colindex = 4; else colindex = 3; } else if(warning_recursive==1) { if(base->flag & (SELECT+BA_WASSEL)) colindex = 7; else colindex = 6; } } if(colindex) { col= colortab[colindex]; cpack(col); } } /* maximum drawtype */ dt= MIN2(G.vd->drawtype, ob->dt); if(G.zbuf==0 && dt>OB_WIRE) dt= OB_WIRE; dtx= 0; /* faceselect exception: also draw solid when dt==wire, except in editmode */ if(ob==((G.scene->basact) ? (G.scene->basact->object) : 0) && (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); zbufoff= 1; } } else { 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)) { drawSolidSelect(ob); } } } switch( ob->type) { case OB_MESH: if (!(base->flag&OB_RADIO)) { draw_mesh_object(ob, dt); dtx &= ~OB_DRAWWIRE; // mesh draws wire itself { PartEff *paf = give_parteff(ob); if(paf) { if(col) cpack(0xFFFFFF); /* for visibility */ if(paf->flag & PAF_STATIC) draw_static_particle_system(ob, paf); else if((G.f & G_PICKSEL) == 0) draw_particle_system(ob, paf); // selection errors happen to easy if(col) cpack(col); } } } break; case OB_FONT: cu= ob->data; if(ob==G.obedit) { tekentextcurs(); cpack(0xFFFF90); drawDispList(ob, OB_WIRE); } else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else if(boundbox_clip(ob->obmat, cu->bb)) drawDispList(ob, dt); break; case OB_CURVE: case OB_SURF: cu= ob->data; if(ob==G.obedit) { drawnurb(ob, editNurb.first, dt); } else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else if(boundbox_clip(ob->obmat, cu->bb)) drawDispList(ob, dt); break; case OB_MBALL: if(ob==G.obedit) drawmball(ob, dt); else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob); else drawmball(ob, dt); break; case OB_EMPTY: drawaxes(1.0); break; case OB_LAMP: drawlamp(ob); break; case OB_CAMERA: drawcamera(ob); break; case OB_LATTICE: drawlattice(ob); break; case OB_ARMATURE: draw_armature (ob); break; default: drawaxes(1.0); } 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(axsize); } 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 if((G.f & G_PICKSEL) == 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) return; if(base->flag & OB_RADIO) return; if(G.f & G_SIMULATION) return; if((G.f & (G_PICKSEL))==0) { ListBase *list; /* draw hook center and offset line */ if(ob->hooks.first && 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); } } } /* object centers */ if(G.zbuf) glDisable(GL_DEPTH_TEST); if(ob->type == OB_LAMP) { if(ob->id.lib) { if(base->flag & SELECT) rect= rectllib_sel; else rect= rectllib_desel; } else if(ob->id.us>1) { if(base->flag & SELECT) rect= rectlus_sel; else rect= rectlus_desel; } else { if(base->flag & SELECT) rect= rectl_sel; else rect= rectl_desel; } draw_icon_centered(ob->obmat[3], rect, 9); } else { if(ob->id.lib || ob->id.us>1) { if(base->flag & SELECT) rect= rectu_sel; else rect= rectu_desel; } else { if(base->flag & SELECT) rect= rect_sel; /* The center of the active object (which need not * be selected) gets drawn as if it were selected */ else if(base==(G.scene->basact)) rect= rect_sel; else rect= rect_desel; } draw_icon_centered(ob->obmat[3], rect, 4); } if(G.zbuf) glEnable(GL_DEPTH_TEST); } else if((G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT))==0) { glBegin(GL_POINTS); glVertex3fv(ob->obmat[3]); glEnd(); } } void draw_object_ext(Base *base) { if(G.vd==NULL || base==NULL) return; if(G.vd->drawtype > OB_WIRE) { G.zbuf= 1; glEnable(GL_DEPTH_TEST); } G.f |= G_DRAW_EXT; glDrawBuffer(GL_FRONT); persp(PERSP_VIEW); draw_object(base); G.f &= ~G_DRAW_EXT; glFlush(); /* reveil frontbuffer drawing */ glDrawBuffer(GL_BACK); if(G.zbuf) { G.zbuf= 0; glDisable(GL_DEPTH_TEST); } curarea->win_swap= WIN_FRONT_OK; } /* ***************** BACKBUF SEL (BBS) ********* */ static int