Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2008 Blender Foundation. 00019 * All rights reserved. 00020 * 00021 * 00022 * Contributor(s): Blender Foundation 00023 * 00024 * ***** END GPL LICENSE BLOCK ***** 00025 */ 00026 00032 #include <string.h> 00033 #include <stdio.h> 00034 #include <math.h> 00035 00036 #include "DNA_armature_types.h" 00037 #include "DNA_camera_types.h" 00038 #include "DNA_customdata_types.h" 00039 #include "DNA_object_types.h" 00040 #include "DNA_group_types.h" 00041 #include "DNA_key_types.h" 00042 #include "DNA_lamp_types.h" 00043 #include "DNA_scene_types.h" 00044 #include "DNA_world_types.h" 00045 00046 #include "MEM_guardedalloc.h" 00047 00048 #include "BLI_blenlib.h" 00049 #include "BLI_math.h" 00050 #include "BLI_rand.h" 00051 #include "BLI_utildefines.h" 00052 00053 #include "BKE_anim.h" 00054 #include "BKE_camera.h" 00055 #include "BKE_context.h" 00056 #include "BKE_customdata.h" 00057 #include "BKE_image.h" 00058 #include "BKE_key.h" 00059 #include "BKE_object.h" 00060 #include "BKE_global.h" 00061 #include "BKE_paint.h" 00062 #include "BKE_scene.h" 00063 #include "BKE_screen.h" 00064 #include "BKE_unit.h" 00065 #include "BKE_movieclip.h" 00066 00067 #include "RE_engine.h" 00068 #include "RE_pipeline.h" // make_stars 00069 00070 #include "IMB_imbuf_types.h" 00071 #include "IMB_imbuf.h" 00072 00073 #include "BIF_gl.h" 00074 #include "BIF_glutil.h" 00075 00076 #include "WM_api.h" 00077 #include "BLF_api.h" 00078 00079 #include "ED_armature.h" 00080 #include "ED_keyframing.h" 00081 #include "ED_gpencil.h" 00082 #include "ED_screen.h" 00083 #include "ED_space_api.h" 00084 #include "ED_screen_types.h" 00085 #include "ED_transform.h" 00086 00087 #include "UI_interface.h" 00088 #include "UI_interface_icons.h" 00089 #include "UI_resources.h" 00090 00091 #include "GPU_draw.h" 00092 #include "GPU_material.h" 00093 #include "GPU_extensions.h" 00094 00095 #include "view3d_intern.h" // own include 00096 00097 00098 00099 static void star_stuff_init_func(void) 00100 { 00101 cpack(-1); 00102 glPointSize(1.0); 00103 glBegin(GL_POINTS); 00104 } 00105 static void star_stuff_vertex_func(float* i) 00106 { 00107 glVertex3fv(i); 00108 } 00109 static void star_stuff_term_func(void) 00110 { 00111 glEnd(); 00112 } 00113 00114 void circf(float x, float y, float rad) 00115 { 00116 GLUquadricObj *qobj = gluNewQuadric(); 00117 00118 gluQuadricDrawStyle(qobj, GLU_FILL); 00119 00120 glPushMatrix(); 00121 00122 glTranslatef(x, y, 0.); 00123 00124 gluDisk( qobj, 0.0, rad, 32, 1); 00125 00126 glPopMatrix(); 00127 00128 gluDeleteQuadric(qobj); 00129 } 00130 00131 void circ(float x, float y, float rad) 00132 { 00133 GLUquadricObj *qobj = gluNewQuadric(); 00134 00135 gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 00136 00137 glPushMatrix(); 00138 00139 glTranslatef(x, y, 0.); 00140 00141 gluDisk( qobj, 0.0, rad, 32, 1); 00142 00143 glPopMatrix(); 00144 00145 gluDeleteQuadric(qobj); 00146 } 00147 00148 00149 /* ********* custom clipping *********** */ 00150 00151 static void view3d_draw_clipping(RegionView3D *rv3d) 00152 { 00153 BoundBox *bb= rv3d->clipbb; 00154 00155 if(bb) { 00156 static unsigned int clipping_index[6][4]= {{0, 1, 2, 3}, 00157 {0, 4, 5, 1}, 00158 {4, 7, 6, 5}, 00159 {7, 3, 2, 6}, 00160 {1, 5, 6, 2}, 00161 {7, 4, 0, 3}}; 00162 00163 UI_ThemeColorShade(TH_BACK, -8); 00164 00165 glEnableClientState(GL_VERTEX_ARRAY); 00166 glVertexPointer(3, GL_FLOAT, 0, bb->vec); 00167 glDrawElements(GL_QUADS, sizeof(clipping_index)/sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index); 00168 glDisableClientState(GL_VERTEX_ARRAY); 00169 00170 } 00171 } 00172 00173 void view3d_set_clipping(RegionView3D *rv3d) 00174 { 00175 double plane[4]; 00176 int a, tot=4; 00177 00178 if(rv3d->viewlock) tot= 6; 00179 00180 for(a=0; a<tot; a++) { 00181 QUATCOPY(plane, rv3d->clip[a]); 00182 glClipPlane(GL_CLIP_PLANE0+a, plane); 00183 glEnable(GL_CLIP_PLANE0+a); 00184 } 00185 } 00186 00187 void view3d_clr_clipping(void) 00188 { 00189 int a; 00190 00191 for(a=0; a<6; a++) { 00192 glDisable(GL_CLIP_PLANE0+a); 00193 } 00194 } 00195 00196 static int test_clipping(const float vec[3], float clip[][4]) 00197 { 00198 float view[3]; 00199 copy_v3_v3(view, vec); 00200 00201 if(0.0f < clip[0][3] + dot_v3v3(view, clip[0])) 00202 if(0.0f < clip[1][3] + dot_v3v3(view, clip[1])) 00203 if(0.0f < clip[2][3] + dot_v3v3(view, clip[2])) 00204 if(0.0f < clip[3][3] + dot_v3v3(view, clip[3])) 00205 return 0; 00206 00207 return 1; 00208 } 00209 00210 /* for 'local' ED_view3d_local_clipping must run first 00211 * then all comparisons can be done in localspace */ 00212 int ED_view3d_test_clipping(RegionView3D *rv3d, const float vec[3], const int local) 00213 { 00214 return test_clipping(vec, local ? rv3d->clip_local : rv3d->clip); 00215 } 00216 00217 /* ********* end custom clipping *********** */ 00218 00219 00220 static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx) 00221 { 00222 float verts[2][2]; 00223 00224 x+= (wx); 00225 y+= (wy); 00226 00227 /* set fixed 'Y' */ 00228 verts[0][1]= 0.0f; 00229 verts[1][1]= (float)ar->winy; 00230 00231 /* iter over 'X' */ 00232 verts[0][0] = verts[1][0] = x-dx*floorf(x/dx); 00233 glEnableClientState(GL_VERTEX_ARRAY); 00234 glVertexPointer(2, GL_FLOAT, 0, verts); 00235 00236 while(verts[0][0] < ar->winx) { 00237 glDrawArrays(GL_LINES, 0, 2); 00238 verts[0][0] = verts[1][0] = verts[0][0] + dx; 00239 } 00240 00241 /* set fixed 'X' */ 00242 verts[0][0]= 0.0f; 00243 verts[1][0]= (float)ar->winx; 00244 00245 /* iter over 'Y' */ 00246 verts[0][1]= verts[1][1]= y-dx*floorf(y/dx); 00247 while(verts[0][1] < ar->winy) { 00248 glDrawArrays(GL_LINES, 0, 2); 00249 verts[0][1] = verts[1][1] = verts[0][1] + dx; 00250 } 00251 00252 glDisableClientState(GL_VERTEX_ARRAY); 00253 } 00254 00255 #define GRID_MIN_PX 6.0f 00256 00257 static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) 00258 { 00259 /* extern short bgpicmode; */ 00260 RegionView3D *rv3d= ar->regiondata; 00261 float wx, wy, x, y, fw, fx, fy, dx; 00262 float vec4[4]; 00263 unsigned char col[3], col2[3]; 00264 00265 vec4[0]=vec4[1]=vec4[2]=0.0; 00266 vec4[3]= 1.0; 00267 mul_m4_v4(rv3d->persmat, vec4); 00268 fx= vec4[0]; 00269 fy= vec4[1]; 00270 fw= vec4[3]; 00271 00272 wx= (ar->winx/2.0); /* because of rounding errors, grid at wrong location */ 00273 wy= (ar->winy/2.0); 00274 00275 x= (wx)*fx/fw; 00276 y= (wy)*fy/fw; 00277 00278 vec4[0]=vec4[1]= v3d->grid; 00279 00280 vec4[2]= 0.0; 00281 vec4[3]= 1.0; 00282 mul_m4_v4(rv3d->persmat, vec4); 00283 fx= vec4[0]; 00284 fy= vec4[1]; 00285 fw= vec4[3]; 00286 00287 dx= fabs(x-(wx)*fx/fw); 00288 if(dx==0) dx= fabs(y-(wy)*fy/fw); 00289 00290 glDepthMask(0); // disable write in zbuffer 00291 00292 /* check zoom out */ 00293 UI_ThemeColor(TH_GRID); 00294 00295 if(unit->system) { 00296 /* Use GRID_MIN_PX*2 for units because very very small grid 00297 * items are less useful when dealing with units */ 00298 void *usys; 00299 int len, i; 00300 float dx_scalar; 00301 float blend_fac; 00302 00303 bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH); 00304 00305 if(usys) { 00306 i= len; 00307 while(i--) { 00308 float scalar= bUnit_GetScaler(usys, i); 00309 00310 dx_scalar = dx * scalar / unit->scale_length; 00311 if (dx_scalar < (GRID_MIN_PX*2)) 00312 continue; 00313 00314 /* Store the smallest drawn grid size units name so users know how big each grid cell is */ 00315 if(*grid_unit==NULL) { 00316 *grid_unit= bUnit_GetNameDisplay(usys, i); 00317 rv3d->gridview= (scalar * v3d->grid) / unit->scale_length; 00318 } 00319 blend_fac= 1-((GRID_MIN_PX*2)/dx_scalar); 00320 00321 /* tweak to have the fade a bit nicer */ 00322 blend_fac= (blend_fac * blend_fac) * 2.0f; 00323 CLAMP(blend_fac, 0.3f, 1.0f); 00324 00325 00326 UI_ThemeColorBlend(TH_BACK, TH_GRID, blend_fac); 00327 00328 drawgrid_draw(ar, wx, wy, x, y, dx_scalar); 00329 } 00330 } 00331 } 00332 else { 00333 short sublines = v3d->gridsubdiv; 00334 00335 if(dx<GRID_MIN_PX) { 00336 rv3d->gridview*= sublines; 00337 dx*= sublines; 00338 00339 if(dx<GRID_MIN_PX) { 00340 rv3d->gridview*= sublines; 00341 dx*= sublines; 00342 00343 if(dx<GRID_MIN_PX) { 00344 rv3d->gridview*= sublines; 00345 dx*=sublines; 00346 if(dx<GRID_MIN_PX); 00347 else { 00348 UI_ThemeColor(TH_GRID); 00349 drawgrid_draw(ar, wx, wy, x, y, dx); 00350 } 00351 } 00352 else { // start blending out 00353 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 00354 drawgrid_draw(ar, wx, wy, x, y, dx); 00355 00356 UI_ThemeColor(TH_GRID); 00357 drawgrid_draw(ar, wx, wy, x, y, sublines*dx); 00358 } 00359 } 00360 else { // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10)) 00361 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 00362 drawgrid_draw(ar, wx, wy, x, y, dx); 00363 00364 UI_ThemeColor(TH_GRID); 00365 drawgrid_draw(ar, wx, wy, x, y, sublines*dx); 00366 } 00367 } 00368 else { 00369 if(dx>(GRID_MIN_PX*10)) { // start blending in 00370 rv3d->gridview/= sublines; 00371 dx/= sublines; 00372 if(dx>(GRID_MIN_PX*10)) { // start blending in 00373 rv3d->gridview/= sublines; 00374 dx/= sublines; 00375 if(dx>(GRID_MIN_PX*10)) { 00376 UI_ThemeColor(TH_GRID); 00377 drawgrid_draw(ar, wx, wy, x, y, dx); 00378 } 00379 else { 00380 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 00381 drawgrid_draw(ar, wx, wy, x, y, dx); 00382 UI_ThemeColor(TH_GRID); 00383 drawgrid_draw(ar, wx, wy, x, y, dx*sublines); 00384 } 00385 } 00386 else { 00387 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 00388 drawgrid_draw(ar, wx, wy, x, y, dx); 00389 UI_ThemeColor(TH_GRID); 00390 drawgrid_draw(ar, wx, wy, x, y, dx*sublines); 00391 } 00392 } 00393 else { 00394 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6)); 00395 drawgrid_draw(ar, wx, wy, x, y, dx); 00396 UI_ThemeColor(TH_GRID); 00397 drawgrid_draw(ar, wx, wy, x, y, dx*sublines); 00398 } 00399 } 00400 } 00401 00402 00403 x+= (wx); 00404 y+= (wy); 00405 UI_GetThemeColor3ubv(TH_GRID, col); 00406 00407 setlinestyle(0); 00408 00409 /* center cross */ 00410 /* horizontal line */ 00411 if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) 00412 UI_make_axis_color(col, col2, 'Y'); 00413 else UI_make_axis_color(col, col2, 'X'); 00414 glColor3ubv(col2); 00415 00416 fdrawline(0.0, y, (float)ar->winx, y); 00417 00418 /* vertical line */ 00419 if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) 00420 UI_make_axis_color(col, col2, 'Y'); 00421 else UI_make_axis_color(col, col2, 'Z'); 00422 glColor3ubv(col2); 00423 00424 fdrawline(x, 0.0, x, (float)ar->winy); 00425 00426 