Files
test2/source/blender/src/drawview.c
Martin Poirier e238066525 Merging with trunk
15568 - 15963
2008-08-05 02:27:09 +00:00

3876 lines
106 KiB
C

/**
* $Id$
*
* ***** 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
//#define NAN_LINEAR_PHYSICS
#include <math.h>
#include <string.h>
#ifndef WIN32
#include <unistd.h>
#include <sys/times.h>
#else
#include <io.h>
#endif
#ifdef WIN32
#ifndef snprintf
#define snprintf _snprintf
#endif
#endif
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BMF_Api.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_image_types.h"
#include "DNA_key_types.h"
#include "DNA_lattice_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_force.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_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 "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_anim.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_customdata.h"
#include "BKE_displist.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_image.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
#include "BKE_sculpt.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BIF_butspace.h"
#include "BIF_drawimage.h"
#include "BIF_drawgpencil.h"
#include "BIF_editgroup.h"
#include "BIF_editarmature.h"
#include "BIF_editmesh.h"
#include "BIF_editparticle.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_interface.h"
#include "BIF_interface_icons.h"
#include "BIF_mywindow.h"
#include "BIF_poseobject.h"
#include "BIF_previewrender.h"
#include "BIF_radialcontrol.h"
#include "BIF_resources.h"
#include "BIF_retopo.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#ifdef WITH_VERSE
#include "BIF_verse.h"
#endif
#include "BDR_drawmesh.h"
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "BDR_vpaint.h"
#include "BDR_sculptmode.h"
#include "BDR_gpencil.h"
#include "BSE_drawview.h"
#include "BSE_filesel.h"
#include "BSE_headerbuttons.h"
#include "BSE_seqaudio.h"
#include "BSE_sequence.h"
#include "BSE_trans_types.h"
#include "BSE_time.h"
#include "BSE_view.h"
#include "BPY_extern.h"
#include "RE_render_ext.h"
#include "blendef.h"
#include "mydevice.h"
#include "butspace.h" // event codes
#include "BIF_transform.h"
#include "RE_pipeline.h" // make_stars
#include "reeb.h"
#include "multires.h"
/* For MULTISAMPLE_ARB #define.
Note that older systems like irix
may not have this, and will need a #ifdef
to disable it.*/
/* #include "GL/glext.h" Disabled for release, to avoid possibly breaking platforms.
Instead, the define we need will just be #defined if it's not in the platform opengl.h.
*/
/* Modules used */
#include "radio.h"
/* locals */
void drawname(Object *ob);
static void star_stuff_init_func(void)
{
cpack(-1);
glPointSize(1.0);
glBegin(GL_POINTS);
}
static void star_stuff_vertex_func(float* i)
{
glVertex3fv(i);
}
static void star_stuff_term_func(void)
{
glEnd();
}
void default_gl_light(void)
{
int a;
/* initialize */
if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
U.light[0].flag= 1;
U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
U.light[0].spec[3]= 1.0;
U.light[1].flag= 0;
U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
U.light[1].spec[3]= 1.0;
U.light[2].flag= 0;
U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
U.light[2].spec[3]= 1.0;
}
glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
for(a=0; a<8; a++) {
if(a<3) {
if(U.light[a].flag) glEnable(GL_LIGHT0+a);
else glDisable(GL_LIGHT0+a);
// clear stuff from other opengl lamp usage
glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
}
else glDisable(GL_LIGHT0+a);
}
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
/* also called when render 'ogl'
keep synced with Myinit_gl_stuff in the game engine! */
void init_gl_stuff(void)
{
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
float mat_shininess[] = { 35.0 };
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
default_gl_light();
/* no local viewer, looks ugly in ortho mode */
/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
glShadeModel(GL_FLAT);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
/* default on, disable/enable should be local per function */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1);
glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1);
glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
glPixelTransferi(GL_DEPTH_BIAS, 0);
glPixelTransferi(GL_DEPTH_SCALE, 1);
glDepthRange(0.0, 1.0);
a= 0;
for(x=0; x<32; x++) {
for(y=0; y<4; y++) {
if( (x) & 1) pat[a++]= 0x88;
else pat[a++]= 0x22;
}
}
glPolygonStipple(patc);
init_realtime_GL();
}
void circf(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
void circ(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
glPushMatrix();
glTranslatef(x, y, 0.);
gluDisk( qobj, 0.0, rad, 32, 1);
glPopMatrix();
gluDeleteQuadric(qobj);
}
/* ********** ********** */
static void draw_bgpic(void)
{
BGpic *bgpic;
Image *ima;
ImBuf *ibuf= NULL;
float vec[4], fac, asp, zoomx, zoomy;
float x1, y1, x2, y2, cx, cy;
bgpic= G.vd->bgpic;
if(bgpic==NULL) return;
ima= bgpic->ima;
if(ima)
ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) )
return;
if(ibuf->channels!=4)
return;
if(ibuf->rect==NULL)
IMB_rect_from_float(ibuf);
if(G.vd->persp==2) {
rctf vb;
calc_viewborder(G.vd, &vb);
x1= vb.xmin;
y1= vb.ymin;
x2= vb.xmax;
y2= vb.ymax;
}
else {
float sco[2];
/* calc window coord */
initgrabz(0.0, 0.0, 0.0);
window_to_3d(vec, 1, 0);
fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
fac= 1.0/fac;
asp= ( (float)ibuf->y)/(float)ibuf->x;
vec[0] = vec[1] = vec[2] = 0.0;
view3d_project_float(curarea, vec, sco, G.vd->persmat);
cx = sco[0];
cy = sco[1];
x1= cx+ fac*(bgpic->xof-bgpic->size);
y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
x2= cx+ fac*(bgpic->xof+bgpic->size);
y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
}
/* complete clip? */
if(x2 < 0 ) return;
if(y2 < 0 ) return;
if(x1 > curarea->winx ) return;
if(y1 > curarea->winy ) return;
zoomx= (x2-x1)/ibuf->x;
zoomy= (y2-y1)/ibuf->y;
/* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
if(zoomx < 1.0f || zoomy < 1.0f) {
float tzoom= MIN2(zoomx, zoomy);
int mip= 0;
if(ibuf->mipmap[0]==NULL)
IMB_makemipmap(ibuf, 0);
while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) {
tzoom*= 2.0f;
zoomx*= 2.0f;
zoomy*= 2.0f;
mip++;
}
if(mip>0)
ibuf= ibuf->mipmap[mip-1];
}
if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glaDefine2DArea(&curarea->winrct);
glEnable(GL_BLEND);
glPixelZoom(zoomx, zoomy);
glColor4f(1.0, 1.0, 1.0, 1.0-bgpic->blend);
glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
glPixelZoom(1.0, 1.0);
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
areawinset(curarea->win); // restore viewport / scissor
}
static void drawgrid_draw(float wx, float wy, float x, float y, float dx)
{
float fx, fy;
x+= (wx);
y+= (wy);
fx= x/dx;
fx= x-dx*floor(fx);
while(fx< curarea->winx) {
fdrawline(fx, 0.0, fx, (float)curarea->winy);
fx+= dx;
}
fy= y/dx;
fy= y-dx*floor(fy);
while(fy< curarea->winy) {
fdrawline(0.0, fy, (float)curarea->winx, fy);
fy+= dx;
}
}
// not intern, called in editobject for constraint axis too
void make_axis_color(char *col, char *col2, char axis)
{
if(axis=='x') {
col2[0]= col[0]>219?255:col[0]+36;
col2[1]= col[1]<26?0:col[1]-26;
col2[2]= col[2]<26?0:col[2]-26;
}
else if(axis=='y') {
col2[0]= col[0]<46?0:col[0]-36;
col2[1]= col[1]>189?255:col[1]+66;
col2[2]= col[2]<46?0:col[2]-36;
}
else {
col2[0]= col[0]<26?0:col[0]-26;
col2[1]= col[1]<26?0:col[1]-26;
col2[2]= col[2]>209?255:col[2]+46;
}
}
static void drawgrid(void)
{
/* extern short bgpicmode; */
float wx, wy, x, y, fw, fx, fy, dx;
float vec4[4];
char col[3], col2[3];
short sublines = G.vd->gridsubdiv;
vec4[0]=vec4[1]=vec4[2]=0.0;
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
wx= (curarea->winx/2.0); /* because of rounding errors, grid at wrong location */
wy= (curarea->winy/2.0);
x= (wx)*fx/fw;
y= (wy)*fy/fw;
vec4[0]=vec4[1]=G.vd->grid;
vec4[2]= 0.0;
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
fx= vec4[0];
fy= vec4[1];
fw= vec4[3];
dx= fabs(x-(wx)*fx/fw);
if(dx==0) dx= fabs(y-(wy)*fy/fw);
glDepthMask(0); // disable write in zbuffer
/* check zoom out */
BIF_ThemeColor(TH_GRID);
persp(PERSP_WIN);
if(dx<6.0) {
G.vd->gridview*= sublines;
dx*= sublines;
if(dx<6.0) {
G.vd->gridview*= sublines;
dx*= sublines;
if(dx<6.0) {
G.vd->gridview*= sublines;
dx*=sublines;
if(dx<6.0);
else {
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx);
}
}
else { // start blending out
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, sublines*dx);
}
}
else { // start blending out (6 < dx < 60)
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, sublines*dx);
}
}
else {
if(dx>60.0) { // start blending in
G.vd->gridview/= sublines;
dx/= sublines;
if(dx>60.0) { // start blending in
G.vd->gridview/= sublines;
dx/= sublines;
if(dx>60.0) {
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx);
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*sublines);
}
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*sublines);
}
}
else {
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
drawgrid_draw(wx, wy, x, y, dx);
BIF_ThemeColor(TH_GRID);
drawgrid_draw(wx, wy, x, y, dx*sublines);
}
}
x+= (wx);
y+= (wy);
BIF_GetThemeColor3ubv(TH_GRID, col);
setlinestyle(0);
/* center cross */
if(G.vd->view==3) make_axis_color(col, col2, 'y');
else make_axis_color(col, col2, 'x');
glColor3ubv((GLubyte *)col2);
fdrawline(0.0, y, (float)curarea->winx, y);
if(G.vd->view==7) make_axis_color(col, col2, 'y');
else make_axis_color(col, col2, 'z');
glColor3ubv((GLubyte *)col2);
fdrawline(x, 0.0, x, (float)curarea->winy);
glDepthMask(1); // enable write in zbuffer
persp(PERSP_VIEW);
}
static void drawfloor(void)
{
View3D *vd;
float vert[3], grid;
int a, gridlines, emphasise;
char col[3], col2[3];
short draw_line = 0;
vd= curarea->spacedata.first;
vert[2]= 0.0;
if(vd->gridlines<3) return;
if(G.vd->zbuf && G.obedit) glDepthMask(0); // for zbuffer-select
gridlines= vd->gridlines/2;
grid= gridlines*vd->grid;
BIF_GetThemeColor3ubv(TH_GRID, col);
BIF_GetThemeColor3ubv(TH_BACK, col2);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
emphasise = 20;
else
emphasise = -10;
/* draw the Y axis and/or grid lines */
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show Y axis' preference */
if (vd->gridflag & V3D_SHOW_Y) {
make_axis_color(col, col2, 'y');
glColor3ubv((GLubyte *)col2);
draw_line = 1;
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
BIF_ThemeColorShade(TH_GRID, emphasise);
} else {
draw_line = 0;
}
} else {
/* check for the 'show grid floor' preference */
if (vd->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
BIF_ThemeColorShade(TH_GRID, emphasise);
}
else BIF_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
}
}
if (draw_line) {
glBegin(GL_LINE_STRIP);
vert[0]= a*vd->grid;
vert[1]= grid;
glVertex3fv(vert);
vert[1]= -grid;
glVertex3fv(vert);
glEnd();
}
}
/* draw the X axis and/or grid lines */
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show X axis' preference */
if (vd->gridflag & V3D_SHOW_X) {
make_axis_color(col, col2, 'x');
glColor3ubv((GLubyte *)col2);
draw_line = 1;
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
BIF_ThemeColorShade(TH_GRID, emphasise);
} else {
draw_line = 0;
}
} else {
/* check for the 'show grid floor' preference */
if (vd->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
BIF_ThemeColorShade(TH_GRID, emphasise);
}
else BIF_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
}
}
if (draw_line) {
glBegin(GL_LINE_STRIP);
vert[1]= a*vd->grid;
vert[0]= grid;
glVertex3fv(vert );
vert[0]= -grid;
glVertex3fv(vert);
glEnd();
}
}
/* draw the Z axis line */
/* check for the 'show Z axis' preference */
if (vd->gridflag & V3D_SHOW_Z) {
make_axis_color(col, col2, 'z');
glColor3ubv((GLubyte *)col2);
glBegin(GL_LINE_STRIP);
vert[0]= 0;
vert[1]= 0;
vert[2]= grid;
glVertex3fv(vert );
vert[2]= -grid;
glVertex3fv(vert);
glEnd();
}
if(G.vd->zbuf && G.obedit) glDepthMask(1);
}
static void drawcursor(View3D *v3d)
{
short mx,my,co[2];
int flag;
/* we dont want the clipping for cursor */
flag= v3d->flag;
v3d->flag= 0;
project_short( give_cursor(), co);
v3d->flag= flag;
mx = co[0];
my = co[1];
if(mx!=IS_CLIPPED) {
setlinestyle(0);
cpack(0xFF);
circ((float)mx, (float)my, 10.0);
setlinestyle(4);
cpack(0xFFFFFF);
circ((float)mx, (float)my, 10.0);
setlinestyle(0);
cpack(0x0);
sdrawline(mx-20, my, mx-5, my);
sdrawline(mx+5, my, mx+20, my);
sdrawline(mx, my-20, mx, my-5);
sdrawline(mx, my+5, mx, my+20);
}
}
/* ********* custom clipping *********** */
static void view3d_draw_clipping(View3D *v3d)
{
BoundBox *bb= v3d->clipbb;
BIF_ThemeColorShade(TH_BACK, -8);
glBegin(GL_QUADS);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
glEnd();
}
void view3d_set_clipping(View3D *v3d)
{
double plane[4];
int a;
for(a=0; a<4; a++) {
QUATCOPY(plane, v3d->clip[a]);
glClipPlane(GL_CLIP_PLANE0+a, plane);
glEnable(GL_CLIP_PLANE0+a);
}
}
void view3d_clr_clipping(void)
{
int a;
for(a=0; a<4; a++) {
glDisable(GL_CLIP_PLANE0+a);
}
}
int view3d_test_clipping(View3D *v3d, float *vec)
{
/* vec in world coordinates, returns 1 if clipped */
float view[3];
VECCOPY(view, vec);
if(0.0f < v3d->clip[0][3] + INPR(view, v3d->clip[0]))
if(0.0f < v3d->clip[1][3] + INPR(view, v3d->clip[1]))
if(0.0f < v3d->clip[2][3] + INPR(view, v3d->clip[2]))
if(0.0f < v3d->clip[3][3] + INPR(view, v3d->clip[3]))
return 0;
return 1;
}
/* ********* end custom clipping *********** */
static void view3d_get_viewborder_size(View3D *v3d, float size_r[2])
{
float winmax= MAX2(v3d->area->winx, v3d->area->winy);
float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp);
if(aspect>1.0) {
size_r[0]= winmax;
size_r[1]= winmax/aspect;
} else {
size_r[0]= winmax*aspect;
size_r[1]= winmax;
}
}
void calc_viewborder(struct View3D *v3d, rctf *viewborder_r)
{
float zoomfac, size[2];
float dx= 0.0f, dy= 0.0f;
view3d_get_viewborder_size(v3d, size);
/* magic zoom calculation, no idea what
* it signifies, if you find out, tell me! -zr
*/
/* simple, its magic dude!
