/**
 * $Id$
 *
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 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.
 *
 * Contributor(s): Blender Foundation, full recode and added functions
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#include <string.h>
#include <math.h>

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#include "MEM_guardedalloc.h"

#include "IMB_imbuf.h"


#include "MTC_matrixops.h"

#include "DNA_armature_types.h"
#include "DNA_boid_types.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_constraint_types.h" // for drawing constraint
#include "DNA_effect_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_meta_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "DNA_object_fluidsim.h"
#include "DNA_particle_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_smoke_types.h"
#include "DNA_userdef_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 "BLI_edgehash.h"
#include "BLI_rand.h"

#include "BKE_anim.h"			//for the where_on_path function
#include "BKE_curve.h"
#include "BKE_constraint.h" // for the get_constraint_target function
#include "BKE_DerivedMesh.h"
#include "BKE_deform.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_property.h"
#include "BKE_smoke.h"
#include "BKE_unit.h"
#include "BKE_utildefines.h"
#include "smoke_API.h"

#include "BIF_gl.h"
#include "BIF_glutil.h"

#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_extensions.h"

#include "ED_mesh.h"
#include "ED_particle.h"
#include "ED_screen.h"
#include "ED_types.h"
#include "ED_util.h"

#include "UI_resources.h"
#include "UI_interface_icons.h"

#include "WM_api.h"
#include "BLF_api.h"

#include "view3d_intern.h"	// own include


/* this condition has been made more complex since editmode can draw textures */
#define CHECK_OB_DRAWTEXTURE(vd, dt) \
((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
	(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))

#define CHECK_OB_DRAWFACEDOT(sce, vd, dt) \
(	(sce->toolsettings->selectmode & SCE_SELECT_FACE) && \
	(vd->drawtype<=OB_SOLID) && \
	(((vd->drawtype==OB_SOLID) && (dt>=OB_SOLID) && (vd->flag2 & V3D_SOLID_TEX) && (vd->flag & V3D_ZBUF_SELECT)) == 0) \
	)

static void draw_bounding_volume(Scene *scene, Object *ob);

static void drawcube_size(float size);
static void drawcircle_size(float size);
static void draw_empty_sphere(float size);
static void draw_empty_cone(float size);


/* ************* only use while object drawing ************** */
static void view3d_project_short_clip(ARegion *ar, float *vec, short *adr)
{
	RegionView3D *rv3d= ar->regiondata;
	float fx, fy, vec4[4];
	
	adr[0]= IS_CLIPPED;
	
	/* clipplanes in eye space */
	if(rv3d->rflag & RV3D_CLIPPING) {
		VECCOPY(vec4, vec);
		Mat4MulVecfl(rv3d->viewmatob, vec4);
		if(view3d_test_clipping(rv3d, vec4))
			return;
	}
	
	VECCOPY(vec4, vec);
	vec4[3]= 1.0;
	
	Mat4MulVec4fl(rv3d->persmatob, vec4);
	
	/* clipplanes in window space */
	if( vec4[3]>BL_NEAR_CLIP ) {	/* is the NEAR clipping cutoff for picking */
		fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
		
		if( fx>0 && fx<ar->winx) {
			
			fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
			
			if(fy>0.0 && fy< (float)ar->winy) {
				adr[0]= (short)floor(fx); 
				adr[1]= (short)floor(fy);
			}
		}
	}
}

/* only use while object drawing */
static void view3d_project_short_noclip(ARegion *ar, float *vec, short *adr)
{
	RegionView3D *rv3d= ar->regiondata;
	float fx, fy, vec4[4];
	
	adr[0]= IS_CLIPPED;
	
	VECCOPY(vec4, vec);
	vec4[3]= 1.0;
	
	Mat4MulVec4fl(rv3d->persmatob, vec4);
	
	if( vec4[3]>BL_NEAR_CLIP ) {	/* is the NEAR clipping cutoff for picking */
		fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
		
		if( fx>-32700 && fx<32700) {
			
			fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
			
			if(fy>-32700.0 && fy<32700.0) {
				adr[0]= (short)floor(fx); 
				adr[1]= (short)floor(fy);
			}
		}
	}
}

/* ************************ */

/* check for glsl drawing */

int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
{
	if(!GPU_extensions_minimum_support())
		return 0;
	if(G.f & G_PICKSEL)
		return 0;
	if(!CHECK_OB_DRAWTEXTURE(v3d, dt))
		return 0;
	if(ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
		return 0;
	
	return (scene->gm.matmode == GAME_MAT_GLSL) && (dt >= OB_SHADED);
}

static int check_material_alpha(Base *base, Mesh *me, int glsl)
{
	if(base->flag & OB_FROMDUPLI)
		return 0;

	if(G.f & G_PICKSEL)
		return 0;
			
	if(me->edit_mesh)
		return 0;
	
	return (glsl || (base->object->dtx & OB_DRAWTRANSP));
}

	/***/
static unsigned int colortab[24]=
	{0x0,		0xFF88FF, 0xFFBBFF, 
	 0x403000,	0xFFFF88, 0xFFFFBB, 
	 0x104040,	0x66CCCC, 0x77CCCC, 
	 0x104010,	0x55BB55, 0x66FF66, 
	 0xFFFFFF
};


static float cube[8][3] = {
	{-1.0, -1.0, -1.0},
	{-1.0, -1.0,  1.0},
	{-1.0,  1.0,  1.0},
	{-1.0,  1.0, -1.0},
	{ 1.0, -1.0, -1.0},
	{ 1.0, -1.0,  1.0},
	{ 1.0,  1.0,  1.0},
	{ 1.0,  1.0, -1.0},
};

/* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
/* 32 values of sin function (still same result!) */
static float sinval[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 cosval[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
};

/* flag is same as for draw_object */
void drawaxes(float size, int flag, char drawtype)
{
	int axis;
	float v1[3]= {0.0, 0.0, 0.0};
	float v2[3]= {0.0, 0.0, 0.0};
	float v3[3]= {0.0, 0.0, 0.0};

	if(G.f & G_RENDER_SHADOW)
		return;
	
	switch(drawtype) {
	
	case OB_PLAINAXES:
		for (axis=0; axis<3; axis++) {
			float v1[3]= {0.0, 0.0, 0.0};
			float v2[3]= {0.0, 0.0, 0.0};
			
			glBegin(GL_LINES);

			v1[axis]= size;
			v2[axis]= -size;
			glVertex3fv(v1);
			glVertex3fv(v2);
			
			glEnd();
		}
		break;
	case OB_SINGLE_ARROW:
	
		glBegin(GL_LINES);
		/* in positive z direction only */
		v1[2]= size;
		glVertex3fv(v1);
		glVertex3fv(v2);
		glEnd();
		
		/* square pyramid */
		glBegin(GL_TRIANGLES);
		
		v2[0]= size*0.035; v2[1] = size*0.035;
		v3[0]= size*-0.035; v3[1] = size*0.035;
		v2[2]= v3[2]= size*0.75;
		
		for (axis=0; axis<4; axis++) {
			if (axis % 2 == 1) {
				v2[0] *= -1;
				v3[1] *= -1;
			} else {
				v2[1] *= -1;
				v3[0] *= -1;
			}
			
			glVertex3fv(v1);
			glVertex3fv(v2);
			glVertex3fv(v3);
			
		}
		glEnd();
		
		break;
	case OB_CUBE:
		drawcube_size(size);
		break;
		
	case OB_CIRCLE:
		drawcircle_size(size);
		break;
	
	case OB_EMPTY_SPHERE:
		 draw_empty_sphere(size);
	     break;

	case OB_EMPTY_CONE:
		 draw_empty_cone(size);
	     break;

	case OB_ARROWS:
	default:
		for (axis=0; axis<3; axis++) {
			float v1[3]= {0.0, 0.0, 0.0};
			float v2[3]= {0.0, 0.0, 0.0};
			int arrow_axis= (axis==0)?1:0;
			
			glBegin(GL_LINES);

			v2[axis]= size;
			glVertex3fv(v1);
			glVertex3fv(v2);
				
			v1[axis]= size*0.8;
			v1[arrow_axis]= -size*0.125;
			glVertex3fv(v1);
			glVertex3fv(v2);
				
			v1[arrow_axis]= size*0.125;
			glVertex3fv(v1);
			glVertex3fv(v2);

			glEnd();
				
			v2[axis]+= size*0.125;
			
			// patch for 3d cards crashing on glSelect for text drawing (IBM)
			if((flag & DRAW_PICKING) == 0) {
				if (axis==0)
					view3d_object_text_draw_add(v2[0], v2[1], v2[2], "x", 0);
				else if (axis==1)
					view3d_object_text_draw_add(v2[0], v2[1], v2[2], "y", 0);
				else
					view3d_object_text_draw_add(v2[0], v2[1], v2[2], "z", 0);
			}
		}
		break;
	}
}

void drawcircball(int mode, float *cent, float rad, float tmat[][4])
{
	float vec[3], vx[3], vy[3];
	int a, tot=32;
	
	VECCOPY(vx, tmat[0]);
	VECCOPY(vy, tmat[1]);
	VecMulf(vx, rad);
	VecMulf(vy, rad);
	
	glBegin(mode);
	for(a=0; a<tot; a++) {
		vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
		vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
		vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
		glVertex3fv(vec);
	}
	glEnd();
}

/* circle for object centers, special_color is for library or ob users */
static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, float *vec, int selstate, int special_color)
{
	float size;
	
	size= rv3d->persmat[0][3]*vec[0]+ rv3d->persmat[1][3]*vec[1]+ rv3d->persmat[2][3]*vec[2]+ rv3d->persmat[3][3];
	size*= rv3d->pixsize*((float)U.obcenter_dia*0.5f);

	/* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
	if(v3d->zbuf)  glDepthFunc(GL_ALWAYS);
	glEnable(GL_BLEND);
	
	if(special_color) {
		if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);

		else glColor4ub(0x55, 0xCC, 0xCC, 155);
	}
	else {
		if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
		else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
		else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
	}
	drawcircball(GL_POLYGON, vec, size, rv3d->viewinv);
	
	UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
	drawcircball(GL_LINE_LOOP, vec, size, rv3d->viewinv);
	
	glDisable(GL_BLEND);
	if(v3d->zbuf)  glDepthFunc(GL_LEQUAL);
}

/* *********** text drawing for object ************* */
static ListBase strings= {NULL, NULL};

typedef struct ViewObjectString {
	struct ViewObjectString *next, *prev;
	float vec[3], col[4];
	char str[128]; 
	short mval[2];
	short xoffs;
} ViewObjectString;


void view3d_object_text_draw_add(float x, float y, float z, char *str, short xoffs)
{
	ViewObjectString *vos= MEM_callocN(sizeof(ViewObjectString), "ViewObjectString");

	BLI_addtail(&strings, vos);
	BLI_strncpy(vos->str, str, 128);
	vos->vec[0]= x;
	vos->vec[1]= y;
	vos->vec[2]= z;
	glGetFloatv(GL_CURRENT_COLOR, vos->col);
	vos->xoffs= xoffs;
}

static void view3d_object_text_draw(View3D *v3d, ARegion *ar)
{
	ViewObjectString *vos;
	int tot= 0;
	
	/* project first and test */
	for(vos= strings.first; vos; vos= vos->next) {
		view3d_project_short_clip(ar, vos->vec, vos->mval);
		if(vos->mval[0]!=IS_CLIPPED)
			tot++;
	}
	
	if(tot) {
		RegionView3D *rv3d= ar->regiondata;
		int a;
		
		if(rv3d->rflag & RV3D_CLIPPING)
			for(a=0; a<6; a++)
				glDisable(GL_CLIP_PLANE0+a);
		
		wmPushMatrix();
		ED_region_pixelspace(ar);
		
		if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
		
		for(vos= strings.first; vos; vos= vos->next) {
			if(vos->mval[0]!=IS_CLIPPED) {
				glColor3fv(vos->col);
				BLF_draw_default((float)vos->mval[0]+vos->xoffs, (float)vos->mval[1], 0.0, vos->str);
			}
		}
		
		if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
		
		wmPopMatrix();

		if(rv3d->rflag & RV3D_CLIPPING)
			for(a=0; a<6; a++)
				glEnable(GL_CLIP_PLANE0+a);
	}
	
	if(strings.first) 
		BLI_freelistN(&strings);
}

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();
}

/* draws a cube on given the scaling of the cube, assuming that 
 * all required matrices have been set (used for drawing empties)
 */
static void drawcube_size(float size)
{
	glBegin(GL_LINE_STRIP);
		glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
		glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size);
		glVertex3f(size,size,-size); glVertex3f(size,-size,-size);
	glEnd();

	glBegin(GL_LINE_STRIP);
		glVertex3f(-size,-size,size); glVertex3f(size,-size,size);
	glEnd();

	glBegin(GL_LINE_STRIP);
		glVertex3f(-size,size,size); glVertex3f(size,size,size);
	glEnd();

	glBegin(GL_LINE_STRIP);
		glVertex3f(-size,size,-size); glVertex3f(size,size,-size);
	glEnd();
}

/* this is an unused (old) cube-drawing function based on a given size */
#if 0
static void drawcube_size(float *size)
{

	glPushMatrix();
	glScalef(size[0],  size[1],  size[2]);
	

	glBegin(GL_LINE_STRIP);
		glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
		glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
		glVertex3fv(cube[7]); glVertex3fv(cube[4]);
	glEnd();

	glBegin(GL_LINE_STRIP);
		glVertex3fv(cube[1]); glVertex3fv(cube[5]);
	glEnd();

	glBegin(GL_LINE_STRIP);
		glVertex3fv(cube[2]); glVertex3fv(cube[6]);
	glEnd();

	glBegin(GL_LINE_STRIP);
		glVertex3fv(cube[3]); glVertex3fv(cube[7]);
	glEnd();
	
	glPopMatrix();
}
#endif

static void drawshadbuflimits(Lamp *la, float mat[][4])
{
	float sta[3], end[3], lavec[3];

	lavec[0]= -mat[2][0];
	lavec[1]= -mat[2][1];
	lavec[2]= -mat[2][2];
	Normalize(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,angle;

	Normalize(lvec);
	Normalize(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 */

	Normalize(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 ;
	Normalize(&q[1]);

	angle = saacos(plane[2])/2.0;
	co = cos(angle);
	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(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
	Lamp *la;
	float vec[3], lvec[3], vvec[3], circrad, x,y,z;
	float pixsize, lampsize;
	float imat[4][4], curcol[4];
	char col[4];

	if(G.f & G_RENDER_SHADOW)
		return;
	
	la= ob->data;
	
	/* we first draw only the screen aligned & fixed scale stuff */
	glPushMatrix();
	wmLoadMatrix(rv3d->viewmat);

	/* lets calculate the scale: */
	pixsize= rv3d->persmat[0][3]*ob->obmat[3][0]+ rv3d->persmat[1][3]*ob->obmat[3][1]+ rv3d->persmat[2][3]*ob->obmat[3][2]+ rv3d->persmat[3][3];
	pixsize*= rv3d->pixsize;
	lampsize= pixsize*((float)U.obcenter_dia*0.5f);

	/* and view aligned matrix: */
	Mat4CpyMat4(imat, rv3d->viewinv);
	Normalize(imat[0]);
	Normalize(imat[1]);
	
	/* for AA effects */
	glGetFloatv(GL_CURRENT_COLOR, curcol);
	curcol[3]= 0.6;
	glColor4fv(curcol);
	
	if(ob->id.us>1) {
		if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
		else glColor4ub(0x77, 0xCC, 0xCC, 155);
	}
	
	/* Inner Circle */
	VECCOPY(vec, ob->obmat[3]);
	glEnable(GL_BLEND);
	drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
	glDisable(GL_BLEND);
	drawcircball(GL_POLYGON, vec, lampsize, imat);
	
	/* restore */
	if(ob->id.us>1)
		glColor4fv(curcol);
		
	/* Outer circle */
	circrad = 3.0f*lampsize;
	drawcircball(GL_LINE_LOOP, vec, circrad, imat);
	
	setlinestyle(3);

	/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
	if (la->type!=LA_HEMI) {
		if ((la->mode & LA_SHAD_RAY) ||
			((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) )
		{
			drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
		}
	}
	
	/* draw the pretty sun rays */
	if(la->type==LA_SUN) {
		float v1[3], v2[3], mat[3][3];
		short axis;
		
		/* setup a 45 degree rotation matrix */
		VecRotToMat3(imat[2], M_PI/4.0f, mat);
		
		/* vectors */
		VECCOPY(v1, imat[0]);
		VecMulf(v1, circrad*1.2f);
		VECCOPY(v2, imat[0]);
		VecMulf(v2, circrad*2.5f);
		
		/* center */
		glTranslatef(vec[0], vec[1], vec[2]);
		
		setlinestyle(3);
		
		glBegin(GL_LINES);
		for (axis=0; axis<8; axis++) {
			glVertex3fv(v1);
			glVertex3fv(v2);
			Mat3MulVecfl(mat, v1);
			Mat3MulVecfl(mat, v2);
		}
		glEnd();
		
		glTranslatef(-vec[0], -vec[1], -vec[2]);

	}		
	
	if (la->type==LA_LOCAL) {
		if(la->mode & LA_SPHERE) {
			drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
		}
		/* yafray: for photonlight also draw lightcone as for spot */
	}
	
	glPopMatrix();	/* back in object space */
	vec[0]= vec[1]= vec[2]= 0.0f;
	
	if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {	
		lvec[0]=lvec[1]= 0.0; 
		lvec[2] = 1.0;
		x = rv3d->persmat[0][2];
		y = rv3d->persmat[1][2];
		z = rv3d->persmat[2][2];
		vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
		vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
		vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];

		y = cos( M_PI*la->spotsize/360.0 );
		spotvolume(lvec, vvec, y);
		x = -la->dist;
		lvec[0] *=  x ; 
		lvec[1] *=  x ; 
		lvec[2] *=  x;
		vvec[0] *= x ; 
		vvec[1] *= x ; 
		vvec[2] *= x;

		/* draw the angled sides of the cone */
		glBegin(GL_LINE_STRIP);
			glVertex3fv(vvec);
			glVertex3fv(vec);
			glVertex3fv(lvec);
		glEnd();
		
		z = x*sqrt(1.0 - y*y);
		x *= y;

		/* draw the circle/square at the end of the cone */
		glTranslatef(0.0, 0.0 ,  x);
		if(la->mode & LA_SQUARE) {
			vvec[0]= fabs(z);
			vvec[1]= fabs(z);
			vvec[2]= 0.0;
			glBegin(GL_LINE_LOOP);
				glVertex3fv(vvec);
				vvec[1]= -fabs(z);
				glVertex3fv(vvec);
				vvec[0]= -fabs(z);
				glVertex3fv(vvec);
				vvec[1]= fabs(z);
				glVertex3fv(vvec);
			glEnd();
		}
		else circ(0.0, 0.0, fabs(z));
		
		/* draw the circle/square representing spotbl */
		if(la->type==LA_SPOT) {
			float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
			/* make sure the line is always visible - prevent it from reaching the outer border (or 0) 
			 * values are kinda arbitrary - just what seemed to work well */
			if (spotblcirc == 0) spotblcirc = 0.15;
			else if (spotblcirc == fabs(z)) spotblcirc = fabs(z) - 0.07;
			circ(0.0, 0.0, spotblcirc);
		}
		