glDepthMask(1); // enable write in zbuffer 00427 } 00428 #undef GRID_MIN_PX 00429 00430 static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) 00431 { 00432 float grid, grid_scale; 00433 unsigned char col_grid[3]; 00434 const int gridlines= v3d->gridlines/2; 00435 00436 if(v3d->gridlines<3) return; 00437 00438 grid_scale= v3d->grid; 00439 /* use 'grid_scale' instead of 'v3d->grid' from now on */ 00440 00441 /* apply units */ 00442 if(scene->unit.system) { 00443 void *usys; 00444 int len; 00445 00446 bUnit_GetSystem(&usys, &len, scene->unit.system, B_UNIT_LENGTH); 00447 00448 if(usys) { 00449 int i= bUnit_GetBaseUnit(usys); 00450 *grid_unit= bUnit_GetNameDisplay(usys, i); 00451 grid_scale = (grid_scale * (float)bUnit_GetScaler(usys, i)) / scene->unit.scale_length; 00452 } 00453 } 00454 00455 grid= gridlines * grid_scale; 00456 00457 if(v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select 00458 00459 UI_GetThemeColor3ubv(TH_GRID, col_grid); 00460 00461 /* draw the Y axis and/or grid lines */ 00462 if(v3d->gridflag & V3D_SHOW_FLOOR) { 00463 float vert[4][3]= {{0.0f}}; 00464 unsigned char col_bg[3]; 00465 unsigned char col_grid_emphasise[3], col_grid_light[3]; 00466 int a; 00467 int prev_emphasise= -1; 00468 00469 UI_GetThemeColor3ubv(TH_BACK, col_bg); 00470 00471 /* emphasise division lines lighter instead of darker, if background is darker than grid */ 00472 UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); 00473 UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise, 00474 (((col_grid[0]+col_grid[1]+col_grid[2])+30) > (col_bg[0]+col_bg[1]+col_bg[2])) ? 20 : -10); 00475 00476 /* set fixed axis */ 00477 vert[0][0]= vert[2][1]= grid; 00478 vert[1][0]= vert[3][1]= -grid; 00479 00480 glEnableClientState(GL_VERTEX_ARRAY); 00481 glVertexPointer(3, GL_FLOAT, 0, vert); 00482 00483 for(a= -gridlines;a<=gridlines;a++) { 00484 const float line= a * grid_scale; 00485 const int is_emphasise= (a % 10) == 0; 00486 00487 if(is_emphasise != prev_emphasise) { 00488 glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light); 00489 prev_emphasise= is_emphasise; 00490 } 00491 00492 /* set variable axis */ 00493 vert[0][1]= vert[1][1]= 00494 vert[2][0]= vert[3][0]= line; 00495 00496 glDrawArrays(GL_LINES, 0, 4); 00497 } 00498 00499 glDisableClientState(GL_VERTEX_ARRAY); 00500 00501 GPU_print_error("sdsd"); 00502 } 00503 00504 /* draw the Z axis line */ 00505 /* check for the 'show Z axis' preference */ 00506 if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { 00507 int axis; 00508 for(axis= 0; axis < 3; axis++) 00509 if (v3d->gridflag & (V3D_SHOW_X << axis)) { 00510 float vert[3]; 00511 unsigned char tcol[3]; 00512 00513 UI_make_axis_color(col_grid, tcol, 'X' + axis); 00514 glColor3ubv(tcol); 00515 00516 glBegin(GL_LINE_STRIP); 00517 zero_v3(vert); 00518 vert[axis]= grid; 00519 glVertex3fv(vert ); 00520 vert[axis]= -grid; 00521 glVertex3fv(vert); 00522 glEnd(); 00523 } 00524 } 00525 00526 00527 00528 00529 if(v3d->zbuf && scene->obedit) glDepthMask(1); 00530 00531 } 00532 00533 static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) 00534 { 00535 int mx, my, co[2]; 00536 int flag; 00537 00538 /* we dont want the clipping for cursor */ 00539 flag= v3d->flag; 00540 v3d->flag= 0; 00541 project_int(ar, give_cursor(scene, v3d), co); 00542 v3d->flag= flag; 00543 00544 mx = co[0]; 00545 my = co[1]; 00546 00547 if(mx!=IS_CLIPPED) { 00548 setlinestyle(0); 00549 cpack(0xFF); 00550 circ((float)mx, (float)my, 10.0); 00551 setlinestyle(4); 00552 cpack(0xFFFFFF); 00553 circ((float)mx, (float)my, 10.0); 00554 setlinestyle(0); 00555 cpack(0x0); 00556 00557 sdrawline(mx-20, my, mx-5, my); 00558 sdrawline(mx+5, my, mx+20, my); 00559 sdrawline(mx, my-20, mx, my-5); 00560 sdrawline(mx, my+5, mx, my+20); 00561 } 00562 } 00563 00564 /* Draw a live substitute of the view icon, which is always shown 00565 * colors copied from transform_manipulator.c, we should keep these matching. */ 00566 static void draw_view_axis(RegionView3D *rv3d) 00567 { 00568 const float k = U.rvisize; /* axis size */ 00569 const float toll = 0.5; /* used to see when view is quasi-orthogonal */ 00570 const float start = k + 1.0f;/* axis center in screen coordinates, x=y */ 00571 float ydisp = 0.0; /* vertical displacement to allow obj info text */ 00572 int bright = 25*(float)U.rvibright + 5; /* axis alpha (rvibright has range 0-10) */ 00573 00574 float vec[3]; 00575 float dx, dy; 00576 00577 /* thickness of lines is proportional to k */ 00578 glLineWidth(2); 00579 00580 glEnable(GL_BLEND); 00581 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00582 00583 /* X */ 00584 vec[0] = 1; 00585 vec[1] = vec[2] = 0; 00586 mul_qt_v3(rv3d->viewquat, vec); 00587 dx = vec[0] * k; 00588 dy = vec[1] * k; 00589 00590 glColor4ub(220, 0, 0, bright); 00591 glBegin(GL_LINES); 00592 glVertex2f(start, start + ydisp); 00593 glVertex2f(start + dx, start + dy + ydisp); 00594 glEnd(); 00595 00596 if (fabsf(dx) > toll || fabsf(dy) > toll) { 00597 BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "x", 1); 00598 } 00599 00600 /* BLF_draw_default disables blending */ 00601 glEnable(GL_BLEND); 00602 00603 /* Y */ 00604 vec[1] = 1; 00605 vec[0] = vec[2] = 0; 00606 mul_qt_v3(rv3d->viewquat, vec); 00607 dx = vec[0] * k; 00608 dy = vec[1] * k; 00609 00610 glColor4ub(0, 220, 0, bright); 00611 glBegin(GL_LINES); 00612 glVertex2f(start, start + ydisp); 00613 glVertex2f(start + dx, start + dy + ydisp); 00614 glEnd(); 00615 00616 if (fabsf(dx) > toll || fabsf(dy) > toll) { 00617 BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "y", 1); 00618 } 00619 00620 glEnable(GL_BLEND); 00621 00622 /* Z */ 00623 vec[2] = 1; 00624 vec[1] = vec[0] = 0; 00625 mul_qt_v3(rv3d->viewquat, vec); 00626 dx = vec[0] * k; 00627 dy = vec[1] * k; 00628 00629 glColor4ub(30, 30, 220, bright); 00630 glBegin(GL_LINES); 00631 glVertex2f(start, start + ydisp); 00632 glVertex2f(start + dx, start + dy + ydisp); 00633 glEnd(); 00634 00635 if (fabsf(dx) > toll || fabsf(dy) > toll) { 00636 BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "z", 1); 00637 } 00638 00639 /* restore line-width */ 00640 00641 glLineWidth(1.0); 00642 glDisable(GL_BLEND); 00643 } 00644 00645 /* draw center and axis of rotation for ongoing 3D mouse navigation */ 00646 static void draw_rotation_guide(RegionView3D *rv3d) 00647 { 00648 float o[3]; // center of rotation 00649 float end[3]; // endpoints for drawing 00650 00651 float color[4] = {0.f ,0.4235f, 1.f, 1.f}; // bright blue so it matches device LEDs 00652 00653 negate_v3_v3(o, rv3d->ofs); 00654 00655 glEnable(GL_BLEND); 00656 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00657 glShadeModel(GL_SMOOTH); 00658 glPointSize(5); 00659 glEnable(GL_POINT_SMOOTH); 00660 glDepthMask(0); // don't overwrite zbuf 00661 00662 if (rv3d->rot_angle != 0.f) { 00663 // -- draw rotation axis -- 00664 float scaled_axis[3]; 00665 const float scale = rv3d->dist; 00666 mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale); 00667 00668 00669 glBegin(GL_LINE_STRIP); 00670 color[3] = 0.f; // more transparent toward the ends 00671 glColor4fv(color); 00672 add_v3_v3v3(end, o, scaled_axis); 00673 glVertex3fv(end); 00674 00675 // color[3] = 0.2f + fabsf(rv3d->rot_angle); // modulate opacity with angle 00676 // ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 00677 00678 color[3] = 0.5f; // more opaque toward the center 00679 glColor4fv(color); 00680 glVertex3fv(o); 00681 00682 color[3] = 0.f; 00683 glColor4fv(color); 00684 sub_v3_v3v3(end, o, scaled_axis); 00685 glVertex3fv(end); 00686 glEnd(); 00687 00688 // -- draw ring around rotation center -- 00689 { 00690 #define ROT_AXIS_DETAIL 13 00691 00692 const float s = 0.05f * scale; 00693 const float step = 2.f * (float)(M_PI / ROT_AXIS_DETAIL); 00694 float angle; 00695 int i; 00696 00697 float q[4]; // rotate ring so it's perpendicular to axis 00698 const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f; 00699 if (!upright) { 00700 const float up[3] = {0.f, 0.f, 1.f}; 00701 float vis_angle, vis_axis[3]; 00702 00703 cross_v3_v3v3(vis_axis, up, rv3d->rot_axis); 00704 vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis)); 00705 axis_angle_to_quat(q, vis_axis, vis_angle); 00706 } 00707 00708 color[3] = 0.25f; // somewhat faint 00709 glColor4fv(color); 00710 glBegin(GL_LINE_LOOP); 00711 for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step) { 00712 float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f}; 00713 00714 if (!upright) { 00715 mul_qt_v3(q, p); 00716 } 00717 00718 add_v3_v3(p, o); 00719 glVertex3fv(p); 00720 } 00721 glEnd(); 00722 00723 #undef ROT_AXIS_DETAIL 00724 } 00725 00726 color[3] = 1.f; // solid dot 00727 } 00728 else 00729 color[3] = 0.5f; // see-through dot 00730 00731 // -- draw rotation center -- 00732 glColor4fv(color); 00733 glBegin(GL_POINTS); 00734 glVertex3fv(o); 00735 glEnd(); 00736 00737 // find screen coordinates for rotation center, then draw pretty icon 00738 // mul_m4_v3(rv3d->persinv, rot_center); 00739 // UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN); 00740 // ^^ just playing around, does not work 00741 00742 glDisable(GL_BLEND); 00743 glDisable(GL_POINT_SMOOTH); 00744 glDepthMask(1); 00745 } 00746 00747 static void draw_view_icon(RegionView3D *rv3d) 00748 { 00749 BIFIconID icon; 00750 00751 if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) 00752 icon= ICON_AXIS_TOP; 00753 else if( ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) 00754 icon= ICON_AXIS_FRONT; 00755 else if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) 00756 icon= ICON_AXIS_SIDE; 00757 else return ; 00758 00759 glEnable(GL_BLEND); 00760 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00761 00762 UI_icon_draw(5.0, 5.0, icon); 00763 00764 glDisable(GL_BLEND); 00765 } 00766 00767 static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d) 00768 { 00769 const char *name = NULL; 00770 00771 switch (rv3d->view) { 00772 case RV3D_VIEW_FRONT: 00773 if (rv3d->persp == RV3D_ORTHO) name = "Front Ortho"; 00774 else name = "Front Persp"; 00775 break; 00776 case RV3D_VIEW_BACK: 00777 if (rv3d->persp == RV3D_ORTHO) name = "Back Ortho"; 00778 else name = "Back Persp"; 00779 break; 00780 case RV3D_VIEW_TOP: 00781 if (rv3d->persp == RV3D_ORTHO) name = "Top Ortho"; 00782 else name = "Top Persp"; 00783 break; 00784 case RV3D_VIEW_BOTTOM: 00785 if (rv3d->persp == RV3D_ORTHO) name = "Bottom Ortho"; 00786 else name = "Bottom Persp"; 00787 break; 00788 case RV3D_VIEW_RIGHT: 00789 if (rv3d->persp == RV3D_ORTHO) name = "Right Ortho"; 00790 else name = "Right Persp"; 00791 break; 00792 case RV3D_VIEW_LEFT: 00793 if (rv3d->persp == RV3D_ORTHO) name = "Left Ortho"; 00794 else name = "Left Persp"; 00795 break; 00796 00797 default: 00798 if (rv3d->persp==RV3D_CAMOB) { 00799 if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) { 00800 Camera *cam; 00801 cam = v3d->camera->data; 00802 name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho"; 00803 } else { 00804 name = "Object as Camera"; 00805 } 00806 } else { 00807 name = (rv3d->persp == RV3D_ORTHO) ? "User Ortho" : "User Persp"; 00808 } 00809 break; 00810 } 00811 00812 return name; 00813 } 00814 00815 static void draw_viewport_name(ARegion *ar, View3D *v3d) 00816 { 00817 RegionView3D *rv3d= ar->regiondata; 00818 const char *name= view3d_get_name(v3d, rv3d); 00819 char tmpstr[24]; 00820 00821 if (v3d->localvd) { 00822 BLI_snprintf(tmpstr, sizeof(tmpstr), "%s (Local)", name); 00823 name= tmpstr; 00824 } 00825 00826 if (name) { 00827 UI_ThemeColor(TH_TEXT_HI); 00828 BLF_draw_default_ascii(22, ar->winy-17, 0.0f, name, sizeof(tmpstr)); 00829 } 00830 } 00831 00832 /* draw info beside axes in bottom left-corner: 00833 * framenum, object name, bone name (if available), marker name (if available) 00834 */ 00835 static void draw_selected_name(Scene *scene, Object *ob) 00836 { 00837 char info[256], *markern; 00838 short offset=30; 00839 00840 /* get name of marker on current frame (if available) */ 00841 markern= scene_find_marker_name(scene, CFRA); 00842 00843 /* check if there is an object */ 00844 if(ob) { 00845 /* name(s) to display depends on type of object */ 00846 if(ob->type==OB_ARMATURE) { 00847 bArmature *arm= ob->data; 00848 char *name= NULL; 00849 00850 /* show name of active bone too (if possible) */ 00851 if(arm->edbo) { 00852 00853 if(arm->act_edbone) 00854 name= ((EditBone *)arm->act_edbone)->name; 00855 00856 } 00857 else if(ob->mode & OB_MODE_POSE) { 00858 if(arm->act_bone) { 00859 00860 if(arm->act_bone->layer & arm->layer) 00861 name= arm->act_bone->name; 00862 00863 } 00864 } 00865 if(name && markern) 00866 BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern); 00867 else if(name) 00868 BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name+2, name); 00869 else 00870 BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name+2); 00871 } 00872 else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) { 00873 Key *key= NULL; 00874 KeyBlock *kb = NULL; 00875 char shapes[MAX_NAME + 10]; 00876 00877 /* try to display active shapekey too */ 00878 shapes[0] = '\0'; 00879 key = ob_get_key(ob); 00880 if(key){ 00881 kb = BLI_findlink(&key->block, ob->shapenr-1); 00882 if(kb){ 00883 BLI_snprintf(shapes, sizeof(shapes), ": %s ", kb->name); 00884 if(ob->shapeflag == OB_SHAPE_LOCK){ 00885 strcat(shapes, " (Pinned)"); 00886 } 00887 } 00888 } 00889 00890 if(markern) 00891 BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern); 00892 else 00893 BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name+2, shapes); 00894 } 00895 else { 00896 /* standard object */ 00897 if (markern) 00898 BLI_snprintf(info, sizeof(info), "(%d) %s <%s>", CFRA, ob->id.name+2, markern); 00899 else 00900 BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name+2); 00901 } 00902 00903 /* color depends on whether there is a keyframe */ 00904 if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/(float)(CFRA), ANIMFILTER_KEYS_LOCAL)) 00905 UI_ThemeColor(TH_VERTEX_SELECT); 00906 else 00907 UI_ThemeColor(TH_TEXT_HI); 00908 } 00909 else { 00910 /* no object */ 00911 if (markern) 00912 BLI_snprintf(info, sizeof(info), "(%d) <%s>", CFRA, markern); 00913 else 00914 BLI_snprintf(info, sizeof(info), "(%d)", CFRA); 00915 00916 /* color is always white */ 00917 UI_ThemeColor(TH_TEXT_HI); 00918 } 00919 00920 if (U.uiflag & USER_SHOW_ROTVIEWICON) 00921 offset = 14 + (U.rvisize * 2); 00922 00923 BLF_draw_default(offset, 10, 0.0f, info, sizeof(info)); 00924 } 00925 00926 static void view3d_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewborder_r, short no_shift, short no_zoom) 00927 { 00928 CameraParams params; 00929 rctf rect_view, rect_camera; 00930 00931 /* get viewport viewplane */ 00932 camera_params_init(¶ms); 00933 camera_params_from_view3d(¶ms, v3d, rv3d); 00934 if(no_zoom) 00935 params.zoom= 1.0f; 00936 camera_params_compute_viewplane(¶ms, ar->winx, ar->winy, 1.0f, 1.0f); 00937 rect_view= params.viewplane; 00938 00939 /* get camera viewplane */ 00940 camera_params_init(¶ms); 00941 camera_params_from_object(¶ms, v3d->camera); 00942 if(no_shift) { 00943 params.shiftx= 0.0f; 00944 params.shifty= 0.0f; 00945 } 00946 camera_params_compute_viewplane(¶ms, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp); 00947 rect_camera= params.viewplane; 00948 00949 /* get camera border within viewport */ 00950 viewborder_r->xmin= ((rect_camera.xmin - rect_view.xmin)/(rect_view.xmax - rect_view.xmin))*ar->winx; 00951 viewborder_r->xmax= ((rect_camera.xmax - rect_view.xmin)/(rect_view.xmax - rect_view.xmin))*ar->winx; 00952 viewborder_r->ymin= ((rect_camera.ymin - rect_view.ymin)/(rect_view.ymax - rect_view.ymin))*ar->winy; 00953 viewborder_r->ymax= ((rect_camera.ymax - rect_view.ymin)/(rect_view.ymax - rect_view.ymin))*ar->winy; 00954 } 00955 00956 void ED_view3d_calc_camera_border_size(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, float size_r[2]) 00957 { 00958 rctf viewborder; 00959 00960 view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, TRUE, TRUE); 00961 size_r[0]= viewborder.xmax - viewborder.xmin; 00962 size_r[1]= viewborder.ymax - viewborder.ymin; 00963 } 00964 00965 void ED_view3d_calc_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewborder_r, short no_shift) 00966 { 00967 view3d_camera_border(scene, ar, v3d, rv3d, viewborder_r, no_shift, FALSE); 00968 } 00969 00970 static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac) 00971 { 00972 float x3, y3, x4, y4; 00973 00974 x3= x1 + fac * (x2-x1); 00975 y3= y1 + fac * (y2-y1); 00976 x4= x1 + (1.0f - fac) * (x2-x1); 00977 y4= y1 + (1.0f - fac) * (y2-y1); 00978 00979 glBegin(GL_LINES); 00980 glVertex2f(x1, y3); 00981 glVertex2f(x2, y3); 00982 00983 glVertex2f(x1, y4); 00984 glVertex2f(x2, y4); 00985 00986 glVertex2f(x3, y1); 00987 glVertex2f(x3, y2); 00988 00989 glVertex2f(x4, y1); 00990 glVertex2f(x4, y2); 00991 glEnd(); 00992 } 00993 00994 /* harmonious triangle */ 00995 static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir) 00996 { 00997 float ofs; 00998 float w= x2 - x1; 00999 float h= y2 - y1; 01000 01001 glBegin(GL_LINES); 01002 if(w > h) { 01003 if(golden) { 01004 ofs = w * (1.0f-(1.0f/1.61803399f)); 01005 } 01006 else { 01007 ofs = h * (h / w); 01008 } 01009 if(dir == 'B') SWAP(float, y1, y2); 01010 01011 glVertex2f(x1, y1); 01012 glVertex2f(x2, y2); 01013 01014 glVertex2f(x2, y1); 01015 glVertex2f(x1 + (w - ofs), y2); 01016 01017 glVertex2f(x1, y2); 01018 glVertex2f(x1 + ofs, y1); 01019 } 01020 else { 01021 if(golden) { 01022 ofs = h * (1.0f-(1.0f/1.61803399f)); 01023 } 01024 else { 01025 ofs = w * (w / h); 01026 } 01027 if(dir == 'B') SWAP(float, x1, x2); 01028 01029 glVertex2f(x1, y1); 01030 glVertex2f(x2, y2); 01031 01032 glVertex2f(x2, y1); 01033 glVertex2f(x1, y1 + ofs); 01034 01035 glVertex2f(x1, y2); 01036 glVertex2f(x2, y1 + (h - ofs)); 01037 } 01038 glEnd(); 01039 } 01040 01041 static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) 01042 { 01043 float fac, a; 01044 float x1, x2, y1, y2; 01045 float x1i, x2i, y1i, y2i; 01046 float x3, y3, x4, y4; 01047 rctf viewborder; 01048 Camera *ca= NULL; 01049 RegionView3D *rv3d= (RegionView3D *)ar->regiondata; 01050 01051 if(v3d->camera==NULL) 01052 return; 01053 if(v3d->camera->type==OB_CAMERA) 01054 ca = v3d->camera->data; 01055 01056 ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, FALSE); 01057 /* the offsets */ 01058 x1= viewborder.xmin; 01059 y1= viewborder.ymin; 01060 x2= viewborder.xmax; 01061 y2= viewborder.ymax; 01062 01063 /* apply offsets so the real 3D camera shows through */ 01064 01065 /* note: quite un-scientific but without this bit extra 01066 * 0.0001 on the lower left the 2D border sometimes 01067 * obscures the 3D camera border */ 01068 /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticable 01069 * but keep it here incase we need to remove the workaround */ 01070 x1i= (int)(x1 - 1.0001f); 01071 y1i= (int)(y1 - 1.0001f); 01072 x2i= (int)(x2 + (1.0f-0.0001f)); 01073 y2i= (int)(y2 + (1.0f-0.0001f)); 01074 01075 /* passepartout, specified in camera edit buttons */ 01076 if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) { 01077 if (ca->passepartalpha == 1.0f) { 01078 glColor3f(0, 0, 0); 01079 } else { 01080 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); 01081 glEnable(GL_BLEND); 01082 glColor4f(0, 0, 0, ca->passepartalpha); 01083 } 01084 if (x1i > 0.0f) 01085 glRectf(0.0, (float)ar->winy, x1i, 0.0); 01086 if (x2i < (float)ar->winx) 01087 glRectf(x2i, (float)ar->winy, (float)ar->winx, 0.0); 01088 if (y2i < (float)ar->winy) 01089 glRectf(x1i, (float)ar->winy, x2i, y2i); 01090 if (y2i > 0.0f) 01091 glRectf(x1i, y1i, x2i, 0.0); 01092 01093 glDisable(GL_BLEND); 01094 } 01095 01096 /* edge */ 01097 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 01098 01099 setlinestyle(0); 01100 UI_ThemeColor(TH_BACK); 01101 glRectf(x1i, y1i, x2i, y2i); 01102 01103 #ifdef VIEW3D_CAMERA_BORDER_HACK 01104 if(view3d_camera_border_hack_test == TRUE) { 01105 glColor4fv(view3d_camera_border_hack_col); 01106 glRectf(x1i+1, y1i+1, x2i-1, y2i-1); 01107 view3d_camera_border_hack_test= FALSE; 01108 } 01109 #endif 01110 01111 setlinestyle(3); 01112 UI_ThemeColor(TH_WIRE); 01113 glRectf(x1i, y1i, x2i, y2i); 01114 01115 /* border */ 01116 if(scene->r.mode & R_BORDER) { 01117 01118 cpack(0); 01119 x3= x1+ scene->r.border.xmin*(x2-x1); 01120 y3= y1+ scene->r.border.ymin*(y2-y1); 01121 x4= x1+ scene->r.border.xmax*(x2-x1); 01122 y4= y1+ scene->r.border.ymax*(y2-y1); 01123 01124 cpack(0x4040FF); 01125 glRectf(x3, y3, x4, y4); 01126 } 01127 01128 /* safety border */ 01129 if(ca) { 01130 if (ca->dtx & CAM_DTX_CENTER) { 01131 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01132 01133 x3= x1+ 0.5f*(x2-x1); 01134 y3= y1+ 0.5f*(y2-y1); 01135 01136 glBegin(GL_LINES); 01137 glVertex2f(x1, y3); 01138 glVertex2f(x2, y3); 01139 01140 glVertex2f(x3, y1); 01141 glVertex2f(x3, y2); 01142 glEnd(); 01143 } 01144 01145 if (ca->dtx & CAM_DTX_CENTER_DIAG) { 01146 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01147 01148 glBegin(GL_LINES); 01149 