* well, to be honest, this gives a natural feeling zooming
* with multiple keypad presses (ton)
*/
zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
zoomfac= (zoomfac*zoomfac)*0.25;
size[0]= size[0]*zoomfac;
size[1]= size[1]*zoomfac;
/* center in window */
viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0];
viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1];
viewborder_r->xmax= viewborder_r->xmin + size[0];
viewborder_r->ymax= viewborder_r->ymin + size[1];
dx= v3d->area->winx*G.vd->camdx*zoomfac*2.0f;
dy= v3d->area->winy*G.vd->camdy*zoomfac*2.0f;
/* apply offset */
viewborder_r->xmin-= dx;
viewborder_r->ymin-= dy;
viewborder_r->xmax-= dx;
viewborder_r->ymax-= dy;
if(v3d->camera && v3d->camera->type==OB_CAMERA) {
Camera *cam= v3d->camera->data;
float w = viewborder_r->xmax - viewborder_r->xmin;
float h = viewborder_r->ymax - viewborder_r->ymin;
float side = MAX2(w, h);
viewborder_r->xmin+= cam->shiftx*side;
viewborder_r->xmax+= cam->shiftx*side;
viewborder_r->ymin+= cam->shifty*side;
viewborder_r->ymax+= cam->shifty*side;
}
}
void view3d_set_1_to_1_viewborder(View3D *v3d)
{
float size[2];
int im_width= (G.scene->r.size*G.scene->r.xsch)/100;
view3d_get_viewborder_size(v3d, size);
v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
}
static void drawviewborder_flymode(void)
{
/* draws 4 edge brackets that frame the safe area where the
mouse can move during fly mode without spinning the view */
float x1, x2, y1, y2;
x1= 0.45*(float)curarea->winx;
y1= 0.45*(float)curarea->winy;
x2= 0.55*(float)curarea->winx;
y2= 0.55*(float)curarea->winy;
cpack(0);
glBegin(GL_LINES);
/* bottom left */
glVertex2f(x1,y1);
glVertex2f(x1,y1+5);
glVertex2f(x1,y1);
glVertex2f(x1+5,y1);
/* top right */
glVertex2f(x2,y2);
glVertex2f(x2,y2-5);
glVertex2f(x2,y2);
glVertex2f(x2-5,y2);
/* top left */
glVertex2f(x1,y2);
glVertex2f(x1,y2-5);
glVertex2f(x1,y2);
glVertex2f(x1+5,y2);
/* bottom right */
glVertex2f(x2,y1);
glVertex2f(x2,y1+5);
glVertex2f(x2,y1);
glVertex2f(x2-5,y1);
glEnd();
}
static void drawviewborder(void)
{
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); // interface_panel.c
float fac, a;
float x1, x2, y1, y2;
float x3, y3, x4, y4;
rctf viewborder;
Camera *ca= NULL;
if(G.vd->camera==NULL)
return;
if(G.vd->camera->type==OB_CAMERA)
ca = G.vd->camera->data;
calc_viewborder(G.vd, &viewborder);
x1= viewborder.xmin;
y1= viewborder.ymin;
x2= viewborder.xmax;
y2= viewborder.ymax;
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001) {
if (ca->passepartalpha == 1.0) {
glColor3f(0, 0, 0);
} else {
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_BLEND);
glColor4f(0, 0, 0, ca->passepartalpha);
}
if (x1 > 0.0)
glRectf(0.0, (float)curarea->winy, x1, 0.0);
if (x2 < (float)curarea->winx)
glRectf(x2, (float)curarea->winy, (float)curarea->winx, 0.0);
if (y2 < (float)curarea->winy)
glRectf(x1, (float)curarea->winy, x2, y2);
if (y2 > 0.0)
glRectf(x1, y1, x2, 0.0);
glDisable(GL_BLEND);
}
/* edge */
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
setlinestyle(0);
BIF_ThemeColor(TH_BACK);
glRectf(x1, y1, x2, y2);
setlinestyle(3);
BIF_ThemeColor(TH_WIRE);
glRectf(x1, y1, x2, y2);
/* camera name - draw in highlighted text color */
if (ca && (ca->flag & CAM_SHOWNAME)) {
BIF_ThemeColor(TH_TEXT_HI);
glRasterPos2f(x1, y1-15);
BMF_DrawString(G.font, G.vd->camera->id.name+2);
BIF_ThemeColor(TH_WIRE);
}
/* border */
if(G.scene->r.mode & R_BORDER) {
cpack(0);
x3= x1+ G.scene->r.border.xmin*(x2-x1);
y3= y1+ G.scene->r.border.ymin*(y2-y1);
x4= x1+ G.scene->r.border.xmax*(x2-x1);
y4= y1+ G.scene->r.border.ymax*(y2-y1);
cpack(0x4040FF);
glRectf(x3, y3, x4, y4);
}
/* safety border */
if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
fac= 0.1;
a= fac*(x2-x1);
x1+= a;
x2-= a;
a= fac*(y2-y1);
y1+= a;
y2-= a;
BIF_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
}
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void backdrawview3d(int test)
{
struct Base *base;
/*for 2.43 release, don't use glext and just define the constant.
this to avoid possibly breaking platforms before release.*/
#ifndef GL_MULTISAMPLE_ARB
#define GL_MULTISAMPLE_ARB 0x809D
#endif
#ifdef GL_MULTISAMPLE_ARB
int m;
#endif
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT);
else if(G.obedit && G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT));
else {
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
return;
}
if( !(G.vd->flag & V3D_NEEDBACKBUFDRAW) ) return;
if(test) {
if(qtest()) {
addafterqueue(curarea->win, BACKBUFDRAW, 1);
return;
}
}
persp(PERSP_VIEW);
/*Disable FSAA for backbuffer selection.
Only works if GL_MULTISAMPLE_ARB is defined by the header
file, which is should be for every OS that supports FSAA.*/
#ifdef GL_MULTISAMPLE_ARB
m = glIsEnabled(GL_MULTISAMPLE_ARB);
if (m) glDisable(GL_MULTISAMPLE_ARB);
#endif
#ifdef __APPLE__
glDrawBuffer(GL_AUX0);
#endif
if(G.vd->drawtype > OB_WIRE) G.vd->zbuf= TRUE;
curarea->win_swap &= ~WIN_BACK_OK;
glDisable(GL_DITHER);
glClearColor(0.0, 0.0, 0.0, 0.0);
if(G.vd->zbuf) {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else {
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
if(G.vd->flag & V3D_CLIPPING)
view3d_set_clipping(G.vd);
G.f |= G_BACKBUFSEL;
base= (G.scene->basact);
if(base && (base->lay & G.vd->lay)) {
draw_object_backbufsel(base->object);
}
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
G.f &= ~G_BACKBUFSEL;
G.vd->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
#ifdef __APPLE__
glDrawBuffer(GL_BACK); /* we were in aux buffers */
#endif
if(G.vd->flag & V3D_CLIPPING)
view3d_clr_clipping();
#ifdef GL_MULTISAMPLE_ARB
if (m) glEnable(GL_MULTISAMPLE_ARB);
#endif
/* it is important to end a view in a transform compatible with buttons */
persp(PERSP_WIN); // set ortho
bwin_scalematrix(curarea->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale);
}
void check_backbuf(void)
{
if(G.vd->flag & V3D_NEEDBACKBUFDRAW)
backdrawview3d(0);
}
/* samples a single pixel (copied from vpaint) */
unsigned int sample_backbuf(int x, int y)
{
unsigned int col;
if(x>=curarea->winx || y>=curarea->winy) return 0;
x+= curarea->winrct.xmin;
y+= curarea->winrct.ymin;
check_backbuf(); // actually not needed for apple
#ifdef __APPLE__
glReadBuffer(GL_AUX0);
#endif
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if(G.order==B_ENDIAN) SWITCH_INT(col);
return framebuffer_to_index(col);
}
/* reads full rect, converts indices */
ImBuf *read_backbuf(short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *rd;
struct ImBuf *ibuf, *ibuf1;
int a;
short xminc, yminc, xmaxc, ymaxc, xs, ys;
/* clip */
if(xmin<0) xminc= 0; else xminc= xmin;
if(xmax>=curarea->winx) xmaxc= curarea->winx-1; else xmaxc= xmax;
if(xminc > xmaxc) return NULL;
if(ymin<0) yminc= 0; else yminc= ymin;
if(ymax>=curarea->winy) ymaxc= curarea->winy-1; else ymaxc= ymax;
if(yminc > ymaxc) return NULL;
ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect,0);
check_backbuf(); // actually not needed for apple
#ifdef __APPLE__
glReadBuffer(GL_AUX0);
#endif
glReadPixels(curarea->winrct.xmin+xminc, curarea->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glReadBuffer(GL_BACK);
if(G.order==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
dr= ibuf->rect;
while(a--) {
if(*dr) *dr= framebuffer_to_index(*dr);
dr++;
}
/* put clipped result back, if needed */
if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax)
return ibuf;
ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect,0);
rd= ibuf->rect;
dr= ibuf1->rect;
for(ys= ymin; ys<=ymax; ys++) {
for(xs= xmin; xs<=xmax; xs++, dr++) {
if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
*dr= *rd;
rd++;
}
}
}
IMB_freeImBuf(ibuf);
return ibuf1;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int sample_backbuf_rect(short mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict, unsigned int (*indextest)(unsigned int index))
{
struct ImBuf *buf;
unsigned int *bufmin, *bufmax, *tbuf;
int minx, miny;
int a, b, rc, nr, amount, dirvec[4][2];
int distance=0;
unsigned int index = 0;
short indexok = 0;
amount= (size-1)/2;
minx = mval[0]-(amount+1);
miny = mval[1]-(amount+1);
buf = read_backbuf(minx, miny, minx+size-1, miny+size-1);
if (!buf) return 0;
rc= 0;
dirvec[0][0]= 1; dirvec[0][1]= 0;
dirvec[1][0]= 0; dirvec[1][1]= -size;
dirvec[2][0]= -1; dirvec[2][1]= 0;
dirvec[3][0]= 0; dirvec[3][1]= size;
bufmin = buf->rect;
tbuf = buf->rect;
bufmax = buf->rect + size*size;
tbuf+= amount*size+ amount;
for(nr=1; nr<=size; nr++) {
for(a=0; a<2; a++) {
for(b=0; b<nr; b++, distance++) {
if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
if(strict){
indexok = indextest(*tbuf - min+1);
if(indexok){
*dist= (short) sqrt( (float)distance );
index = *tbuf - min+1;
goto exit;
}
}
else{
*dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong -
index = *tbuf - min+1; // messy yah, but indices start at 1
goto exit;
}
}
tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
if(tbuf<bufmin || tbuf>=bufmax) {
goto exit;
}
}
rc++;
rc &= 3;
}
}
exit:
IMB_freeImBuf(buf);
return index;
}
void drawname(Object *ob)
{
cpack(0x404040);
glRasterPos3f(0.0, 0.0, 0.0);
BMF_DrawString(G.font, " ");
BMF_DrawString(G.font, ob->id.name+2);
}
static void draw_selected_name(Object *ob)
{
char info[128];
short offset=30;
if(ob->type==OB_ARMATURE) {
bArmature *arm= ob->data;
char *name= NULL;
if(ob==G.obedit) {
EditBone *ebo;
for (ebo=G.edbo.first; ebo; ebo=ebo->next){
if ((ebo->flag & BONE_ACTIVE) && (ebo->layer & arm->layer)) {
name= ebo->name;
break;
}
}
}
else if(ob->pose && (ob->flag & OB_POSEMODE)) {
bPoseChannel *pchan;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if((pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) {
name= pchan->name;
break;
}
}
}
if(name)
sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
else
sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
}
else if(ob->type==OB_MESH) {
Key *key= NULL;
KeyBlock *kb = NULL;
char shapes[75];
shapes[0] = 0;
key = ob_get_key(ob);
if(key){
kb = BLI_findlink(&key->block, ob->shapenr-1);
if(kb){
sprintf(shapes, ": %s ", kb->name);
if(ob->shapeflag == OB_SHAPE_LOCK){
sprintf(shapes, "%s (Pinned)",shapes);
}
}
}
sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, shapes);
}
else sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
BIF_ThemeColor(TH_TEXT_HI);
if (U.uiflag & USER_SHOW_ROTVIEWICON)
offset = 14 + (U.rvisize * 2);
glRasterPos2i(offset, 10);
BMF_DrawString(G.fonts, info);
}
/* Draw a live substitute of the view icon, which is always shown */
static void draw_view_axis(void)
{
const float k = U.rvisize; /* axis size */
const float toll = 0.5; /* used to see when view is quasi-orthogonal */
const float start = k + 1.0; /* axis center in screen coordinates, x=y */
float ydisp = 0.0; /* vertical displacement to allow obj info text */
/* rvibright ranges approx. from original axis icon color to gizmo color */
float bright = U.rvibright / 15.0f;
unsigned char col[3];
unsigned char gridcol[3];
float colf[3];
float vec[4];
float dx, dy;
float h, s, v;
/* thickness of lines is proportional to k */
/* (log(k)-1) gives a more suitable thickness, but fps decreased by about 3 fps */
glLineWidth(k / 10);
//glLineWidth(log(k)-1); // a bit slow
BIF_GetThemeColor3ubv(TH_GRID, (char *)gridcol);
