Blender  V2.59
view3d_draw.c
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00001 /*
00002  * $Id: view3d_draw.c 38908 2011-08-02 04:28:05Z merwin $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version. 
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2008 Blender Foundation.
00021  * All rights reserved.
00022  *
00023  * 
00024  * Contributor(s): Blender Foundation
00025  *
00026  * ***** END GPL LICENSE BLOCK *****
00027  */
00028 
00034 #include <string.h>
00035 #include <stdio.h>
00036 #include <math.h>
00037 
00038 #include "DNA_armature_types.h"
00039 #include "DNA_camera_types.h"
00040 #include "DNA_customdata_types.h"
00041 #include "DNA_object_types.h"
00042 #include "DNA_group_types.h"
00043 #include "DNA_key_types.h"
00044 #include "DNA_lamp_types.h"
00045 #include "DNA_scene_types.h"
00046 #include "DNA_world_types.h"
00047 
00048 #include "MEM_guardedalloc.h"
00049 
00050 #include "BLI_blenlib.h"
00051 #include "BLI_math.h"
00052 #include "BLI_rand.h"
00053 #include "BLI_utildefines.h"
00054 
00055 #include "BKE_anim.h"
00056 #include "BKE_context.h"
00057 #include "BKE_customdata.h"
00058 #include "BKE_image.h"
00059 #include "BKE_key.h"
00060 #include "BKE_object.h"
00061 #include "BKE_global.h"
00062 #include "BKE_paint.h"
00063 #include "BKE_scene.h"
00064 #include "BKE_screen.h"
00065 #include "BKE_unit.h"
00066 
00067 #include "RE_pipeline.h"        // make_stars
00068 
00069 #include "IMB_imbuf_types.h"
00070 #include "IMB_imbuf.h"
00071 
00072 #include "BIF_gl.h"
00073 #include "BIF_glutil.h"
00074 
00075 #include "WM_api.h"
00076 #include "BLF_api.h"
00077 
00078 #include "ED_armature.h"
00079 #include "ED_keyframing.h"
00080 #include "ED_gpencil.h"
00081 #include "ED_screen.h"
00082 #include "ED_space_api.h"
00083 #include "ED_screen_types.h"
00084 #include "ED_transform.h"
00085 
00086 #include "UI_interface.h"
00087 #include "UI_interface_icons.h"
00088 #include "UI_resources.h"
00089 
00090 #include "GPU_draw.h"
00091 #include "GPU_material.h"
00092 #include "GPU_extensions.h"
00093 
00094 #include "view3d_intern.h"      // own include
00095 
00096 
00097 
00098 static void star_stuff_init_func(void)
00099 {
00100         cpack(-1);
00101         glPointSize(1.0);
00102         glBegin(GL_POINTS);
00103 }
00104 static void star_stuff_vertex_func(float* i)
00105 {
00106         glVertex3fv(i);
00107 }
00108 static void star_stuff_term_func(void)
00109 {
00110         glEnd();
00111 }
00112 
00113 void circf(float x, float y, float rad)
00114 {
00115         GLUquadricObj *qobj = gluNewQuadric(); 
00116         
00117         gluQuadricDrawStyle(qobj, GLU_FILL); 
00118         
00119         glPushMatrix(); 
00120         
00121         glTranslatef(x,  y, 0.); 
00122         
00123         gluDisk( qobj, 0.0,  rad, 32, 1); 
00124         
00125         glPopMatrix(); 
00126         
00127         gluDeleteQuadric(qobj);
00128 }
00129 
00130 void circ(float x, float y, float rad)
00131 {
00132         GLUquadricObj *qobj = gluNewQuadric(); 
00133         
00134         gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 
00135         
00136         glPushMatrix(); 
00137         
00138         glTranslatef(x,  y, 0.); 
00139         
00140         gluDisk( qobj, 0.0,  rad, 32, 1); 
00141         
00142         glPopMatrix(); 
00143         
00144         gluDeleteQuadric(qobj);
00145 }
00146 
00147 
00148 /* ********* custom clipping *********** */
00149 
00150 static void view3d_draw_clipping(RegionView3D *rv3d)
00151 {
00152         BoundBox *bb= rv3d->clipbb;
00153         
00154         if(bb) {
00155                 UI_ThemeColorShade(TH_BACK, -8);
00156                 
00157                 glBegin(GL_QUADS);
00158                 
00159                 glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
00160                 glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
00161                 glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
00162                 glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
00163                 glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
00164                 glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
00165                 
00166                 glEnd();
00167         }
00168 }
00169 
00170 void view3d_set_clipping(RegionView3D *rv3d)
00171 {
00172         double plane[4];
00173         int a, tot=4;
00174         
00175         if(rv3d->viewlock) tot= 6;
00176         
00177         for(a=0; a<tot; a++) {
00178                 QUATCOPY(plane, rv3d->clip[a]);
00179                 glClipPlane(GL_CLIP_PLANE0+a, plane);