	}
	else if ELEM(la->type, LA_HEMI, LA_SUN) {
		
		/* draw the line from the circle along the dist */
		glBegin(GL_LINE_STRIP);
			vec[2] = -circrad;
			glVertex3fv(vec); 
			vec[2]= -la->dist; 
			glVertex3fv(vec);
		glEnd();
		
		if(la->type==LA_HEMI) {
			/* draw the hemisphere curves */
			short axis, steps, dir;
			float outdist, zdist, mul;
			vec[0]=vec[1]=vec[2]= 0.0;
			outdist = 0.14; mul = 1.4; dir = 1;
			
			setlinestyle(4);
			/* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
			for (axis=0; axis<4; axis++) {
				float v[3]= {0.0, 0.0, 0.0};
				zdist = 0.02;
				
				glBegin(GL_LINE_STRIP);
				
				for (steps=0; steps<6; steps++) {
					if (axis == 0 || axis == 1) { 		/* x axis up, x axis down */	
						/* make the arcs start at the edge of the energy circle */
						if (steps == 0) v[0] = dir*circrad;
						else v[0] = v[0] + dir*(steps*outdist);
					} else if (axis == 2 || axis == 3) { 		/* y axis up, y axis down */
						/* make the arcs start at the edge of the energy circle */
						if (steps == 0) v[1] = dir*circrad;
						else v[1] = v[1] + dir*(steps*outdist); 
					}
		
					v[2] = v[2] - steps*zdist;
					
					glVertex3fv(v);
					
					zdist = zdist * mul;
				}
				
				glEnd();
				/* flip the direction */
				dir = -dir;
			}
		}
	} else if(la->type==LA_AREA) {
		setlinestyle(3);
		if(la->area_shape==LA_AREA_SQUARE) 
			fdrawbox(-la->area_size*0.5, -la->area_size*0.5, la->area_size*0.5, la->area_size*0.5);
		else if(la->area_shape==LA_AREA_RECT) 
			fdrawbox(-la->area_size*0.5, -la->area_sizey*0.5, la->area_size*0.5, la->area_sizey*0.5);

		glBegin(GL_LINE_STRIP); 
		glVertex3f(0.0,0.0,-circrad);
		glVertex3f(0.0,0.0,-la->dist);
		glEnd();
	}
	
	/* and back to viewspace */
	wmLoadMatrix(rv3d->viewmat);
	VECCOPY(vec, ob->obmat[3]);

	setlinestyle(0);
	
	if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
		drawshadbuflimits(la, ob->obmat);
	}
	
	UI_GetThemeColor4ubv(TH_LAMP, col);
	glColor4ub(col[0], col[1], col[2], col[3]);
	 
	glEnable(GL_BLEND);
	
	if (vec[2]>0) vec[2] -= circrad;
	else vec[2] += circrad;
	
	glBegin(GL_LINE_STRIP);
		glVertex3fv(vec); 
		vec[2]= 0; 
		glVertex3fv(vec);
	glEnd();
	
	glPointSize(2.0);
	glBegin(GL_POINTS);
		glVertex3fv(vec);
	glEnd();
	glPointSize(1.0);
	
	glDisable(GL_BLEND);
	
	/* restore for drawing extra stuff */
	glColor3fv(curcol);

}

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) */
/* qdn: now also enabled for Blender to set focus point for defocus composit node */
static void draw_focus_cross(float dist, float size)
{
	glBegin(GL_LINES);
	glVertex3f(-size, 0.f, -dist);
	glVertex3f(size, 0.f, -dist);
	glVertex3f(0.f, -size, -dist);
	glVertex3f(0.f, size, -dist);
	glEnd();
}

/* flag similar to draw_object() */
static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int flag)
{
	/* a standing up pyramid with (0,0,0) as top */
	Camera *cam;
	World *wrld;
	float vec[8][4], tmat[4][4], fac, facx, facy, depth;
	int i;

	if(G.f & G_RENDER_SHADOW)
		return;

	cam= ob->data;
	
	glDisable(GL_LIGHTING);
	glDisable(GL_CULL_FACE);
	
	if(rv3d->persp>=2 && cam->type==CAM_ORTHO && ob==v3d->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(rv3d->persp>=2 && ob==v3d->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(rv3d->persp>=2 && ob==v3d->camera) return;
	
	glBegin(GL_LINE_STRIP);
		glVertex3fv(vec[2]); 
		glVertex3fv(vec[0]);
		glVertex3fv(vec[1]);
		glVertex3fv(vec[4]);
		glVertex3fv(vec[0]);
		glVertex3fv(vec[3]); 
	glEnd();


	/* arrow on top */
	vec[0][2]= depth;

	
	/* draw an outline arrow for inactive cameras and filled
	 * for active cameras. We actually draw both outline+filled
	 * for active cameras so the wire can be seen side-on */	
	for (i=0;i<2;i++) {
		if (i==0) glBegin(GL_LINE_LOOP);
		else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
		else break;
		
		vec[0][0]= -0.7*cam->drawsize;
		vec[0][1]= 1.1*cam->drawsize;
		glVertex3fv(vec[0]);
		
		vec[0][0]= 0.0; 
		vec[0][1]= 1.8*cam->drawsize;
		glVertex3fv(vec[0]);
		
		vec[0][0]= 0.7*cam->drawsize; 
		vec[0][1]= 1.1*cam->drawsize;
		glVertex3fv(vec[0]);
	
		glEnd();
	}

	if(flag==0) {
		if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
			wmLoadMatrix(rv3d->viewmat);
			Mat4CpyMat4(vec, ob->obmat);
			Mat4Ortho(vec);
			wmMultMatrix(vec);

			MTC_Mat4SwapMat4(rv3d->persmat, tmat);
			wmGetSingleMatrix(rv3d->persmat);

			if(cam->flag & CAM_SHOWLIMITS) {
				draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
				/* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */
				draw_focus_cross(dof_camera(ob), cam->drawsize);
			}

			wrld= scene->world;
			if(cam->flag & CAM_SHOWMIST) 
				if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
				
			MTC_Mat4SwapMat4(rv3d->persmat, tmat);
		}
	}
}

static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
{
	BPoint *bp = lt->def;
	float *co = dl?dl->verts:NULL;
	int u, v, w;

	UI_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX);
	glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
	bglBegin(GL_POINTS);

	for(w=0; w<lt->pntsw; w++) {
		int wxt = (w==0 || w==lt->pntsw-1);
		for(v=0; v<lt->pntsv; v++) {
			int vxt = (v==0 || v==lt->pntsv-1);
			for(u=0; u<lt->pntsu; u++, bp++, co+=3) {
				int uxt = (u==0 || u==lt->pntsu-1);
				if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
					if(bp->hide==0) {
						if((bp->f1 & SELECT)==sel) {
							bglVertex3fv(dl?co:bp->vec);
						}
					}
				}
			}
		}
	}
	
	glPointSize(1.0);
	bglEnd();	
}

void lattice_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
{
	Object *obedit= vc->obedit;
	Lattice *lt= obedit->data;
	BPoint *bp = lt->editlatt->def;
	DispList *dl = find_displist(&obedit->disp, DL_VERTS);
	float *co = dl?dl->verts:NULL;
	int i, N = lt->editlatt->pntsu*lt->editlatt->pntsv*lt->editlatt->pntsw;
	short s[2] = {IS_CLIPPED, 0};

	for (i=0; i<N; i++, bp++, co+=3) {
		if (bp->hide==0) {
			view3d_project_short_clip(vc->ar, dl?co:bp->vec, s);
			if (s[0] != IS_CLIPPED)
				func(userData, bp, s[0], s[1]);
		}
	}
}

static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
{
	int index = ((w*lt->pntsv + v)*lt->pntsu) + u;

	if(use_wcol) {
		float col[3];
		MDeformWeight *mdw= get_defweight (lt->dvert+index, use_wcol-1);
		
		weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
		glColor3fv(col);

	}
	
	if (dl) {
		glVertex3fv(&dl->verts[index*3]);
	} else {
		glVertex3fv(lt->def[index].vec);
	}
}

/* lattice color is hardcoded, now also shows weightgroup values in edit mode */
static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
{
	Lattice *lt= ob->data;
	DispList *dl;
	int u, v, w;
	int use_wcol= 0;

	/* now we default make displist, this will modifiers work for non animated case */
	if(ob->disp.first==NULL)
		lattice_calc_modifiers(scene, ob);
	dl= find_displist(&ob->disp, DL_VERTS);
	
	if(lt->editlatt) {
		cpack(0x004000);
		
		if(ob->defbase.first && lt->dvert) {
			use_wcol= ob->actdef;
			glShadeModel(GL_SMOOTH);
		}
	}
	
	if(lt->editlatt) lt= lt->editlatt;
	
	glBegin(GL_LINES);
	for(w=0; w<lt->pntsw; w++) {
		int wxt = (w==0 || w==lt->pntsw-1);
		for(v=0; v<lt->pntsv; v++) {
			int vxt = (v==0 || v==lt->pntsv-1);
			for(u=0; u<lt->pntsu; u++) {
				int uxt = (u==0 || u==lt->pntsu-1);

				if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
					drawlattice__point(lt, dl, u, v, w-1, use_wcol);
					drawlattice__point(lt, dl, u, v, w, use_wcol);
				}
				if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
					drawlattice__point(lt, dl, u, v-1, w, use_wcol);
					drawlattice__point(lt, dl, u, v, w, use_wcol);
				}
				if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
					drawlattice__point(lt, dl, u-1, v, w, use_wcol);
					drawlattice__point(lt, dl, u, v, w, use_wcol);
				}
			}
		}
	}		
	glEnd();
	
	/* restoration for weight colors */
	if(use_wcol)
		glShadeModel(GL_FLAT);

	if( ((Lattice *)ob->data)->editlatt ) {
		if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
		
		lattice_draw_verts(lt, dl, 0);
		lattice_draw_verts(lt, dl, 1);
		
		if(v3d->zbuf) glEnable(GL_DEPTH_TEST); 
	}
}

/* ***************** ******************** */

static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
	struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; } *data = userData;
	EditVert *eve = EM_get_vert_for_index(index);

	if (eve->h==0) {
		short s[2]= {IS_CLIPPED, 0};

		if (data->clipVerts) {
			view3d_project_short_clip(data->vc.ar, co, s);
		} else {
			view3d_project_short_noclip(data->vc.ar, co, s);
		}

		if (s[0]!=IS_CLIPPED)
			data->func(data->userData, eve, s[0], s[1], index);
	}
}

void mesh_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts)
{
	struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; ViewContext vc; int clipVerts; } data;
	DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);
	
	data.vc= *vc;
	data.func = func;
	data.userData = userData;
	data.clipVerts = clipVerts;

	EM_init_index_arrays(vc->em, 1, 0, 0);
	dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
	EM_free_index_arrays();

	dm->release(dm);
}

static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
{
	struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; } *data = userData;
	EditEdge *eed = EM_get_edge_for_index(index);
	short s[2][2];

	if (eed->h==0) {
		if (data->clipVerts==1) {
			view3d_project_short_clip(data->vc.ar, v0co, s[0]);
			view3d_project_short_clip(data->vc.ar, v1co, s[1]);
		} else {
			view3d_project_short_noclip(data->vc.ar, v0co, s[0]);
			view3d_project_short_noclip(data->vc.ar, v1co, s[1]);

			if (data->clipVerts==2) {
                if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->vc.ar->winx && s[0][1]<data->vc.ar->winy)) 
					if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<data->vc.ar->winx && s[1][1]<data->vc.ar->winy)) 
						return;
			}
		}

		data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
	}
}

void mesh_foreachScreenEdge(ViewContext *vc, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts)
{
	struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ViewContext vc; int clipVerts; } data;
	DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);

	data.vc= *vc;
	data.func = func;
	data.userData = userData;
	data.clipVerts = clipVerts;

	EM_init_index_arrays(vc->em, 0, 1, 0);
	dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
	EM_free_index_arrays();

	dm->release(dm);
}

static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *no)
{
	struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } *data = userData;
	EditFace *efa = EM_get_face_for_index(index);
	short s[2];

	if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
		view3d_project_short_clip(data->vc.ar, cent, s);

		data->func(data->userData, efa, s[0], s[1], index);
	}
}

void mesh_foreachScreenFace(ViewContext *vc, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
{
	struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ViewContext vc; } data;
	DerivedMesh *dm = editmesh_get_derived_cage(vc->scene, vc->obedit, vc->em, CD_MASK_BAREMESH);

	data.vc= *vc;
	data.func = func;
	data.userData = userData;

	EM_init_index_arrays(vc->em, 0, 0, 1);
	dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
	EM_free_index_arrays();

	dm->release(dm);
}

void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
{
	Curve *cu= vc->obedit->data;
	short s[2] = {IS_CLIPPED, 0};
	Nurb *nu;
	int i;

	for (nu= cu->editnurb->first; nu; nu=nu->next) {
		if((nu->type & 7)==CU_BEZIER) {
			for (i=0; i<nu->pntsu; i++) {
				BezTriple *bezt = &nu->bezt[i];

				if(bezt->hide==0) {
					if (G.f & G_HIDDENHANDLES) {
						view3d_project_short_clip(vc->ar, bezt->vec[1], s);
						if (s[0] != IS_CLIPPED)
							func(userData, nu, NULL, bezt, 1, s[0], s[1]);
					} else {
						view3d_project_short_clip(vc->ar, bezt->vec[0], s);
						if (s[0] != IS_CLIPPED)
							func(userData, nu, NULL, bezt, 0, s[0], s[1]);
						view3d_project_short_clip(vc->ar, bezt->vec[1], s);
						if (s[0] != IS_CLIPPED)
							func(userData, nu, NULL, bezt, 1, s[0], s[1]);
						view3d_project_short_clip(vc->ar, bezt->vec[2], s);
						if (s[0] != IS_CLIPPED)
							func(userData, nu, NULL, bezt, 2, s[0], s[1]);
					}
				}
			}
		}
		else {
			for (i=0; i<nu->pntsu*nu->pntsv; i++) {
				BPoint *bp = &nu->bp[i];

				if(bp->hide==0) {
					view3d_project_short_clip(vc->ar, bp->vec, s);
					if (s[0] != IS_CLIPPED)
						func(userData, nu, bp, NULL, -1, s[0], s[1]);
				}
			}
		}
	}
}

/* ************** DRAW MESH ****************** */

/* First section is all the "simple" draw routines, 
 * ones that just pass some sort of primitive to GL,
 * with perhaps various options to control lighting,
 * color, etc.
 *
 * These routines should not have user interface related
 * logic!!!
 */

static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
{
	ToolSettings *ts= ((Scene *)userData)->toolsettings;
	EditFace *efa = EM_get_face_for_index(index);

	if (efa->h==0 && efa->fgonf!=EM_FGON) {
		glVertex3fv(cent);
		glVertex3f(	cent[0] + no[0]*ts->normalsize,
					cent[1] + no[1]*ts->normalsize,
					cent[2] + no[2]*ts->normalsize);
	}
}
static void draw_dm_face_normals(Scene *scene, DerivedMesh *dm) 
{
	glBegin(GL_LINES);
	dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, scene);
	glEnd();
}

static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *no)
{
	EditFace *efa = EM_get_face_for_index(index);
	int sel = *((int*) userData);

	if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
		bglVertex3fv(cent);
	}
}
static void draw_dm_face_centers(DerivedMesh *dm, int sel)
{
	bglBegin(GL_POINTS);
	dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
	bglEnd();
}

static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
	Scene *scene= (Scene *)userData;
	ToolSettings *ts= scene->toolsettings;
	EditVert *eve = EM_get_vert_for_index(index);

	if (eve->h==0) {
		glVertex3fv(co);

		if (no_f) {
			glVertex3f(	co[0] + no_f[0]*ts->normalsize,
						co[1] + no_f[1]*ts->normalsize,
						co[2] + no_f[2]*ts->normalsize);
		} else {
			glVertex3f(	co[0] + no_s[0]*ts->normalsize/32767.0f,
						co[1] + no_s[1]*ts->normalsize/32767.0f,
						co[2] + no_s[2]*ts->normalsize/32767.0f);
		}
	}
}
static void draw_dm_vert_normals(Scene *scene, DerivedMesh *dm) 
{
	glBegin(GL_LINES);
	dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, scene);
	glEnd();
}

	/* Draw verts with color set based on selection */
static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
	struct { int sel; EditVert *eve_act; } * data = userData;
	EditVert *eve = EM_get_vert_for_index(index);

	if (eve->h==0 && (eve->f&SELECT)==data->sel) {
		/* draw active larger - need to stop/start point drawing for this :/ */
		if (eve==data->eve_act) {
			float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
			UI_ThemeColor4(TH_EDITMESH_ACTIVE);
			
			bglEnd();
			
			glPointSize(size);
			bglBegin(GL_POINTS);
			bglVertex3fv(co);
			bglEnd();
			
			UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
			glPointSize(size);
			bglBegin(GL_POINTS);
		} else {
			bglVertex3fv(co);
		}
	}
}
static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
{
	struct { int sel; EditVert *eve_act; } data;
	data.sel = sel;
	data.eve_act = eve_act;
	
	bglBegin(GL_POINTS);
	dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
	bglEnd();
}

	/* Draw edges with color set based on selection */
static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
{
	EditEdge *eed = EM_get_edge_for_index(index);
	//unsigned char **cols = userData, *col;
	struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
	unsigned char *col;

	if (eed->h==0) {
		if (eed==data->eed_act) {
			glColor4ubv(data->actCol);
		} else {
			if (eed->f&SELECT) {
				col = data->selCol;
			} else {
				col = data->baseCol;
			}
			/* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode  */
			if (col[3]==0) return 0;
			
			glColor4ubv(col);
		}
		return 1;
	} else {
		return 0;
	}
}
static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act) 
{
	struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
	
	data.baseCol = baseCol;
	data.selCol = selCol;
	data.actCol = actCol;
	data.eed_act = eed_act;
	dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
}

	/* Draw edges */
static int draw_dm_edges__setDrawOptions(void *userData, int index)
{
	return EM_get_edge_for_index(index)->h==0;
}
static void draw_dm_edges(DerivedMesh *dm) 
{
	dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
}

	/* Draw edges with color interpolated based on selection */
static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
{
	return EM_get_edge_for_index(index)->h==0;
}
static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
{
	EditEdge *eed = EM_get_edge_for_index(index);
	unsigned char **cols = userData;
	unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
	unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];

	glColor4ub(	col0[0] + (col1[0]-col0[0])*t,
				col0[1] + (col1[1]-col0[1])*t,
				col0[2] + (col1[2]-col0[2])*t,
				col0[3] + (col1[3]-col0[3])*t);
}
static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
{
	unsigned char *cols[2];
	cols[0] = baseCol;
	cols[1] = selCol;
	dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
}

	/* Draw only seam edges */
static int draw_dm_edges_seams__setDrawOptions(void *userData, int index)
{
	EditEdge *eed = EM_get_edge_for_index(index);

	return (eed->h==0 && eed->seam);
}
static void draw_dm_edges_seams(DerivedMesh *dm)
{
	dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
}

	/* Draw only sharp edges */
static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
{
	EditEdge *eed = EM_get_edge_for_index(index);

	return (eed->h==0 && eed->sharp);
}
static void draw_dm_edges_sharp(DerivedMesh *dm)
{
	dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
}