/* X */
vec[0] = vec[3] = 1;
vec[1] = vec[2] = 0;
QuatMulVecf(G.vd->viewquat, vec);
make_axis_color((char *)gridcol, (char *)col, 'x');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
s = s<0.5 ? s+0.5 : 1.0;
v = 0.3;
v = (v<1.0-(bright) ? v+bright : 1.0);
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
glColor3fv(colf);
dx = vec[0] * k;
dy = vec[1] * k;
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
if (fabs(dx) > toll || fabs(dy) > toll) {
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
BMF_DrawString(G.fonts, "x");
}
/* Y */
vec[1] = vec[3] = 1;
vec[0] = vec[2] = 0;
QuatMulVecf(G.vd->viewquat, vec);
make_axis_color((char *)gridcol, (char *)col, 'y');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
s = s<0.5 ? s+0.5 : 1.0;
v = 0.3;
v = (v<1.0-(bright) ? v+bright : 1.0);
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
glColor3fv(colf);
dx = vec[0] * k;
dy = vec[1] * k;
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
if (fabs(dx) > toll || fabs(dy) > toll) {
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
BMF_DrawString(G.fonts, "y");
}
/* Z */
vec[2] = vec[3] = 1;
vec[1] = vec[0] = 0;
QuatMulVecf(G.vd->viewquat, vec);
make_axis_color((char *)gridcol, (char *)col, 'z');
rgb_to_hsv(col[0]/255.0f, col[1]/255.0f, col[2]/255.0f, &h, &s, &v);
s = s<0.5 ? s+0.5 : 1.0;
v = 0.5;
v = (v<1.0-(bright) ? v+bright : 1.0);
hsv_to_rgb(h, s, v, colf, colf+1, colf+2);
glColor3fv(colf);
dx = vec[0] * k;
dy = vec[1] * k;
fdrawline(start, start + ydisp, start + dx, start + dy + ydisp);
if (fabs(dx) > toll || fabs(dy) > toll) {
glRasterPos2i(start + dx + 2, start + dy + ydisp + 2);
BMF_DrawString(G.fonts, "z");
}
/* restore line-width */
glLineWidth(1.0);
}
static void draw_view_icon(void)
{
BIFIconID icon;
if(G.vd->view==7) icon= ICON_AXIS_TOP;
else if(G.vd->view==1) icon= ICON_AXIS_FRONT;
else if(G.vd->view==3) icon= ICON_AXIS_SIDE;
else return ;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
BIF_icon_draw(5.0, 5.0, icon);
glDisable(GL_BLEND);
}
char *view3d_get_name(View3D *v3d)
{
char *name = NULL;
switch (v3d->view) {
case 1:
if (v3d->persp == V3D_ORTHO)
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Ortho" : "Front Ortho";
else
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Back Persp" : "Front Persp";
break;
case 3:
if (v3d->persp == V3D_ORTHO)
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Ortho" : "Right Ortho";
else
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Left Persp" : "Right Persp";
break;
case 7:
if (v3d->persp == V3D_ORTHO)
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Ortho" : "Top Ortho";
else
name = (v3d->flag2 & V3D_OPP_DIRECTION_NAME) ? "Bottom Persp" : "Top Persp";
break;
default:
if (v3d->persp==V3D_CAMOB) {
if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
Camera *cam;
cam = v3d->camera->data;
name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho";
} else {
name = "Object as Camera";
}
} else {
name = (v3d->persp == V3D_ORTHO) ? "User Ortho" : "User Persp";
}
break;
}
return name;
}
static void draw_viewport_name(ScrArea *sa)
{
char *name = view3d_get_name(sa->spacedata.first);
char *printable = NULL;
if (G.vd->localview) {
printable = malloc(strlen(name) + strlen(" (Local)_")); /* '_' gives space for '\0' */
strcpy(printable, name);
strcat(printable, " (Local)");
} else {
printable = name;
}
if (printable) {
BIF_ThemeColor(TH_TEXT_HI);
glRasterPos2i(10, sa->winy-20);
BMF_DrawString(G.fonts, printable);
}
if (G.vd->localview) {
free(printable);
}
}
/* ******************* view3d space & buttons ************** */
/* temporal struct for storing transform properties */
typedef struct {
float ob_eul[4]; // used for quat too....
float ob_scale[3]; // need temp space due to linked values
float ob_dims[3];
short link_scale;
float ve_median[5];
int curdef;
float *defweightp;
} TransformProperties;
/* is used for both read and write... */
static void v3d_editvertex_buts(uiBlock *block, Object *ob, float lim)
{
EditMesh *em = G.editMesh;
EditVert *eve, *evedef=NULL;
EditEdge *eed;
MDeformVert *dvert=NULL;
TransformProperties *tfp= G.vd->properties_storage;
float median[5], ve_median[5];
int tot, totw, totweight, totedge;
char defstr[320];
median[0]= median[1]= median[2]= median[3]= median[4]= 0.0;
tot= totw= totweight= totedge= 0;
defstr[0]= 0;
if(ob->type==OB_MESH) {
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
evedef= eve;
tot++;
VecAddf(median, median, eve->co);
}
eve= eve->next;
}
eed= em->edges.first;
while(eed) {
if((eed->f & SELECT)) {
totedge++;
median[3]+= eed->crease;
}
eed= eed->next;
}
/* check for defgroups */
if(evedef)
dvert= CustomData_em_get(&em->vdata, evedef->data, CD_MDEFORMVERT);
if(tot==1 && dvert && dvert->totweight) {
bDeformGroup *dg;
int i, max=1, init=1;
char str[320];
for (i=0; i<dvert->totweight; i++){
dg = BLI_findlink (&ob->defbase, dvert->dw[i].def_nr);
if(dg) {
max+= snprintf(str, sizeof(str), "%s %%x%d|", dg->name, dvert->dw[i].def_nr);
if(max<320) strcat(defstr, str);
}
else printf("oh no!\n");
if(tfp->curdef==dvert->dw[i].def_nr) {
init= 0;
tfp->defweightp= &dvert->dw[i].weight;
}
}
if(init) { // needs new initialized
tfp->curdef= dvert->dw[0].def_nr;
tfp->defweightp= &dvert->dw[0].weight;
}
}
}
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
extern ListBase editNurb; /* editcurve.c */
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
int a;
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->f2 & SELECT) {
VecAddf(median, median, bezt->vec[1]);
tot++;
median[4]+= bezt->weight;
totweight++;
}
else {
if(bezt->f1 & SELECT) {
VecAddf(median, median, bezt->vec[0]);
tot++;
}
if(bezt->f3 & SELECT) {
VecAddf(median, median, bezt->vec[2]);
tot++;
}
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(median, median, bp->vec);
median[3]+= bp->vec[3];
totw++;
tot++;
median[4]+= bp->weight;
totweight++;
}
bp++;
}
}
nu= nu->next;
}
}
else if(ob->type==OB_LATTICE) {
BPoint *bp;
int a;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
bp= editLatt->def;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(median, median, bp->vec);
tot++;
median[4]+= bp->weight;
totweight++;
}
bp++;
}
}
if(tot==0) return;
median[0] /= (float)tot;
median[1] /= (float)tot;
median[2] /= (float)tot;
if(totedge) median[3] /= (float)totedge;
else if(totw) median[3] /= (float)totw;
if(totweight) median[4] /= (float)totweight;
if(G.vd->flag & V3D_GLOBAL_STATS)
Mat4MulVecfl(ob->obmat, median);
if(block) { // buttons
int but_y;
if((ob->parent) && (ob->partype == PARBONE)) but_y = 135;
else but_y = 150;
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Global", 160, but_y, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays global values");
uiDefButBitS(block, TOGN, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Local", 230, but_y, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays local values");
uiBlockEndAlign(block);
memcpy(tfp->ve_median, median, sizeof(tfp->ve_median));
uiBlockBeginAlign(block);
if(tot==1) {
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex X:", 10, 110, 290, 19, &(tfp->ve_median[0]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Y:", 10, 90, 290, 19, &(tfp->ve_median[1]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Z:", 10, 70, 290, 19, &(tfp->ve_median[2]), -lim, lim, 10, 3, "");
if(totw==1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex W:", 10, 50, 290, 19, &(tfp->ve_median[3]), 0.01, 100.0, 10, 3, "");
uiBlockEndAlign(block);
if(defstr[0]) {
uiDefBut(block, LABEL, 1, "Vertex Deform Groups", 10, 40, 290, 20, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_NOP, "Weight:", 10, 20, 150, 19, tfp->defweightp, 0.0f, 1.0f, 10, 3, "Weight value");
uiDefButI(block, MENU, REDRAWVIEW3D, defstr, 160, 20, 140, 19, &tfp->curdef, 0.0, 0.0, 0, 0, "Current Vertex Group");
uiBlockEndAlign(block);
}
else if(totweight)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(tfp->ve_median[4]), 0.0, 1.0, 10, 3, "");
}
else {
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median X:", 10, 110, 290, 19, &(tfp->ve_median[0]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Y:", 10, 90, 290, 19, &(tfp->ve_median[1]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Z:", 10, 70, 290, 19, &(tfp->ve_median[2]), -lim, lim, 10, 3, "");
if(totw==tot)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median W:", 10, 50, 290, 19, &(tfp->ve_median[3]), 0.01, 100.0, 10, 3, "");
uiBlockEndAlign(block);
if(totweight)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(tfp->ve_median[4]), 0.0, 1.0, 10, 3, "Weight is used for SoftBody Goal");
}
if(ob->type==OB_CURVE && (totw==0)) { /* bez curves have no w */
uiBlockBeginAlign(block);
uiDefBut(block, BUT,B_SETPT_AUTO,"Auto", 10, 44, 72, 19, 0, 0, 0, 0, 0, "Auto handles (Shift H)");
uiDefBut(block, BUT,B_SETPT_VECTOR,"Vector",82, 44, 73, 19, 0, 0, 0, 0, 0, "Vector handles (V)");
uiDefBut(block, BUT,B_SETPT_ALIGN,"Align",155, 44, 73, 19, 0, 0, 0, 0, 0, "Align handles (H Toggles)");
uiDefBut(block, BUT,B_SETPT_FREE,"Free", 227, 44, 72, 19, 0, 0, 0, 0, 0, "Align handles (H Toggles)");
uiBlockEndAlign(block);
}
if(totedge==1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Crease W:", 10, 30, 290, 19, &(tfp->ve_median[3]), 0.0, 1.0, 10, 3, "");
else if(totedge>1)
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Crease W:", 10, 30, 290, 19, &(tfp->ve_median[3]), 0.0, 1.0, 10, 3, "");
}
else { // apply
memcpy(ve_median, tfp->ve_median, sizeof(tfp->ve_median));
if(G.vd->flag & V3D_GLOBAL_STATS) {
Mat4Invert(ob->imat, ob->obmat);
Mat4MulVecfl(ob->imat, median);
Mat4MulVecfl(ob->imat, ve_median);
}
VecSubf(median, ve_median, median);
median[3]= ve_median[3]-median[3];
median[4]= ve_median[4]-median[4];
if(ob->type==OB_MESH) {
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
VecAddf(eve->co, eve->co, median);
}
eve= eve->next;
}
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f & SELECT) {
/* ensure the median can be set to zero or one */
if(ve_median[3]==0.0f) eed->crease= 0.0f;
else if(ve_median[3]==1.0f) eed->crease= 1.0f;
else {
eed->crease+= median[3];
CLAMP(eed->crease, 0.0, 1.0);
}
}
}
recalc_editnormals();
}
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
extern ListBase editNurb; /* editcurve.c */
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
int a;
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==1) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->f2 & SELECT) {
VecAddf(bezt->vec[0], bezt->vec[0], median);
VecAddf(bezt->vec[1], bezt->vec[1], median);
VecAddf(bezt->vec[2], bezt->vec[2], median);
bezt->weight+= median[4];
}
else {
if(bezt->f1 & SELECT) {
VecAddf(bezt->vec[0], bezt->vec[0], median);
}
if(bezt->f3 & SELECT) {
VecAddf(bezt->vec[2], bezt->vec[2], median);
}
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(bp->vec, bp->vec, median);
bp->vec[3]+= median[3];
bp->weight+= median[4];
}
bp++;
}
}
test2DNurb(nu);
testhandlesNurb(nu); /* test for bezier too */
nu= nu->next;
}
}
else if(ob->type==OB_LATTICE) {
BPoint *bp;
int a;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
bp= editLatt->def;
while(a--) {
if(bp->f1 & SELECT) {
VecAddf(bp->vec, bp->vec, median);
bp->weight+= median[4];
}
bp++;
}
}