glVertex2f(x1, y1); 01150 glVertex2f(x2, y2); 01151 01152 glVertex2f(x1, y2); 01153 glVertex2f(x2, y1); 01154 glEnd(); 01155 } 01156 01157 if (ca->dtx & CAM_DTX_THIRDS) { 01158 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01159 drawviewborder_grid3(x1, x2, y1, y2, 1.0f/3.0f); 01160 } 01161 01162 if (ca->dtx & CAM_DTX_GOLDEN) { 01163 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01164 drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399f)); 01165 } 01166 01167 if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) { 01168 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01169 drawviewborder_triangle(x1, x2, y1, y2, 0, 'A'); 01170 } 01171 01172 if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) { 01173 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01174 drawviewborder_triangle(x1, x2, y1, y2, 0, 'B'); 01175 } 01176 01177 if (ca->dtx & CAM_DTX_HARMONY_TRI_A) { 01178 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01179 drawviewborder_triangle(x1, x2, y1, y2, 1, 'A'); 01180 } 01181 01182 if (ca->dtx & CAM_DTX_HARMONY_TRI_B) { 01183 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01184 drawviewborder_triangle(x1, x2, y1, y2, 1, 'B'); 01185 } 01186 01187 if (ca->flag & CAM_SHOWTITLESAFE) { 01188 fac= 0.1; 01189 01190 a= fac*(x2-x1); 01191 x1+= a; 01192 x2-= a; 01193 01194 a= fac*(y2-y1); 01195 y1+= a; 01196 y2-= a; 01197 01198 UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); 01199 01200 uiSetRoundBox(UI_CNR_ALL); 01201 uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); 01202 } 01203 if (ca && (ca->flag & CAM_SHOWSENSOR)) { 01204 /* determine sensor fit, and get sensor x/y, for auto fit we 01205 assume and square sensor and only use sensor_x */ 01206 float sizex= scene->r.xsch*scene->r.xasp; 01207 float sizey= scene->r.ysch*scene->r.yasp; 01208 int sensor_fit = camera_sensor_fit(ca->sensor_fit, sizex, sizey); 01209 float sensor_x= ca->sensor_x; 01210 float sensor_y= (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO)? ca->sensor_x: ca->sensor_y; 01211 01212 /* determine sensor plane */ 01213 rctf rect; 01214 01215 if(sensor_fit == CAMERA_SENSOR_FIT_HOR) { 01216 float sensor_scale = (x2i-x1i) / sensor_x; 01217 float sensor_height = sensor_scale * sensor_y; 01218 01219 rect.xmin= x1i; 01220 rect.xmax= x2i; 01221 rect.ymin= (y1i + y2i)*0.5f - sensor_height*0.5f; 01222 rect.ymax= rect.ymin + sensor_height; 01223 } 01224 else { 01225 float sensor_scale = (y2i-y1i) / sensor_y; 01226 float sensor_width = sensor_scale * sensor_x; 01227 01228 rect.xmin= (x1i + x2i)*0.5f - sensor_width*0.5f; 01229 rect.xmax= rect.xmin + sensor_width; 01230 rect.ymin= y1i; 01231 rect.ymax= y2i; 01232 } 01233 01234 /* draw */ 01235 UI_ThemeColorShade(TH_WIRE, 100); 01236 uiDrawBox(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f); 01237 } 01238 } 01239 01240 setlinestyle(0); 01241 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 01242 01243 /* camera name - draw in highlighted text color */ 01244 if (ca && (ca->flag & CAM_SHOWNAME)) { 01245 UI_ThemeColor(TH_TEXT_HI); 01246 BLF_draw_default(x1i, y1i-15, 0.0f, v3d->camera->id.name+2, sizeof(v3d->camera->id.name)-2); 01247 UI_ThemeColor(TH_WIRE); 01248 } 01249 } 01250 01251 /* *********************** backdraw for selection *************** */ 01252 01253 static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) 01254 { 01255 RegionView3D *rv3d= ar->regiondata; 01256 struct Base *base = scene->basact; 01257 int multisample_enabled; 01258 rcti winrct; 01259 01260 BLI_assert(ar->regiontype == RGN_TYPE_WINDOW); 01261 01262 if(base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) || 01263 paint_facesel_test(base->object))) 01264 { 01265 /* do nothing */ 01266 } 01267 else if((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) && 01268 scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)) 01269 { 01270 /* do nothing */ 01271 } 01272 else if((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && 01273 v3d->drawtype > OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) 01274 { 01275 /* do nothing */ 01276 } 01277 else if(scene->obedit && v3d->drawtype>OB_WIRE && 01278 (v3d->flag & V3D_ZBUF_SELECT)) { 01279 /* do nothing */ 01280 } 01281 else { 01282 v3d->flag &= ~V3D_INVALID_BACKBUF; 01283 return; 01284 } 01285 01286 if( !(v3d->flag & V3D_INVALID_BACKBUF) ) return; 01287 01288 // if(test) { 01289 // if(qtest()) { 01290 // addafterqueue(ar->win, BACKBUFDRAW, 1); 01291 // return; 01292 // } 01293 // } 01294 01295 if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE; 01296 01297 /* dithering and AA break color coding, so disable */ 01298 glDisable(GL_DITHER); 01299 01300 multisample_enabled= glIsEnabled(GL_MULTISAMPLE_ARB); 01301 if(multisample_enabled) 01302 glDisable(GL_MULTISAMPLE_ARB); 01303 01304 region_scissor_winrct(ar, &winrct); 01305 glScissor(winrct.xmin, winrct.ymin, winrct.xmax - winrct.xmin, winrct.ymax - winrct.ymin); 01306 01307 glClearColor(0.0, 0.0, 0.0, 0.0); 01308 if(v3d->zbuf) { 01309 glEnable(GL_DEPTH_TEST); 01310 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 01311 } 01312 else { 01313 glClear(GL_COLOR_BUFFER_BIT); 01314 glDisable(GL_DEPTH_TEST); 01315 } 01316 01317 if(rv3d->rflag & RV3D_CLIPPING) 01318 view3d_set_clipping(rv3d); 01319 01320 G.f |= G_BACKBUFSEL; 01321 01322 if(base && (base->lay & v3d->lay)) 01323 draw_object_backbufsel(scene, v3d, rv3d, base->object); 01324 01325 v3d->flag &= ~V3D_INVALID_BACKBUF; 01326 ar->swap= 0; /* mark invalid backbuf for wm draw */ 01327 01328 G.f &= ~G_BACKBUFSEL; 01329 v3d->zbuf= FALSE; 01330 glDisable(GL_DEPTH_TEST); 01331 glEnable(GL_DITHER); 01332 if(multisample_enabled) 01333 glEnable(GL_MULTISAMPLE_ARB); 01334 01335 if(rv3d->rflag & RV3D_CLIPPING) 01336 view3d_clr_clipping(); 01337 01338 /* it is important to end a view in a transform compatible with buttons */ 01339 // persp(PERSP_WIN); // set ortho 01340 01341 } 01342 01343 void view3d_validate_backbuf(ViewContext *vc) 01344 { 01345 if(vc->v3d->flag & V3D_INVALID_BACKBUF) 01346 backdrawview3d(vc->scene, vc->ar, vc->v3d); 01347 } 01348 01349 /* samples a single pixel (copied from vpaint) */ 01350 unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y) 01351 { 01352 unsigned int col; 01353 01354 if(x >= vc->ar->winx || y >= vc->ar->winy) return 0; 01355 x+= vc->ar->winrct.xmin; 01356 y+= vc->ar->winrct.ymin; 01357 01358 view3d_validate_backbuf(vc); 01359 01360 glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); 01361 glReadBuffer(GL_BACK); 01362 01363 if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col); 01364 01365 return WM_framebuffer_to_index(col); 01366 } 01367 01368 /* reads full rect, converts indices */ 01369 ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax) 01370 { 01371 unsigned int *dr, *rd; 01372 struct ImBuf *ibuf, *ibuf1; 01373 int a; 01374 short xminc, yminc, xmaxc, ymaxc, xs, ys; 01375 01376 /* clip */ 01377 if(xmin<0) xminc= 0; else xminc= xmin; 01378 if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax; 01379 if(xminc > xmaxc) return NULL; 01380 01381 if(ymin<0) yminc= 0; else yminc= ymin; 01382 if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax; 01383 if(yminc > ymaxc) return NULL; 01384 01385 ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect); 01386 01387 view3d_validate_backbuf(vc); 01388 01389 glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); 01390 glReadBuffer(GL_BACK); 01391 01392 if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf); 01393 01394 a= (xmaxc-xminc+1)*(ymaxc-yminc+1); 01395 dr= ibuf->rect; 01396 while(a--) { 01397 if(*dr) *dr= WM_framebuffer_to_index(*dr); 01398 dr++; 01399 } 01400 01401 /* put clipped result back, if needed */ 01402 if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax) 01403 return ibuf; 01404 01405 ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect); 01406 rd= ibuf->rect; 01407 dr= ibuf1->rect; 01408 01409 for(ys= ymin; ys<=ymax; ys++) { 01410 for(xs= xmin; xs<=xmax; xs++, dr++) { 01411 if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) { 01412 *dr= *rd; 01413 rd++; 01414 } 01415 } 01416 } 01417 IMB_freeImBuf(ibuf); 01418 return ibuf1; 01419 } 01420 01421 /* smart function to sample a rect spiralling outside, nice for backbuf selection */ 01422 unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int size, 01423 unsigned int min, unsigned int max, int *dist, short strict, 01424 void *handle, unsigned int (*indextest)(void *handle, unsigned int index)) 01425 { 01426 struct ImBuf *buf; 01427 unsigned int *bufmin, *bufmax, *tbuf; 01428 int minx, miny; 01429 int a, b, rc, nr, amount, dirvec[4][2]; 01430 int distance=0; 01431 unsigned int index = 0; 01432 short indexok = 0; 01433 01434 amount= (size-1)/2; 01435 01436 minx = mval[0]-(amount+1); 01437 miny = mval[1]-(amount+1); 01438 buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1); 01439 if (!buf) return 0; 01440 01441 rc= 0; 01442 01443 dirvec[0][0]= 1; dirvec[0][1]= 0; 01444 dirvec[1][0]= 0; dirvec[1][1]= -size; 01445 dirvec[2][0]= -1; dirvec[2][1]= 0; 01446 dirvec[3][0]= 0; dirvec[3][1]= size; 01447 01448 bufmin = buf->rect; 01449 tbuf = buf->rect; 01450 bufmax = buf->rect + size*size; 01451 tbuf+= amount*size+ amount; 01452 01453 for(nr=1; nr<=size; nr++) { 01454 01455 for(a=0; a<2; a++) { 01456 for(b=0; b<nr; b++, distance++) { 01457 if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit 01458 if(strict){ 01459 indexok = indextest(handle, *tbuf - min+1); 01460 if(indexok){ 01461 *dist= (short) sqrt( (float)distance ); 01462 index = *tbuf - min+1; 01463 goto exit; 01464 } 01465 } 01466 else{ 01467 *dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong - 01468 index = *tbuf - min+1; // messy yah, but indices start at 1 01469 goto exit; 01470 } 01471 } 01472 01473 tbuf+= (dirvec[rc][0]+dirvec[rc][1]); 01474 01475 if(tbuf<bufmin || tbuf>=bufmax) { 01476 goto exit; 01477 } 01478 } 01479 rc++; 01480 rc &= 3; 01481 } 01482 } 01483 01484 exit: 01485 IMB_freeImBuf(buf); 01486 return index; 01487 } 01488 01489 01490 /* ************************************************************* */ 01491 01492 static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d) 01493 { 01494 RegionView3D *rv3d= ar->regiondata; 01495 BGpic *bgpic; 01496 Image *ima; 01497 MovieClip *clip; 01498 ImBuf *ibuf= NULL, *freeibuf; 01499 float vec[4], fac, asp, zoomx, zoomy; 01500 float x1, y1, x2, y2, cx, cy; 01501 01502 01503 for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) { 01504 01505 if( (bgpic->view == 0) || /* zero for any */ 01506 (bgpic->view & (1<<rv3d->view)) || /* check agaist flags */ 01507 (rv3d->persp==RV3D_CAMOB && bgpic->view == (1<<RV3D_VIEW_CAMERA)) 01508 ) { 01509 /* disable individual images */ 01510 if((bgpic->flag&V3D_BGPIC_DISABLED)) 01511 continue; 01512 01513 freeibuf= NULL; 01514 if(bgpic->source==V3D_BGPIC_IMAGE) { 01515 ima= bgpic->ima; 01516 if(ima==NULL) 01517 continue; 01518 BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0); 01519 ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser); 01520 } else { 01521 clip= NULL; 01522 01523 if(bgpic->flag&V3D_BGPIC_CAMERACLIP) { 01524 if(scene->camera) 01525 clip= object_get_movieclip(scene, scene->camera, 1); 01526 } else clip= bgpic->clip; 01527 01528 if(clip==NULL) 01529 continue; 01530 01531 BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA); 01532 ibuf= BKE_movieclip_get_ibuf(clip, &bgpic->cuser); 01533 01534 /* working with ibuf from image and clip has got different workflow now. 01535 ibuf acquired from clip is referenced by cache system and should 01536 be dereferenced after usage. */ 01537 freeibuf= ibuf; 01538 } 01539 01540 if(ibuf==NULL) 01541 continue; 01542 01543 if((ibuf->rect==NULL && ibuf->rect_float==NULL) || ibuf->channels!