	/* Draw faces with color set based on selection
	 * return 2 for the active face so it renders with stipple enabled */
static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r)
{
	struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
	EditFace *efa = EM_get_face_for_index(index);
	unsigned char *col;
	
	if (efa->h==0) {
		if (efa == data->efa_act) {
			glColor4ubv(data->cols[2]);
			return 2; /* stipple */
		} else {
			col = data->cols[(efa->f&SELECT)?1:0];
			if (col[3]==0) return 0;
			glColor4ubv(col);
			return 1;
		}
	}
	return 0;
}

/* also draws the active face */
static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act) 
{
	struct { unsigned char *cols[3]; EditFace *efa_act; } data;
	data.cols[0] = baseCol;
	data.cols[1] = selCol;
	data.cols[2] = actCol;
	data.efa_act = efa_act;
	
	dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
}

static int draw_dm_creases__setDrawOptions(void *userData, int index)
{
	EditEdge *eed = EM_get_edge_for_index(index);

	if (eed->h==0 && eed->crease!=0.0) {
		UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease);
		return 1;
	} else {
		return 0;
	}
}
static void draw_dm_creases(DerivedMesh *dm)
{
	glLineWidth(3.0);
	dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
	glLineWidth(1.0);
}

static int draw_dm_bweights__setDrawOptions(void *userData, int index)
{
	EditEdge *eed = EM_get_edge_for_index(index);

	if (eed->h==0 && eed->bweight!=0.0) {
		UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->bweight);
		return 1;
	} else {
		return 0;
	}
}
static void draw_dm_bweights__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
	EditVert *eve = EM_get_vert_for_index(index);

	if (eve->h==0 && eve->bweight!=0.0) {
		UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_SELECT, eve->bweight);
		bglVertex3fv(co);
	}
}
static void draw_dm_bweights(Scene *scene, DerivedMesh *dm)
{
	ToolSettings *ts= scene->toolsettings;

	if (ts->selectmode & SCE_SELECT_VERTEX) {
		glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
		bglBegin(GL_POINTS);
		dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, NULL);
		bglEnd();
	}
	else {
		glLineWidth(3.0);
		dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, NULL);
		glLineWidth(1.0);
	}
}

/* Second section of routines: Combine first sets to form fancy
 * drawing routines (for example rendering twice to get overlays).
 *
 * Also includes routines that are basic drawing but are too
 * specialized to be split out (like drawing creases or measurements).
 */

/* EditMesh drawing routines*/

static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, EditMesh *em, DerivedMesh *cageDM, EditVert *eve_act)
{
	ToolSettings *ts= scene->toolsettings;
	int sel;

	if(v3d->zbuf) glDepthMask(0);		// disable write in zbuffer, zbuf select

	for (sel=0; sel<2; sel++) {
		char col[4], fcol[4];
		int pass;

		UI_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
		UI_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);

		for (pass=0; pass<2; pass++) {
			float size = UI_GetThemeValuef(TH_VERTEX_SIZE);
			float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);

			if (pass==0) {
				if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
					glDisable(GL_DEPTH_TEST);
						
					glEnable(GL_BLEND);
				} else {
					continue;
				}

				size = (size>2.1?size/2.0:size);
				fsize = (fsize>2.1?fsize/2.0:fsize);
				col[3] = fcol[3] = 100;
			} else {
				col[3] = fcol[3] = 255;
			}
				
			if(ts->selectmode & SCE_SELECT_VERTEX) {
				glPointSize(size);
				glColor4ubv((GLubyte *)col);
				draw_dm_verts(cageDM, sel, eve_act);
			}
			
			if( CHECK_OB_DRAWFACEDOT(scene, v3d, obedit->dt) ) {
				glPointSize(fsize);
				glColor4ubv((GLubyte *)fcol);
				draw_dm_face_centers(cageDM, sel);
			}
			
			if (pass==0) {
				glDisable(GL_BLEND);
				glEnable(GL_DEPTH_TEST);
			}
		}
	}

	if(v3d->zbuf) glDepthMask(1);
	glPointSize(1.0);
}

static void draw_em_fancy_edges(Scene *scene, View3D *v3d, Mesh *me, DerivedMesh *cageDM, short sel_only, EditEdge *eed_act)
{
	ToolSettings *ts= scene->toolsettings;
	int pass;
	unsigned char wireCol[4], selCol[4], actCol[4];

	/* since this function does transparant... */
	UI_GetThemeColor4ubv(TH_EDGE_SELECT, (char *)selCol);
	UI_GetThemeColor4ubv(TH_WIRE, (char *)wireCol);
	UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)actCol);
	
	/* when sel only is used, dont render wire, only selected, this is used for
	 * textured draw mode when the 'edges' option is disabled */
	if (sel_only)
		wireCol[3] = 0;

	for (pass=0; pass<2; pass++) {
			/* show wires in transparant when no zbuf clipping for select */
		if (pass==0) {
			if (v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0) {
				glEnable(GL_BLEND);
				glDisable(GL_DEPTH_TEST);
				selCol[3] = 85;
				if (!sel_only) wireCol[3] = 85;
			} else {
				continue;
			}
		} else {
			selCol[3] = 255;
			if (!sel_only) wireCol[3] = 255;
		}

		if(ts->selectmode == SCE_SELECT_FACE) {
			draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
		}	
		else if( (me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE) ) {	
			if(cageDM->drawMappedEdgesInterp && (ts->selectmode & SCE_SELECT_VERTEX)) {
				glShadeModel(GL_SMOOTH);
				draw_dm_edges_sel_interp(cageDM, wireCol, selCol);
				glShadeModel(GL_FLAT);
			} else {
				draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
			}
		}
		else {
			if (!sel_only) {
				glColor4ubv(wireCol);
				draw_dm_edges(cageDM);
			}
		}

		if (pass==0) {
			glDisable(GL_BLEND);
			glEnable(GL_DEPTH_TEST);
		}
	}
}	

static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, UnitSettings *unit)
{
	Mesh *me= ob->data;
	EditEdge *eed;
	EditFace *efa;
	float v1[3], v2[3], v3[3], v4[3], x, y, z;
	float fvec[3];
	char val[32]; /* Stores the measurement display text here */
	char conv_float[5]; /* Use a float conversion matching the grid size */
	float area, col[3]; /* area of the face,  color of the text to draw */
	float grid= unit->system ? unit->scale_length : v3d->grid;
	int do_split= unit->flag & USER_UNIT_OPT_SPLIT;
	if(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))
		return;

	/* make the precission of the pronted value proportionate to the gridsize */

	if (grid < 0.01f)
		strcpy(conv_float, "%.6f");
	else if (grid < 0.1f)
		strcpy(conv_float, "%.5f");
	else if (grid < 1.0f)
		strcpy(conv_float, "%.4f");
	else if (grid < 10.0f)
		strcpy(conv_float, "%.3f");
	else
		strcpy(conv_float, "%.2f");
	
	
	if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
		glDisable(GL_DEPTH_TEST);

	if(v3d->zbuf) bglPolygonOffset(rv3d->dist, 5.0f);
	
	if(me->drawflag & ME_DRAW_EDGELEN) {
		UI_GetThemeColor3fv(TH_TEXT, col);
		/* make color a bit more red */
		if(col[0]> 0.5f) {col[1]*=0.7f; col[2]*= 0.7f;}
		else col[0]= col[0]*0.7f + 0.3f;
		glColor3fv(col);
		
		for(eed= em->edges.first; eed; eed= eed->next) {
			/* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
			if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
				VECCOPY(v1, eed->v1->co);
				VECCOPY(v2, eed->v2->co);
				
				x= 0.5f*(v1[0]+v2[0]);
				y= 0.5f*(v1[1]+v2[1]);
				z= 0.5f*(v1[2]+v2[2]);
				
				if(v3d->flag & V3D_GLOBAL_STATS) {
					Mat4MulVecfl(ob->obmat, v1);
					Mat4MulVecfl(ob->obmat, v2);
				}
				if(unit->system)
					bUnit_AsString(val, sizeof(val), VecLenf(v1, v2)*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE);
				else
					sprintf(val, conv_float, VecLenf(v1, v2));
				
				view3d_object_text_draw_add(x, y, z, val, 0);
			}
		}
	}

	if(me->drawflag & ME_DRAW_FACEAREA) {
// XXX		extern int faceselectedOR(EditFace *efa, int flag);		// editmesh.h shouldn't be in this file... ok for now?
		
		UI_GetThemeColor3fv(TH_TEXT, col);
		/* make color a bit more green */
		if(col[1]> 0.5f) {col[0]*=0.7f; col[2]*= 0.7f;}
		else col[1]= col[1]*0.7f + 0.3f;
		glColor3fv(col);
		
		for(efa= em->faces.first; efa; efa= efa->next) {
			if((efa->f & SELECT)) { // XXX || (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(v3d->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);

				if(unit->system)
					bUnit_AsString(val, sizeof(val), area*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE); // XXX should be B_UNIT_AREA
				else
					sprintf(val, conv_float, area);

				view3d_object_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0);
			}
		}
	}

	if(me->drawflag & ME_DRAW_EDGEANG) {
		EditEdge *e1, *e2, *e3, *e4;
		
		UI_GetThemeColor3fv(TH_TEXT, col);
		/* make color a bit more blue */
		if(col[2]> 0.5f) {col[0]*=0.7f; col[1]*= 0.7f;}
		else col[2]= col[2]*0.7f + 0.3f;
		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(v3d->flag & V3D_GLOBAL_STATS) {
				Mat4MulVecfl(ob->obmat, v1);
				Mat4MulVecfl(ob->obmat, v2);
				Mat4MulVecfl(ob->obmat, v3);
				Mat4MulVecfl(ob->obmat, v4);
			}
			
			e1= efa->e1;
			e2= efa->e2;
			e3= efa->e3;
			if(efa->e4) e4= efa->e4; else e4= e3;
			
			/* Calculate the angles */
				
			if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
				/* Vec 1 */
				sprintf(val,"%.3f", VecAngle3(v4, v1, v2));
				VecLerpf(fvec, efa->cent, efa->v1->co, 0.8f);
				view3d_object_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0);
			}
			if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
				/* Vec 2 */
				sprintf(val,"%.3f", VecAngle3(v1, v2, v3));
				VecLerpf(fvec, efa->cent, efa->v2->co, 0.8f);
				view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
			}
			if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
				/* Vec 3 */
				if(efa->v4) 
					sprintf(val,"%.3f", VecAngle3(v2, v3, v4));
				else
					sprintf(val,"%.3f", VecAngle3(v2, v3, v1));
				VecLerpf(fvec, efa->cent, efa->v3->co, 0.8f);
				view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
			}
				/* Vec 4 */
			if(efa->v4) {
				if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
					sprintf(val,"%.3f", VecAngle3(v3, v4, v1));
					VecLerpf(fvec, efa->cent, efa->v4->co, 0.8f);
					view3d_object_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
				}
			}
		}
	}    
	
	if(v3d->zbuf) {
		glEnable(GL_DEPTH_TEST);
		bglPolygonOffset(rv3d->dist, 0.0f);
	}
}

static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth_r)
{
	EditFace *efa = EM_get_face_for_index(index);

	if (efa->h==0) {
		GPU_enable_material(efa->mat_nr+1, NULL);
		return 1;
	}
	else
		return 0;
}

static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
{
	EditFace *efa = EM_get_face_for_index(index);

	return (efa->h==0);
}

static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
{
	Mesh *me = ob->data;
	EditFace *efa_act = EM_get_actFace(em, 0); /* annoying but active faces is stored differently */
	EditEdge *eed_act = NULL;
	EditVert *eve_act = NULL;
	
	if (em->selected.last) {
		EditSelection *ese = em->selected.last;
		/* face is handeled above */
		/*if (ese->type == EDITFACE ) {
			efa_act = (EditFace *)ese->data;
		} else */ if ( ese->type == EDITEDGE ) {
			eed_act = (EditEdge *)ese->data;
		} else if ( ese->type == EDITVERT ) {
			eve_act = (EditVert *)ese->data;
		}
	}
	
	EM_init_index_arrays(em, 1, 1, 1);

	if(dt>OB_WIRE) {
		if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
			if(draw_glsl_material(scene, ob, v3d, dt)) {
				glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);

				finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
					draw_em_fancy__setGLSLFaceOpts, NULL);
				GPU_disable_material();

				glFrontFace(GL_CCW);
			}
			else {
				draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
			}
		}
		else {
			glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);

			glEnable(GL_LIGHTING);
			glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);

			finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);

			glFrontFace(GL_CCW);
			glDisable(GL_LIGHTING);
		}
			
		// Setup for drawing wire over, disable zbuffer
		// write to show selected edge wires better
		UI_ThemeColor(TH_WIRE);

		bglPolygonOffset(rv3d->dist, 1.0);
		glDepthMask(0);
	} 
	else {
		if (cageDM!=finalDM) {
			UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
			finalDM->drawEdges(finalDM, 1);
		}
	}
	
	if((me->drawflag & (ME_DRAWFACES)) || paint_facesel_test(ob)) {	/* transp faces */
		unsigned char col1[4], col2[4], col3[4];
			
		UI_GetThemeColor4ubv(TH_FACE, (char *)col1);
		UI_GetThemeColor4ubv(TH_FACE_SELECT, (char *)col2);
		UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
		
		glEnable(GL_BLEND);
		glDepthMask(0);		// disable write in zbuffer, needed for nice transp
		
		/* dont draw unselected faces, only selected, this is MUCH nicer when texturing */
		if CHECK_OB_DRAWTEXTURE(v3d, dt)
			col1[3] = 0;
		
		draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);

		glDisable(GL_BLEND);
		glDepthMask(1);		// restore write in zbuffer
	} else if (efa_act) {
		/* even if draw faces is off it would be nice to draw the stipple face
		 * Make all other faces zero alpha except for the active
		 * */
		unsigned char col1[4], col2[4], col3[4];
		col1[3] = col2[3] = 0; /* dont draw */
		UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
		
		glEnable(GL_BLEND);
		glDepthMask(0);		// disable write in zbuffer, needed for nice transp
		
		draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);

		glDisable(GL_BLEND);
		glDepthMask(1);		// restore write in zbuffer
		
	}

	/* here starts all fancy draw-extra over */
	if((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
		/* we are drawing textures and 'ME_DRAWEDGES' is disabled, dont draw any edges */
		
		/* only draw selected edges otherwise there is no way of telling if a face is selected */
		draw_em_fancy_edges(scene, v3d, me, cageDM, 1, eed_act);
		
	} else {
		if(me->drawflag & ME_DRAWSEAMS) {
			UI_ThemeColor(TH_EDGE_SEAM);
			glLineWidth(2);
	
			draw_dm_edges_seams(cageDM);
	
			glColor3ub(0,0,0);
			glLineWidth(1);
		}
		
		if(me->drawflag & ME_DRAWSHARP) {
			UI_ThemeColor(TH_EDGE_SHARP);
			glLineWidth(2);
	
			draw_dm_edges_sharp(cageDM);
	
			glColor3ub(0,0,0);
			glLineWidth(1);
		}
	
		if(me->drawflag & ME_DRAWCREASES) {
			draw_dm_creases(cageDM);
		}
		if(me->drawflag & ME_DRAWBWEIGHTS) {
			draw_dm_bweights(scene, cageDM);
		}
	
		draw_em_fancy_edges(scene, v3d, me, cageDM, 0, eed_act);
	}
	if(em) {
// XXX		retopo_matrix_update(v3d);

		draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act);

		if(me->drawflag & ME_DRAWNORMALS) {
			UI_ThemeColor(TH_NORMAL);
			draw_dm_face_normals(scene, cageDM);
		}
		if(me->drawflag & ME_DRAW_VNORMALS) {
			UI_ThemeColor(TH_NORMAL);
			draw_dm_vert_normals(scene, cageDM);
		}

		if(me->drawflag & (ME_DRAW_EDGELEN|ME_DRAW_FACEAREA|ME_DRAW_EDGEANG))
			draw_em_measure_stats(v3d, rv3d, ob, em, &scene->unit);
	}

	if(dt>OB_WIRE) {
		glDepthMask(1);
		bglPolygonOffset(rv3d->dist, 0.0);
		GPU_disable_material();
	}

	EM_free_index_arrays();
}

/* Mesh drawing routines */

static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
{
	
	if(v3d->transp==0) {	// not when we draw the transparent pass
		glLineWidth(2.0);
		glDepthMask(0);
		
		/* if transparent, we cannot draw the edges for solid select... edges have no material info.
		   drawFacesSolid() doesn't draw the transparent faces */
		if(ob->dtx & OB_DRAWTRANSP) {
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 
			dm->drawFacesSolid(dm, GPU_enable_material);
			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
			GPU_disable_material();
		}
		else {
			dm->drawEdges(dm, 0);
		}
					
		glLineWidth(1.0);
		glDepthMask(1);
	}
}

static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
{
	*drawSmooth_r = 1;
	return 1;
}

static void draw_mesh_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
	Object *ob= base->object;
	Mesh *me = ob->data;
	Material *ma= give_current_material(ob, 1);
	int hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO));
	int draw_wire = 0;
	int totvert, totedge, totface;
	DispList *dl;
	DerivedMesh *dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);

	if(!dm)
		return;
	
	if (ob->dtx&OB_DRAWWIRE) {
		draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
	}
	
	totvert = dm->getNumVerts(dm);
	totedge = dm->getNumEdges(dm);
	totface = dm->getNumFaces(dm);
	
	/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
	if(dt!=OB_SHADED)
		glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);

		// Unwanted combination.
	if (ob==OBACT && paint_facesel_test(ob)) draw_wire = 0;

	if(dt==OB_BOUNDBOX) {
		draw_bounding_volume(scene, ob);
	}
	else if(hasHaloMat || (totface==0 && totedge==0)) {
		glPointSize(1.5);
		dm->drawVerts(dm);
		glPointSize(1.0);
	}
	else if(dt==OB_WIRE || totface==0) {
		draw_wire = 1; /* draw wire only, no depth buffer stuff  */
	}
	else if(	(ob==OBACT && (ob->mode & OB_MODE_TEXTURE_PAINT || paint_facesel_test(ob))) ||
				CHECK_OB_DRAWTEXTURE(v3d, dt))
	{
		int faceselect= (ob==OBACT && paint_facesel_test(ob));

		if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || paint_facesel_test(ob)) && !draw_wire) {
			draw_mesh_object_outline(v3d, ob, dm);
		}

		if(draw_glsl_material(scene, ob, v3d, dt)) {
			glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);

			dm->drawFacesGLSL(dm, GPU_enable_material);
//			if(get_ob_property(ob, "Text"))
// XXX				draw_mesh_text(ob, 1);
			GPU_disable_material();

			glFrontFace(GL_CCW);
		}
		else {
			draw_mesh_textured(scene, v3d, rv3d, ob, dm, faceselect);
		}

		if(!faceselect) {
			if(base->flag & SELECT)
				UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
			else
				UI_ThemeColor(TH_WIRE);

			dm->drawLooseEdges(dm);
		}
	}
	else if(dt==OB_SOLID) {
		if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire)
			draw_mesh_object_outline(v3d, ob, dm);

		glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );

		glEnable(GL_LIGHTING);
		glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);

		dm->drawFacesSolid(dm, GPU_enable_material);
		GPU_disable_material();

		glFrontFace(GL_CCW);
		glDisable(GL_LIGHTING);

		if(base->flag & SELECT) {
			UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
		} else {
			UI_ThemeColor(TH_WIRE);
		}
		dm->drawLooseEdges(dm);
	}
	else if(dt==OB_SHADED) {
		int do_draw= 1;	/* to resolve all G.f settings below... */
		
		if(ob==OBACT) {
			do_draw= 0;
			if(ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
				/* enforce default material settings */
				GPU_enable_material(0, NULL);
				