BIF_undo_push("Transform properties");
}
}
/* assumes armature active */
static void validate_bonebutton_cb(void *bonev, void *namev)
{
Object *ob= OBACT;
if(ob && ob->type==OB_ARMATURE) {
Bone *bone= bonev;
char oldname[32], newname[32];
/* need to be on the stack */
BLI_strncpy(newname, bone->name, 32);
BLI_strncpy(oldname, (char *)namev, 32);
/* restore */
BLI_strncpy(bone->name, oldname, 32);
armature_bone_rename(ob->data, oldname, newname); // editarmature.c
allqueue(REDRAWALL, 0);
}
}
static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim)
{
uiBut *but;
bArmature *arm;
bPoseChannel *pchan;
Bone *bone= NULL;
TransformProperties *tfp= G.vd->properties_storage;
arm = get_armature(OBACT);
if (!arm || !ob->pose) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone = pchan->bone;
if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
break;
}
if (!pchan || !bone) return;
if((ob->parent) && (ob->partype == PARBONE))
but= uiDefBut (block, TEX, B_DIFF, "Bone:", 160, 130, 140, 19, bone->name, 1, 31, 0, 0, "");
else
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 140, 140, 19, bone->name, 1, 31, 0, 0, "");
uiButSetFunc(but, validate_bonebutton_cb, bone, NULL);
QuatToEul(pchan->quat, tfp->ob_eul);
tfp->ob_eul[0]*= 180.0/M_PI;
tfp->ob_eul[1]*= 180.0/M_PI;
tfp->ob_eul[2]*= 180.0/M_PI;
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,140,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocX:", 30, 140, 120, 19, pchan->loc, -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,120,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:", 30, 120, 120, 19, pchan->loc+1, -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,100,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocZ:", 30, 100, 120, 19, pchan->loc+2, -lim, lim, 100, 3, "");
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 10,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotX:", 30, 70, 120, 19, tfp->ob_eul, -1000.0, 1000.0, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 10,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotY:", 30, 50, 120, 19, tfp->ob_eul+1, -1000.0, 1000.0, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotZ:", 30, 30, 120, 19, tfp->ob_eul+2, -1000.0, 1000.0, 100, 3, "");
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEX, REDRAWVIEW3D, ICON_UNLOCKED, 160,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "ScaleX:", 180, 70, 120, 19, pchan->size, -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEY, REDRAWVIEW3D, ICON_UNLOCKED, 160,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "ScaleY:", 180, 50, 120, 19, pchan->size+1, -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "ScaleZ:", 180, 30, 120, 19, pchan->size+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
}
static void v3d_editarmature_buts(uiBlock *block, Object *ob, float lim)
{
bArmature *arm= G.obedit->data;
EditBone *ebone;
uiBut *but;
TransformProperties *tfp= G.vd->properties_storage;
ebone= G.edbo.first;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
break;
}
if (!ebone)
return;
if((ob->parent) && (ob->partype == PARBONE))
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 130, 140, 19, ebone->name, 1, 31, 0, 0, "");
else
but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 150, 140, 19, ebone->name, 1, 31, 0, 0, "");
uiButSetFunc(but, validate_editbonebutton_cb, ebone, NULL);
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadX:", 10, 70, 140, 19, ebone->head, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadY:", 10, 50, 140, 19, ebone->head+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadZ:", 10, 30, 140, 19, ebone->head+2, -lim, lim, 10, 3, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailX:", 160, 70, 140, 19, ebone->tail, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailY:", 160, 50, 140, 19, ebone->tail+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailZ:", 160, 30, 140, 19, ebone->tail+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
tfp->ob_eul[0]= 180.0*ebone->roll/M_PI;
uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:", 10, 100, 140, 19, tfp->ob_eul, -lim, lim, 1000, 3, "");
uiDefButBitI(block, TOG, BONE_EDITMODE_LOCKED, REDRAWVIEW3D, "Lock", 160, 100, 140, 19, &(ebone->flag), 0, 0, 0, 0, "Prevents bone from being transformed in edit mode");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TailRadius:", 10, 150, 140, 19, &ebone->rad_tail, 0, lim, 10, 3, "");
if (ebone->parent && ebone->flag & BONE_CONNECTED )
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadRadius:", 10, 130, 140, 19, &ebone->parent->rad_tail, 0, lim, 10, 3, "");
else
uiDefButF(block, NUM, B_ARMATUREPANEL1, "HeadRadius:", 10, 130, 140, 19, &ebone->rad_head, 0, lim, 10, 3, "");
uiBlockEndAlign(block);
}
static void v3d_editmetaball_buts(uiBlock *block, Object *ob, float lim)
{
extern MetaElem *lastelem;
if(lastelem) {
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_RECALCMBALL, "LocX:", 10, 70, 140, 19, &lastelem->x, -lim, lim, 100, 3, "");
uiDefButF(block, NUM, B_RECALCMBALL, "LocY:", 10, 50, 140, 19, &lastelem->y, -lim, lim, 100, 3, "");
uiDefButF(block, NUM, B_RECALCMBALL, "LocZ:", 10, 30, 140, 19, &lastelem->z, -lim, lim, 100, 3, "");
uiBlockBeginAlign(block);
if(lastelem->type!=MB_BALL)
uiDefButF(block, NUM, B_RECALCMBALL, "dx:", 160, 70, 140, 19, &lastelem->expx, 0, lim, 100, 3, "");
if((lastelem->type!=MB_BALL) && (lastelem->type!=MB_TUBE))
uiDefButF(block, NUM, B_RECALCMBALL, "dy:", 160, 50, 140, 19, &lastelem->expy, 0, lim, 100, 3, "");
if((lastelem->type==MB_ELIPSOID) || (lastelem->type==MB_CUBE))
uiDefButF(block, NUM, B_RECALCMBALL, "dz:", 160, 30, 140, 19, &lastelem->expz, 0, lim, 100, 3, "");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_RECALCMBALL, "Radius:", 10, 120, 140, 19, &lastelem->rad, 0, lim, 100, 3, "Size of the active metaball");
uiDefButF(block, NUM, B_RECALCMBALL, "Stiffness:", 10, 100, 140, 19, &lastelem->s, 0, 10, 100, 3, "Stiffness of the active metaball");
uiBlockEndAlign(block);
uiDefButS(block, MENU, B_RECALCMBALL, "Type%t|Ball%x0|Tube%x4|Plane%x5|Elipsoid%x6|Cube%x7", 160, 120, 140, 19, &lastelem->type, 0.0, 0.0, 0, 0, "Set active element type");
}
}
void do_viewbuts(unsigned short event)
{
BoundBox *bb;
View3D *vd;
Object *ob= OBACT;
TransformProperties *tfp= G.vd->properties_storage;
vd= G.vd;
if(vd==NULL) return;
switch(event) {
case B_OBJECTPANEL:
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
break;
case B_OBJECTPANELROT:
if(ob) {
ob->rot[0]= M_PI*tfp->ob_eul[0]/180.0;
ob->rot[1]= M_PI*tfp->ob_eul[1]/180.0;
ob->rot[2]= M_PI*tfp->ob_eul[2]/180.0;
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELSCALE:
if(ob) {
/* link scale; figure out which axis changed */
if (tfp->link_scale) {
float ratio, tmp, max = 0.0;
int axis;
axis = 0;
max = fabs(tfp->ob_scale[0] - ob->size[0]);
tmp = fabs(tfp->ob_scale[1] - ob->size[1]);
if (tmp > max) {
axis = 1;
max = tmp;
}
tmp = fabs(tfp->ob_scale[2] - ob->size[2]);
if (tmp > max) {
axis = 2;
max = tmp;
}
if (ob->size[axis] != tfp->ob_scale[axis]) {
if (fabs(ob->size[axis]) > FLT_EPSILON) {
ratio = tfp->ob_scale[axis] / ob->size[axis];
ob->size[0] *= ratio;
ob->size[1] *= ratio;
ob->size[2] *= ratio;
}
}
}
else {
VECCOPY(ob->size, tfp->ob_scale);
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELDIMS:
bb= object_get_boundbox(ob);
if(bb) {
float old_dims[3], scale[3], ratio, len[3];
int axis;
Mat4ToSize(ob->obmat, scale);
len[0] = bb->vec[4][0] - bb->vec[0][0];
len[1] = bb->vec[2][1] - bb->vec[0][1];
len[2] = bb->vec[1][2] - bb->vec[0][2];
old_dims[0] = fabs(scale[0]) * len[0];
old_dims[1] = fabs(scale[1]) * len[1];
old_dims[2] = fabs(scale[2]) * len[2];
/* for each axis changed */
for (axis = 0; axis<3; axis++) {
if (fabs(old_dims[axis] - tfp->ob_dims[axis]) > 0.0001) {
if (old_dims[axis] > 0.0) {
ratio = tfp->ob_dims[axis] / old_dims[axis];
if (tfp->link_scale) {
ob->size[0] *= ratio;
ob->size[1] *= ratio;
ob->size[2] *= ratio;
break;
}
else {
ob->size[axis] *= ratio;
}
}
else {
if (len[axis] > 0) {
ob->size[axis] = tfp->ob_dims[axis] / len[axis];
}
}
}
}
/* prevent multiple B_OBJECTPANELDIMS events to keep scaling, cycling with TAB on buttons can cause that */
VECCOPY(tfp->ob_dims, old_dims);
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_OBJECTPANELMEDIAN:
if(ob) {
v3d_editvertex_buts(NULL, ob, 1.0);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1);
}
break;
/* note; this case also used for parbone */
case B_OBJECTPANELPARENT:
if(ob) {
if(ob->id.lib || test_parent_loop(ob->parent, ob) )
ob->parent= NULL;
else {
DAG_scene_sort(G.scene);
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
}
allqueue(REDRAWVIEW3D, 1);
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWOOPS, 0);
}
break;
case B_ARMATUREPANEL1:
{
bArmature *arm= G.obedit->data;
EditBone *ebone, *child;
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
break;
}
if (ebone) {
ebone->roll= M_PI*tfp->ob_eul[0]/180.0;
// Update our parent
if (ebone->parent && ebone->flag & BONE_CONNECTED){
VECCOPY (ebone->parent->tail, ebone->head);
}
// Update our children if necessary
for (child = G.edbo.first; child; child=child->next){
if (child->parent == ebone && (child->flag & BONE_CONNECTED)){
VECCOPY (child->head, ebone->tail);
}
}
if(arm->flag & ARM_MIRROR_EDIT) {
EditBone *eboflip= armature_bone_get_mirrored(ebone);
if(eboflip) {
eboflip->roll= -ebone->roll;
eboflip->head[0]= -ebone->head[0];
eboflip->tail[0]= -ebone->tail[0];
// Update our parent
if (eboflip->parent && eboflip->flag & BONE_CONNECTED){
VECCOPY (eboflip->parent->tail, eboflip->head);
}
// Update our children if necessary
for (child = G.edbo.first; child; child=child->next){
if (child->parent == eboflip && (child->flag & BONE_CONNECTED)){
VECCOPY (child->head, eboflip->tail);
}
}
}
}
allqueue(REDRAWVIEW3D, 1);
}
}
break;
case B_ARMATUREPANEL3: // rotate button on channel
{
bArmature *arm;
bPoseChannel *pchan;
Bone *bone;
float eul[3];
arm = get_armature(OBACT);
if (!arm || !ob->pose) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone = pchan->bone;
if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
break;
}
if (!pchan) return;
/* make a copy to eul[3], to allow TAB on buttons to work */
eul[0]= M_PI*tfp->ob_eul[0]/180.0;
eul[1]= M_PI*tfp->ob_eul[1]/180.0;
eul[2]= M_PI*tfp->ob_eul[2]/180.0;
EulToQuat(eul, pchan->quat);
}
/* no break, pass on */
case B_ARMATUREPANEL2:
{
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1);
}
break;
case B_TRANSFORMSPACEADD:
BIF_manageTransformOrientation(1, 0);
allqueue(REDRAWVIEW3D, 1);
break;
case B_TRANSFORMSPACECLEAR:
BIF_clearTransformOrientation();
allqueue(REDRAWVIEW3D, 1);
}
}
void removeTransformOrientation_func(void *target, void *unused)
{
BIF_removeTransformOrientation((TransformOrientation *) target);
}
void selectTransformOrientation_func(void *target, void *unused)
{
BIF_selectTransformOrientation((TransformOrientation *) target);
}
static void view3d_panel_transform_spaces(short cntrl)
{
ListBase *transform_spaces = &G.scene->transform_spaces;
TransformOrientation *ts = transform_spaces->first;
uiBlock *block;
uiBut *but;
int xco = 20, yco = 70, height = 140;