=4) { /* invalid image format */ 01544 if(freeibuf) 01545 IMB_freeImBuf(freeibuf); 01546 01547 continue; 01548 } 01549 01550 if(ibuf->rect==NULL) 01551 IMB_rect_from_float(ibuf); 01552 01553 if(rv3d->persp==RV3D_CAMOB) { 01554 rctf vb; 01555 01556 ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, FALSE); 01557 01558 x1= vb.xmin; 01559 y1= vb.ymin; 01560 x2= vb.xmax; 01561 y2= vb.ymax; 01562 } 01563 else { 01564 float sco[2]; 01565 const float mval_f[2]= {1.0f, 0.0f}; 01566 01567 /* calc window coord */ 01568 initgrabz(rv3d, 0.0, 0.0, 0.0); 01569 ED_view3d_win_to_delta(ar, mval_f, vec); 01570 fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) ); 01571 fac= 1.0f/fac; 01572 01573 asp= ( (float)ibuf->y)/(float)ibuf->x; 01574 01575 vec[0] = vec[1] = vec[2] = 0.0; 01576 ED_view3d_project_float(ar, vec, sco, rv3d->persmat); 01577 cx = sco[0]; 01578 cy = sco[1]; 01579 01580 x1= cx+ fac*(bgpic->xof-bgpic->size); 01581 y1= cy+ asp*fac*(bgpic->yof-bgpic->size); 01582 x2= cx+ fac*(bgpic->xof+bgpic->size); 01583 y2= cy+ asp*fac*(bgpic->yof+bgpic->size); 01584 } 01585 01586 /* complete clip? */ 01587 01588 if(x2 < 0 || y2 < 0 || x1 > ar->winx || y1 > ar->winy) { 01589 if(freeibuf) 01590 IMB_freeImBuf(freeibuf); 01591 01592 continue; 01593 } 01594 01595 zoomx= (x2-x1)/ibuf->x; 01596 zoomy= (y2-y1)/ibuf->y; 01597 01598 /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */ 01599 if(zoomx < 1.0f || zoomy < 1.0f) { 01600 float tzoom= MIN2(zoomx, zoomy); 01601 int mip= 0; 01602 01603 if((ibuf->userflags&IB_MIPMAP_INVALID) != 0) { 01604 IMB_remakemipmap(ibuf, 0); 01605 ibuf->userflags&= ~IB_MIPMAP_INVALID; 01606 } 01607 else if(ibuf->mipmap[0]==NULL) 01608 IMB_makemipmap(ibuf, 0); 01609 01610 while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) { 01611 tzoom*= 2.0f; 01612 zoomx*= 2.0f; 01613 zoomy*= 2.0f; 01614 mip++; 01615 } 01616 if(mip>0) 01617 ibuf= ibuf->mipmap[mip-1]; 01618 } 01619 01620 if(v3d->zbuf) glDisable(GL_DEPTH_TEST); 01621 glDepthMask(0); 01622 01623 glEnable(GL_BLEND); 01624 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 01625 01626 glMatrixMode(GL_PROJECTION); 01627 glPushMatrix(); 01628 glMatrixMode(GL_MODELVIEW); 01629 glPushMatrix(); 01630 ED_region_pixelspace(ar); 01631 01632 glPixelZoom(zoomx, zoomy); 01633 glColor4f(1.0f, 1.0f, 1.0f, 1.0f-bgpic->blend); 01634 glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect); 01635 01636 glPixelZoom(1.0, 1.0); 01637 glPixelTransferf(GL_ALPHA_SCALE, 1.0f); 01638 01639 glMatrixMode(GL_PROJECTION); 01640 glPopMatrix(); 01641 glMatrixMode(GL_MODELVIEW); 01642 glPopMatrix(); 01643 01644 glDisable(GL_BLEND); 01645 01646 glDepthMask(1); 01647 if(v3d->zbuf) glEnable(GL_DEPTH_TEST); 01648 01649 if(freeibuf) 01650 IMB_freeImBuf(freeibuf); 01651 } 01652 } 01653 } 01654 01655 /* ****************** View3d afterdraw *************** */ 01656 01657 typedef struct View3DAfter { 01658 struct View3DAfter *next, *prev; 01659 struct Base *base; 01660 int flag; 01661 } View3DAfter; 01662 01663 /* temp storage of Objects that need to be drawn as last */ 01664 void add_view3d_after(ListBase *lb, Base *base, int flag) 01665 { 01666 View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after"); 01667 BLI_addtail(lb, v3da); 01668 v3da->base= base; 01669 v3da->flag= flag; 01670 } 01671 01672 /* disables write in zbuffer and draws it over */ 01673 static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) 01674 { 01675 View3DAfter *v3da, *next; 01676 01677 glDepthMask(0); 01678 v3d->transp= TRUE; 01679 01680 for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) { 01681 next= v3da->next; 01682 draw_object(scene, ar, v3d, v3da->base, v3da->flag); 01683 BLI_remlink(&v3d->afterdraw_transp, v3da); 01684 MEM_freeN(v3da); 01685 } 01686 v3d->transp= FALSE; 01687 01688 glDepthMask(1); 01689 01690 } 01691 01692 /* clears zbuffer and draws it over */ 01693 static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear) 01694 { 01695 View3DAfter *v3da, *next; 01696 01697 if(clear && v3d->zbuf) 01698 glClear(GL_DEPTH_BUFFER_BIT); 01699 01700 v3d->xray= TRUE; 01701 for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { 01702 next= v3da->next; 01703 draw_object(scene, ar, v3d, v3da->base, v3da->flag); 01704 BLI_remlink(&v3d->afterdraw_xray, v3da); 01705 MEM_freeN(v3da); 01706 } 01707 v3d->xray= FALSE; 01708 } 01709 01710 01711 /* clears zbuffer and draws it over */ 01712 static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int clear) 01713 { 01714 View3DAfter *v3da, *next; 01715 01716 if(clear && v3d->zbuf) 01717 glClear(GL_DEPTH_BUFFER_BIT); 01718 01719 v3d->xray= TRUE; 01720 v3d->transp= TRUE; 01721 01722 for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) { 01723 next= v3da->next; 01724 draw_object(scene, ar, v3d, v3da->base, v3da->flag); 01725 BLI_remlink(&v3d->afterdraw_xraytransp, v3da); 01726 MEM_freeN(v3da); 01727 } 01728 01729 v3d->transp= FALSE; 01730 v3d->xray= FALSE; 01731 01732 } 01733 01734 /* *********************** */ 01735 01736 /* 01737 In most cases call draw_dupli_objects, 01738 draw_dupli_objects_color was added because when drawing set dupli's 01739 we need to force the color 01740 */ 01741 01742 #if 0 01743 int dupli_ob_sort(void *arg1, void *arg2) 01744 { 01745 void *p1= ((DupliObject *)arg1)->ob; 01746 void *p2= ((DupliObject *)arg2)->ob; 01747 int val = 0; 01748 if (p1 < p2) val = -1; 01749 else if (p1 > p2) val = 1; 01750 return val; 01751 } 01752 #endif 01753 01754 01755 static DupliObject *dupli_step(DupliObject *dob) 01756 { 01757 while(dob && dob->no_draw) 01758 dob= dob->next; 01759 return dob; 01760 } 01761 01762 static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color) 01763 { 01764 RegionView3D *rv3d= ar->regiondata; 01765 ListBase *lb; 01766 DupliObject *dob_prev= NULL, *dob, *dob_next= NULL; 01767 Base tbase; 01768 BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */ 01769 GLuint displist=0; 01770 short transflag, use_displist= -1; /* -1 is initialize */ 01771 char dt, dtx; 01772 01773 if (base->object->restrictflag & OB_RESTRICT_VIEW) return; 01774 01775 tbase.flag= OB_FROMDUPLI|base->flag; 01776 lb= object_duplilist(scene, base->object); 01777 // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects. 01778 01779 dob=dupli_step(lb->first); 01780 if(dob) dob_next= dupli_step(dob->next); 01781 01782 for( ; dob ; dob_prev= dob, dob= dob_next, dob_next= dob_next ? dupli_step(dob_next->next) : NULL) { 01783 tbase.object= dob->ob; 01784 01785 /* extra service: draw the duplicator in drawtype of parent */ 01786 /* MIN2 for the drawtype to allow bounding box objects in groups for lods */ 01787 dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt); 01788 dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx; 01789 01790 /* negative scale flag has to propagate */ 01791 transflag= tbase.object->transflag; 01792 if(base->object->transflag & OB_NEG_SCALE) 01793 tbase.object->transflag ^= OB_NEG_SCALE; 01794 01795 UI_ThemeColorBlend(color, TH_BACK, 0.5); 01796 01797 /* generate displist, test for new object */ 01798 if(dob_prev && dob_prev->ob != dob->ob) { 01799 if(use_displist==1) 01800 glDeleteLists(displist, 1); 01801 01802 use_displist= -1; 01803 } 01804 01805 /* generate displist */ 01806 if(use_displist == -1) { 01807 01808 /* note, since this was added, its checked dob->type==OB_DUPLIGROUP 01809 * however this is very slow, it was probably needed for the NLA 01810 * offset feature (used in group-duplicate.blend but no longer works in 2.5) 01811 * so for now it should be ok to - campbell */ 01812 01813 if( (dob_next==NULL || dob_next->ob != dob->ob) || /* if this is the last no need to make a displist */ 01814 (dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */ 01815 (dob->type == OB_DUPLIGROUP && dob->animated) || 01816 !