				/* but set default spec */
				glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
				glEnable(GL_COLOR_MATERIAL);	/* according manpages needed */
				glColor3ub(120, 120, 120);
				glDisable(GL_COLOR_MATERIAL);
				/* diffuse */
				glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
				glEnable(GL_LIGHTING);
				glEnable(GL_COLOR_MATERIAL);

				dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
				glDisable(GL_COLOR_MATERIAL);
				glDisable(GL_LIGHTING);

				GPU_disable_material();
			}
			else if(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_TEXTURE_PAINT)) {
				if(me->mcol)
					dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
				else {
					glColor3f(1.0f, 1.0f, 1.0f);
					dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
				}
			}
			else do_draw= 1;
		}
		if(do_draw) {
			dl = ob->disp.first;
			if (!dl || !dl->col1) {
				/* release and reload derivedmesh because it might be freed in
				   shadeDispList due to a different datamask */
				dm->release(dm);
				shadeDispList(scene, base);
				dl = find_displist(&ob->disp, DL_VERTCOL);
				dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
			}

			if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
				draw_mesh_object_outline(v3d, ob, dm);
			}

				/* False for dupliframe objects */
			if (dl) {
				unsigned int *obCol1 = dl->col1;
				unsigned int *obCol2 = dl->col2;

				dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2);
			}

			if(base->flag & SELECT) {
				UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
			} else {
				UI_ThemeColor(TH_WIRE);
			}
			dm->drawLooseEdges(dm);
		}
	}
	
	/* set default draw color back for wire or for draw-extra later on */
	if (dt!=OB_WIRE) {
		if(base->flag & SELECT) {
			if(ob==OBACT && ob->flag & OB_FROMGROUP) 
				UI_ThemeColor(TH_GROUP_ACTIVE);
			else if(ob->flag & OB_FROMGROUP) 
				UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
			else if(flag!=DRAW_CONSTCOLOR)
				UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
			else
				glColor3ub(80,80,80);
		} else {
			if (ob->flag & OB_FROMGROUP) 
				UI_ThemeColor(TH_GROUP);
			else {
				if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
					glColor3ub(80,80,80);
				else
					UI_ThemeColor(TH_WIRE);
			}
		}
	}
	if (draw_wire) {
			/* If drawing wire and drawtype is not OB_WIRE then we are
				* overlaying the wires.
				*
				* UPDATE bug #10290 - With this wire-only objects can draw
				* behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
				* 
				* if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
				* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
				*/
		if (dt!=OB_WIRE && draw_wire==2) {
			bglPolygonOffset(rv3d->dist, 1.0);
			glDepthMask(0);	// disable write in zbuffer, selected edge wires show better
		}
		
		dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
		
		if (dt!=OB_WIRE && draw_wire==2) {
			glDepthMask(1);
			bglPolygonOffset(rv3d->dist, 0.0);
		}
	}

	dm->release(dm);
}

/* returns 1 if nothing was drawn, for detecting to draw an object center */
static int draw_mesh_object(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
{
	Object *ob= base->object;
	Object *obedit= scene->obedit;
	Mesh *me= ob->data;
	EditMesh *em= me->edit_mesh;
	int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
	
	if(obedit && ob!=obedit && ob->data==obedit->data) {
		if(ob_get_key(ob));
		else drawlinked= 1;
	}
	
	if(ob==obedit || drawlinked) {
		DerivedMesh *finalDM, *cageDM;
		
		if (obedit!=ob)
			finalDM = cageDM = editmesh_get_derived_base(ob, em);
		else
			cageDM = editmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
			                                v3d->customdata_mask);

		if(dt>OB_WIRE) {
			// no transp in editmode, the fancy draw over goes bad then
			glsl = draw_glsl_material(scene, ob, v3d, dt);
			GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
		}

		draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);

		GPU_end_object_materials();

		if (obedit!=ob && finalDM)
			finalDM->release(finalDM);
	}
//	else if(!em && (G.f & G_SCULPTMODE) &&(scene->sculptdata.flags & SCULPT_DRAW_FAST) &&
//	        OBACT==ob && !sculpt_modifiers_active(ob)) {
// XXX		sculptmode_draw_mesh(0);
//	}
	else {
		/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
		if(me->totface<=4 || boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
			glsl = draw_glsl_material(scene, ob, v3d, dt);
			check_alpha = check_material_alpha(base, me, glsl);

			if(dt==OB_SOLID || glsl) {
				GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
					(check_alpha)? &do_alpha_pass: NULL);
			}

			draw_mesh_fancy(scene, v3d, rv3d, base, dt, flag);

			GPU_end_object_materials();
			
			if(me->totvert==0) retval= 1;
		}
	}
	
	/* GPU_begin_object_materials checked if this is needed */
	if(do_alpha_pass) add_view3d_after(v3d, base, V3D_TRANSP, flag);
	
	return retval;
}

/* ************** DRAW DISPLIST ****************** */

static int draw_index_wire= 1;
static int index3_nors_incr= 1;

/* returns 1 when nothing was drawn */
static int drawDispListwire(ListBase *dlbase)
{
	DispList *dl;
	int parts, nr;
	float *data;

	if(dlbase==NULL) return 1;
	
	glDisableClientState(GL_NORMAL_ARRAY);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 

	for(dl= dlbase->first; dl; dl= dl->next) {
		if(dl->parts==0 || dl->nr==0)
			continue;
		
		data= dl->verts;
	
		switch(dl->type) {
		case DL_SEGM:
			
			glVertexPointer(3, GL_FLOAT, 0, data);
			
			for(parts=0; parts<dl->parts; parts++)
				glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
				
			break;
		case DL_POLY:
			
			glVertexPointer(3, GL_FLOAT, 0, data);
			
			for(parts=0; parts<dl->parts; parts++)
				glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
			
			break;
		case DL_SURF:
			
			glVertexPointer(3, GL_FLOAT, 0, data);
			
			for(parts=0; parts<dl->parts; parts++) {
				if(dl->flag & DL_CYCL_U) 
					glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
				else
					glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
			}
			
			for(nr=0; nr<dl->nr; nr++) {
				int ofs= 3*dl->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();
				
				/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
//				glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
//				if(dl->flag & DL_CYCL_V) 
//					glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
//				else
//					glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
			}
			break;
			
		case DL_INDEX3:
			if(draw_index_wire) {
				glVertexPointer(3, GL_FLOAT, 0, dl->verts);
				glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
			}
			break;
			
		case DL_INDEX4:
			if(draw_index_wire) {
				glVertexPointer(3, GL_FLOAT, 0, dl->verts);
				glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
			}
			break;
		}
	}
	
	glEnableClientState(GL_NORMAL_ARRAY);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 
	
	return 0;
}

static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
{
	DispList *dl;
	GPUVertexAttribs gattribs;
	float *data, curcol[4];
	float *ndata;
	
	if(lb==NULL) return;
	
	/* for drawing wire */
	glGetFloatv(GL_CURRENT_COLOR, curcol);

	glEnable(GL_LIGHTING);
	
	if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
	else glFrontFace(GL_CCW);
	
	if(ob->type==OB_MBALL) {	// mball always smooth shaded
		glShadeModel(GL_SMOOTH);
	}
	
	dl= lb->first;
	while(dl) {
		data= dl->verts;
		ndata= dl->nors;

		switch(dl->type) {
		case DL_SEGM:
			if(ob->type==OB_SURF) {
				int nr;

				glDisable(GL_LIGHTING);
				glColor3fv(curcol);
				
				// glVertexPointer(3, GL_FLOAT, 0, dl->verts);
				// glDrawArrays(GL_LINE_STRIP, 0, dl->nr);

				glBegin(GL_LINE_STRIP);
				for(nr= dl->nr; nr; nr--, data+=3)
					glVertex3fv(data);
				glEnd();

				glEnable(GL_LIGHTING);
			}
			break;
		case DL_POLY:
			if(ob->type==OB_SURF) {
				int nr;
				
				UI_ThemeColor(TH_WIRE);
				glDisable(GL_LIGHTING);
				
				/* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
				//glVertexPointer(3, GL_FLOAT, 0, dl->verts);
				//glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
				
				glBegin(GL_LINE_LOOP);
				for(nr= dl->nr; nr; nr--, data+=3)
					glVertex3fv(data);
				glEnd();
				
				glEnable(GL_LIGHTING);
				break;
			}
		case DL_SURF:
			
			if(dl->index) {
				GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
				
				if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
				else glShadeModel(GL_FLAT);
				
				glVertexPointer(3, GL_FLOAT, 0, dl->verts);
				glNormalPointer(GL_FLOAT, 0, dl->nors);
				glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
			}			
			break;

		case DL_INDEX3:
			GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
			
			glVertexPointer(3, GL_FLOAT, 0, dl->verts);
			
			/* voor polys only one normal needed */
			if(index3_nors_incr==0) {
				glDisableClientState(GL_NORMAL_ARRAY);
				glNormal3fv(ndata);
			}
			else
				glNormalPointer(GL_FLOAT, 0, dl->nors);
			
			glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
			
			if(index3_nors_incr==0)
				glEnableClientState(GL_NORMAL_ARRAY);

			break;

		case DL_INDEX4:
			GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
			
			glVertexPointer(3, GL_FLOAT, 0, dl->verts);
			glNormalPointer(GL_FLOAT, 0, dl->nors);
			glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);

			break;
		}
		dl= dl->next;
	}

	glShadeModel(GL_FLAT);
	glDisable(GL_LIGHTING);
	glFrontFace(GL_CCW);
}

static void drawDispListshaded(ListBase *lb, Object *ob)
{
	DispList *dl, *dlob;
	unsigned int *cdata;

	if(lb==NULL) return;

	glShadeModel(GL_SMOOTH);
	glDisableClientState(GL_NORMAL_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	
	dl= lb->first;
	dlob= ob->disp.first;
	while(dl && dlob) {
		
		cdata= dlob->col1;
		if(cdata==NULL) break;
		
		switch(dl->type) {
		case DL_SURF:
			if(dl->index) {
				glVertexPointer(3, GL_FLOAT, 0, dl->verts);
				glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
				glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
			}			
			break;

		case DL_INDEX3:
			
			glVertexPointer(3, GL_FLOAT, 0, dl->verts);
			glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
			glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
			break;

		case DL_INDEX4:
			
			glVertexPointer(3, GL_FLOAT, 0, dl->verts);
			glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
			glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
			break;
		}
		
		dl= dl->next;
		dlob= dlob->next;
	}
	
	glShadeModel(GL_FLAT);
	glEnableClientState(GL_NORMAL_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);
}

/* returns 1 when nothing was drawn */
static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
{
	Object *ob= base->object;
	ListBase *lb=0;
	DispList *dl;
	Curve *cu;
	int solid, retval= 0;
	
	solid= (dt > OB_WIRE);

	switch(ob->type) {
	case OB_FONT:
	case OB_CURVE:
		cu= ob->data;
		
		lb= &cu->disp;
		
		if(solid) {
			dl= lb->first;
			if(dl==NULL) return 1;
			
			if(dl->nors==0) addnormalsDispList(ob, lb);
			index3_nors_incr= 0;
			
			if( displist_has_faces(lb)==0) {
				draw_index_wire= 0;
				drawDispListwire(lb);
				draw_index_wire= 1;
			}
			else {
				if(draw_glsl_material(scene, ob, v3d, dt)) {
					GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
					drawDispListsolid(lb, ob, 1);
					GPU_end_object_materials();
				}
				else if(dt == OB_SHADED) {
					if(ob->disp.first==0) shadeDispList(scene, base);
					drawDispListshaded(lb, ob);
				}
				else {
					GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
					glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
					drawDispListsolid(lb, ob, 0);
					GPU_end_object_materials();
				}
				if(cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0 && cu->ext2 == 0.0) {
					cpack(0);
					draw_index_wire= 0;
					drawDispListwire(lb);
					draw_index_wire= 1;
				}
			}
			index3_nors_incr= 1;
		}
		else {
			draw_index_wire= 0;
			retval= drawDispListwire(lb);
			draw_index_wire= 1;
		}
		break;
	case OB_SURF:
	
		lb= &((Curve *)ob->data)->disp;
		
		if(solid) {
			dl= lb->first;
			if(dl==NULL) return 1;
			
			if(dl->nors==NULL) addnormalsDispList(ob, lb);
			
			if(draw_glsl_material(scene, ob, v3d, dt)) {
				GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
				drawDispListsolid(lb, ob, 1);
				GPU_end_object_materials();
			}
			else if(dt==OB_SHADED) {
				if(ob->disp.first==NULL) shadeDispList(scene, base);
				drawDispListshaded(lb, ob);
			}
			else {
				GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
				glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
				drawDispListsolid(lb, ob, 0);
				GPU_end_object_materials();
			}
		}
		else {
			retval= drawDispListwire(lb);
		}
		break;
	case OB_MBALL:
		
		if( is_basis_mball(ob)) {
			lb= &ob->disp;
			if(lb->first==NULL) makeDispListMBall(scene, ob);
			if(lb->first==NULL) return 1;
			
			if(solid) {
				
				if(draw_glsl_material(scene, ob, v3d, dt)) {
					GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
					drawDispListsolid(lb, ob, 1);
					GPU_end_object_materials();
				}
				else if(dt == OB_SHADED) {
					dl= lb->first;
					if(dl && dl->col1==0) shadeDispList(scene, base);
					drawDispListshaded(lb, ob);
				}
				else {
					GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
					glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
					drawDispListsolid(lb, ob, 0);
					GPU_end_object_materials();
				}
			}
			else{
				/* MetaBalls use DL_INDEX4 type of DispList */
				retval= drawDispListwire(lb);
			}
		}
		break;
	}
	
	return retval;
}

/* *********** text drawing for particles ************* */
static ListBase pstrings= {NULL, NULL};

typedef struct ViewParticleString {
	struct ViewParticleString *next, *prev;
	float vec[3], col[4];
	char str[128]; 
	short mval[2];
	short xoffs;
} ViewParticleString;


void view3d_particle_text_draw_add(float x, float y, float z, char *str, short xoffs)
{
	ViewObjectString *vos= MEM_callocN(sizeof(ViewObjectString), "ViewObjectString");

	BLI_addtail(&pstrings, vos);
	BLI_strncpy(vos->str, str, 128);
	vos->vec[0]= x;
	vos->vec[1]= y;
	vos->vec[2]= z;
	glGetFloatv(GL_CURRENT_COLOR, vos->col);
	vos->xoffs= xoffs;
}

static void view3d_particle_text_draw(View3D *v3d, ARegion *ar)
{
	ViewObjectString *vos;
	int tot= 0;
	
	/* project first and test */
	for(vos= pstrings.first; vos; vos= vos->next) {
		project_short(ar, vos->vec, vos->mval);
		if(vos->mval[0]!=IS_CLIPPED)
			tot++;
	}
	
	if(tot) {
		RegionView3D *rv3d= ar->regiondata;
		int a;
		
		if(rv3d->rflag & RV3D_CLIPPING)
			for(a=0; a<6; a++)
				glDisable(GL_CLIP_PLANE0+a);
		
		wmPushMatrix();
		ED_region_pixelspace(ar);
		
		if(v3d->zbuf) glDepthMask(0);

		for(vos= pstrings.first; vos; vos= vos->next) {
			if(vos->mval[0]!=IS_CLIPPED) {
				glColor3fv(vos->col);
				BLF_draw_default((float)vos->mval[0]+vos->xoffs, (float)vos->mval[1], 2.0, vos->str);
			}
		}
		
		if(v3d->zbuf) glDepthMask(1);
		
		wmPopMatrix();

		if(rv3d->rflag & RV3D_CLIPPING)
			for(a=0; a<6; a++)
				glEnable(GL_CLIP_PLANE0+a);
	}
	
	if(pstrings.first) 
		BLI_freelistN(&pstrings);
}
typedef struct ParticleDrawData {
	float *vdata, *vd;
	float *ndata, *nd;
	float *cdata, *cd;
	float *vedata, *ved;
	float *ma_r, *ma_g, *ma_b;
} ParticleDrawData;
static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize, float imat[4][4], float *draw_line, ParticleBillboardData *bb, ParticleDrawData *pdd)
{
	float vec[3], vec2[3];
	float *vd = pdd->vd;
	float *cd = pdd->cd;
	float ma_r=0.0f;
	float ma_g=0.0f;
	float ma_b=0.0f;

	if(pdd->ma_r) {
		ma_r = *pdd->ma_r;
		ma_g = *pdd->ma_g;
		ma_b = *pdd->ma_b;
	}

	switch(draw_as){
		case PART_DRAW_DOT:
		{
			if(vd) {
				VECCOPY(vd,state->co) pdd->vd+=3;
			}
			if(cd) {
				cd[0]=ma_r;
				cd[1]=ma_g;
				cd[2]=ma_b;
				pdd->cd+=3;
			}
			break;
		}
		case PART_DRAW_CROSS:
		case PART_DRAW_AXIS:
		{
			vec[0]=2.0f*pixsize;
			vec[1]=vec[2]=0.0;
			QuatMulVecf(state->rot,vec);
			if(draw_as==PART_DRAW_AXIS) {
				cd[1]=cd[2]=cd[4]=cd[5]=0.0;
				cd[0]=cd[3]=1.0;
				cd[6]=cd[8]=cd[9]=cd[11]=0.0;
				cd[7]=cd[10]=1.0;
				cd[13]=cd[12]=cd[15]=cd[16]=0.0;
				cd[14]=cd[17]=1.0;
				cd+=18;

				VECCOPY(vec2,state->co);
			}
			else {
				if(cd) {
					cd[0]=cd[3]=cd[6]=cd[9]=cd[12]=cd[15]=ma_r;
					cd[1]=cd[4]=cd[7]=cd[10]=cd[13]=cd[16]=ma_g;
					cd[2]=cd[5]=cd[8]=cd[11]=cd[14]=cd[17]=ma_b;
					pdd->cd+=18;
				}
				VECSUB(vec2,state->co,vec);
			}

			VECADD(vec,state->co,vec);
			VECCOPY(pdd->vd,vec); pdd->vd+=3;
			VECCOPY(pdd->vd,vec2); pdd->vd+=3;
				
			vec[1]=2.0f*pixsize;
			vec[0]=vec[2]=0.0;
			QuatMulVecf(state->rot,vec);
			if(draw_as==PART_DRAW_AXIS){
				VECCOPY(vec2,state->co);
			}		
			else VECSUB(vec2,state->co,vec);