int index;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_transform", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_TRANSFORM); // for close and esc
if(uiNewPanel(curarea, block, "Transform Orientations", "View3d", 10, 230, 318, height)==0) return;
uiNewPanelHeight(block, height);
uiBlockBeginAlign(block);
if (G.obedit)
uiDefBut(block, BUT, B_TRANSFORMSPACEADD, "Add", xco,120,80,20, 0, 0, 0, 0, 0, "Add the selected element as a Transform Orientation");
else
uiDefBut(block, BUT, B_TRANSFORMSPACEADD, "Add", xco,120,80,20, 0, 0, 0, 0, 0, "Add the active object as a Transform Orientation");
uiDefBut(block, BUT, B_TRANSFORMSPACECLEAR, "Clear", xco + 80,120,80,20, 0, 0, 0, 0, 0, "Removal all Transform Orientations");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButS(block, ROW, REDRAWHEADERS, "Global", xco, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_GLOBAL,0, 0, "Global Transform Orientation");
uiDefButS(block, ROW, REDRAWHEADERS, "Local", xco + 40, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_LOCAL, 0, 0, "Local Transform Orientation");
uiDefButS(block, ROW, REDRAWHEADERS, "Normal", xco + 80, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_NORMAL,0, 0, "Normal Transform Orientation");
uiDefButS(block, ROW, REDRAWHEADERS, "View", xco + 120, 90, 40,20, &G.vd->twmode, 5.0, (float)V3D_MANIP_VIEW, 0, 0, "View Transform Orientation");
for (index = V3D_MANIP_CUSTOM, ts = transform_spaces->first ; ts ; ts = ts->next, index++) {
BIF_ThemeColor(TH_BUT_ACTION);
if (G.vd->twmode == index) {
but = uiDefIconButS(block,ROW, REDRAWHEADERS, ICON_CHECKBOX_HLT, xco,yco,XIC,YIC, &G.vd->twmode, 5.0, (float)index, 0, 0, "Use this Custom Transform Orientation");
}
else {
but = uiDefIconButS(block,ROW, REDRAWHEADERS, ICON_CHECKBOX_DEHLT, xco,yco,XIC,YIC, &G.vd->twmode, 5.0, (float)index, 0, 0, "Use this Custom Transform Orientation");
}
uiButSetFunc(but, selectTransformOrientation_func, ts, NULL);
uiDefBut(block, TEX, 0, "", xco+=XIC, yco,100+XIC,20, &ts->name, 0, 30, 0, 0, "Edits the name of this Transform Orientation");
but = uiDefIconBut(block, BUT, REDRAWVIEW3D, ICON_X, xco+=100+XIC,yco,XIC,YIC, 0, 0, 0, 0, 0, "Deletes this Transform Orientation");
uiButSetFunc(but, removeTransformOrientation_func, ts, NULL);
xco = 20;
yco -= 25;
}
uiBlockEndAlign(block);
if(yco < 0) uiNewPanelHeight(block, height-yco);
}
static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT
{
uiBlock *block;
uiBut *bt;
Object *ob= OBACT;
TransformProperties *tfp;
float lim;
static char hexcol[128];
if(ob==NULL) return;
/* make sure we got storage */
if(G.vd->properties_storage==NULL)
G.vd->properties_storage= MEM_callocN(sizeof(TransformProperties), "TransformProperties");
tfp= G.vd->properties_storage;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_object", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_OBJECT); // for close and esc
if((G.f & G_SCULPTMODE) && !G.obedit) {
if(!uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 234))
return;
} else if(G.f & G_PARTICLEEDIT && !G.obedit){
if(!uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 234))
return;
} else {
if(!uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 204))
return;
}
uiSetButLock(object_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
else {
bt= uiDefBut(block, TEX, B_IDNAME, "OB: ", 10,180,140,20, ob->id.name+2, 0.0, 21.0, 0, 0, "");
#ifdef WITH_VERSE
if(ob->vnode) uiButSetFunc(bt, test_and_send_idbutton_cb, ob, ob->id.name);
else uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL);
#else
uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL);
#endif
if((G.f & G_PARTICLEEDIT)==0) {
uiBlockBeginAlign(block);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_OBJECTPANELPARENT, "Par:", 160, 180, 140, 20, &ob->parent, "Parent Object");
if((ob->parent) && (ob->partype == PARBONE)) {
bt= uiDefBut(block, TEX, B_OBJECTPANELPARENT, "ParBone:", 160, 160, 140, 20, ob->parsubstr, 0, 30, 0, 0, "");
uiButSetCompleteFunc(bt, autocomplete_bone, (void *)ob->parent);
}
else {
strcpy(ob->parsubstr, "");
}
uiBlockEndAlign(block);
}
}
lim= 10000.0f*MAX2(1.0, G.vd->grid);
if(ob==G.obedit) {
if(ob->type==OB_ARMATURE) v3d_editarmature_buts(block, ob, lim);
if(ob->type==OB_MBALL) v3d_editmetaball_buts(block, ob, lim);
else v3d_editvertex_buts(block, ob, lim);
}
else if(ob->flag & OB_POSEMODE) {
v3d_posearmature_buts(block, ob, lim);
}
else if(G.f & G_WEIGHTPAINT) {
uiNewPanelTitle(block, "Weight Paint Properties");
weight_paint_buttons(block);
}
else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT)) {
extern VPaint Gvp; /* from vpaint */
static float hsv[3], old[3]; // used as temp mem for picker
float *rgb= NULL;
ToolSettings *settings= G.scene->toolsettings;
if(G.f & G_VERTEXPAINT) rgb= &Gvp.r;
else if(settings->imapaint.brush) rgb= settings->imapaint.brush->rgb;
uiNewPanelTitle(block, "Paint Properties");
if (rgb)
/* 'f' is for floating panel */
uiBlockPickerButtons(block, rgb, hsv, old, hexcol, 'f', REDRAWBUTSEDIT);
}
else if(G.f & G_SCULPTMODE) {
uiNewPanelTitle(block, "Sculpt Properties");
sculptmode_draw_interface_tools(block,10,150);
} else if(G.f & G_PARTICLEEDIT){
uiNewPanelTitle(block, "Particle Edit Properties");
particle_edit_buttons(block);
} else {
BoundBox *bb = NULL;
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,150,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocX:", 30, 150, 120, 19, &(ob->loc[0]), -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,130,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocY:", 30, 130, 120, 19, &(ob->loc[1]), -lim, lim, 100, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,110,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANEL, "LocZ:", 30, 110, 120, 19, &(ob->loc[2]), -lim, lim, 100, 3, "");
tfp->ob_eul[0]= 180.0*ob->rot[0]/M_PI;
tfp->ob_eul[1]= 180.0*ob->rot[1]/M_PI;
tfp->ob_eul[2]= 180.0*ob->rot[2]/M_PI;
uiBlockBeginAlign(block);
if ((ob->parent) && (ob->partype == PARBONE)) {
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 160,130,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 180, 130, 120, 19, &(tfp->ob_eul[0]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 160,110,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 180, 110, 120, 19, &(tfp->ob_eul[1]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,90,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 180, 90, 120, 19, &(tfp->ob_eul[2]), -lim, lim, 1000, 3, "");
}
else {
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 160,150,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 180, 150, 120, 19, &(tfp->ob_eul[0]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 160,130,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 180, 130, 120, 19, &(tfp->ob_eul[1]), -lim, lim, 1000, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,110,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 180, 110, 120, 19, &(tfp->ob_eul[2]), -lim, lim, 1000, 3, "");
}
tfp->ob_scale[0]= ob->size[0];
tfp->ob_scale[1]= ob->size[1];
tfp->ob_scale[2]= ob->size[2];
uiBlockBeginAlign(block);
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEX, REDRAWVIEW3D, ICON_UNLOCKED, 10,80,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELSCALE, "ScaleX:", 30, 80, 120, 19, &(tfp->ob_scale[0]), -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEY, REDRAWVIEW3D, ICON_UNLOCKED, 10,60,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELSCALE, "ScaleY:", 30, 60, 120, 19, &(tfp->ob_scale[1]), -lim, lim, 10, 3, "");
uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,40,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
uiDefButF(block, NUM, B_OBJECTPANELSCALE, "ScaleZ:", 30, 40, 120, 19, &(tfp->ob_scale[2]), -lim, lim, 10, 3, "");
uiBlockEndAlign(block);
uiDefButS(block, TOG, REDRAWVIEW3D, "Link Scale", 10, 10, 140, 19, &(tfp->link_scale), 0, 1, 0, 0, "Scale values vary proportionally in all directions");
bb= object_get_boundbox(ob);
if (bb) {
float scale[3];
Mat4ToSize(ob->obmat, scale);
tfp->ob_dims[0] = fabs(scale[0]) * (bb->vec[4][0] - bb->vec[0][0]);
tfp->ob_dims[1] = fabs(scale[1]) * (bb->vec[2][1] - bb->vec[0][1]);
tfp->ob_dims[2] = fabs(scale[2]) * (bb->vec[1][2] - bb->vec[0][2]);
uiBlockBeginAlign(block);
if ((ob->parent) && (ob->partype == PARBONE)) {
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimX:", 160, 60, 140, 19, &(tfp->ob_dims[0]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimY:", 160, 40, 140, 19, &(tfp->ob_dims[1]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimZ:", 160, 20, 140, 19, &(tfp->ob_dims[2]), 0.0, lim, 10, 3, "Manipulate bounding box size");
}
else {
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimX:", 160, 80, 140, 19, &(tfp->ob_dims[0]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimY:", 160, 60, 140, 19, &(tfp->ob_dims[1]), 0.0, lim, 10, 3, "Manipulate bounding box size");
uiDefButF(block, NUM, B_OBJECTPANELDIMS, "DimZ:", 160, 40, 140, 19, &(tfp->ob_dims[2]), 0.0, lim, 10, 3, "Manipulate bounding box size");
}
uiBlockEndAlign(block);
}
}
uiClearButLock();
}
static void view3d_panel_background(short cntrl) // VIEW3D_HANDLER_BACKGROUND
{
uiBlock *block;
View3D *vd;
vd= G.vd;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_background", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_BACKGROUND); // for close and esc
if(uiNewPanel(curarea, block, "Background Image", "View3d", 340, 10, 318, 204)==0) return;
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT || G.f & G_GREASEPENCIL) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
if(vd->flag & V3D_DISPBGPIC) {
if(vd->bgpic==NULL) {
vd->bgpic= MEM_callocN(sizeof(BGpic), "bgpic");
vd->bgpic->size= 5.0;
vd->bgpic->blend= 0.5;
vd->bgpic->iuser.fie_ima= 2;
vd->bgpic->iuser.ok= 1;
}
}
if(!(vd->flag & V3D_DISPBGPIC)) {
uiDefButBitS(block, TOG, V3D_DISPBGPIC, B_REDR, "Use Background Image", 10, 180, 150, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of this 3D View");
uiDefBut(block, LABEL, 1, " ", 160, 180, 150, 20, NULL, 0.0, 0.0, 0, 0, "");
}
else {
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, V3D_DISPBGPIC, B_REDR, "Use", 10, 225, 50, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of this 3D View");
uiDefButF(block, NUMSLI, B_REDR, "Blend:", 60, 225, 150, 20, &vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the transparency of the background image");
uiDefButF(block, NUM, B_REDR, "Size:", 210, 225, 100, 20, &vd->bgpic->size, 0.1, 250.0*vd->grid, 100, 0, "Set the size (width) of the background image");
uiDefButF(block, NUM, B_REDR, "X Offset:", 10, 205, 150, 20, &vd->bgpic->xof, -250.0*vd->grid,250.0*vd->grid, 10, 2, "Set the horizontal offset of the background image");
uiDefButF(block, NUM, B_REDR, "Y Offset:", 160, 205, 150, 20, &vd->bgpic->yof, -250.0*vd->grid,250.0*vd->grid, 10, 2, "Set the vertical offset of the background image");
uiblock_image_panel(block, &vd->bgpic->ima, &vd->bgpic->iuser, B_REDR, B_REDR);
}
}
static void view3d_panel_properties(short cntrl) // VIEW3D_HANDLER_SETTINGS
{
uiBlock *block;
View3D *vd;
float *curs;
vd= G.vd;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_properties", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_PROPERTIES); // for close and esc
if(uiNewPanel(curarea, block, "View Properties", "View3d", 340, 30, 318, 254)==0) return;