(bb_tmp= object_get_boundbox(dob->ob)) 01817 ) { 01818 // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2); 01819 use_displist= 0; 01820 } 01821 else { 01822 // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2); 01823 bb= *bb_tmp; /* must make a copy */ 01824 01825 /* disable boundbox check for list creation */ 01826 object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1); 01827 /* need this for next part of code */ 01828 unit_m4(dob->ob->obmat); /* obmat gets restored */ 01829 01830 displist= glGenLists(1); 01831 glNewList(displist, GL_COMPILE); 01832 draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR); 01833 glEndList(); 01834 01835 use_displist= 1; 01836 object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0); 01837 } 01838 } 01839 if(use_displist) { 01840 glMultMatrixf(dob->mat); 01841 if(ED_view3d_boundbox_clip(rv3d, dob->mat, &bb)) 01842 glCallList(displist); 01843 glLoadMatrixf(rv3d->viewmat); 01844 } 01845 else { 01846 copy_m4_m4(dob->ob->obmat, dob->mat); 01847 draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR); 01848 } 01849 01850 tbase.object->dt= dt; 01851 tbase.object->dtx= dtx; 01852 tbase.object->transflag= transflag; 01853 } 01854 01855 /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */ 01856 01857 free_object_duplilist(lb); /* does restore */ 01858 01859 if(use_displist) 01860 glDeleteLists(displist, 1); 01861 } 01862 01863 static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base) 01864 { 01865 /* define the color here so draw_dupli_objects_color can be called 01866 * from the set loop */ 01867 01868 int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE; 01869 /* debug */ 01870 if(base->object->dup_group && base->object->dup_group->id.us<1) 01871 color= TH_REDALERT; 01872 01873 draw_dupli_objects_color(scene, ar, v3d, base, color); 01874 } 01875 01876 void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect) 01877 { 01878 int x, y, w, h; 01879 rcti r; 01880 /* clamp rect by area */ 01881 01882 r.xmin= 0; 01883 r.xmax= ar->winx-1; 01884 r.ymin= 0; 01885 r.ymax= ar->winy-1; 01886 01887 /* Constrain rect to depth bounds */ 01888 BLI_isect_rcti(&r, rect, rect); 01889 01890 /* assign values to compare with the ViewDepths */ 01891 x= rect->xmin; 01892 y= rect->ymin; 01893 01894 w= rect->xmax - rect->xmin; 01895 h= rect->ymax - rect->ymin; 01896 01897 if(w <= 0 || h <= 0) { 01898 if(d->depths) 01899 MEM_freeN(d->depths); 01900 d->depths= NULL; 01901 01902 d->damaged= FALSE; 01903 } 01904 else if( d->w != w || 01905 d->h != h || 01906 d->x != x || 01907 d->y != y || 01908 d->depths==NULL 01909 ) { 01910 d->x= x; 01911 d->y= y; 01912 d->w= w; 01913 d->h= h; 01914 01915 if(d->depths) 01916 MEM_freeN(d->depths); 01917 01918 d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths Subset"); 01919 01920 d->damaged= TRUE; 01921 } 01922 01923 if(d->damaged) { 01924 glReadPixels(ar->winrct.xmin+d->x,ar->winrct.ymin+d->y, d->w,d->h, GL_DEPTH_COMPONENT,GL_FLOAT, d->depths); 01925 glGetDoublev(GL_DEPTH_RANGE,d->depth_range); 01926 d->damaged= FALSE; 01927 } 01928 } 01929 01930 /* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */ 01931 void ED_view3d_depth_update(ARegion *ar) 01932 { 01933 RegionView3D *rv3d= ar->regiondata; 01934 01935 /* Create storage for, and, if necessary, copy depth buffer */ 01936 if(!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths"); 01937 if(rv3d->depths) { 01938 ViewDepths *d= rv3d->depths; 01939 if(d->w != ar->winx || 01940 d->h != ar->winy || 01941 !d->depths) { 01942 d->w= ar->winx; 01943 d->h= ar->winy; 01944 if(d->depths) 01945 MEM_freeN(d->depths); 01946 d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths"); 01947 d->damaged= 1; 01948 } 01949 01950 if(d->damaged) { 01951 glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h, 01952 GL_DEPTH_COMPONENT,GL_FLOAT, d->depths); 01953 01954 glGetDoublev(GL_DEPTH_RANGE,d->depth_range); 01955 01956 d->damaged= 0; 01957 } 01958 } 01959 } 01960 01961 /* utility function to find the closest Z value, use for autodepth */ 01962 float view3d_depth_near(ViewDepths *d) 01963 { 01964 /* convert to float for comparisons */ 01965 const float near= (float)d->depth_range[0]; 01966 const float far_real= (float)d->depth_range[1]; 01967 float far= far_real; 01968 01969 const float *depths= d->depths; 01970 float depth= FLT_MAX; 01971 int i= (int)d->w * (int)d->h; /* cast to avoid short overflow */ 01972 01973 /* far is both the starting 'far' value 01974 * and the closest value found. */ 01975 while(i--) { 01976 depth= *depths++; 01977 if((depth < far) && (depth > near)) { 01978 far= depth; 01979 } 01980 } 01981 01982 return far == far_real ? FLT_MAX : far; 01983 } 01984 01985 void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) 01986 { 01987 short zbuf= v3d->zbuf; 01988 RegionView3D *rv3d= ar->regiondata; 01989 01990 setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ 01991 setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ 01992 01993 mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); 01994 invert_m4_m4(rv3d->persinv, rv3d->persmat); 01995 invert_m4_m4(rv3d->viewinv, rv3d->viewmat); 01996 01997 glClear(GL_DEPTH_BUFFER_BIT); 01998 01999 glLoadMatrixf(rv3d->viewmat); 02000 02001 v3d->zbuf= TRUE; 02002 glEnable(GL_DEPTH_TEST); 02003 02004 draw_gpencil_view3d(scene, v3d, ar, 1); 02005 02006 v3d->zbuf= zbuf; 02007 02008 } 02009 02010 void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *)) 02011 { 02012 RegionView3D *rv3d= ar->regiondata; 02013 Base *base; 02014 short zbuf= v3d->zbuf; 02015 short flag= v3d->flag; 02016 float glalphaclip= U.glalphaclip; 02017 int obcenter_dia= U.obcenter_dia; 02018 /* temp set drawtype to solid */ 02019 02020 /* Setting these temporarily is not nice */ 02021 v3d->flag &= ~V3D_SELECT_OUTLINE; 02022 U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */ 02023 U.obcenter_dia= 0; 02024 02025 setwinmatrixview3d(ar, v3d, NULL); /* 0= no pick rect */ 02026 setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ 02027 02028 mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); 02029 invert_m4_m4(rv3d->persinv, rv3d->persmat); 02030 invert_m4_m4(rv3d->viewinv, rv3d->viewmat); 02031 02032 glClear(GL_DEPTH_BUFFER_BIT); 02033 02034 glLoadMatrixf(rv3d->viewmat); 02035 // persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls 02036 02037 if(rv3d->rflag & RV3D_CLIPPING) { 02038 view3d_set_clipping(rv3d); 02039 } 02040 02041 v3d->zbuf= TRUE; 02042 glEnable(GL_DEPTH_TEST); 02043 02044 /* draw set first */ 02045 if(scene->set) { 02046 Scene *sce_iter; 02047 for(SETLOOPER(scene->set, sce_iter, base)) { 02048 if(v3d->lay & base->lay) { 02049 if (func == NULL || func(base)) { 02050 draw_object(scene, ar, v3d, base, 0); 02051 if(base->object->transflag & OB_DUPLI) { 02052 draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); 02053 } 02054 } 02055 } 02056 } 02057 } 02058 02059 for(base= scene->base.first; base; base= base->next) { 02060 if(v3d->lay & base->lay) { 02061 if (func == NULL || func(base)) { 02062 /* dupli drawing */ 02063 if(base->object->transflag & OB_DUPLI) { 02064 draw_dupli_objects(scene, ar, v3d, base); 02065 } 02066 draw_object(scene, ar, v3d, base, 0); 02067 } 02068 } 02069 } 02070 02071 /* this isnt that nice, draw xray objects as if they are normal */ 02072 if ( v3d->afterdraw_transp.first || 02073 v3d->afterdraw_xray.first || 02074 v3d->afterdraw_xraytransp.first 02075 ) { 02076 View3DAfter *v3da, *next; 02077 int mask_orig; 02078 02079 v3d->xray= TRUE; 02080 02081 /* transp materials can change the depth mask, see #21388 */ 02082 glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig); 02083 02084 02085 if(v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) { 02086 glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */ 02087 for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { 02088 next= v3da->next; 02089 draw_object(scene, ar, v3d, v3da->base, 0); 02090 } 02091 glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */ 02092 } 02093 02094 /* draw 3 passes, transp/xray/xraytransp */ 02095 v3d->xray= FALSE; 02096 v3d->transp= TRUE; 02097 for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) { 02098 next= v3da->next; 02099 draw_object(scene, ar, v3d, v3da->base, 0); 02100 BLI_remlink(&v3d->afterdraw_transp, v3da); 02101 MEM_freeN(v3da); 02102 } 02103 02104 v3d->xray= TRUE; 02105 v3d->transp= FALSE; 02106 for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) { 02107 next= v3da->next; 02108 draw_object(scene, ar, v3d, v3da->base, 0); 02109 BLI_remlink(&v3d->afterdraw_xray, v3da); 02110 MEM_freeN(v3da); 02111 } 02112 02113 v3d->xray= TRUE; 02114 v3d->transp= TRUE; 02115 for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) { 02116 next= v3da->next; 02117 draw_object(scene, ar, v3d, v3da->base, 0); 02118 BLI_remlink(&v3d->afterdraw_xraytransp, v3da); 02119 MEM_freeN(v3da); 02120 } 02121 02122 02123 v3d->xray= FALSE; 02124 v3d->transp= FALSE; 02125 02126 glDepthMask(mask_orig); 02127 } 02128 02129 if(rv3d->rflag & RV3D_CLIPPING) 02130 view3d_clr_clipping(); 02131 02132 v3d->zbuf = zbuf; 02133 if(!v3d->zbuf) glDisable(GL_DEPTH_TEST); 02134 02135 U.glalphaclip = glalphaclip; 02136 v3d->flag = flag; 02137 U.obcenter_dia= obcenter_dia; 02138 } 02139 02140 typedef struct View3DShadow { 02141 struct View3DShadow *next, *prev; 02142 GPULamp *lamp; 02143 } View3DShadow; 02144 02145 static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows) 02146 { 02147 GPULamp *lamp; 02148 Lamp *la = (Lamp*)ob->data; 02149 View3DShadow *shadow; 02150 02151 lamp = GPU_lamp_from_blender(scene, ob, par); 02152 02153 if(lamp) { 02154 GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat); 02155 GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy); 02156 02157 if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) { 02158 shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow"); 02159 shadow->lamp = lamp; 02160 BLI_addtail(shadows, shadow); 02161 } 02162 } 02163 } 02164 02165 static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) 02166 { 02167 ListBase shadows; 02168 View3DShadow *shadow; 02169 Scene *sce_iter; 02170 Base *base; 02171 Object *ob; 02172 02173 shadows.first= shadows.last= NULL; 02174 02175 /* update lamp transform and gather shadow lamps */ 02176 for(SETLOOPER(scene, sce_iter, base)) { 02177 ob= base->object; 02178 02179 if(ob->type == OB_LAMP) 02180 gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows); 02181 02182 if (ob->transflag & OB_DUPLI) { 02183 DupliObject *dob; 02184 ListBase *lb = object_duplilist(scene, ob); 02185 02186 for(dob=lb->first; dob; dob=dob->next) 02187 if(dob->ob->type==OB_LAMP) 02188 gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows); 02189 02190 free_object_duplilist(lb); 02191 } 02192 } 02193 02194 /* render shadows after updating all lamps, nested object_duplilist 02195 * don't work correct since it's replacing object matrices */ 02196 for(shadow=shadows.first; shadow; shadow=shadow->next) { 02197 /* this needs to be done better .. */ 02198 float viewmat[4][4], winmat[4][4]; 02199 int drawtype, lay, winsize, flag2=v3d->flag2; 02200 ARegion ar= {NULL}; 02201 RegionView3D rv3d= {{{0}}}; 02202 02203 drawtype= v3d->drawtype; 02204 lay= v3d->lay; 02205 02206 v3d->drawtype = OB_SOLID; 02207 v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp); 02208 v3d->flag2 &= ~V3D_SOLID_TEX; 02209 v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW; 02210 02211 GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat); 02212 02213 ar.regiondata= &rv3d; 02214 ar.regiontype= RGN_TYPE_WINDOW; 02215 rv3d.persp= RV3D_CAMOB; 02216 copy_m4_m4(rv3d.winmat, winmat); 02217 copy_m4_m4(rv3d.viewmat, viewmat); 02218 invert_m4_m4(rv3d.viewinv, rv3d.viewmat); 02219 mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat); 02220 invert_m4_m4(rv3d.persinv, rv3d.viewinv); 02221 02222 ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat); 02223 GPU_lamp_shadow_buffer_unbind(shadow->lamp); 02224 02225 v3d->drawtype= drawtype; 02226 v3d->lay= lay; 02227 