			VECADD(vec,state->co,vec);
			VECCOPY(pdd->vd,vec); pdd->vd+=3;
			VECCOPY(pdd->vd,vec2); pdd->vd+=3;

			vec[2]=2.0f*pixsize;
			vec[0]=vec[1]=0.0;
			QuatMulVecf(state->rot,vec);
			if(draw_as==PART_DRAW_AXIS){
				VECCOPY(vec2,state->co);
			}
			else VECSUB(vec2,state->co,vec);

			VECADD(vec,state->co,vec);

			VECCOPY(pdd->vd,vec); pdd->vd+=3;
			VECCOPY(pdd->vd,vec2); pdd->vd+=3;
			break;
		}
		case PART_DRAW_LINE:
		{
			VECCOPY(vec,state->vel);
			Normalize(vec);
			if(draw & PART_DRAW_VEL_LENGTH)
				VecMulf(vec,VecLength(state->vel));
			VECADDFAC(pdd->vd,state->co,vec,-draw_line[0]); pdd->vd+=3;
			VECADDFAC(pdd->vd,state->co,vec,draw_line[1]); pdd->vd+=3;
			if(cd) {
				cd[0]=cd[3]=ma_r;
				cd[1]=cd[4]=ma_g;
				cd[2]=cd[5]=ma_b;
				pdd->cd+=6;
			}
			break;
		}
		case PART_DRAW_CIRC:
		{
			if(pdd->ma_r)
				glColor3f(ma_r,ma_g,ma_b);
			drawcircball(GL_LINE_LOOP, state->co, pixsize, imat);
			break;
		}
		case PART_DRAW_BB:
		{
			float xvec[3], yvec[3], zvec[3], bb_center[3];
			if(cd) {
				cd[0]=cd[3]=cd[6]=cd[9]=ma_r;
				cd[1]=cd[4]=cd[7]=cd[10]=ma_g;
				cd[2]=cd[5]=cd[8]=cd[11]=ma_b;
				pdd->cd+=12;
			}


			VECCOPY(bb->vec, state->co);
			VECCOPY(bb->vel, state->vel);

			psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
			
			VECADD(pdd->vd,bb_center,xvec);
			VECADD(pdd->vd,pdd->vd,yvec); pdd->vd+=3;

			VECSUB(pdd->vd,bb_center,xvec);
			VECADD(pdd->vd,pdd->vd,yvec); pdd->vd+=3;

			VECSUB(pdd->vd,bb_center,xvec);
			VECSUB(pdd->vd,pdd->vd,yvec); pdd->vd+=3;

			VECADD(pdd->vd,bb_center,xvec);
			VECSUB(pdd->vd,pdd->vd,yvec); pdd->vd+=3;

			VECCOPY(pdd->nd, zvec); pdd->nd+=3;
			VECCOPY(pdd->nd, zvec); pdd->nd+=3;
			VECCOPY(pdd->nd, zvec); pdd->nd+=3;
			VECCOPY(pdd->nd, zvec); pdd->nd+=3;
			break;
		}
	}
}
/* unified drawing of all new particle systems draw types except dupli ob & group	*/
/* mostly tries to use vertex arrays for speed										*/

/* 1. check that everything is ok & updated */
/* 2. start initialising things				*/
/* 3. initialize according to draw type		*/
/* 4. allocate drawing data arrays			*/
/* 5. start filling the arrays				*/
/* 6. draw the arrays						*/
/* 7. clean up								*/
static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, ParticleSystem *psys, int ob_dt)
{
	Object *ob=base->object;
	ParticleSystemModifierData *psmd;
	ParticleEditSettings *pset = PE_settings(scene);
	ParticleSettings *part;
	ParticleData *pars, *pa;
	ParticleKey state, *states=0;
	ParticleBillboardData bb;
	ParticleDrawData pdd;
	Material *ma;
	float vel[3], imat[4][4];
	float timestep, pixsize=1.0, pa_size, r_tilt, r_length;
	float pa_time, pa_birthtime, pa_dietime, pa_health;
	float cfra= bsystem_time(scene, ob,(float)CFRA,0.0);
	float ma_r=0.0f, ma_g=0.0f, ma_b=0.0f;
	int a, totpart, totpoint=0, totve=0, drawn, draw_as, totchild=0;
	int select=ob->flag&SELECT, create_cdata=0, need_v=0;
	GLint polygonmode[2];
	char val[32];

/* 1. */
	if(psys==0)
		return;

	part=psys->part;
	pars=psys->particles;

	if(part==0 || !psys_check_enabled(ob, psys))
		return;

	if(pars==0) return;

	/* don't draw normal paths in edit mode */
	if(psys_in_edit_mode(scene, psys) && (pset->flag & PE_DRAW_PART)==0)
		return;
		
	if(part->draw_as==PART_DRAW_NOT) return;

/* 2. */
	if(part->phystype==PART_PHYS_KEYED){
		if(psys->flag&PSYS_KEYED){
			psys_count_keyed_targets(ob,psys);
			if(psys->totkeyed==0)
				return;
		}
	}

	if(select){
		select=0;
		if(psys_get_current(ob)==psys)
			select=1;
	}

	psys->flag|=PSYS_DRAWING;

	if(part->type==PART_HAIR && !psys->childcache)
		totchild=0;
	else
		totchild=psys->totchild*part->disp/100;
	
	memset(&pdd, 0, sizeof(ParticleDrawData));

	ma= give_current_material(ob,part->omat);

	if(v3d->zbuf) glDepthMask(1);

	if(select)
		cpack(0xFFFFFF);
	else if((ma) && (part->draw&PART_DRAW_MAT_COL)) {
		glColor3f(ma->r,ma->g,ma->b);

		ma_r = ma->r;
		ma_g = ma->g;
		ma_b = ma->b;

		pdd.ma_r = &ma_r;
		pdd.ma_g = &ma_g;
		pdd.ma_b = &ma_b;

		create_cdata = 1;
	}
	else
		cpack(0);

	psmd= psys_get_modifier(ob,psys);

	timestep= psys_get_timestep(part);

	if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
		float mat[4][4];
		Mat4MulMat4(mat, psys->imat, ob->obmat);
		wmMultMatrix(mat);
	}

	totpart=psys->totpart;

	if(part->draw_as==PART_DRAW_REND)
		draw_as = part->ren_as;
	else
		draw_as = part->draw_as;

	//if(part->flag&PART_GLOB_TIME)
	cfra=bsystem_time(scene, 0, (float)CFRA, 0.0f);

	if(draw_as==PART_DRAW_PATH && psys->pathcache==NULL)
		draw_as=PART_DRAW_DOT;

/* 3. */
	switch(draw_as){
		case PART_DRAW_DOT:
			if(part->draw_size)
				glPointSize(part->draw_size);
			else
				glPointSize(2.0); /* default dot size */
			break;
		case PART_DRAW_CIRC:
			/* calculate view aligned matrix: */
			Mat4CpyMat4(imat, rv3d->viewinv);
			Normalize(imat[0]);
			Normalize(imat[1]);
			/* no break! */
		case PART_DRAW_CROSS:
		case PART_DRAW_AXIS:
			/* lets calculate the scale: */
			pixsize= rv3d->persmat[0][3]*ob->obmat[3][0]+ rv3d->persmat[1][3]*ob->obmat[3][1]+ rv3d->persmat[2][3]*ob->obmat[3][2]+ rv3d->persmat[3][3];
			pixsize*= rv3d->pixsize;
			if(part->draw_size==0.0)
				pixsize*=2.0;
			else
				pixsize*=part->draw_size;
			break;
		case PART_DRAW_OB:
			if(part->dup_ob==0)
				draw_as=PART_DRAW_DOT;
			else
				draw_as=0;
			break;
		case PART_DRAW_GR:
			if(part->dup_group==0)
				draw_as=PART_DRAW_DOT;
			else
				draw_as=0;
			break;
		case PART_DRAW_BB:
			if(v3d->camera==0 && part->bb_ob==0){
				printf("Billboards need an active camera or a target object!\n");

				draw_as=part->draw_as=PART_DRAW_DOT;

				if(part->draw_size)
					glPointSize(part->draw_size);
				else
					glPointSize(2.0); /* default dot size */
			}
			else if(part->bb_ob)
				bb.ob=part->bb_ob;
			else
				bb.ob=v3d->camera;

			bb.align = part->bb_align;
			bb.anim = part->bb_anim;
			bb.lock = part->draw & PART_DRAW_BB_LOCK;
			bb.offset[0] = part->bb_offset[0];
			bb.offset[1] = part->bb_offset[1];
			break;
		case PART_DRAW_PATH:
			break;
		case PART_DRAW_LINE:
			need_v=1;
			break;
	}
	if(part->draw & PART_DRAW_SIZE && part->draw_as!=PART_DRAW_CIRC){
		Mat4CpyMat4(imat, rv3d->viewinv);
		Normalize(imat[0]);
		Normalize(imat[1]);
	}

/* 4. */
	if(draw_as && draw_as!=PART_DRAW_PATH) {
		int tot_vec_size = (totpart + totchild) * 3 * sizeof(float);
		
		if(part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
			tot_vec_size *= part->trail_count;
			psys_make_temp_pointcache(ob, psys);
		}

		if(draw_as!=PART_DRAW_CIRC) {
			switch(draw_as) {
				case PART_DRAW_AXIS:
				case PART_DRAW_CROSS:
					if(draw_as != PART_DRAW_CROSS || create_cdata)
						pdd.cdata = MEM_callocN(tot_vec_size * 6, "particle_cdata");
					pdd.vdata = MEM_callocN(tot_vec_size * 6, "particle_vdata");
					break;
				case PART_DRAW_LINE:
					if(create_cdata)
						pdd.cdata = MEM_callocN(tot_vec_size * 2, "particle_cdata");
					pdd.vdata = MEM_callocN(tot_vec_size * 2, "particle_vdata");
					break;
				case PART_DRAW_BB:
					if(create_cdata)
						pdd.cdata = MEM_callocN(tot_vec_size * 4, "particle_cdata");
					pdd.vdata = MEM_callocN(tot_vec_size * 4, "particle_vdata");
					pdd.ndata = MEM_callocN(tot_vec_size * 4, "particle_vdata");
					break;
				default:
					if(create_cdata)
						pdd.cdata=MEM_callocN(tot_vec_size, "particle_cdata");
					pdd.vdata=MEM_callocN(tot_vec_size, "particle_vdata");
			}
		}

		if(part->draw & PART_DRAW_VEL && draw_as != PART_DRAW_LINE) {
			pdd.vedata = MEM_callocN(tot_vec_size * 2, "particle_vedata");
			need_v = 1;
		}

		pdd.vd= pdd.vdata;
		pdd.ved= pdd.vedata;
		pdd.cd= pdd.cdata;
		pdd.nd= pdd.ndata;

		psys->lattice= psys_get_lattice(scene, ob, psys);
	}

	if(draw_as){
/* 5. */
		for(a=0,pa=pars; a<totpart+totchild; a++, pa++){
			/* setup per particle individual stuff */
			if(a<totpart){
				if(totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
				if(pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;

				pa_time=(cfra-pa->time)/pa->lifetime;
				pa_birthtime=pa->time;
				pa_dietime = pa->dietime;
				pa_size=pa->size;
				if(part->phystype==PART_PHYS_BOIDS)
					pa_health = pa->boid->health;
				else
					pa_health = -1.0;

#if 0 // XXX old animation system	
				if((part->flag&PART_ABS_TIME)==0){			
					if(ma && ma->ipo){
						IpoCurve *icu;

						/* correction for lifetime */
						calc_ipo(ma->ipo, 100.0f*pa_time);

						for(icu = ma->ipo->curve.first; icu; icu=icu->next) {
							if(icu->adrcode == MA_COL_R)
								ma_r = icu->curval;
							else if(icu->adrcode == MA_COL_G)
								ma_g = icu->curval;
							else if(icu->adrcode == MA_COL_B)
								ma_b = icu->curval;
						}
					}
					if(part->ipo) {
						IpoCurve *icu;

						/* correction for lifetime */
						calc_ipo(part->ipo, 100*pa_time);

						for(icu = part->ipo->curve.first; icu; icu=icu->next) {
							if(icu->adrcode == PART_SIZE)
								pa_size = icu->curval;
						}
					}
				}
#endif // XXX old animation system

				r_tilt = 1.0f + pa->r_ave[0];
				r_length = 0.5f * (1.0f + pa->r_ave[1]);
			}
			else{
				ChildParticle *cpa= &psys->child[a-totpart];

				pa_time=psys_get_child_time(psys,cpa,cfra,&pa_birthtime,&pa_dietime);

#if 0 // XXX old animation system
				if((part->flag&PART_ABS_TIME)==0) {
					if(ma && ma->ipo){
						IpoCurve *icu;

						/* correction for lifetime */
						calc_ipo(ma->ipo, 100.0f*pa_time);

						for(icu = ma->ipo->curve.first; icu; icu=icu->next) {
							if(icu->adrcode == MA_COL_R)
								ma_r = icu->curval;
							else if(icu->adrcode == MA_COL_G)
								ma_g = icu->curval;
							else if(icu->adrcode == MA_COL_B)
								ma_b = icu->curval;
						}
					}
				}
#endif // XXX old animation system

				pa_size=psys_get_child_size(psys,cpa,cfra,0);

				pa_health = -1.0;

				r_tilt = 2.0f * cpa->rand[2];
				r_length = cpa->rand[1];
			}

			if(draw_as!=PART_DRAW_PATH){
				drawn = 0;
				if(part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
					float length = part->path_end * (1.0 - part->randlength * r_length);
					int trail_count = part->trail_count * (1.0 - part->randlength * r_length);
					float ct = ((part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time) - length;
					float dt = length / (trail_count ? (float)trail_count : 1.0f);
					int i=0;

					ct+=dt;
					for(i=0; i < trail_count; i++, ct += dt) {
						if(part->draw & PART_ABS_PATH_TIME) {
							if(ct < pa_birthtime || ct > pa_dietime)
								continue;
						}
						else if(ct < 0.0f || ct > 1.0f)
							continue;

						state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : -(pa_birthtime + ct * (pa_dietime - pa_birthtime));
						psys_get_particle_on_path(scene,ob,psys,a,&state,need_v);
						
						if(psys->parent)
							Mat4MulVecfl(psys->parent->obmat, state.co);

						/* create actiual particle data */
						if(draw_as == PART_DRAW_BB) {
							bb.size = pa_size;
							bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
							bb.time = ct;
						}

						draw_particle(&state, draw_as, part->draw, pixsize, imat, part->draw_line, &bb, &pdd);

						totpoint++;
						drawn = 1;
					}
				}
				else
				{
					state.time=cfra;
					if(psys_get_particle_state(scene,ob,psys,a,&state,0)){
						if(psys->parent)
							Mat4MulVecfl(psys->parent->obmat, state.co);

						/* create actiual particle data */
						if(draw_as == PART_DRAW_BB) {
							bb.size = pa_size;
							bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
							bb.time = pa_time;
						}

						draw_particle(&state, draw_as, part->draw, pixsize, imat, part->draw_line, &bb, &pdd);

						totpoint++;
						drawn = 1;
					}
				}

				if(drawn) {
					/* additional things to draw for each particle	*/
					/* (velocity, size and number)					*/
					if(pdd.vedata){
						VECCOPY(pdd.ved,state.co);
						pdd.ved+=3;
						VECCOPY(vel,state.vel);
						VecMulf(vel,timestep);
						VECADD(pdd.ved,state.co,vel);
						pdd.ved+=3;

						totve++;
					}

					if(part->draw & PART_DRAW_SIZE){
						setlinestyle(3);
						drawcircball(GL_LINE_LOOP, state.co, pa_size, imat);
						setlinestyle(0);
					}

					if((part->draw&PART_DRAW_NUM || part->draw&PART_DRAW_HEALTH) && !(G.f & G_RENDER_SHADOW)){
						val[0]= '\0';
						
						if(part->draw&PART_DRAW_NUM)
							sprintf(val, " %i", a);

						if(part->draw&PART_DRAW_NUM && part->draw&PART_DRAW_HEALTH)
							sprintf(val, "%s:", val);

						if(part->draw&PART_DRAW_HEALTH && a < totpart && part->phystype==PART_PHYS_BOIDS)
							sprintf(val, "%s %.2f", val, pa_health);

						/* in path drawing state.co is the end point */
						view3d_particle_text_draw_add(state.co[0],  state.co[1],  state.co[2], val, 0);
					}
				}
			}
		}
/* 6. */

		glGetIntegerv(GL_POLYGON_MODE, polygonmode);
		glDisableClientState(GL_NORMAL_ARRAY);

		if(draw_as==PART_DRAW_PATH){
			ParticleCacheKey **cache, *path;
			float *cd2=0,*cdata2=0;

			glEnableClientState(GL_VERTEX_ARRAY);

			/* setup gl flags */
			if(ob_dt > OB_WIRE) {
				glEnableClientState(GL_NORMAL_ARRAY);

				if(part->draw&PART_DRAW_MAT_COL)
					glEnableClientState(GL_COLOR_ARRAY);

				glEnable(GL_LIGHTING);
				glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
				glEnable(GL_COLOR_MATERIAL);
			}
			else {
				glDisableClientState(GL_NORMAL_ARRAY);

				glDisable(GL_COLOR_MATERIAL);
				glDisable(GL_LIGHTING);
				UI_ThemeColor(TH_WIRE);
			}

			if(totchild && (part->draw&PART_DRAW_PARENT)==0)
				totpart=0;

			/* draw actual/parent particles */
			cache=psys->pathcache;
			for(a=0, pa=psys->particles; a<totpart; a++, pa++){
				path=cache[a];
				if(path->steps > 0) {
					glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);

					if(ob_dt > OB_WIRE) {
						glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
						if(part->draw&PART_DRAW_MAT_COL)
							glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
					}

					glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
				}
			}
			
			/* draw child particles */
			cache=psys->childcache;
			for(a=0; a<totchild; a++){
				path=cache[a];
				glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);

				if(ob_dt > OB_WIRE) {
					glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
					if(part->draw&PART_DRAW_MAT_COL)
						glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
				}

				glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
			}


			/* restore & clean up */
			if(ob_dt > OB_WIRE) {
				if(part->draw&PART_DRAW_MAT_COL)
					glDisable(GL_COLOR_ARRAY);
				glDisable(GL_COLOR_MATERIAL);
			}

			if(cdata2)
				MEM_freeN(cdata2);
			cd2=cdata2=0;

			glLineWidth(1.0f);
		}
		else if(draw_as!=PART_DRAW_CIRC){
			glDisableClientState(GL_COLOR_ARRAY);

			/* setup created data arrays */
			if(pdd.vdata){
				glEnableClientState(GL_VERTEX_ARRAY);
				glVertexPointer(3, GL_FLOAT, 0, pdd.vdata);
			}
			else
				glDisableClientState(GL_VERTEX_ARRAY);

			/* billboards are drawn this way */
			if(pdd.ndata && ob_dt>OB_WIRE){
				glEnableClientState(GL_NORMAL_ARRAY);
				glNormalPointer(GL_FLOAT, 0, pdd.ndata);
				glEnable(GL_LIGHTING);
			}
			else{
				glDisableClientState(GL_NORMAL_ARRAY);
				glDisable(GL_LIGHTING);
			}

			if(pdd.cdata){
				glEnableClientState(GL_COLOR_ARRAY);
				glColorPointer(3, GL_FLOAT, 0, pdd.cdata);
			}