/* to force height */
uiNewPanelHeight(block, 264);
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT|G_GREASEPENCIL)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
uiDefBut(block, LABEL, 1, "Grid:", 10, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, REDRAWVIEW3D, "Spacing:", 10, 200, 140, 19, &vd->grid, 0.001, 100.0, 10, 0, "Set the distance between grid lines");
uiDefButS(block, NUM, REDRAWVIEW3D, "Lines:", 10, 180, 140, 19, &vd->gridlines, 0.0, 100.0, 100, 0, "Set the number of grid lines in perspective view");
uiDefButS(block, NUM, REDRAWVIEW3D, "Divisions:", 10, 160, 140, 19, &vd->gridsubdiv, 1.0, 100.0, 100, 0, "Set the number of grid lines");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "3D Display:", 160, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButBitS(block, TOG, V3D_SHOW_FLOOR, REDRAWVIEW3D, "Grid Floor",160, 200, 150, 19, &vd->gridflag, 0, 0, 0, 0, "Show the grid floor in free camera mode");
uiDefButBitS(block, TOG, V3D_SHOW_X, REDRAWVIEW3D, "X Axis", 160, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the X Axis line");
uiDefButBitS(block, TOG, V3D_SHOW_Y, REDRAWVIEW3D, "Y Axis", 212, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Y Axis line");
uiDefButBitS(block, TOG, V3D_SHOW_Z, REDRAWVIEW3D, "Z Axis", 262, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Z Axis line");
uiDefBut(block, LABEL, 1, "View Camera:", 10, 140, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButF(block, NUM, REDRAWVIEW3D, "Lens:", 10, 120, 140, 19, &vd->lens, 10.0, 120.0, 100, 0, "The lens angle in perspective view");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip Start:", 10, 96, 140, 19, &vd->near, vd->grid/100.0, 100.0, 10, 0, "Set the beginning of the range in which 3D objects are displayed (perspective view)");
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip End:", 10, 76, 140, 19, &vd->far, 1.0, 10000.0*vd->grid, 100, 0, "Set the end of the range in which 3D objects are displayed (perspective view)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "3D Cursor:", 160, 150, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
curs= give_cursor();
uiDefButF(block, NUM, REDRAWVIEW3D, "X:", 160, 130, 150, 22, curs, -10000.0*vd->grid, 10000.0*vd->grid, 10, 0, "X co-ordinate of the 3D cursor");
uiDefButF(block, NUM, REDRAWVIEW3D, "Y:", 160, 108, 150, 22, curs+1, -10000.0*vd->grid, 10000.0*vd->grid, 10, 0, "Y co-ordinate of the 3D cursor");
uiDefButF(block, NUM, REDRAWVIEW3D, "Z:", 160, 86, 150, 22, curs+2, -10000.0*vd->grid, 10000.0*vd->grid, 10, 0, "Z co-ordinate of the 3D cursor");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "Display:", 10, 50, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, V3D_SELECT_OUTLINE, REDRAWVIEW3D, "Outline Selected", 10, 30, 140, 19, &vd->flag, 0, 0, 0, 0, "Highlight selected objects with an outline, in Solid, Shaded or Textured viewport shading modes");
uiDefButBitS(block, TOG, V3D_DRAW_CENTERS, REDRAWVIEW3D, "All Object Centers", 10, 10, 140, 19, &vd->flag, 0, 0, 0, 0, "Draw the center points on all objects");
uiDefButBitS(block, TOGN, V3D_HIDE_HELPLINES, REDRAWVIEW3D, "Relationship Lines", 10, -10, 140, 19, &vd->flag, 0, 0, 0, 0, "Draw dashed lines indicating Parent, Constraint, or Hook relationships");
uiDefButBitS(block, TOG, V3D_SOLID_TEX, REDRAWVIEW3D, "Solid Tex", 10, -30, 140, 19, &vd->flag2, 0, 0, 0, 0, "Display textures in Solid draw type (Shift T)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 1, "View Locking:", 160, 50, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, REDRAWVIEW3D, "Object:", 160, 30, 140, 19, &vd->ob_centre, "Lock view to center to this Object");
uiDefBut(block, TEX, REDRAWVIEW3D, "Bone:", 160, 10, 140, 19, vd->ob_centre_bone, 1, 31, 0, 0, "If view locked to Object, use this Bone to lock to view to");
}
static void view3d_panel_preview(ScrArea *sa, short cntrl) // VIEW3D_HANDLER_PREVIEW
{
uiBlock *block;
View3D *v3d= sa->spacedata.first;
int ofsx, ofsy;
block= uiNewBlock(&sa->uiblocks, "view3d_panel_preview", UI_EMBOSS, UI_HELV, sa->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | UI_PNL_SCALE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_PREVIEW); // for close and esc
ofsx= -150+(sa->winx/2)/v3d->blockscale;
ofsy= -100+(sa->winy/2)/v3d->blockscale;
if(uiNewPanel(sa, block, "Preview", "View3d", ofsx, ofsy, 300, 200)==0) return;
uiBlockSetDrawExtraFunc(block, BIF_view3d_previewdraw);
if(G.scene->recalc & SCE_PRV_CHANGED) {
G.scene->recalc &= ~SCE_PRV_CHANGED;
//printf("found recalc\n");
BIF_view3d_previewrender_free(sa->spacedata.first);
BIF_preview_changed(0);
}
}
static void view3d_panel_gpencil(short cntrl) // VIEW3D_HANDLER_GREASEPENCIL
{
uiBlock *block;
View3D *vd;
vd= G.vd;
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_gpencil", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(VIEW3D_HANDLER_GREASEPENCIL); // for close and esc
if (uiNewPanel(curarea, block, "Grease Pencil", "View3d", 100, 30, 318, 204)==0) return;
if (G.f & (G_VERTEXPAINT|G_WEIGHTPAINT|G_TEXTUREPAINT|G_GREASEPENCIL)) {
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
}
/* allocate memory for gpd if drawing enabled (this must be done first or else we crash) */
if (vd->flag2 & V3D_DISPGP) {
if (vd->gpd == NULL)
gpencil_data_setactive(curarea, gpencil_data_addnew());
}
if (vd->flag2 & V3D_DISPGP) {
bGPdata *gpd= vd->gpd;
short newheight;
/* this is a variable height panel, newpanel doesnt force new size on existing panels */
/* so first we make it default height */
uiNewPanelHeight(block, 204);
/* draw button for showing gpencil settings and drawings */
uiDefButBitS(block, TOG, V3D_DISPGP, B_REDR, "Use Grease Pencil", 10, 225, 150, 20, &vd->flag2, 0, 0, 0, 0, "Display freehand annotations overlay over this 3D View (draw using Shift-LMB)");
/* extend the panel if the contents won't fit */
newheight= draw_gpencil_panel(block, gpd, curarea);
uiNewPanelHeight(block, newheight);
}
else {
uiDefButBitS(block, TOG, V3D_DISPGP, B_REDR, "Use Grease Pencil", 10, 225, 150, 20, &vd->flag2, 0, 0, 0, 0, "Display freehand annotations overlay over this 3D View");
uiDefBut(block, LABEL, 1, " ", 160, 180, 150, 20, NULL, 0.0, 0.0, 0, 0, "");
}
}
static void view3d_blockhandlers(ScrArea *sa)
{
View3D *v3d= sa->spacedata.first;
short a;
/* warning; blocks need to be freed each time, handlers dont remove */
uiFreeBlocksWin(&sa->uiblocks, sa->win);
/*uv face-sel and wp mode when mixed with wire leave depth enabled causing
models to draw over the UI */
glDisable(GL_DEPTH_TEST);
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
switch(v3d->blockhandler[a]) {
case VIEW3D_HANDLER_PROPERTIES:
view3d_panel_properties(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_BACKGROUND:
view3d_panel_background(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_OBJECT:
view3d_panel_object(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_PREVIEW:
view3d_panel_preview(sa, v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_TRANSFORM:
view3d_panel_transform_spaces(v3d->blockhandler[a+1]);
break;
case VIEW3D_HANDLER_GREASEPENCIL:
view3d_panel_gpencil(v3d->blockhandler[a+1]);
break;
}
/* clear action value for event */
v3d->blockhandler[a+1]= 0;
}
uiDrawBlocksPanels(sa, 0);
}
/* ****************** View3d afterdraw *************** */
typedef struct View3DAfter {
struct View3DAfter *next, *prev;
struct Base *base;
int type, flag;
} View3DAfter;
/* temp storage of Objects that need to be drawn as last */
void add_view3d_after(View3D *v3d, Base *base, int type, int flag)
{
View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
BLI_addtail(&v3d->afterdraw, v3da);
v3da->base= base;
v3da->type= type;
v3da->flag= flag;
}
/* clears zbuffer and draws it over */
static void view3d_draw_xray(View3D *v3d)
{
View3DAfter *v3da, *next;
int doit= 0;
for(v3da= v3d->afterdraw.first; v3da; v3da= v3da->next)
if(v3da->type==V3D_XRAY) doit= 1;
if(doit) {
if(v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray= TRUE;
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_XRAY) {
draw_object(v3da->base, v3da->flag);
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
}
v3d->xray= FALSE;
}
}
/* disables write in zbuffer and draws it over */
static void view3d_draw_transp(View3D *v3d)
{
View3DAfter *v3da, *next;
glDepthMask(0);
v3d->transp= TRUE;
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_TRANSP) {
draw_object(v3da->base, v3da->flag);
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
}
v3d->transp= FALSE;
glDepthMask(1);
}
/* *********************** */
/*
In most cases call draw_dupli_objects,
draw_dupli_objects_color was added because when drawing set dupli's
we need to force the color
*/
static void draw_dupli_objects_color(View3D *v3d, Base *base, int color)
{
ListBase *lb;
DupliObject *dob;
Base tbase;
BoundBox *bb= NULL;
GLuint displist=0;
short transflag, use_displist= -1; /* -1 is initialize */
char dt, dtx;
if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
tbase.flag= OB_FROMDUPLI|base->flag;
lb= object_duplilist(G.scene, base->object);
for(dob= lb->first; dob; dob= dob->next) {
if(dob->no_draw);
else {
tbase.object= dob->ob;
/* extra service: draw the duplicator in drawtype of parent */
dt= tbase.object->dt; tbase.object->dt= base->object->dt;
dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
/* negative scale flag has to propagate */
transflag= tbase.object->transflag;
if(base->object->transflag & OB_NEG_SCALE)
tbase.object->transflag ^= OB_NEG_SCALE;
BIF_ThemeColorBlend(color, TH_BACK, 0.5);
/* generate displist, test for new object */
if(use_displist==1 && dob->prev && dob->prev->ob!=dob->ob) {
use_displist= -1;
glDeleteLists(displist, 1);
}
/* generate displist */
if(use_displist == -1) {
/* lamp drawing messes with matrices, could be handled smarter... but this works */
if(dob->ob->type==OB_LAMP || dob->type==OB_DUPLIGROUP)
use_displist= 0;
else {
/* disable boundbox check for list creation */
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
/* need this for next part of code */
bb= object_get_boundbox(dob->ob);
Mat4One(dob->ob->obmat); /* obmat gets restored */
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
draw_object(&tbase, DRAW_CONSTCOLOR);
glEndList();
use_displist= 1;
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
}
}
if(use_displist) {
mymultmatrix(dob->mat);
if(boundbox_clip(dob->mat, bb))
glCallList(displist);
myloadmatrix(G.vd->viewmat);
}
else {
Mat4CpyMat4(dob->ob->obmat, dob->mat);
draw_object(&tbase, DRAW_CONSTCOLOR);
}
tbase.object->dt= dt;
tbase.object->dtx= dtx;
tbase.object->transflag= transflag;
}
}
/* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
free_object_duplilist(lb); /* does restore */
if(use_displist)
glDeleteLists(displist, 1);
}
static void draw_dupli_objects(View3D *v3d, Base *base)
{
/* define the color here so draw_dupli_objects_color can be called
* from the set loop */
int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
/* debug */
if(base->object->dup_group && base->object->dup_group->id.us<1)
color= TH_REDALERT;
draw_dupli_objects_color(v3d, base, color);
}
void view3d_update_depths(View3D *v3d)
{