bbs_mesh_verts__setDrawOptions(void *userData, EditVert *eve) { if (eve->h==0) { set_framebuffer_index_color((int) eve->prev); return 1; } else { return 0; } } static int bbs_mesh_verts(DerivedMesh *dm, int offset) { EditVert *eve, *preveve; for (eve=G.editMesh->verts.first; eve; eve= eve->next) eve->prev = (EditVert*) offset++; glPointSize( BIF_GetThemeValuef(TH_VERTEX_SIZE) ); dm->drawMappedVertsEM(dm, bbs_mesh_verts__setDrawOptions, NULL); glPointSize(1.0); for (preveve=NULL, eve=G.editMesh->verts.first; eve; preveve=eve, eve= eve->next) eve->prev = preveve; return offset; } static int bbs_mesh_wire__setDrawOptions(void *userData, EditEdge *eed) { if (eed->h==0) { set_framebuffer_index_color((int) eed->vn); return 1; } else { return 0; } } static int bbs_mesh_wire(DerivedMesh *dm, int offset) { EditEdge *eed; for(eed= G.editMesh->edges.first; eed; eed= eed->next) eed->vn= (EditVert*) offset++; dm->drawMappedEdgesEM(dm, bbs_mesh_wire__setDrawOptions, NULL); return offset; } static int bbs_mesh_solid__setDrawOptions(void *userData, EditFace *efa) { if (efa->h==0) { if (userData) { set_framebuffer_index_color((int) efa->prev); } return 1; } else { return 0; } } /* two options, facecolors or black */ static int bbs_mesh_solid(Object *ob, DerivedMesh *dm, int facecol) { int glmode, a; cpack(0); if(ob==G.obedit) { if (facecol) { EditFace *efa, *prevefa; int b; // tuck original indices in efa->prev for(b=1, efa= G.editMesh->faces.first; efa; efa= efa->next, b++) efa->prev= (EditFace *)(b); a = b; dm->drawMappedFacesEM(dm, bbs_mesh_solid__setDrawOptions, (void*) 1); if(G.scene->selectmode & SCE_SELECT_FACE) { glPointSize(BIF_GetThemeValuef(TH_FACEDOT_SIZE)); bglBegin(GL_POINTS); for(efa= G.editMesh->faces.first; efa; efa= efa->next) { if(efa->h==0 && efa->fgonf!=EM_FGON) { set_framebuffer_index_color((int)efa->prev); bglVertex3fv(efa->cent); } } bglEnd(); } for (prevefa= NULL, efa= G.editMesh->faces.first; efa; prevefa= efa, efa= efa->next) efa->prev= prevefa; return a; } else { dm->drawMappedFacesEM(dm, bbs_mesh_solid__setDrawOptions, (void*) 0); return 1; } } else { Mesh *me= ob->data; MVert *mvert; MFace *mface; TFace *tface; DispList *dl; float *extverts=NULL; int a, totface, hastface; mvert= me->mvert; mface= me->mface; tface= me->tface; hastface = (me->tface != NULL); totface= me->totface; dl= find_displist(&ob->disp, DL_VERTS); if(dl) extverts= dl->verts; glBegin(GL_QUADS); glmode= GL_QUADS; for(a=0; av3) { if(facecol) { if(hastface && tface->flag & TF_HIDE) continue; set_framebuffer_index_color(a+1); } if(mface->v4) {if(glmode==GL_TRIANGLES) {glmode= GL_QUADS; glEnd(); glBegin(GL_QUADS);}} else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}} if(extverts) { glVertex3fv( extverts+3*mface->v1 ); glVertex3fv( extverts+3*mface->v2 ); glVertex3fv( extverts+3*mface->v3 ); if(mface->v4) glVertex3fv( extverts+3*mface->v4 ); } else { glVertex3fv( (mvert+mface->v1)->co ); glVertex3fv( (mvert+mface->v2)->co ); glVertex3fv( (mvert+mface->v3)->co ); if(mface->v4) glVertex3fv( (mvert+mface->v4)->co ); } } } glEnd(); return 1; } } void draw_object_backbufsel(Object *ob) { extern int em_solidoffs, em_wireoffs, em_vertoffs; // let linker solve it... from editmesh_mods.c int dmNeedsFree; DerivedMesh *dm; mymultmatrix(ob->obmat); glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); switch( ob->type) { case OB_MESH: dm = mesh_get_cage_derived(ob, &dmNeedsFree); if(G.obedit) { em_solidoffs= bbs_mesh_solid(ob, 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); } else bbs_mesh_solid(ob, dm, 1); // 1= facecol, faceselect if (dmNeedsFree) { dm->release(dm); } break; case OB_CURVE: case OB_SURF: break; } myloadmatrix(G.vd->viewmat); }