v3d->flag2 = flag2; 02228 } 02229 02230 BLI_freelistN(&shadows); 02231 } 02232 02233 /* *********************** customdata **************** */ 02234 02235 CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d) 02236 { 02237 CustomDataMask mask= 0; 02238 02239 if(ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) { 02240 mask |= CD_MASK_MTFACE | CD_MASK_MCOL; 02241 02242 if(scene_use_new_shading_nodes(scene)) { 02243 if(v3d->drawtype == OB_MATERIAL) 02244 mask |= CD_MASK_ORCO; 02245 } 02246 else { 02247 if(scene->gm.matmode == GAME_MAT_GLSL) 02248 mask |= CD_MASK_ORCO; 02249 } 02250 } 02251 02252 return mask; 02253 } 02254 02255 CustomDataMask ED_view3d_object_datamask(Scene *scene) 02256 { 02257 Object *ob= scene->basact ? scene->basact->object : NULL; 02258 CustomDataMask mask= 0; 02259 02260 if (ob) { 02261 /* check if we need tfaces & mcols due to face select or texture paint */ 02262 if (paint_facesel_test(ob) || (ob->mode & OB_MODE_TEXTURE_PAINT)) { 02263 mask |= CD_MASK_MTFACE | CD_MASK_MCOL; 02264 } 02265 02266 /* check if we need mcols due to vertex paint or weightpaint */ 02267 if (ob->mode & OB_MODE_VERTEX_PAINT) { 02268 mask |= CD_MASK_MCOL; 02269 } 02270 02271 if (ob->mode & OB_MODE_WEIGHT_PAINT) { 02272 mask |= CD_MASK_WEIGHT_MCOL; 02273 } 02274 } 02275 02276 return mask; 02277 } 02278 02279 /* goes over all modes and view3d settings */ 02280 CustomDataMask ED_view3d_screen_datamask(bScreen *screen) 02281 { 02282 Scene *scene= screen->scene; 02283 CustomDataMask mask = CD_MASK_BAREMESH; 02284 ScrArea *sa; 02285 02286 /* check if we need tfaces & mcols due to view mode */ 02287 for(sa = screen->areabase.first; sa; sa = sa->next) { 02288 if(sa->spacetype == SPACE_VIEW3D) { 02289 mask |= ED_view3d_datamask(scene, (View3D *)sa->spacedata.first); 02290 } 02291 } 02292 02293 mask |= ED_view3d_object_datamask(scene); 02294 02295 return mask; 02296 } 02297 02298 static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4]) 02299 { 02300 RegionView3D *rv3d= ar->regiondata; 02301 02302 /* setup window matrices */ 02303 if(winmat) 02304 copy_m4_m4(rv3d->winmat, winmat); 02305 else 02306 setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */ 02307 02308 /* setup view matrix */ 02309 if(viewmat) 02310 copy_m4_m4(rv3d->viewmat, viewmat); 02311 else 02312 setviewmatrixview3d(scene, v3d, rv3d); /* note: calls where_is_object for camera... */ 02313 02314 /* update utilitity matrices */ 02315 mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); 02316 invert_m4_m4(rv3d->persinv, rv3d->persmat); 02317 invert_m4_m4(rv3d->viewinv, rv3d->viewmat); 02318 02319 /* calculate pixelsize factor once, is used for lamps and obcenters */ 02320 { 02321 /* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])' 02322 * because of float point precision problems at large values [#23908] */ 02323 float v1[3], v2[3]; 02324 float len1, len2; 02325 02326 v1[0]= rv3d->persmat[0][0]; 02327 v1[1]= rv3d->persmat[1][0]; 02328 v1[2]= rv3d->persmat[2][0]; 02329 02330 v2[0]= rv3d->persmat[0][1]; 02331 v2[1]= rv3d->persmat[1][1]; 02332 v2[2]= rv3d->persmat[2][1]; 02333 02334 len1= 1.0f / len_v3(v1); 02335 len2= 1.0f / len_v3(v2); 02336 02337 rv3d->pixsize = (2.0f * MAX2(len1, len2)) / (float)MAX2(ar->winx, ar->winy); 02338 } 02339 02340 /* set for opengl */ 02341 glMatrixMode(GL_PROJECTION); 02342 glLoadMatrixf(rv3d->winmat); 02343 glMatrixMode(GL_MODELVIEW); 02344 glLoadMatrixf(rv3d->viewmat); 02345 } 02346 02347 void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4]) 02348 { 02349 RegionView3D *rv3d= ar->regiondata; 02350 Base *base; 02351 float backcol[3]; 02352 int bwinx, bwiny; 02353 rcti brect; 02354 02355 glPushMatrix(); 02356 02357 /* set temporary new size */ 02358 bwinx= ar->winx; 02359 bwiny= ar->winy; 02360 brect= ar->winrct; 02361 02362 ar->winx= winx; 02363 ar->winy= winy; 02364 ar->winrct.xmin= 0; 02365 ar->winrct.ymin= 0; 02366 ar->winrct.xmax= winx; 02367 ar->winrct.ymax= winy; 02368 02369 02370 /* set flags */ 02371 G.f |= G_RENDER_OGL; 02372 02373 /* free images which can have changed on frame-change 02374 * warning! can be slow so only free animated images - campbell */ 02375 GPU_free_images_anim(); 02376 02377 /* shadow buffers, before we setup matrices */ 02378 if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) 02379 gpu_update_lamps_shadows(scene, v3d); 02380 02381 /* set background color, fallback on the view background color */ 02382 if(scene->world) { 02383 if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) 02384 linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); 02385 else 02386 copy_v3_v3(backcol, &scene->world->horr); 02387 glClearColor(backcol[0], backcol[1], backcol[2], 0.0); 02388 } 02389 else { 02390 UI_ThemeClearColor(TH_BACK); 02391 } 02392 02393 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 02394 02395 /* setup view matrices */ 02396 view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat); 02397 02398 if(rv3d->rflag & RV3D_CLIPPING) 02399 view3d_draw_clipping(rv3d); 02400 02401 /* set zbuffer */ 02402 if(v3d->drawtype > OB_WIRE) { 02403 v3d->zbuf= TRUE; 02404 glEnable(GL_DEPTH_TEST); 02405 } 02406 else 02407 v3d->zbuf= FALSE; 02408 02409 if(rv3d->rflag & RV3D_CLIPPING) 02410 view3d_set_clipping(rv3d); 02411 02412 /* draw set first */ 02413 if(scene->set) { 02414 Scene *sce_iter; 02415 for(SETLOOPER(scene->set, sce_iter, base)) { 02416 if(v3d->lay & base->lay) { 02417 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); 02418 draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET); 02419 02420 if(base->object->transflag & OB_DUPLI) 02421 draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); 02422 } 02423 } 02424 } 02425 02426 /* then draw not selected and the duplis, but skip editmode object */ 02427 for(base= scene->base.first; base; base= base->next) { 02428 if(v3d->lay & base->lay) { 02429 /* dupli drawing */ 02430 if(base->object->transflag & OB_DUPLI) 02431 draw_dupli_objects(scene, ar, v3d, base); 02432 02433 draw_object(scene, ar, v3d, base, 0); 02434 } 02435 } 02436 02437 /* must be before xray draw which clears the depth buffer */ 02438 if(v3d->zbuf) glDisable(GL_DEPTH_TEST); 02439 draw_gpencil_view3d(scene, v3d, ar, 1); 02440 if(v3d->zbuf) glEnable(GL_DEPTH_TEST); 02441 02442 /* transp and X-ray afterdraw stuff */ 02443 if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); 02444 if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! 02445 if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); 02446 02447 if(rv3d->rflag & RV3D_CLIPPING) 02448 view3d_clr_clipping(); 02449 02450 /* cleanup */ 02451 if(v3d->zbuf) { 02452 v3d->zbuf= FALSE; 02453 glDisable(GL_DEPTH_TEST); 02454 } 02455 02456 /* draw grease-pencil stuff */ 02457 ED_region_pixelspace(ar); 02458 02459 /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */ 02460 draw_gpencil_view3d(scene, v3d, ar, 0); 02461 02462 /* freeing the images again here could be done after the operator runs, leaving for now */ 02463 GPU_free_images_anim(); 02464 02465 /* restore size */ 02466 ar->winx= bwinx; 02467 ar->winy= bwiny; 02468 ar->winrct = brect; 02469 02470 glPopMatrix(); 02471 02472 glColor4ub(255, 255, 255, 255); // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell 02473 02474 G.f &= ~G_RENDER_OGL; 02475 } 02476 02477 /* utility func for ED_view3d_draw_offscreen */ 02478 ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, char err_out[256]) 02479 { 02480 RegionView3D *rv3d= ar->regiondata; 02481 ImBuf *ibuf; 02482 GPUOffScreen *ofs; 02483 02484 /* state changes make normal drawing go weird otherwise */ 02485 glPushAttrib(GL_LIGHTING_BIT); 02486 02487 /* bind */ 02488 ofs= GPU_offscreen_create(sizex, sizey, err_out); 02489 if(ofs == NULL) 02490 return NULL; 02491 02492 GPU_offscreen_bind(ofs); 02493 02494 /* render 3d view */ 02495 if(rv3d->persp==RV3D_CAMOB && v3d->camera) { 02496 CameraParams params; 02497 02498 camera_params_init(¶ms); 02499 camera_params_from_object(¶ms, v3d->camera); 02500 camera_params_compute_viewplane(¶ms, sizex, sizey, scene->r.xasp, scene->r.yasp); 02501 camera_params_compute_matrix(¶ms); 02502 02503 ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat); 02504 } 02505 else { 02506 ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL); 02507 } 02508 02509 /* read in pixels & stamp */ 02510 ibuf= IMB_allocImBuf(sizex, sizey, 32, flag); 02511 02512 if(ibuf->rect_float) 02513 GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float); 02514 else if(ibuf->rect) 02515 GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect); 02516 02517 //if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW)) 02518 // BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4); 02519 02520 /* unbind */ 02521 GPU_offscreen_unbind(ofs); 02522 GPU_offscreen_free(ofs); 02523 02524 glPopAttrib(); 02525 02526 if(ibuf->rect_float && ibuf->rect) 02527 IMB_rect_from_float(ibuf); 02528 02529 return ibuf; 02530 } 02531 02532 /* creates own 3d views, used by the sequencer */ 02533 ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height, unsigned int flag, int drawtype, char err_out[256]) 02534 { 02535 View3D v3d= {NULL}; 02536 ARegion ar= {NULL}; 02537 RegionView3D rv3d= {{{0}}}; 02538 02539 /* connect data */ 02540 v3d.regionbase.first= v3d.regionbase.last= &ar; 02541 ar.regiondata= &rv3d; 02542 ar.regiontype= RGN_TYPE_WINDOW; 02543 02544 v3d.camera= camera; 02545 v3d.lay= scene->lay; 02546 v3d.drawtype = drawtype; 02547 v3d.flag2 = V3D_RENDER_OVERRIDE; 02548 02549 rv3d.persp= RV3D_CAMOB; 02550 02551 copy_m4_m4(rv3d.viewinv, v3d.camera->obmat); 02552 normalize_m4(rv3d.viewinv); 02553 invert_m4_m4(rv3d.viewmat, rv3d.viewinv); 02554 02555 { 02556 CameraParams params; 02557 02558 camera_params_init(¶ms); 02559 camera_params_from_object(¶ms, v3d.camera); 02560 camera_params_compute_viewplane(¶ms, width, height, scene->r.xasp, scene->r.yasp); 02561 camera_params_compute_matrix(¶ms); 02562 02563 copy_m4_m4(rv3d.winmat, params.winmat); 02564 v3d.near= params.clipsta; 02565 v3d.far= params.clipend; 02566 v3d.lens= params.lens; 02567 } 02568 02569 mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat); 02570 invert_m4_m4(rv3d.persinv, rv3d.viewinv); 02571 02572 return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, err_out); 02573 02574 // seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty); 02575 } 02576 02577 02578 /* NOTE: the info that this uses is updated in ED_refresh_viewport_fps(), 02579 * which currently gets called during SCREEN_OT_animation_step. 02580 */ 