			/* draw created data arrays */
			switch(draw_as){
				case PART_DRAW_AXIS:
				case PART_DRAW_CROSS:
					glDrawArrays(GL_LINES, 0, 6*totpoint);
					break;
				case PART_DRAW_LINE:
					glDrawArrays(GL_LINES, 0, 2*totpoint);
					break;
				case PART_DRAW_BB:
					if(ob_dt<=OB_WIRE)
						glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);

					glDrawArrays(GL_QUADS, 0, 4*totpoint);
					break;
				default:
					glDrawArrays(GL_POINTS, 0, totpoint);
					break;
			}
		}

		if(pdd.vedata){
			glDisableClientState(GL_COLOR_ARRAY);
			cpack(0xC0C0C0);
			
			glEnableClientState(GL_VERTEX_ARRAY);
			glVertexPointer(3, GL_FLOAT, 0, pdd.vedata);
			
			glDrawArrays(GL_LINES, 0, 2*totve);
		}

		glPolygonMode(GL_FRONT, polygonmode[0]);
		glPolygonMode(GL_BACK, polygonmode[1]);
	}

/* 7. */
	
	glDisable(GL_LIGHTING);
	glDisableClientState(GL_COLOR_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);

	if(states)
		MEM_freeN(states);
	if(pdd.vdata)
		MEM_freeN(pdd.vdata);
	if(pdd.vedata)
		MEM_freeN(pdd.vedata);
	if(pdd.cdata)
		MEM_freeN(pdd.cdata);
	if(pdd.ndata)
		MEM_freeN(pdd.ndata);

	psys->flag &= ~PSYS_DRAWING;

	if(psys->lattice){
		end_latt_deform(psys->lattice);
		psys->lattice= NULL;
	}

	if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) )
		wmLoadMatrix(rv3d->viewmat);
}

static void draw_ptcache_edit(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, PTCacheEdit *edit, int dt)
{
	ParticleCacheKey **cache, *path, *pkey;
	PTCacheEditPoint *point;
	PTCacheEditKey *key;
	ParticleEditSettings *pset = PE_settings(scene);
	int i, k, totpoint = edit->totpoint, timed = pset->flag & PE_FADE_TIME ? pset->fade_frames : 0;
	int steps;
	char nosel[4], sel[4];
	float sel_col[3];
	float nosel_col[3];
	float *pathcol = NULL, *pcol;

	/* create path and child path cache if it doesn't exist already */
	if(edit->pathcache==0)
		psys_cache_edit_paths(scene, ob, edit, CFRA);

	if(edit->pathcache==0)
		return;

	PE_hide_keys_time(scene, edit, CFRA);

	/* opengl setup */
	if((v3d->flag & V3D_ZBUF_SELECT)==0)
		glDisable(GL_DEPTH_TEST);

	/* get selection theme colors */
	UI_GetThemeColor3ubv(TH_VERTEX_SELECT, sel);
	UI_GetThemeColor3ubv(TH_VERTEX, nosel);
	sel_col[0]=(float)sel[0]/255.0f;
	sel_col[1]=(float)sel[1]/255.0f;
	sel_col[2]=(float)sel[2]/255.0f;
	nosel_col[0]=(float)nosel[0]/255.0f;
	nosel_col[1]=(float)nosel[1]/255.0f;
	nosel_col[2]=(float)nosel[2]/255.0f;


	/* draw paths */
	if(timed) {
		glEnable(GL_BLEND);
		steps = (*edit->pathcache)->steps + 1;
		pathcol = MEM_callocN(steps*4*sizeof(float), "particle path color data");
	}

	glEnableClientState(GL_VERTEX_ARRAY);

	/* solid shaded with lighting */
	glEnableClientState(GL_NORMAL_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);

	glEnable(GL_COLOR_MATERIAL);
	glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);

	/* only draw child paths with lighting */
	if(dt > OB_WIRE)
		glEnable(GL_LIGHTING);

	/* draw paths without lighting */
	cache=edit->pathcache;
	for(i=0; i<totpoint; i++){
		path = cache[i];
		glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
		glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);

		if(timed) {
			for(k=0, pcol=pathcol, pkey=path; k<steps; k++, pkey++, pcol+=4){
				VECCOPY(pcol, pkey->col);
				pcol[3] = 1.0f - fabs((float)CFRA - pkey->time)/(float)pset->fade_frames;
			}

			glColorPointer(4, GL_FLOAT, 4*sizeof(float), pathcol);
		}
		else
			glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);

		glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
	}

	if(pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }


	/* draw edit vertices */
	if(pset->selectmode!=SCE_SELECT_PATH){
		glDisableClientState(GL_NORMAL_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);
		glDisable(GL_LIGHTING);
		glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));

		if(pset->selectmode==SCE_SELECT_POINT){
			float *pd=0,*pdata=0;
			float *cd=0,*cdata=0;
			int totkeys = 0;

			for (i=0, point=edit->points; i<totpoint; i++, point++)
				if(!(point->flag & PEP_HIDE))
					totkeys += point->totkey;

			if(!edit->psys)
				pd=pdata=MEM_callocN(totkeys*3*sizeof(float), "particle edit point data");
			cd=cdata=MEM_callocN(totkeys*(timed?4:3)*sizeof(float), "particle edit color data");

			for(i=0, point=edit->points; i<totpoint; i++, point++){
				if(point->flag & PEP_HIDE)
					continue;

				for(k=0, key=point->keys; k<point->totkey; k++, key++){
					if(pd) {
						VECCOPY(pd, key->co);
						pd += 3;
					}

					if(key->flag&PEK_SELECT){
						VECCOPY(cd,sel_col);
					}
					else{
						VECCOPY(cd,nosel_col);
					}

					if(timed)
						*(cd+3) = 1.0f - fabs((float)CFRA - *key->time)/(float)pset->fade_frames;

					cd += (timed?4:3);
				}
			}
			cd=cdata;
			pd=pdata;
			for(i=0, point=edit->points; i<totpoint; i++, point++){
				if(point->flag & PEP_HIDE)
					continue;

				if(edit->psys)
					glVertexPointer(3, GL_FLOAT, sizeof(PTCacheEditKey), point->keys->world_co);
				else
					glVertexPointer(3, GL_FLOAT, 3*sizeof(float), pd);

				glColorPointer((timed?4:3), GL_FLOAT, (timed?4:3)*sizeof(float), cd);

				glDrawArrays(GL_POINTS, 0, point->totkey);

				pd += pd ? 3 * point->totkey : 0;
				cd += (timed?4:3) * point->totkey;
			}
			if(pdata) { MEM_freeN(pdata); pd=pdata=0; }
			if(cdata) { MEM_freeN(cdata); cd=cdata=0; }
		}
		else if(pset->selectmode == SCE_SELECT_END){
			for(i=0, point=edit->points; i<totpoint; i++, point++){
				if((point->flag & PEP_HIDE)==0){
					key = point->keys + point->totkey - 1;
					if(key->flag & PEK_SELECT)
						glColor3fv(sel_col);
					else
						glColor3fv(nosel_col);
					/* has to be like this.. otherwise selection won't work, have try glArrayElement later..*/
					glBegin(GL_POINTS);
					glVertex3fv(key->flag & PEK_USE_WCO ? key->world_co : key->co);
					glEnd();
				}
			}
		}
	}

	glDisable(GL_BLEND);
	glDisable(GL_LIGHTING);
	glDisable(GL_COLOR_MATERIAL);
	glDisableClientState(GL_COLOR_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);
	glEnable(GL_DEPTH_TEST);
	glLineWidth(1.0f);

	glPointSize(1.0);
}

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 || (G.f & G_HIDDENHANDLES)) return;
	
	glBegin(GL_LINES); 
	
	if( (nu->type & 7)==CU_BEZIER) {
		if(sel) col= nurbcol+4;
		else col= nurbcol;

		bezt= nu->bezt;
		a= nu->pntsu;
		while(a--) {
			if(bezt->hide==0) {
				if( (bezt->f2 & SELECT)==sel) {
					fp= bezt->vec[0];
					
					cpack(col[(int)bezt->h1]);
					glVertex3fv(fp);
					glVertex3fv(fp+3); 

					cpack(col[(int)bezt->h2]);
					glVertex3fv(fp+3); 
					glVertex3fv(fp+6); 
				}
				else if( (bezt->f1 & SELECT)==sel) {
					fp= bezt->vec[0];
					
					cpack(col[(int)bezt->h1]);
					glVertex3fv(fp); 
					glVertex3fv(fp+3); 
				}
				else if( (bezt->f3 & SELECT)==sel) {
					fp= bezt->vec[1];
					
					cpack(col[(int)bezt->h2]);
					glVertex3fv(fp); 
					glVertex3fv(fp+3); 
				}
			}
			bezt++;
		}
	}
	glEnd();
}

static void tekenvertsN(Nurb *nu, short sel)
{
	BezTriple *bezt;
	BPoint *bp;
	float size;
	int a;

	if(nu->hide) return;

	if(sel) UI_ThemeColor(TH_VERTEX_SELECT);
	else UI_ThemeColor(TH_VERTEX);

	size= UI_GetThemeValuef(TH_VERTEX_SIZE);
	glPointSize(size);
	
	bglBegin(GL_POINTS);
	
	if((nu->type & 7)==CU_BEZIER) {

		bezt= nu->bezt;
		a= nu->pntsu;
		while(a--) {
			if(bezt->hide==0) {
				if (G.f & G_HIDDENHANDLES) {
					if((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
				} else {
					if((bezt->f1 & SELECT)==sel) bglVertex3fv(bezt->vec[0]);
					if((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
					if((bezt->f3 & SELECT)==sel) bglVertex3fv(bezt->vec[2]);
				}
			}
			bezt++;
		}
	}
	else {
		bp= nu->bp;
		a= nu->pntsu*nu->pntsv;
		while(a--) {
			if(bp->hide==0) {
				if((bp->f1 & SELECT)==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; b<nu->pntsv; b++) {
					if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
					else glBegin(GL_LINE_STRIP);

					for(a=0; a<nu->pntsu; a++, bp++) {
						glVertex3fv(bp->vec);
					}

					glEnd();
				}
				break;
			case CU_NURBS:

				bp= nu->bp;
				for(b=0; b<nu->pntsv; 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 & SELECT) && ( bp1->f1 & SELECT ) ) {
									cpack(nurbcol[5]);
		
									glBegin(GL_LINE_STRIP);
									glVertex3fv(bp->vec); 
									glVertex3fv(bp1->vec);
									glEnd();
								}
							}
							else {
								if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
								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; b<nu->pntsu; 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 & SELECT) && ( bp1->f1 & SELECT) ) {
										cpack(nurbcol[7]);
			
										glBegin(GL_LINE_STRIP);
										glVertex3fv(bp->vec); 
										glVertex3fv(bp1->vec);
										glEnd();
									}
								}
								else {
									if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
									else {
										cpack(nurbcol[3]);
			
										glBegin(GL_LINE_STRIP);
										glVertex3fv(bp->vec); 
										glVertex3fv(bp1->vec);
										glEnd();
									}
								}
							}
							bp1= bp;
						}
					}

				}
				break;
			}
		}
		nu= nu->next;
	}
}

static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb, int dt)
{
	ToolSettings *ts= scene->toolsettings;
	Object *ob= base->object;
	Curve *cu = ob->data;
	Nurb *nu;
	BevList *bl;

// XXX	retopo_matrix_update(v3d);

	/* DispList */
	UI_ThemeColor(TH_WIRE);
	drawDispList(scene, v3d, rv3d, base, dt);

	if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
	
	/* first non-selected handles */
	for(nu=nurb; nu; nu=nu->next) {
		if((nu->type & 7)==CU_BEZIER) {
			tekenhandlesN(nu, 0);
		}
	}
	draw_editnurb(ob, nurb, 0);
	draw_editnurb(ob, nurb, 1);
	/* selected handles */
	for(nu=nurb; nu; nu=nu->next) {
		if((nu->type & 7)==1) tekenhandlesN(nu, 1);
		tekenvertsN(nu, 0);
	}
	
	if(v3d->zbuf) glEnable(GL_DEPTH_TEST);

	/*	direction vectors for 3d curve paths
		when at its lowest, dont render normals */
	if(cu->flag & CU_3D && ts->normalsize > 0.0015) {
		UI_ThemeColor(TH_WIRE);
		for (bl=cu->bev.first,nu=nurb; nu && bl; bl=bl->next,nu=nu->next) {
			BevPoint *bevp= (BevPoint *)(bl+1);		
			int nr= bl->nr;
			int skip= nu->resolu/16;
			
			while (nr-->0) { /* accounts for empty bevel lists */
				float fac= bevp->radius * ts->normalsize;
				float ox,oy,oz; // Offset perpendicular to the curve
				float dx,dy,dz; // Delta along the curve
				
				ox = fac*bevp->mat[0][0];
				oy = fac*bevp->mat[0][1];
				oz = fac*bevp->mat[0][2];
			
				dx = fac*bevp->mat[2][0];
				dy = fac*bevp->mat[2][1];
				dz = fac*bevp->mat[2][2];

				glBegin(GL_LINE_STRIP);
				glVertex3f(bevp->x - ox - dx, bevp->y - oy - dy, bevp->z - oz - dz);
				glVertex3f(bevp->x, bevp->y, bevp->z);
				glVertex3f(bevp->x + ox - dx, bevp->y + oy - dy, bevp->z + oz - dz);
				glEnd();
				
				bevp += skip+1;
				nr -= skip;
			}
		}
	}

	if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
	
	for(nu=nurb; nu; nu=nu->next) {
		tekenvertsN(nu, 1);
	}
	
	if(v3d->zbuf) glEnable(GL_DEPTH_TEST); 
}

/* draw a sphere for use as an empty drawtype */
static void draw_empty_sphere (float size)
{
	static GLuint displist=0;
	
	if (displist == 0) {
		GLUquadricObj	*qobj;
		
		displist= glGenLists(1);
		glNewList(displist, GL_COMPILE_AND_EXECUTE);
		
		glPushMatrix();
		
		qobj	= gluNewQuadric(); 
		gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 
		gluDisk(qobj, 0.0,  1, 16, 1);
		
		glRotatef(90, 0, 1, 0);
		gluDisk(qobj, 0.0,  1, 16, 1);
		
		glRotatef(90, 1, 0, 0);
		gluDisk(qobj, 0.0,  1, 16, 1);
		
		gluDeleteQuadric(qobj);  
		
		glPopMatrix();
		glEndList();
	}
	
	glScalef(size, size, size);
		glCallList(displist);
	glScalef(1/size, 1/size, 1/size);
}

/* draw a cone for use as an empty drawtype */
static void draw_empty_cone (float size)
{
	float cent=0;
    float radius;
	GLUquadricObj *qobj = gluNewQuadric(); 
	gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 
	
	
	glPushMatrix();
	
	radius = size;
	glTranslatef(cent,cent, cent);
	glScalef(radius, 2.0*size, radius);
	glRotatef(-90., 1.0, 0.0, 0.0);
	gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);

	glPopMatrix();
	
	gluDeleteQuadric(qobj); 
}

/* draw points on curve speed handles */
static void curve_draw_speed(Scene *scene, Object *ob)
{
#if 0 // XXX old animation system stuff
	Curve *cu= ob->data;
	IpoCurve *icu;
	BezTriple *bezt;
	float loc[4], dir[3];
	int a;
	
	if(cu->ipo==NULL)
		return;
	
	icu= cu->ipo->curve.first; 
	if(icu==NULL || icu->totvert<2)
		return;
	
	glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) );
	bglBegin(GL_POINTS);

	for(a=0, bezt= icu->bezt; a<icu->totvert; a++, bezt++) {
		if( where_on_path(ob, bezt->vec[1][1], loc, dir)) {
			UI_ThemeColor((bezt->f2 & SELECT) && ob==OBACT?TH_VERTEX_SELECT:TH_VERTEX);
			bglVertex3fv(loc);
		}
	}

	glPointSize(1.0);
	bglEnd();
#endif // XXX old animation system stuff
}


static void draw_textcurs(float textcurs[][2])
{
	cpack(0);
	
	set_inverted_drawing(1);
	glBegin(GL_QUADS);
	glVertex2fv(textcurs[0]);
	glVertex2fv(textcurs[1]);
	glVertex2fv(textcurs[2]);
	glVertex2fv(textcurs[3]);
	glEnd();
	set_inverted_drawing(0);
}

static void drawspiral(float *cent, float rad, float tmat[][4], int start)
{
	float vec[3], vx[3], vy[3];
	int a, tot=32;
	char inverse=0;
		
	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; a<tot; a++) {
			if (a+start>31)
				start=-a + 1;
			glBegin(GL_LINES);							
			glVertex3fv(vec);
			vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)a/(float)tot) + *(cosval+a+start) * (vy[0] * (float)a/(float)tot);
			vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)a/(float)tot) + *(cosval+a+start) * (vy[1] * (float)a/(float)tot);
			vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)a/(float)tot) + *(cosval+a+start) * (vy[2] * (float)a/(float)tot);
			glVertex3fv(vec);
			glEnd();
		}
	}
	else {
		a=0;
		vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[0] * (float)(-a+31)/(float)tot);
		vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[1] * (float)(-a+31)/(float)tot);
		vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[2] * (float)(-a+31)/(float)tot);
		for(a=0; a<tot; a++) {
			if (a+start>31)
				start=-a + 1;
			glBegin(GL_LINES);							
			glVertex3fv(vec);
			vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[0] * (float)(-a+31)/(float)tot);
			vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[1] * (float)(-a+31)/(float)tot);
			vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[2] * (float)(-a+31)/(float)tot);
			glVertex3fv(vec);
			glEnd();
		}
	}
}

/* draws a circle on x-z plane given the scaling of the circle, assuming that 
 * all required matrices have been set (used for drawing empties)
 */
static void drawcircle_size(float size)
{
    float x, y;
	short degrees;

	glBegin(GL_LINE_LOOP);
    
	/* coordinates are: cos(degrees*11.25)=x, sin(degrees*11.25)=y, 0.0f=z */
	for (degrees=0; degrees<32; degrees++) {
		x= *(cosval + degrees);
		y= *(sinval + degrees);
		
		glVertex3f(x*size, 0.0f, y*size);
	}
	
	glEnd();

}

/* needs fixing if non-identity matrice used */
static void drawtube(float *vec, float radius, float height, float tmat[][4])
{
	float cur[3];
	drawcircball(GL_LINE_LOOP, vec, radius, tmat);

	VecCopyf(cur,vec);
	cur[2]+=height;

	drawcircball(GL_LINE_LOOP, cur, radius, tmat);

	glBegin(GL_LINES);
		glVertex3f(vec[0]+radius,vec[1],vec[2]);
		glVertex3f(cur[0]+radius,cur[1],cur[2]);
		glVertex3f(vec[0]-radius,vec[1],vec[2]);
		glVertex3f(cur[0]-radius,cur[1],cur[2]);
		glVertex3f(vec[0],vec[1]+radius,vec[2]);
		glVertex3f(cur[0],cur[1]+radius,cur[2]);
		glVertex3f(vec[0],vec[1]-radius,vec[2]);
		glVertex3f(cur[0],cur[1]-radius,cur[2]);
	glEnd();
}
/* needs fixing if non-identity matrice used */
static void drawcone(float *vec, float radius, float height, float tmat[][4])
{
	float cur[3];