00180                 glEnable(GL_CLIP_PLANE0+a);
00181         }
00182 }
00183 
00184 void view3d_clr_clipping(void)
00185 {
00186         int a;
00187         
00188         for(a=0; a<6; a++) {
00189                 glDisable(GL_CLIP_PLANE0+a);
00190         }
00191 }
00192 
00193 static int test_clipping(const float vec[3], float clip[][4])
00194 {
00195         float view[3];
00196         copy_v3_v3(view, vec);
00197         
00198         if(0.0f < clip[0][3] + INPR(view, clip[0]))
00199                 if(0.0f < clip[1][3] + INPR(view, clip[1]))
00200                         if(0.0f < clip[2][3] + INPR(view, clip[2]))
00201                                 if(0.0f < clip[3][3] + INPR(view, clip[3]))
00202                                         return 0;
00203 
00204         return 1;
00205 }
00206 
00207 /* for 'local' ED_view3d_local_clipping must run first
00208  * then all comparisons can be done in localspace */
00209 int ED_view3d_test_clipping(RegionView3D *rv3d, const float vec[3], const int local)
00210 {
00211         return test_clipping(vec, local ? rv3d->clip_local : rv3d->clip);
00212 }
00213 
00214 /* ********* end custom clipping *********** */
00215 
00216 
00217 static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
00218 {       
00219         float v1[2], v2[2];
00220 
00221         x+= (wx); 
00222         y+= (wy);
00223 
00224         v1[1]= 0.0f;
00225         v2[1]= (float)ar->winy;
00226 
00227         v1[0] = v2[0] = x-dx*floorf(x/dx);
00228         
00229         glBegin(GL_LINES);
00230         
00231         while(v1[0] < ar->winx) {
00232                 glVertex2fv(v1);
00233                 glVertex2fv(v2);
00234                 v1[0] = v2[0] = v1[0] + dx;
00235         }
00236 
00237         v1[0]= 0.0f;
00238         v2[0]= (float)ar->winx;
00239 
00240         v1[1]= v2[1]= y-dx*floorf(y/dx);
00241 
00242         while(v1[1] < ar->winy) {
00243                 glVertex2fv(v1);
00244                 glVertex2fv(v2);
00245                 v1[1] = v2[1] = v1[1] + dx;
00246         }
00247 
00248         glEnd();
00249 }
00250 
00251 #define GRID_MIN_PX 6.0f
00252 
00253 static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
00254 {
00255         /* extern short bgpicmode; */
00256         RegionView3D *rv3d= ar->regiondata;
00257         float wx, wy, x, y, fw, fx, fy, dx;
00258         float vec4[4];
00259         unsigned char col[3], col2[3];
00260 
00261         vec4[0]=vec4[1]=vec4[2]=0.0; 
00262         vec4[3]= 1.0;
00263         mul_m4_v4(rv3d->persmat, vec4);
00264         fx= vec4[0]; 
00265         fy= vec4[1]; 
00266         fw= vec4[3];
00267 
00268         wx= (ar->winx/2.0);     /* because of rounding errors, grid at wrong location */
00269         wy= (ar->winy/2.0);
00270 
00271         x= (wx)*fx/fw;
00272         y= (wy)*fy/fw;
00273 
00274         vec4[0]=vec4[1]= v3d->grid;
00275 
00276         vec4[2]= 0.0;
00277         vec4[3]= 1.0;
00278         mul_m4_v4(rv3d->persmat, vec4);
00279         fx= vec4[0]; 
00280         fy= vec4[1]; 
00281         fw= vec4[3];
00282 
00283         dx= fabs(x-(wx)*fx/fw);
00284         if(dx==0) dx= fabs(y-(wy)*fy/fw);
00285         
00286         glDepthMask(0);         // disable write in zbuffer
00287 
00288         /* check zoom out */
00289         UI_ThemeColor(TH_GRID);
00290         
00291         if(unit->system) {
00292                 /* Use GRID_MIN_PX*2 for units because very very small grid
00293                  * items are less useful when dealing with units */
00294                 void *usys;
00295                 int len, i;
00296                 float dx_scalar;
00297                 float blend_fac;
00298 
00299                 bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH);
00300 
00301                 if(usys) {
00302                         i= len;
00303                         while(i--) {
00304                                 float scalar= bUnit_GetScaler(usys, i);
00305 
00306                                 dx_scalar = dx * scalar / unit->scale_length;
00307                                 if (dx_scalar < (GRID_MIN_PX*2))
00308                                         continue;
00309 
00310                                 /* Store the smallest drawn grid size units name so users know how big each grid cell is */
00311                                 if(*grid_unit==NULL) {
00312                                         *grid_unit= bUnit_GetNameDisplay(usys, i);
00313                                         rv3d->gridview= (scalar * v3d->grid) / unit->scale_length;