02581 static void draw_viewport_fps(Scene *scene, ARegion *ar) 02582 { 02583 ScreenFrameRateInfo *fpsi= scene->fps_info; 02584 float fps; 02585 char printable[16]; 02586 int i, tot; 02587 02588 if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime) 02589 return; 02590 02591 printable[0] = '\0'; 02592 02593 #if 0 02594 /* this is too simple, better do an average */ 02595 fps = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime)) 02596 #else 02597 fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime)); 02598 02599 for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) { 02600 if (fpsi->redrawtimes_fps[i]) { 02601 fps += fpsi->redrawtimes_fps[i]; 02602 tot++; 02603 } 02604 } 02605 if (tot) { 02606 fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE; 02607 02608 //fpsi->redrawtime_index++; 02609 //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE) 02610 // fpsi->redrawtime = 0; 02611 02612 fps = fps / tot; 02613 } 02614 #endif 02615 02616 /* is this more then half a frame behind? */ 02617 if (fps+0.5f < (float)(FPS)) { 02618 UI_ThemeColor(TH_REDALERT); 02619 BLI_snprintf(printable, sizeof(printable), "fps: %.2f", fps); 02620 } 02621 else { 02622 UI_ThemeColor(TH_TEXT_HI); 02623 BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5f)); 02624 } 02625 02626 BLF_draw_default_ascii(22, ar->winy-17, 0.0f, printable, sizeof(printable)); 02627 } 02628 02629 static int view3d_main_area_draw_engine(const bContext *C, ARegion *ar) 02630 { 02631 Scene *scene= CTX_data_scene(C); 02632 View3D *v3d = CTX_wm_view3d(C); 02633 RegionView3D *rv3d= CTX_wm_region_view3d(C); 02634 RenderEngineType *type; 02635 02636 if(!rv3d->render_engine) { 02637 type= RE_engines_find(scene->r.engine); 02638 02639 if(!(type->view_update && type->view_draw)) 02640 return 0; 02641 02642 rv3d->render_engine= RE_engine_create(type); 02643 type->view_update(rv3d->render_engine, C); 02644 } 02645 02646 view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); 02647 02648 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 02649 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 02650 02651 ED_region_pixelspace(ar); 02652 02653 type= rv3d->render_engine->type; 02654 type->view_draw(rv3d->render_engine, C); 02655 02656 return 1; 02657 } 02658 02659 static void view3d_main_area_draw_engine_info(RegionView3D *rv3d, ARegion *ar) 02660 { 02661 if(!rv3d->render_engine || !rv3d->render_engine->text) 02662 return; 02663 02664 ED_region_info_draw(ar, rv3d->render_engine->text, 1, 0.25); 02665 } 02666 02667 /* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */ 02668 static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit) 02669 { 02670 Scene *scene= CTX_data_scene(C); 02671 View3D *v3d = CTX_wm_view3d(C); 02672 RegionView3D *rv3d= CTX_wm_region_view3d(C); 02673 Base *base; 02674 float backcol[3]; 02675 unsigned int lay_used; 02676 02677 /* shadow buffers, before we setup matrices */ 02678 if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) 02679 gpu_update_lamps_shadows(scene, v3d); 02680 02681 /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */ 02682 if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) { 02683 rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE; 02684 GPU_default_lights(); 02685 } 02686 02687 /* clear background */ 02688 if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) { 02689 if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) 02690 linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); 02691 else 02692 copy_v3_v3(backcol, &scene->world->horr); 02693 glClearColor(backcol[0], backcol[1], backcol[2], 0.0); 02694 } 02695 else 02696 UI_ThemeClearColor(TH_BACK); 02697 02698 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 02699 02700 /* setup view matrices */ 02701 view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL); 02702 02703 ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW); 02704 02705 if(rv3d->rflag & RV3D_CLIPPING) 02706 view3d_draw_clipping(rv3d); 02707 02708 /* set zbuffer after we draw clipping region */ 02709 if(v3d->drawtype > OB_WIRE) { 02710 v3d->zbuf= TRUE; 02711 glEnable(GL_DEPTH_TEST); 02712 } 02713 else 02714 v3d->zbuf= FALSE; 02715 02716 /* enables anti-aliasing for 3D view drawing */ 02717 /*if (!(U.gameflags & USER_DISABLE_AA)) 02718 glEnable(GL_MULTISAMPLE_ARB);*/ 02719 02720 // needs to be done always, gridview is adjusted in drawgrid() now 02721 rv3d->gridview= v3d->grid; 02722 02723 if((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) { 02724 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { 02725 drawfloor(scene, v3d, grid_unit); 02726 } 02727 if(rv3d->persp==RV3D_CAMOB) { 02728 if(scene->world) { 02729 if(scene->world->mode & WO_STARS) { 02730 RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func, 02731 star_stuff_term_func); 02732 } 02733 } 02734 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { 02735 if(v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d); 02736 } 02737 } 02738 } 02739 else { 02740 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { 02741 ED_region_pixelspace(ar); 02742 drawgrid(&scene->unit, ar, v3d, grid_unit); 02743 /* XXX make function? replaces persp(1) */ 02744 glMatrixMode(GL_PROJECTION); 02745 glLoadMatrixf(rv3d->winmat); 02746 glMatrixMode(GL_MODELVIEW); 02747 glLoadMatrixf(rv3d->viewmat); 02748 02749 if(v3d->flag & V3D_DISPBGPICS) { 02750 draw_bgpic(scene, ar, v3d); 02751 } 02752 } 02753 } 02754 02755 if(rv3d->rflag & RV3D_CLIPPING) 02756 view3d_set_clipping(rv3d); 02757 02758 /* draw set first */ 02759 if(scene->set) { 02760 Scene *sce_iter; 02761 for(SETLOOPER(scene->set, sce_iter, base)) { 02762 02763 if(v3d->lay & base->lay) { 02764 02765 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); 02766 draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET); 02767 02768 if(base->object->transflag & OB_DUPLI) { 02769 draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE); 02770 } 02771 } 02772 } 02773 02774 /* Transp and X-ray afterdraw stuff for sets is done later */ 02775 } 02776 02777 lay_used= 0; 02778 02779 /* then draw not selected and the duplis, but skip editmode object */ 02780 for(base= scene->base.first; base; base= base->next) { 02781 lay_used |= base->lay & ((1<<20)-1); 02782 02783 if(v3d->lay & base->lay) { 02784 02785 /* dupli drawing */ 02786 if(base->object->transflag & OB_DUPLI) { 02787 draw_dupli_objects(scene, ar, v3d, base); 02788 } 02789 if((base->flag & SELECT)==0) { 02790 if(base->object!=scene->obedit) 02791 draw_object(scene, ar, v3d, base, 0); 02792 } 02793 } 02794 } 02795 02796 if(v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */ 02797 /* find header and force tag redraw */ 02798 ScrArea *sa= CTX_wm_area(C); 02799 ARegion *ar_header= BKE_area_find_region_type(sa, RGN_TYPE_HEADER); 02800 ED_region_tag_redraw(ar_header); /* can be NULL */ 02801 v3d->lay_used= lay_used; 02802 } 02803 02804 /* draw selected and editmode */ 02805 for(base= scene->base.first; base; base= base->next) { 02806 if(v3d->lay & base->lay) { 02807 if (base->object==scene->obedit || ( base->flag & SELECT) ) 02808 draw_object(scene, ar, v3d, base, 0); 02809 } 02810 } 02811 02812 // REEB_draw(); 02813 02814 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { 02815 /* must be before xray draw which clears the depth buffer */ 02816 if(v3d->zbuf) glDisable(GL_DEPTH_TEST); 02817 draw_gpencil_view3d(scene, v3d, ar, 1); 02818 if(v3d->zbuf) glEnable(GL_DEPTH_TEST); 02819 } 02820 02821 /* Transp and X-ray afterdraw stuff */ 02822 if(v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d); 02823 if(v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used! 02824 if(v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1); 02825 02826 ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW); 02827 02828 if(rv3d->rflag & RV3D_CLIPPING) 02829 view3d_clr_clipping(); 02830 02831 BIF_draw_manipulator(C); 02832 02833 /* Disable back anti-aliasing */ 02834 /*if (!(U.gameflags & USER_DISABLE_AA)) 02835 glDisable(GL_MULTISAMPLE_ARB);*/ 02836 02837 if(v3d->zbuf) { 02838 v3d->zbuf= FALSE; 02839 glDisable(GL_DEPTH_TEST); 02840 } 02841 02842 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { 02843 BDR_drawSketch(C); 02844 } 02845 02846 if ((U.ndof_flag & NDOF_SHOW_GUIDE) && (rv3d->viewlock != RV3D_LOCKED) && (rv3d->persp != RV3D_CAMOB)) 02847 // TODO: draw something else (but not this) during fly mode 02848 draw_rotation_guide(rv3d); 02849 02850 } 02851 02852 static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit) 02853 { 02854 Scene *scene= CTX_data_scene(C); 02855 View3D *v3d = CTX_wm_view3d(C); 02856 RegionView3D *rv3d= CTX_wm_region_view3d(C); 02857 bScreen *screen= CTX_wm_screen(C); 02858 02859 Object *ob; 02860 02861 if(rv3d->persp==RV3D_CAMOB) 02862 drawviewborder(scene, ar, v3d); 02863 02864 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) { 02865 /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */ 02866 // if (v3d->flag2 & V3D_DISPGP) 02867 draw_gpencil_view3d(scene, v3d, ar, 0); 02868 02869 drawcursor(scene, ar, v3d); 02870 } 02871 02872 if(U.uiflag & USER_SHOW_ROTVIEWICON) 02873 draw_view_axis(rv3d); 02874 else 02875 draw_view_icon(rv3d); 02876 02877 ob= OBACT; 02878 if(U.uiflag & USER_DRAWVIEWINFO) 02879 draw_selected_name(scene, ob); 02880 02881 if(rv3d->render_engine) { 02882 view3d_main_area_draw_engine_info(rv3d, ar); 02883 return; 02884 } 02885 02886 if((U.uiflag & USER_SHOW_FPS) && screen->animtimer) { 02887 draw_viewport_fps(scene, ar); 02888 } 02889 else if(U.uiflag & USER_SHOW_VIEWPORTNAME) { 02890 draw_viewport_name(ar, v3d); 02891 } 02892 if (grid_unit) { /* draw below the viewport name */ 02893 char numstr[32]= ""; 02894 02895 UI_ThemeColor(TH_TEXT_HI); 02896 if(v3d->grid != 1.0f) { 02897 BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid); 02898 } 02899 02900 BLF_draw_default_ascii(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, 02901 numstr[0] ? numstr : grid_unit, sizeof(numstr)); 02902 } 02903 } 02904 02905 void view3d_main_area_draw(const bContext *C, ARegion *ar) 02906 { 02907 View3D *v3d = CTX_wm_view3d(C); 02908 const char *grid_unit= NULL; 02909 02910 /* draw viewport using external renderer? */ 02911 if(!(v3d->drawtype == OB_RENDER && view3d_main_area_draw_engine(C, ar))) { 02912 /* draw viewport using opengl */ 02913 view3d_main_area_draw_objects(C, ar, &grid_unit); 02914 ED_region_pixelspace(ar); 02915 } 02916 02917 view3d_main_area_draw_info(C, ar, grid_unit); 02918 02919 v3d->flag |= V3D_INVALID_BACKBUF; 02920 } 02921