	VecCopyf(cur,vec);
	cur[2]+=height;

	drawcircball(GL_LINE_LOOP, cur, radius, tmat);

	glBegin(GL_LINES);
		glVertex3f(vec[0],vec[1],vec[2]);
		glVertex3f(cur[0]+radius,cur[1],cur[2]);
		glVertex3f(vec[0],vec[1],vec[2]);
		glVertex3f(cur[0]-radius,cur[1],cur[2]);
		glVertex3f(vec[0],vec[1],vec[2]);
		glVertex3f(cur[0],cur[1]+radius,cur[2]);
		glVertex3f(vec[0],vec[1],vec[2]);
		glVertex3f(cur[0],cur[1]-radius,cur[2]);
	glEnd();
}
/* return 1 if nothing was drawn */
static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
{
	Object *ob= base->object;
	MetaBall *mb;
	MetaElem *ml;
	float imat[4][4], tmat[4][4];
	int code= 1;
	
	mb= ob->data;

	if(mb->editelems) {
		UI_ThemeColor(TH_WIRE);
		if((G.f & G_PICKSEL)==0 ) drawDispList(scene, v3d, rv3d, base, dt);
		ml= mb->editelems->first;
	}
	else {
		if((base->flag & OB_FROMDUPLI)==0) 
			drawDispList(scene, v3d, rv3d, base, dt);
		ml= mb->elems.first;
	}

	if(ml==NULL) return 1;
	
	/* in case solid draw, reset wire colors */
	if(ob->flag & SELECT) {
		if(ob==OBACT) UI_ThemeColor(TH_ACTIVE);
		else UI_ThemeColor(TH_SELECT);
	}
	else UI_ThemeColor(TH_WIRE);

	wmGetMatrix(tmat);
	Mat4Invert(imat, tmat);
	Normalize(imat[0]);
	Normalize(imat[1]);
	
	while(ml) {
	
		/* draw radius */
		if(mb->editelems) {
			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(mb->editelems) {
			if((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0);
			else cpack(0x30A030);
			
			if(G.f & G_PICKSEL) {
				ml->selcol2= code;
				glLoadName(code++);
			}
			drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad*atan(ml->s)/M_PI_2, imat);
		}
		
		ml= ml->next;
	}
	return 0;
}

static void draw_forcefield(Scene *scene, Object *ob)
{
	PartDeflect *pd= ob->pd;
	float imat[4][4], tmat[4][4];
	float vec[3]= {0.0, 0.0, 0.0};
	int curcol;
	float size;

	if(G.f & G_RENDER_SHADOW)
		return;
	
	/* XXX why? */
	if(ob!=scene->obedit && (ob->flag & SELECT)) {
		if(ob==OBACT) curcol= TH_ACTIVE;
		else curcol= TH_SELECT;
	}
	else curcol= TH_WIRE;
	
	/* scale size of circle etc with the empty drawsize */
	if (ob->type == OB_EMPTY) size = ob->empty_drawsize;
	else size = 1.0;
	
	/* calculus here, is reused in PFIELD_FORCE */
	wmGetMatrix(tmat);
	Mat4Invert(imat, tmat);
//	Normalize(imat[0]);		// we don't do this because field doesnt scale either... apart from wind!
//	Normalize(imat[1]);
	
	if (pd->forcefield == PFIELD_WIND) {
		float force_val;
		
		Mat4One(tmat);
		UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
		
		//if (has_ipo_code(ob->ipo, OB_PD_FSTR))
		//	force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra);
		//else 
			force_val = pd->f_strength;
		force_val*= 0.1;
		drawcircball(GL_LINE_LOOP, vec, size, tmat);
		vec[2]= 0.5*force_val;
		drawcircball(GL_LINE_LOOP, vec, size, tmat);
		vec[2]= 1.0*force_val;
		drawcircball(GL_LINE_LOOP, vec, size, tmat);
		vec[2]= 1.5*force_val;
		drawcircball(GL_LINE_LOOP, vec, size, tmat);
		vec[2] = 0; /* reset vec for max dist circle */
		
	}
	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, scene->r.cfra);
		//else 
			ffall_val = pd->f_power;

		UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
		drawcircball(GL_LINE_LOOP, vec, size, imat);
		UI_ThemeColorBlend(curcol, TH_BACK, 0.9 - 0.4 / pow(1.5, (double)ffall_val));
		drawcircball(GL_LINE_LOOP, vec, size*1.5, imat);
		UI_ThemeColorBlend(curcol, TH_BACK, 0.9 - 0.4 / pow(2.0, (double)ffall_val));
		drawcircball(GL_LINE_LOOP, vec, size*2.0, imat);
	}
	else if (pd->forcefield == PFIELD_VORTEX) {
		float ffall_val, force_val;

		Mat4One(tmat);
		//if (has_ipo_code(ob->ipo, OB_PD_FFALL)) 
		//	ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, 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, scene->r.cfra);
		//else 
			force_val = pd->f_strength;

		UI_ThemeColorBlend(curcol, TH_BACK, 0.7);
		if (force_val < 0) {
			drawspiral(vec, size*1.0, tmat, 1);
			drawspiral(vec, size*1.0, tmat, 16);
		}
		else {
			drawspiral(vec, size*1.0, tmat, -1);
			drawspiral(vec, size*1.0, tmat, -16);
		}
	}
	else if (pd->forcefield == PFIELD_GUIDE && ob->type==OB_CURVE) {
		Curve *cu= ob->data;
		if((cu->flag & CU_PATH) && cu->path && cu->path->data) {
			float mindist, guidevec1[4], guidevec2[3];

			//if (has_ipo_code(ob->ipo, OB_PD_FSTR))
			//	mindist = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, scene->r.cfra);
			//else 
				mindist = pd->f_strength;

			/*path end*/
			setlinestyle(3);
			where_on_path(ob, 1.0f, guidevec1, guidevec2);
			UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
			drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);

			/*path beginning*/
			setlinestyle(0);
			where_on_path(ob, 0.0f, guidevec1, guidevec2);
			UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
			drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
			
			VECCOPY(vec, guidevec1);	/* max center */
		}
	}

	setlinestyle(3);
	UI_ThemeColorBlend(curcol, TH_BACK, 0.5);

	if(pd->falloff==PFIELD_FALL_SPHERE){
		/* as last, guide curve alters it */
		if(pd->flag & PFIELD_USEMAX)
			drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat);		

		if(pd->flag & PFIELD_USEMIN)
			drawcircball(GL_LINE_LOOP, vec, pd->mindist, imat);
	}
	else if(pd->falloff==PFIELD_FALL_TUBE){
		float radius,distance;

		Mat4One(tmat);

		vec[0]=vec[1]=0.0f;
		radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f;
		distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f;
		vec[2]=distance;
		distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance;

		if(pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR))
			drawtube(vec,radius,distance,tmat);

		radius=(pd->flag&PFIELD_USEMINR)?pd->minrad:1.0f;
		distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f;
		vec[2]=distance;
		distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance;

		if(pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR))
			drawtube(vec,radius,distance,tmat);
	}
	else if(pd->falloff==PFIELD_FALL_CONE){
		float radius,distance;

		Mat4One(tmat);

		radius=(pd->flag&PFIELD_USEMAXR)?pd->maxrad:1.0f;
		radius*=(float)M_PI/180.0f;
		distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f;

		if(pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR)){
			drawcone(vec,distance*sin(radius),distance*cos(radius),tmat);
			if((pd->flag & PFIELD_POSZ)==0)
				drawcone(vec,distance*sin(radius),-distance*cos(radius),tmat);
		}

		radius=(pd->flag&PFIELD_USEMINR)?pd->minrad:1.0f;
		radius*=(float)M_PI/180.0f;
		distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f;

		if(pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR)){
			drawcone(vec,distance*sin(radius),distance*cos(radius),tmat);
			if((pd->flag & PFIELD_POSZ)==0)
				drawcone(vec,distance*sin(radius),-distance*cos(radius),tmat);
		}
	}
	setlinestyle(0);
}

static void draw_box(float vec[8][3])
{
	glBegin(GL_LINE_STRIP);
	glVertex3fv(vec[0]); glVertex3fv(vec[1]);glVertex3fv(vec[2]); glVertex3fv(vec[3]);
	glVertex3fv(vec[0]); glVertex3fv(vec[4]);glVertex3fv(vec[5]); glVertex3fv(vec[6]);
	glVertex3fv(vec[7]); glVertex3fv(vec[4]);
	glEnd();

	glBegin(GL_LINES);
	glVertex3fv(vec[1]); glVertex3fv(vec[5]);
	glVertex3fv(vec[2]); glVertex3fv(vec[6]);
	glVertex3fv(vec[3]); glVertex3fv(vec[7]);
	glEnd();
}

/* uses boundbox, function used by Ketsji */
void get_local_bounds(Object *ob, float *center, float *size)
{
	BoundBox *bb= object_get_boundbox(ob);
	
	if(bb==NULL) {
		center[0]= center[1]= center[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]);
		
		center[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
		center[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
		center[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(Scene *scene, Object *ob)
{
	BoundBox *bb=0;
	
	if(ob->type==OB_MESH) {
		bb= mesh_get_bb(ob);
	}
	else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
		bb= ( (Curve *)ob->data )->bb;
	}
	else if(ob->type==OB_MBALL) {
		bb= ob->bb;
		if(bb==0) {
			makeDispListMBall(scene, ob);
			bb= ob->bb;
		}
	}
	else {
		drawcube();
		return;
	}
	
	if(bb==0) return;
	
	if(ob->boundtype==OB_BOUND_BOX) draw_box(bb->vec);
	else draw_bb_quadric(bb, ob->boundtype);
	
}

static void drawtexspace(Object *ob)
{
	float vec[8][3], loc[3], size[3];
	
	if(ob->type==OB_MESH) {
		mesh_get_texspace(ob->data, loc, NULL, size);
	}
	else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
		Curve *cu= ob->data;
		VECCOPY(size, cu->size);
		VECCOPY(loc, cu->loc);
	}
	else if(ob->type==OB_MBALL) {
		MetaBall *mb= ob->data;
		VECCOPY(size, mb->size);
		VECCOPY(loc, mb->loc);
	}
	else return;
	
	vec[0][0]=vec[1][0]=vec[2][0]=vec[3][0]= loc[0]-size[0];
	vec[4][0]=vec[5][0]=vec[6][0]=vec[7][0]= loc[0]+size[0];
	
	vec[0][1]=vec[1][1]=vec[4][1]=vec[5][1]= loc[1]-size[1];
	vec[2][1]=vec[3][1]=vec[6][1]=vec[7][1]= loc[1]+size[1];

	vec[0][2]=vec[3][2]=vec[4][2]=vec[7][2]= loc[2]-size[2];
	vec[1][2]=vec[2][2]=vec[5][2]=vec[6][2]= loc[2]+size[2];
	
	setlinestyle(2);

	draw_box(vec);

	setlinestyle(0);
}

/* draws wire outline */
static void drawSolidSelect(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base) 
{
	Object *ob= base->object;
	
	glLineWidth(2.0);
	glDepthMask(0);
	
	if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
		Curve *cu = ob->data;
		if (displist_has_faces(&cu->disp) && boundbox_clip(rv3d, ob->obmat, cu->bb)) {
			draw_index_wire= 0;
			drawDispListwire(&cu->disp);
			draw_index_wire= 1;
		}
	} else if (ob->type==OB_MBALL) {
		if((base->flag & OB_FROMDUPLI)==0) 
			drawDispListwire(&ob->disp);
	}
	else if(ob->type==OB_ARMATURE) {
		if(!(ob->mode & OB_MODE_POSE))
			draw_armature(scene, v3d, rv3d, base, OB_WIRE, 0);
	}

	glLineWidth(1.0);
	glDepthMask(1);
}

static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob) 
{
	if(ob!=scene->obedit && (ob->flag & SELECT)) {
		if(ob==OBACT) {
			if(ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP_ACTIVE);
			else UI_ThemeColor(TH_ACTIVE);
		}
		else if(ob->flag & OB_FROMGROUP)
			UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
		else
			UI_ThemeColor(TH_SELECT);
	}
	else {
		if(ob->flag & OB_FROMGROUP)
			UI_ThemeColor(TH_GROUP);
		else {
			if(ob->dtx & OB_DRAWWIRE) {
				glColor3ub(80,80,80);
			} else {
				UI_ThemeColor(TH_WIRE);
			}
		}
	}
	
	bglPolygonOffset(rv3d->dist, 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(rv3d, 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(rv3d->dist, 0.0);
}

/* should be called in view space */
static void draw_hooks(Object *ob)
{
	ModifierData *md;
	float vec[3];
	
	for (md=ob->modifiers.first; md; md=md->next) {
		if (md->type==eModifierType_Hook) {
			HookModifierData *hmd = (HookModifierData*) md;

			VecMat4MulVecfl(vec, ob->obmat, hmd->cent);

			if(hmd->object) {
				setlinestyle(3);
				glBegin(GL_LINES);
				glVertex3fv(hmd->object->obmat[3]);
				glVertex3fv(vec);
				glEnd();
				setlinestyle(0);
			}

			glPointSize(3.0);
			bglBegin(GL_POINTS);
			bglVertex3fv(vec);
			bglEnd();
			glPointSize(1.0);
		}
	}
}

//<rcruiz>
void drawRBpivot(bRigidBodyJointConstraint *data)
{
	float radsPerDeg = 6.283185307179586232f / 360.f;
	int axis;
	float v1[3]= {data->pivX, data->pivY, data->pivZ};
	float eu[3]= {radsPerDeg*data->axX, radsPerDeg*data->axY, radsPerDeg*data->axZ};
	float mat[4][4];

	if(G.f & G_RENDER_SHADOW)
		return;

	EulToMat4(eu,mat);
	glLineWidth (4.0f);
	setlinestyle(2);
	for (axis=0; axis<3; axis++) {
		float dir[3] = {0,0,0};
		float v[3]= {data->pivX, data->pivY, data->pivZ};

		dir[axis] = 1.f;
		glBegin(GL_LINES);
		Mat4MulVecfl(mat,dir);
		v[0] += dir[0];
		v[1] += dir[1];
		v[2] += dir[2];
		glVertex3fv(v1);
		glVertex3fv(v);			
		glEnd();
		if (axis==0)
			view3d_object_text_draw_add(v[0], v[1], v[2], "px", 0);
		else if (axis==1)
			view3d_object_text_draw_add(v[0], v[1], v[2], "py", 0);
		else
			view3d_object_text_draw_add(v[0], v[1], v[2], "pz", 0);
	}
	glLineWidth (1.0f);
	setlinestyle(0);
}

/* flag can be DRAW_PICKING	and/or DRAW_CONSTCOLOR, DRAW_SCENESET */
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
{
	static int warning_recursive= 0;
	ModifierData *md = NULL;
	Object *ob;
	Curve *cu;
	RegionView3D *rv3d= ar->regiondata;
	//float cfraont;
	float vec1[3], vec2[3];
	unsigned int col=0;
	int /*sel, drawtype,*/ colindex= 0;
	int i, selstart, selend, empty_object=0;
	short dt, dtx, zbufoff= 0;

	/* only once set now, will be removed too, should become a global standard */
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	ob= base->object;

	if (ob!=scene->obedit) {
		if (ob->restrictflag & OB_RESTRICT_VIEW) 
			return;
	}

	/* xray delay? */
	if((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) {
		/* don't do xray in particle mode, need the z-buffer */
		if(!(ob->mode & OB_MODE_PARTICLE_EDIT)) {
			/* xray and transp are set when it is drawing the 2nd/3rd pass */
			if(!v3d->xray && !v3d->transp && (ob->dtx & OB_DRAWXRAY) && !(ob->dtx & OB_DRAWTRANSP)) {
				add_view3d_after(v3d, base, V3D_XRAY, flag);
				return;
			}
		}
	}

	/* draw keys? */
#if 0 // XXX old animation system
	if(base==(scene->basact) || (base->flag & (SELECT+BA_WAS_SEL))) {
		if(flag==0 && warning_recursive==0 && ob!=scene->obedit) {
			if(ob->ipo && ob->ipo->showkey && (ob->ipoflag & OB_DRAWKEY)) {
				ListBase elems;
				CfraElem *ce;
				float temp[7][3];

				warning_recursive= 1;

				elems.first= elems.last= 0;
				// warning: no longer checks for certain ob-keys only... (so does this need to use the proper ipokeys then?)
				make_cfra_list(ob->ipo, &elems); 

				cfraont= (scene->r.cfra);
				drawtype= v3d->drawtype;
				if(drawtype>OB_WIRE) v3d->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) {
							(scene->r.cfra)= ce->cfra/scene->r.framelen;

							base->flag= 0;

							where_is_object_time(scene, ob, (scene->r.cfra));
							draw_object(scene, ar, v3d, base, 0);
						}
						ce= ce->next;
					}
				}

				ce= elems.first;
				while(ce) {
					if(ce->sel) {
						(scene->r.cfra)= ce->cfra/scene->r.framelen;

						base->flag= SELECT;

						where_is_object_time(scene, ob, (scene->r.cfra));
						draw_object(scene, ar, v3d, base, 0);
					}
					ce= ce->next;
				}

				set_no_parent_ipo(0);
				disable_speed_curve(0);

				base->flag= sel;
				ob->ipoflag= ipoflag;

				/* restore icu->curval */
				(scene->r.cfra)= cfraont;

				memcpy(&ob->loc, temp, 7*3*sizeof(float));
				where_is_object(scene, ob);
				v3d->drawtype= drawtype;

				BLI_freelistN(&elems);

				warning_recursive= 0;
			}
		}
	}
#endif // XXX old animation system

	/* patch? children objects with a timeoffs change the parents. How to solve! */
	/* if( ((int)ob->ctime) != F_(scene->r.cfra)) where_is_object(scene, ob); */
	
	/* draw paths... */
	// TODO...