/* Create storage for, and, if necessary, copy depth buffer */
if(!v3d->depths) v3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
if(v3d->depths) {
ViewDepths *d= v3d->depths;
if(d->w != v3d->area->winx ||
d->h != v3d->area->winy ||
!d->depths) {
d->w= v3d->area->winx;
d->h= v3d->area->winy;
if(d->depths)
MEM_freeN(d->depths);
d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths");
d->damaged= 1;
}
if(d->damaged) {
glReadPixels(v3d->area->winrct.xmin,v3d->area->winrct.ymin,d->w,d->h,
GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
d->damaged= 0;
}
}
}
/* Enable sculpting in wireframe mode by drawing sculpt object only to the depth buffer */
static void draw_sculpt_depths(View3D *v3d)
{
Object *ob = OBACT;
int dt= MIN2(v3d->drawtype, ob->dt);
if(v3d->zbuf==0 && dt>OB_WIRE)
dt= OB_WIRE;
if(dt == OB_WIRE) {
GLboolean depth_on;
int orig_vdt = v3d->drawtype;
int orig_zbuf = v3d->zbuf;
int orig_odt = ob->dt;
glGetBooleanv(GL_DEPTH_TEST, &depth_on);
v3d->drawtype = ob->dt = OB_SOLID;
v3d->zbuf = 1;
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
draw_object(BASACT, 0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if(!depth_on)
glDisable(GL_DEPTH_TEST);
v3d->drawtype = orig_vdt;
v3d->zbuf = orig_zbuf;
ob->dt = orig_odt;
}
}
void draw_depth(ScrArea *sa, void *spacedata)
{
View3D *v3d= spacedata;
Base *base;
Scene *sce;
short zbuf, flag;
float glalphaclip;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
zbuf = v3d->zbuf;
flag = v3d->flag;
glalphaclip = U.glalphaclip;
U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
v3d->flag &= ~V3D_SELECT_OUTLINE;
setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
myloadmatrix(v3d->viewmat);
persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
if(v3d->flag & V3D_CLIPPING) {
view3d_set_clipping(v3d);
}
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
/* draw set first */
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base)) {
if(v3d->lay & base->lay) {
draw_object(base, 0);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(v3d, base, TH_WIRE);
}
}
}
}
for(base= G.scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
/* dupli drawing */
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
draw_object(base, 0);
}
}
/* this isnt that nice, draw xray objects as if they are normal */
if (v3d->afterdraw.first) {
View3DAfter *v3da, *next;
int num = 0;
v3d->xray= TRUE;
glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_XRAY) {
draw_object(v3da->base, 0);
num++;
}
/* dont remove this time */
}
v3d->xray= FALSE;
glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_XRAY) {
v3d->xray= TRUE; v3d->transp= FALSE;
} else if (v3da->type==V3D_TRANSP) {
v3d->xray= FALSE; v3d->transp= TRUE;
}
draw_object(v3da->base, 0); /* Draw Xray or Transp objects normally */
BLI_remlink(&v3d->afterdraw, v3da);
MEM_freeN(v3da);
}
v3d->xray= FALSE;
v3d->transp= FALSE;
}
v3d->zbuf = zbuf;
U.glalphaclip = glalphaclip;
v3d->flag = flag;
}
static void draw_viewport_fps(ScrArea *sa);
void drawview3dspace(ScrArea *sa, void *spacedata)
{
View3D *v3d= spacedata;
Base *base;
Object *ob;
Scene *sce;
char retopo, sculptparticle;
Object *obact = OBACT;
/* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual,
no layer check here, gets correct flushed */
/* sets first, we allow per definition current scene to have dependencies on sets */
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base))
object_handle_update(base->object); // bke_object.h
}
for(base= G.scene->base.first; base; base= base->next)
object_handle_update(base->object); // bke_object.h
setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
/* calculate pixelsize factor once, is used for lamps and obcenters */
{
float len1, len2, vec[3];
VECCOPY(vec, v3d->persinv[0]);
len1= Normalize(vec);
VECCOPY(vec, v3d->persinv[1]);
len2= Normalize(vec);
v3d->pixsize= 2.0f*(len1>len2?len1:len2);
/* correct for window size */
if(sa->winx > sa->winy) v3d->pixsize/= (float)sa->winx;
else v3d->pixsize/= (float)sa->winy;
}
if(v3d->drawtype > OB_WIRE) {
if(G.f & G_SIMULATION)
glClearColor(0.0, 0.0, 0.0, 0.0);
else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
}
else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
myloadmatrix(v3d->viewmat);
persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
if(v3d->flag & V3D_CLIPPING)
view3d_draw_clipping(v3d);
/* set zbuffer after we draw clipping region */
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
// needs to be done always, gridview is adjusted in drawgrid() now
v3d->gridview= v3d->grid;
if(v3d->view==0 || v3d->persp!=0) {
drawfloor();
if(v3d->persp==2) {
if(G.scene->world) {
if(G.scene->world->mode & WO_STARS) {
RE_make_stars(NULL, star_stuff_init_func, star_stuff_vertex_func,
star_stuff_term_func);
}
}
if(v3d->flag & V3D_DISPBGPIC) draw_bgpic();
}
}
else {
drawgrid();
if(v3d->flag & V3D_DISPBGPIC) {
draw_bgpic();
}
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
/* draw set first */
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base)) {
if(v3d->lay & base->lay) {
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(base, DRAW_CONSTCOLOR|DRAW_SCENESET);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects_color(v3d, base, TH_WIRE);
}
}
}
/* Transp and X-ray afterdraw stuff for sets is done later */
}
/* then draw not selected and the duplis, but skip editmode object */
for(base= G.scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
/* dupli drawing */
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
if((base->flag & SELECT)==0) {
if(base->object!=G.obedit) draw_object(base, 0);
}
}
}
retopo= retopo_mesh_check() || retopo_curve_check();
sculptparticle= (G.f & (G_SCULPTMODE|G_PARTICLEEDIT)) && !G.obedit;
if(retopo)
view3d_update_depths(v3d);
/* draw selected and editmode */
for(base= G.scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
if (base->object==G.obedit || ( base->flag & SELECT) )
draw_object(base, 0);
}
}
if(!retopo && sculptparticle && !(obact && (obact->dtx & OB_DRAWXRAY))) {
if(G.f & G_SCULPTMODE)
draw_sculpt_depths(v3d);
view3d_update_depths(v3d);
}
if(G.moving) {
BIF_drawConstraint();
if(G.obedit || (G.f & G_PARTICLEEDIT))
BIF_drawPropCircle(); // only editmode and particles have proportional edit
BIF_drawSnap();
}
REEB_draw();
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d); // clears zbuffer if it is used!
view3d_draw_transp(v3d);
if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) {
if(G.f & G_SCULPTMODE)
draw_sculpt_depths(v3d);
view3d_update_depths(v3d);
}
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
BIF_draw_manipulator(sa);
if(v3d->zbuf) {
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
/* draw grease-pencil stuff */
if (v3d->flag2 & V3D_DISPGP)
draw_gpencil_3dview(sa, 1);
persp(PERSP_WIN); // set ortho
/* Draw Sculpt Mode brush */
if(!G.obedit && (G.f & G_SCULPTMODE) && area_is_active_area(v3d->area) && sculpt_session()) {
RadialControl *rc= sculpt_session()->radialcontrol;
if(sculpt_data()->flags & SCULPT_INPUT_SMOOTH)
sculpt_stroke_draw();
if(rc)
radialcontrol_draw(rc);
else if(sculpt_data()->flags & SCULPT_DRAW_BRUSH) {
short csc[2], car[2];
getmouseco_sc(csc);
getmouseco_areawin(car);
if(csc[0] > v3d->area->winrct.xmin &&
csc[1] > v3d->area->winrct.ymin &&
csc[0] < v3d->area->winrct.xmax &&
csc[1] < v3d->area->winrct.ymax)
fdrawXORcirc((float)car[0], (float)car[1], sculptmode_brush()->size);
}
}
retopo_paint_view_update(v3d);
retopo_draw_paint_lines();
if(!G.obedit && OBACT && G.f&G_PARTICLEEDIT && area_is_active_area(v3d->area)){
ParticleSystem *psys = PE_get_current(OBACT);
ParticleEditSettings *pset = PE_settings();
short c[2];
if(*PE_radialcontrol())
radialcontrol_draw(*PE_radialcontrol());
else if(psys && psys->edit && pset->brushtype>=0) {
getmouseco_areawin(c);
fdrawXORcirc((float)c[0], (float)c[1], (float)pset->brush[pset->brushtype].size);
}
}
if(v3d->persp>1) drawviewborder();
if(v3d->flag2 & V3D_FLYMODE) drawviewborder_flymode();
/* draw grease-pencil stuff */
if (v3d->flag2 & V3D_DISPGP)
draw_gpencil_3dview(sa, 0);
if(!(G.f & G_PLAYANIM)) drawcursor(v3d);
if(U.uiflag & USER_SHOW_ROTVIEWICON)
draw_view_axis();
else
draw_view_icon();
if(U.uiflag & USER_SHOW_FPS && G.f & G_PLAYANIM) {
draw_viewport_fps(sa);
} else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(sa);
}
ob= OBACT;
if(ob && (U.uiflag & USER_DRAWVIEWINFO))
draw_selected_name(ob);
draw_area_emboss(sa);
/* it is important to end a view in a transform compatible with buttons */
bwin_scalematrix(sa->win, v3d->blockscale, v3d->blockscale, v3d->blockscale);
view3d_blockhandlers(sa);
sa->win_swap= WIN_BACK_OK;
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT) {
v3d->flag |= V3D_NEEDBACKBUFDRAW;
addafterqueue(sa->win, BACKBUFDRAW, 1);
}
// test for backbuf select
if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) {
extern int afterqtest(short win, unsigned short evt); //editscreen.c
v3d->flag |= V3D_NEEDBACKBUFDRAW;
if(afterqtest(sa->win, BACKBUFDRAW)==0) {
addafterqueue(sa->win, BACKBUFDRAW, 1);
}
}
/* run any view3d draw handler script links */
if (sa->scriptlink.totscript)
BPY_do_spacehandlers(sa, 0, SPACEHANDLER_VIEW3D_DRAW);
/* run scene redraw script links */
if((G.f & G_DOSCRIPTLINKS) && G.scene->scriptlink.totscript &&
!during_script()) {
BPY_do_pyscript((ID *)G.scene, SCRIPT_REDRAW);
}
}
void drawview3d_render(struct View3D *v3d, int winx, int winy, float winmat[][4])
{
Base *base;
Scene *sce;
float v3dwinmat[4][4];
if(!winmat)
setwinmatrixview3d(winx, winy, NULL);
setviewmatrixview3d();
myloadmatrix(v3d->viewmat);
/* when winmat is not NULL, it overrides the regular window matrix */
glMatrixMode(GL_PROJECTION);
if(winmat)
myloadmatrix(winmat);
mygetmatrix(v3dwinmat);
glMatrixMode(GL_MODELVIEW);
Mat4MulMat4(v3d->persmat, v3d->viewmat, v3dwinmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
free_all_realtime_images();
reshadeall_displist();
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0);
} else {
float col[3];
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* abuse! to make sure it doesnt draw the helpstuff */
G.f |= G_SIMULATION;
/* first draw set */
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base)) {
if(v3d->lay & base->lay) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else {
where_is_object(base->object);
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
draw_object(base, DRAW_CONSTCOLOR|DRAW_SCENESET);
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
}
}
}
/* Transp and X-ray afterdraw stuff for sets is done later */
}
/* first not selected and duplis */
base= G.scene->base.first;
while(base) {
if(v3d->lay & base->lay) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else {
if(base->object->transflag & OB_DUPLI) {
draw_dupli_objects(v3d, base);
}
else if((base->flag & SELECT)==0) {
draw_object(base, 0);
}
}
}
base= base->next;
}
/* draw selected */
base= G.scene->base.first;
while(base) {
if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) {
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
else draw_object(base, 0);
}
base= base->next;
}
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
/* Transp and X-ray afterdraw stuff */
view3d_draw_xray(v3d); // clears zbuffer if it is used!