00314                                 }
00315                                 blend_fac= 1-((GRID_MIN_PX*2)/dx_scalar);
00316 
00317                                 /* tweak to have the fade a bit nicer */
00318                                 blend_fac= (blend_fac * blend_fac) * 2.0f;
00319                                 CLAMP(blend_fac, 0.3f, 1.0f);
00320 
00321 
00322                                 UI_ThemeColorBlend(TH_BACK, TH_GRID, blend_fac);
00323 
00324                                 drawgrid_draw(ar, wx, wy, x, y, dx_scalar);
00325                         }
00326                 }
00327         }
00328         else {
00329                 short sublines = v3d->gridsubdiv;
00330 
00331                 if(dx<GRID_MIN_PX) {
00332                         rv3d->gridview*= sublines;
00333                         dx*= sublines;
00334                         
00335                         if(dx<GRID_MIN_PX) {
00336                                 rv3d->gridview*= sublines;
00337                                 dx*= sublines;
00338 
00339                                 if(dx<GRID_MIN_PX) {
00340                                         rv3d->gridview*= sublines;
00341                                         dx*=sublines;
00342                                         if(dx<GRID_MIN_PX);
00343                                         else {
00344                                                 UI_ThemeColor(TH_GRID);
00345                                                 drawgrid_draw(ar, wx, wy, x, y, dx);
00346                                         }
00347                                 }
00348                                 else {  // start blending out
00349                                         UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
00350                                         drawgrid_draw(ar, wx, wy, x, y, dx);
00351 
00352                                         UI_ThemeColor(TH_GRID);
00353                                         drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
00354                                 }
00355                         }
00356                         else {  // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
00357                                 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
00358                                 drawgrid_draw(ar, wx, wy, x, y, dx);
00359 
00360                                 UI_ThemeColor(TH_GRID);
00361                                 drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
00362                         }
00363                 }
00364                 else {
00365                         if(dx>(GRID_MIN_PX*10)) {               // start blending in
00366                                 rv3d->gridview/= sublines;
00367                                 dx/= sublines;
00368                                 if(dx>(GRID_MIN_PX*10)) {               // start blending in
00369                                         rv3d->gridview/= sublines;
00370                                         dx/= sublines;
00371                                         if(dx>(GRID_MIN_PX*10)) {
00372                                                 UI_ThemeColor(TH_GRID);
00373                                                 drawgrid_draw(ar, wx, wy, x, y, dx);
00374                                         }
00375                                         else {
00376                                                 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
00377                                                 drawgrid_draw(ar, wx, wy, x, y, dx);
00378                                                 UI_ThemeColor(TH_GRID);
00379                                                 drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
00380                                         }
00381                                 }
00382                                 else {
00383                                         UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
00384                                         drawgrid_draw(ar, wx, wy, x, y, dx);
00385                                         UI_ThemeColor(TH_GRID);
00386                                         drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
00387                                 }
00388                         }
00389                         else {
00390                                 UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
00391                                 drawgrid_draw(ar, wx, wy, x, y, dx);
00392                                 UI_ThemeColor(TH_GRID);