	/* multiply view with object matrix */
	wmMultMatrix(ob->obmat);
	/* local viewmat and persmat, to calculate projections */
	wmGetMatrix(rv3d->viewmatob);
	wmGetSingleMatrix(rv3d->persmatob);

	/* which wire color */
	if((flag & DRAW_CONSTCOLOR) == 0) {
		project_short(ar, ob->obmat[3], &base->sx);

		if((G.moving & G_TRANSFORM_OBJ) && (base->flag & (SELECT+BA_WAS_SEL))) UI_ThemeColor(TH_TRANSFORM);
		else {

			if(ob->type==OB_LAMP) UI_ThemeColor(TH_LAMP);
			else UI_ThemeColor(TH_WIRE);

			if((scene->basact)==base) {
				if(base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_ACTIVE);
			}
			else {
				if(base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_SELECT);
			}

			// no theme yet
			if(ob->id.lib) {
				if(base->flag & (SELECT+BA_WAS_SEL)) colindex = 4;
				else colindex = 3;
			}
			else if(warning_recursive==1) {
				if(base->flag & (SELECT+BA_WAS_SEL)) {
					if(scene->basact==base) colindex = 8;
					else colindex= 7;
				}
				else colindex = 6;
			}
			else if(ob->flag & OB_FROMGROUP) {
				if(base->flag & (SELECT+BA_WAS_SEL)) {
					if(scene->basact==base) UI_ThemeColor(TH_GROUP_ACTIVE);
					else UI_ThemeColorShade(TH_GROUP_ACTIVE, -16); 
				}
				else UI_ThemeColor(TH_GROUP);
				colindex= 0;
			}

		}	

		if(colindex) {
			col= colortab[colindex];
			cpack(col);
		}
	}

	/* maximum drawtype */
	dt= MIN2(v3d->drawtype, ob->dt);
	if(v3d->zbuf==0 && dt>OB_WIRE) dt= OB_WIRE;
	dtx= 0;

	/* faceselect exception: also draw solid when dt==wire, except in editmode */
	if(ob==OBACT && (ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))) {
		if(ob->type==OB_MESH) {

			if(ob==scene->obedit);
			else {
				if(dt<OB_SOLID)
					zbufoff= 1;

				dt= OB_SHADED;
				glEnable(GL_DEPTH_TEST);
			}
		}
		else {
			if(dt<OB_SOLID) {
				dt= OB_SOLID;
				glEnable(GL_DEPTH_TEST);
				zbufoff= 1;
			}
		}
	}
	
	/* draw-extra supported for boundbox drawmode too */
	if(dt>=OB_BOUNDBOX ) {

		dtx= ob->dtx;
		if(scene->obedit==ob) {
			// the only 2 extra drawtypes alowed in editmode
			dtx= dtx & (OB_DRAWWIRE|OB_TEXSPACE);
		}

	}

	/* bad exception, solve this! otherwise outline shows too late */
	if(ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
		cu= ob->data;
		/* still needed for curves hidden in other layers. depgraph doesnt handle that yet */
		if (cu->disp.first==NULL) makeDispListCurveTypes(scene, ob, 0);
	}
	
	/* draw outline for selected solid objects, mesh does itself */
	if((v3d->flag & V3D_SELECT_OUTLINE) && ob->type!=OB_MESH) {
		if(dt>OB_WIRE && dt<OB_TEXTURE && ob!=scene->obedit && (flag && DRAW_SCENESET)==0) {
			if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) {
				
				drawSolidSelect(scene, v3d, rv3d, base);
			}
		}
	}

	switch( ob->type) {
		case OB_MESH:
			if (!(base->flag&OB_RADIO)) {
				empty_object= draw_mesh_object(scene, v3d, rv3d, base, dt, flag);
				if(flag!=DRAW_CONSTCOLOR) dtx &= ~OB_DRAWWIRE; // mesh draws wire itself
			}

			break;
		case OB_FONT:
			cu= ob->data;
			if(cu->editfont) {
				draw_textcurs(cu->editfont->textcurs);

				if (cu->flag & CU_FAST) {
					cpack(0xFFFFFF);
					set_inverted_drawing(1);
					drawDispList(scene, v3d, rv3d, base, OB_WIRE);
					set_inverted_drawing(0);
				} else {
					drawDispList(scene, v3d, rv3d, base, dt);
				}

				if (cu->linewidth != 0.0) {
					cpack(0xff44ff);
					UI_ThemeColor(TH_WIRE);
					VECCOPY(vec1, ob->orig);
					VECCOPY(vec2, ob->orig);
					vec1[0] += cu->linewidth;
					vec2[0] += cu->linewidth;
					vec1[1] += cu->linedist * cu->fsize;
					vec2[1] -= cu->lines * cu->linedist * cu->fsize;
					setlinestyle(3);
					glBegin(GL_LINE_STRIP); 
					glVertex2fv(vec1); 
					glVertex2fv(vec2); 
					glEnd();
					setlinestyle(0);
				}

				setlinestyle(3);
				for (i=0; i<cu->totbox; i++) {
					if (cu->tb[i].w != 0.0) {
						if (i == (cu->actbox-1))
							UI_ThemeColor(TH_ACTIVE);
						else
							UI_ThemeColor(TH_WIRE);
						vec1[0] = cu->tb[i].x;
						vec1[1] = cu->tb[i].y + cu->fsize;
						vec1[2] = 0.001;
						glBegin(GL_LINE_STRIP);
						glVertex3fv(vec1);
						vec1[0] += cu->tb[i].w;
						glVertex3fv(vec1);
						vec1[1] -= cu->tb[i].h;
						glVertex3fv(vec1);
						vec1[0] -= cu->tb[i].w;
						glVertex3fv(vec1);
						vec1[1] += cu->tb[i].h;
						glVertex3fv(vec1);
						glEnd();
					}
				}
				setlinestyle(0);


				if (BKE_font_getselection(ob, &selstart, &selend) && cu->selboxes) {
					float selboxw;

					cpack(0xffffff);
					set_inverted_drawing(1);	    	
					for (i=0; i<(selend-selstart+1); i++) {
						SelBox *sb = &(cu->selboxes[i]);

						if (i<(selend-selstart)) {
							if (cu->selboxes[i+1].y == sb->y)
								selboxw= cu->selboxes[i+1].x - sb->x;
							else
								selboxw= sb->w;
						}
						else {
							selboxw= sb->w;
						}
						glBegin(GL_QUADS);
						glVertex3f(sb->x, sb->y, 0.001);
						glVertex3f(sb->x+selboxw, sb->y, 0.001);	    			
						glVertex3f(sb->x+selboxw, sb->y+sb->h, 0.001);
						glVertex3f(sb->x, sb->y+sb->h, 0.001);
						glEnd();
					}
					set_inverted_drawing(0);	    		
				}
			}
			else if(dt==OB_BOUNDBOX) 
				draw_bounding_volume(scene, ob);
			else if(boundbox_clip(rv3d, ob->obmat, cu->bb)) 
				empty_object= drawDispList(scene, v3d, rv3d, base, dt);

			break;
		case OB_CURVE:
		case OB_SURF:
			cu= ob->data;

			if(cu->editnurb) {
				drawnurb(scene, v3d, rv3d, base, cu->editnurb->first, dt);
			}
			else if(dt==OB_BOUNDBOX) 
				draw_bounding_volume(scene, ob);
			else if(boundbox_clip(rv3d, ob->obmat, cu->bb)) {
				empty_object= drawDispList(scene, v3d, rv3d, base, dt);
				
				if(cu->path)
					curve_draw_speed(scene, ob);
			}			
			break;
		case OB_MBALL:
		{
			MetaBall *mb= ob->data;
			
			if(mb->editelems) 
				drawmball(scene, v3d, rv3d, base, dt);
			else if(dt==OB_BOUNDBOX) 
				draw_bounding_volume(scene, ob);
			else 
				empty_object= drawmball(scene, v3d, rv3d, base, dt);
			break;
		}
		case OB_EMPTY:
			drawaxes(ob->empty_drawsize, flag, ob->empty_drawtype);
			break;
		case OB_LAMP:
			drawlamp(scene, v3d, rv3d, ob);
			if(dtx || (base->flag & SELECT)) wmMultMatrix(ob->obmat);
			break;
		case OB_CAMERA:
			drawcamera(scene, v3d, rv3d, ob, flag);
			break;
		case OB_LATTICE:
			drawlattice(scene, v3d, ob);
			break;
		case OB_ARMATURE:
			if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
			empty_object= draw_armature(scene, v3d, rv3d, base, dt, flag);
			if(dt>OB_WIRE) GPU_disable_material();
			break;
		default:
			drawaxes(1.0, flag, OB_ARROWS);
	}
	if(ob->pd && ob->pd->forcefield) draw_forcefield(scene, ob);

	/* code for new particle system */
	if(		(warning_recursive==0) &&
			(ob->particlesystem.first) &&
			(flag & DRAW_PICKING)==0 &&
			(ob!=scene->obedit)	
	  ) {
		ParticleSystem *psys;
		if(col || (ob->flag & SELECT)) cpack(0xFFFFFF);	/* for visibility, also while wpaint */
		//glDepthMask(GL_FALSE);

		wmLoadMatrix(rv3d->viewmat);
		
		for(psys=ob->particlesystem.first; psys; psys=psys->next)
			draw_new_particle_system(scene, v3d, rv3d, base, psys, dt);
		
		view3d_particle_text_draw(v3d, ar);

		wmMultMatrix(ob->obmat);
		
		//glDepthMask(GL_TRUE);
		if(col) cpack(col);
	}
	
	if(		(warning_recursive==0) &&
			(flag & DRAW_PICKING)==0 &&
			(!scene->obedit)	
	  ) {

		if(ob->mode & OB_MODE_PARTICLE_EDIT && ob==OBACT) {
			PTCacheEdit *edit = PE_get_current(scene, ob);
			if(edit) {
				wmLoadMatrix(rv3d->viewmat);
				draw_ptcache_edit(scene, v3d, rv3d, ob, edit, dt);
				wmMultMatrix(ob->obmat);
			}
		}
	}

	/* draw code for smoke */
	{
		md = modifiers_findByType(ob, eModifierType_Smoke);
		if (md) {
			SmokeModifierData *smd = (SmokeModifierData *)md;
			if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && smd->domain->fluid) {
				GPU_create_smoke(smd);
				draw_volume(scene, ar, v3d, base, smd->domain->tex, smd->domain->res);
				GPU_free_smoke(smd);
			}
		}
	}

	{
		bConstraint *con;
		for(con=ob->constraints.first; con; con= con->next) 
		{
			if(con->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) 
			{
				bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint*)con->data;
				if(data->flag&CONSTRAINT_DRAW_PIVOT)
					drawRBpivot(data);
			}
		}
	}

	/* draw extra: after normal draw because of makeDispList */
	if(dtx && !(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))) {
		if(dtx & OB_AXIS) {
			drawaxes(1.0f, flag, OB_ARROWS);
		}
		if(dtx & OB_BOUNDBOX) draw_bounding_volume(scene, ob);
		if(dtx & OB_TEXSPACE) drawtexspace(ob);
		if(dtx & OB_DRAWNAME) {
			/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
			/* but, we also dont draw names for sets or duplicators */
			if(flag == 0) {
				view3d_object_text_draw_add(0.0f, 0.0f, 0.0f, ob->id.name+2, 10);
			}
		}
		/*if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
		if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(scene, rv3d, ob);
	}

	if(dt<OB_SHADED) {
		if((ob->gameflag & OB_DYNAMIC) || 
			((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE))) {
			float tmat[4][4], imat[4][4], vec[3];

			vec[0]= vec[1]= vec[2]= 0.0;
			wmGetMatrix(tmat);
			Mat4Invert(imat, tmat);

			setlinestyle(2);
			drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
			setlinestyle(0);
		}
	}
	
	/* return warning, this is cached text draw */
	view3d_object_text_draw(v3d, ar);

	wmLoadMatrix(rv3d->viewmat);

	if(zbufoff) glDisable(GL_DEPTH_TEST);

	if(warning_recursive) return;
	if(base->flag & (OB_FROMDUPLI|OB_RADIO)) return;
	if(G.f & G_RENDER_SHADOW) return;

	/* object centers, need to be drawn in viewmat space for speed, but OK for picking select */
	if(ob!=OBACT || !(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))) {
		int do_draw_center= -1;	/* defines below are zero or positive... */

		if((scene->basact)==base) 
			do_draw_center= ACTIVE;
		else if(base->flag & SELECT) 
			do_draw_center= SELECT;
		else if(empty_object || (v3d->flag & V3D_DRAW_CENTERS)) 
			do_draw_center= DESELECT;

		if(do_draw_center != -1) {
			if(flag & DRAW_PICKING) {
				/* draw a single point for opengl selection */
				glBegin(GL_POINTS);
				glVertex3fv(ob->obmat[3]);
				glEnd();
			} 
			else if((flag & DRAW_CONSTCOLOR)==0) {
				/* we don't draw centers for duplicators and sets */
				drawcentercircle(v3d, rv3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1);
			}
		}
	}

	/* not for sets, duplicators or picking */
	if(flag==0 && (!(v3d->flag & V3D_HIDE_HELPLINES))) {
		ListBase *list;
		
		/* draw hook center and offset line */
		if(ob!=scene->obedit) draw_hooks(ob);
		
		/* help lines and so */
		if(ob!=scene->obedit && ob->parent && (ob->parent->lay & v3d->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) {
			bConstraint *curcon;
			bConstraintOb *cob;
			char col[4], col2[4];
			
			UI_GetThemeColor3ubv(TH_GRID, col);
			UI_make_axis_color(col, col2, 'z');
			glColor3ubv((GLubyte *)col2);
			
			cob= constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
			
			for (curcon = list->first; curcon; curcon=curcon->next) {
				bConstraintTypeInfo *cti= constraint_get_typeinfo(curcon);
				ListBase targets = {NULL, NULL};
				bConstraintTarget *ct;
				
				if ((curcon->flag & CONSTRAINT_EXPAND) && (cti) && (cti->get_constraint_targets)) {
					cti->get_constraint_targets(curcon, &targets);
					
					for (ct= targets.first; ct; ct= ct->next) {
						/* calculate target's matrix */
						if (cti->get_target_matrix) 
							cti->get_target_matrix(curcon, cob, ct, bsystem_time(scene, ob, (float)(scene->r.cfra), give_timeoffset(ob)));
						else
							Mat4One(ct->matrix);
						
						setlinestyle(3);
						glBegin(GL_LINES);
						glVertex3fv(ct->matrix[3]);
						glVertex3fv(ob->obmat[3]);
						glEnd();
						setlinestyle(0);
					}
					
					if (cti->flush_constraint_targets)
						cti->flush_constraint_targets(curcon, &targets, 1);
				}
			}
			
			constraints_clear_evalob(cob);
		}
	}

	free_old_images();
}

/* ***************** BACKBUF SEL (BBS) ********* */

static void bbs_mesh_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
	int offset = (intptr_t) userData;
	EditVert *eve = EM_get_vert_for_index(index);

	if (eve->h==0) {
		WM_set_framebuffer_index_color(offset+index);
		bglVertex3fv(co);
	}
}
static void bbs_mesh_verts(DerivedMesh *dm, int offset)
{
	glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) );
	bglBegin(GL_POINTS);
	dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, (void*)(intptr_t) offset);
	bglEnd();
	glPointSize(1.0);
}		

static int bbs_mesh_wire__setDrawOptions(void *userData, int index)
{
	int offset = (intptr_t) userData;
	EditEdge *eed = EM_get_edge_for_index(index);

	if (eed->h==0) {
		WM_set_framebuffer_index_color(offset+index);
		return 1;
	} else {
		return 0;
	}
}
static void bbs_mesh_wire(DerivedMesh *dm, int offset)
{
	dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, (void*)(intptr_t) offset);
}		

static int bbs_mesh_solid__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
{
	if (EM_get_face_for_index(index)->h==0) {
		if (userData) {
			WM_set_framebuffer_index_color(index+1);
		}
		return 1;
	} else {
		return 0;
	}
}

static void bbs_mesh_solid__drawCenter(void *userData, int index, float *cent, float *no)
{
	EditFace *efa = EM_get_face_for_index(index);

	if (efa->h==0 && efa->fgonf!=EM_FGON) {
		WM_set_framebuffer_index_color(index+1);

		bglVertex3fv(cent);
	}
}

/* two options, facecolors or black */
static void bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh *dm, int facecol)
{
	cpack(0);

	if (facecol) {
		dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*)(intptr_t) 1, 0);

		if( CHECK_OB_DRAWFACEDOT(scene, v3d, ob->dt) ) {
			glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
		
			bglBegin(GL_POINTS);
			dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, NULL);
			bglEnd();
		}

	} else {
		dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*) 0, 0);
	}
}

static int bbs_mesh_solid__setDrawOpts(void *userData, int index, int *drawSmooth_r)
{
	Mesh *me = userData;

	if (!(me->mface[index].flag&ME_HIDE)) {
		WM_set_framebuffer_index_color(index+1);
		return 1;
	} else {
		return 0;
	}
}

/* TODO remove this - since face select mode now only works with painting */
static void bbs_mesh_solid(Scene *scene, View3D *v3d, Object *ob)
{
	DerivedMesh *dm = mesh_get_derived_final(scene, ob, v3d->customdata_mask);
	Mesh *me = (Mesh*)ob->data;
	
	glColor3ub(0, 0, 0);
	dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0);

	dm->release(dm);
}

void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
	ToolSettings *ts= scene->toolsettings;

	wmMultMatrix(ob->obmat);

	glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);

	switch( ob->type) {
	case OB_MESH:
	{
		if(ob == scene->obedit) {
			Mesh *me= ob->data;
			EditMesh *em= me->edit_mesh;

			DerivedMesh *dm = editmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);

			EM_init_index_arrays(em, 1, 1, 1);

			bbs_mesh_solid_EM(scene, v3d, ob, dm, ts->selectmode & SCE_SELECT_FACE);
			if(ts->selectmode & SCE_SELECT_FACE)
				em_solidoffs = 1+em->totface;
			else
				em_solidoffs= 1;
			
			bglPolygonOffset(rv3d->dist, 1.0);
			
			// we draw edges always, for loop (select) tools
			bbs_mesh_wire(dm, em_solidoffs);
			em_wireoffs= em_solidoffs + em->totedge;
			
			// we draw verts if vert select mode or if in transform (for snap).
			if(ts->selectmode & SCE_SELECT_VERTEX || G.moving & G_TRANSFORM_EDIT) {
				bbs_mesh_verts(dm, em_wireoffs);
				em_vertoffs= em_wireoffs + em->totvert;
			}
			else em_vertoffs= em_wireoffs;
			
			bglPolygonOffset(rv3d->dist, 0.0);

			dm->release(dm);

			EM_free_index_arrays();
		}
		else bbs_mesh_solid(scene, v3d, ob);
	}
		break;
	case OB_CURVE:
	case OB_SURF:
		break;
	}

	wmLoadMatrix(rv3d->viewmat);
}


/* ************* draw object instances for bones, for example ****************** */
/*               assumes all matrices/etc set OK */

/* helper function for drawing object instances - meshes */
static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, 
									  Object *ob, int dt, int outline)
{
	Mesh *me= ob->data;
	DerivedMesh *dm=NULL, *edm=NULL;
	int glsl;
	
	if(ob == scene->obedit)
		edm= editmesh_get_derived_base(ob, me->edit_mesh);
	else 
		dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);

	if(dt<=OB_WIRE) {
		if(dm)
			dm->drawEdges(dm, 1);
		else if(edm)
			edm->drawEdges(edm, 1);	
	}
	else {
		if(outline)
			draw_mesh_object_outline(v3d, ob, dm?dm:edm);

		if(dm) {
			glsl = draw_glsl_material(scene, ob, v3d, dt);
			GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
		}
		else {
			glEnable(GL_COLOR_MATERIAL);
			UI_ThemeColor(TH_BONE_SOLID);
			glDisable(GL_COLOR_MATERIAL);
		}
		
		glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
		glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
		glEnable(GL_LIGHTING);
		
		if(dm) {
			dm->drawFacesSolid(dm, GPU_enable_material);
			GPU_end_object_materials();
		}
		else if(edm)
			edm->drawMappedFaces(edm, NULL, NULL, 0);
		
		glDisable(GL_LIGHTING);
	}

	if(edm) edm->release(edm);
	if(dm) dm->release(dm);
}

void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int dt, int outline)
{
	if (ob == NULL) 
		return;
		
	switch (ob->type) {
		case OB_MESH:
			draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
			break;
		case OB_EMPTY:
			drawaxes(ob->empty_drawsize, 0, ob->empty_drawtype);
			break;
	}
}