view3d_draw_transp(v3d);
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
if(v3d->zbuf) {
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
}
if(v3d->gpd) {
/* draw grease-pencil overlays
* WARNING: view matrices are altered here!
*/
draw_gpencil_oglrender(v3d, winx, winy);
}
G.f &= ~G_SIMULATION;
glFlush();
glLoadIdentity();
free_all_realtime_images();
}
double tottime = 0.0;
static ScrArea *oldsa;
static double swaptime;
static int curmode;
/* used for fps display */
#define REDRAW_FRAME_AVERAGE 8
static double redrawtime;
static double lredrawtime;
static float redrawtimes_fps[REDRAW_FRAME_AVERAGE];
static short redrawtime_index;
int update_time(int cfra)
{
static double ltime;
double time;
if ((audiostream_pos() != cfra)
&& (G.scene->audio.flag & AUDIO_SYNC)) {
return 0;
}
time = PIL_check_seconds_timer();
tottime += (time - ltime);
ltime = time;
return (tottime < 0.0);
}
static void draw_viewport_fps(ScrArea *sa)
{
float fps;
char printable[16];
int i, tot;
if (!lredrawtime || !redrawtime)
return;
printable[0] = '\0';
#if 0
/* this is too simple, better do an average */
fps = (float)(1.0/(lredrawtime-redrawtime))
#else
redrawtimes_fps[redrawtime_index] = (float)(1.0/(lredrawtime-redrawtime));
for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
if (redrawtimes_fps[i]) {
fps += redrawtimes_fps[i];
tot++;
}
}
if (tot) {
redrawtime_index++;
if (redrawtime_index >= REDRAW_FRAME_AVERAGE)
redrawtime_index = 0;
fps = fps / tot;
}
#endif
/* is this more then half a frame behind? */
if (fps+0.5 < FPS) {
BIF_ThemeColor(TH_REDALERT);
sprintf(printable, "fps: %.2f", (float)fps);
} else {
BIF_ThemeColor(TH_TEXT_HI);
sprintf(printable, "fps: %i", (int)(fps+0.5));
}
glRasterPos2i(10, sa->winy-20);
BMF_DrawString(G.fonts, printable);
}
static void inner_play_prefetch_frame(int mode, int cfra)
{
ScrArea *sa;
int oldcfra = CFRA;
ScrArea *oldcurarea = curarea;
if (!U.prefetchframes) {
return;
}
CFRA = cfra;
sa= G.curscreen->areabase.first;
while(sa) {
if(sa==oldsa) {
scrarea_do_winprefetchdraw(sa);
}
else if(mode & 1) { /* all view3d and seq spaces */
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
scrarea_do_winprefetchdraw(sa);
}
}
else if(mode & 4) { /* all seq spaces */
if (sa->spacetype == SPACE_SEQ) {
scrarea_do_winprefetchdraw(sa);
}
}
sa= sa->next;
}
CFRA = oldcfra;
curarea = oldcurarea;
}
static void inner_play_prefetch_startup(int mode)
{
int i;
if (!U.prefetchframes) {
return;
}
seq_start_threads();
for (i = 0; i <= U.prefetchframes; i++) {
int cfra = CFRA + i;
inner_play_prefetch_frame(mode, cfra);
}
seq_wait_for_prefetch_ready();
}
static void inner_play_prefetch_shutdown(int mode)
{
if (!U.prefetchframes) {
return;
}
seq_stop_threads();
}
static int cached_dynamics(int sfra, int efra)
{
Base *base = G.scene->base.first;
Object *ob;
ParticleSystem *psys;
int i, cached=1;
PTCacheID pid;
while(base && cached) {
ob = base->object;
if(ob->softflag & OB_SB_ENABLE && ob->soft) {
BKE_ptcache_id_from_softbody(&pid, ob, ob->soft);
for(i=sfra; i<=efra && cached; i++)
cached &= BKE_ptcache_id_exist(&pid, i);
}
for(psys=ob->particlesystem.first; psys; psys=psys->next) {
if(psys->part->type==PART_HAIR) {
if(psys->softflag & OB_SB_ENABLE && psys->soft) {
BKE_ptcache_id_from_softbody(&pid, ob, psys->soft);
for(i=sfra; i<=efra && cached; i++)
cached &= BKE_ptcache_id_exist(&pid, i);
}
}
}
base = base->next;
}
return cached;
}
void inner_play_anim_loop(int init, int mode)
{
ScrArea *sa;
static int last_cfra = -1;
static int cached = 0;
/* init */
if(init) {
oldsa= curarea;
swaptime= 1.0/FPS;
tottime= 0.0;
curmode= mode;
last_cfra = -1;
cached = cached_dynamics(PSFRA,PEFRA);
redrawtime = 0.0;
redrawtime_index = REDRAW_FRAME_AVERAGE;
while(redrawtime_index--) {
redrawtimes_fps[redrawtime_index] = 0.0;
}
redrawtime_index = 0;
lredrawtime = 0.0;
return;
}
if (CFRA != last_cfra) {
int pf;
set_timecursor(CFRA);
update_for_newframe_nodraw(1); /* adds no events in UI */
sa= G.curscreen->areabase.first;
while(sa) {
if(sa==oldsa) {
scrarea_do_windraw(sa);
}
else if(curmode & 1) { /* all view3d and seq spaces */
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
scrarea_do_windraw(sa);
}
}
else if(curmode & 4) { /* all seq spaces */
if (sa->spacetype == SPACE_SEQ) {
scrarea_do_windraw(sa);
}
}
sa= sa->next;
}
if (last_cfra == -1) {
last_cfra = CFRA - 1;
}
if (U.prefetchframes) {
pf = last_cfra;
if (CFRA - last_cfra >= U.prefetchframes ||
CFRA - last_cfra < 0) {
pf = CFRA - U.prefetchframes;
fprintf(stderr,
"SEQ-THREAD: Lost sync, "
"stopping threads, "
"back to skip mode...\n");
seq_stop_threads();
} else {
while (pf < CFRA) {
int c;
pf++;
c = pf + U.prefetchframes;
if (c >= PEFRA) {
c -= PEFRA;
c += PSFRA;
}
inner_play_prefetch_frame(curmode, c);
}
}
}
}
last_cfra = CFRA;
/* make sure that swaptime passed by */
tottime -= swaptime;
while (update_time(CFRA)) {
PIL_sleep_ms(1);
}
if (CFRA >= PEFRA) {
if (tottime > 0.0) {
tottime = 0.0;
}
CFRA = PSFRA;
audiostream_stop();
audiostream_start( CFRA );
cached = cached_dynamics(PSFRA,PEFRA);
} else {
if (cached
&& (G.scene->audio.flag & AUDIO_SYNC)) {
CFRA = audiostream_pos();
} else {
CFRA++;
}
if (CFRA < last_cfra) {
fprintf(stderr,
"SEQ-THREAD: CFRA running backwards: %d\n",
CFRA);
}
}
}
/* play_anim: 'mode' defines where to play and if repeat is on (now bitfield):
* - mode & 1 : All view3d and seq areas
* - mode & 2 : No replay
* - mode & 4 : All seq areas
*/
int play_anim(int mode)
{
ScrArea *sa, *oldsa;
int cfraont;
unsigned short event=0;
short val = 0; /* its possible qtest() wont run and val must be initialized */
/* patch for very very old scenes */
if(SFRA==0) SFRA= 1;
if(EFRA==0) EFRA= 250;
if(PSFRA>PEFRA) return 0;
/* waitcursor(1); */
G.f |= G_PLAYANIM; /* in sequence.c and view.c this is handled */
cfraont= CFRA;
oldsa= curarea;
if (curarea && curarea->spacetype == SPACE_SEQ) {
SpaceSeq *sseq = curarea->spacedata.first;
if (sseq->mainb == 0) mode |= 4;
}
inner_play_prefetch_startup(mode);
update_time(CFRA);
inner_play_anim_loop(1, mode); /* 1==init */
audiostream_start( CFRA );
/* forces all buffers to be OK for current frame (otherwise other windows get redrawn with CFRA+1) */
curarea->win_swap= WIN_BACK_OK;
screen_swapbuffers();
while(TRUE) {
if (U.uiflag & USER_SHOW_FPS)
lredrawtime = PIL_check_seconds_timer();
while(qtest()) {
/* we test events first because of MKEY event */
event= extern_qread(&val);
if(event==ESCKEY) break;
else if(event==MIDDLEMOUSE) {
if(U.flag & USER_VIEWMOVE) {
if(G.qual & LR_SHIFTKEY) viewmove(0);
else if(G.qual & LR_CTRLKEY) viewmove(2);
else viewmove(1);
}
else {
if(G.qual & LR_SHIFTKEY) viewmove(1);
else if(G.qual & LR_CTRLKEY) viewmove(2);
else viewmove(0);
}
} else if (event==WHEELDOWNMOUSE || (val && event==PADMINUS)) { /* copied from persptoetsen */
if (G.vd) { /* when using the sequencer this can be NULL */
/* this min and max is also in viewmove() */
if(G.vd->persp==V3D_CAMOB) {
G.vd->camzoom-= 10;
if(G.vd->camzoom<-30) G.vd->camzoom= -30;
}
else if(G.vd->dist<10.0*G.vd->far) G.vd->dist*=1.2f;
}
} else if (event==WHEELUPMOUSE || (val && event==PADPLUSKEY)) { /* copied from persptoetsen */
if (G.vd) {
if(G.vd->persp==V3D_CAMOB) {
G.vd->camzoom+= 10;
if(G.vd->camzoom>300) G.vd->camzoom= 300;
}
else if(G.vd->dist> 0.001*G.vd->grid) G.vd->dist*=.83333f;
}
} else if(event==MKEY) {
if(val) add_marker(CFRA-1);
}
}
if(val && ELEM3(event, ESCKEY, SPACEKEY, RIGHTMOUSE)) break;
inner_play_anim_loop(0, 0);
screen_swapbuffers();
if (U.uiflag & USER_SHOW_FPS)
redrawtime = lredrawtime;
if((mode & 2) && CFRA==PEFRA) break; /* no replay */
}
if(event==SPACEKEY);
else CFRA= cfraont;
inner_play_prefetch_shutdown(mode);
audiostream_stop();
if(oldsa!=curarea) areawinset(oldsa->win);
/* restore all areas */
sa= G.curscreen->areabase.first;
while(sa) {
if( ((mode & 1) && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1);
sa= sa->next;
}
/* groups could have changed ipo */
allspace(REMAKEIPO, 0);
allqueue(REDRAWIPO, 0);
allqueue(REDRAWNLA, 0);
allqueue (REDRAWACTION, 0);
/* restore for cfra */
update_for_newframe_muted();
waitcursor(0);
G.f &= ~G_PLAYANIM;
if (event==ESCKEY || event==SPACEKEY) return 1;
else return 0;
}