00393                                 drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
00394                         }
00395                 }
00396         }
00397 
00398 
00399         x+= (wx); 
00400         y+= (wy);
00401         UI_GetThemeColor3ubv(TH_GRID, col);
00402 
00403         setlinestyle(0);
00404         
00405         /* center cross */
00406         /* horizontal line */
00407         if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) 
00408                 UI_make_axis_color(col, col2, 'Y');
00409         else UI_make_axis_color(col, col2, 'X');
00410         glColor3ubv(col2);
00411         
00412         fdrawline(0.0,  y,  (float)ar->winx,  y); 
00413         
00414         /* vertical line */
00415         if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) 
00416                 UI_make_axis_color(col, col2, 'Y');
00417         else UI_make_axis_color(col, col2, 'Z');
00418         glColor3ubv(col2);
00419 
00420         fdrawline(x, 0.0, x, (float)ar->winy); 
00421 
00422         glDepthMask(1);         // enable write in zbuffer
00423 }
00424 #undef GRID_MIN_PX
00425 
00426 static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
00427 {
00428         float vert[3], grid, grid_scale;
00429         int a, gridlines, emphasise;
00430         unsigned char col[3], col2[3];
00431         short draw_line = 0;
00432         
00433         vert[2]= 0.0;
00434         
00435         if(v3d->gridlines<3) return;
00436         
00437         grid_scale= v3d->grid;
00438         /* use 'grid_scale' instead of 'v3d->grid' from now on */
00439 
00440         /* apply units */
00441         if(scene->unit.system) {
00442                 void *usys;
00443                 int len;
00444 
00445                 bUnit_GetSystem(&usys, &len, scene->unit.system, B_UNIT_LENGTH);
00446 
00447                 if(usys) {
00448                         int i= bUnit_GetBaseUnit(usys);
00449                         *grid_unit= bUnit_GetNameDisplay(usys, i);
00450                          grid_scale = (grid_scale * (float)bUnit_GetScaler(usys, i)) / scene->unit.scale_length;
00451                 }
00452         }
00453         
00454         if(v3d->zbuf && scene->obedit) glDepthMask(0);  // for zbuffer-select
00455         
00456         gridlines= v3d->gridlines/2;
00457         grid= gridlines * grid_scale;
00458 
00459         UI_GetThemeColor3ubv(TH_GRID, col);
00460         UI_GetThemeColor3ubv(TH_BACK, col2);
00461         
00462         /* emphasise division lines lighter instead of darker, if background is darker than grid */
00463         if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
00464                 emphasise = 20;
00465         else
00466                 emphasise = -10;
00467         
00468         /* draw the Y axis and/or grid lines */
00469         for(a= -gridlines;a<=gridlines;a++) {
00470                 if(a==0) {
00471                         /* check for the 'show Y axis' preference */
00472                         if (v3d->gridflag & V3D_SHOW_Y) { 
00473                                 UI_make_axis_color(col, col2, 'Y');
00474                                 glColor3ubv(col2);
00475                                 
00476                                 draw_line = 1;
00477                         } else if (v3d->gridflag & V3D_SHOW_FLOOR) {
00478                                 UI_ThemeColorShade(TH_GRID, emphasise);
00479                         } else {
00480                                 draw_line = 0;
00481                         }
00482                 } else {
00483                         /* check for the 'show grid floor' preference */
00484                         if (v3d->gridflag & V3D_SHOW_FLOOR) {
00485                                 if( (a % 10)==0) {
00486                                         UI_ThemeColorShade(TH_GRID, emphasise);
00487                                 }
00488                                 else UI_ThemeColorShade(TH_GRID, 10);
00489                                 
00490                                 draw_line = 1;
00491                         } else {
00492                                 draw_line = 0;
00493                         }
00494                 }
00495                 
00496                 if (draw_line) {
00497                         glBegin(GL_LINE_STRIP);
00498                         vert[0]= a * grid_scale;
00499                         vert[1]= grid;
00500                         glVertex3fv(vert);
00501                         vert[1]= -grid;
00502                         glVertex3fv(vert);
00503                         glEnd();
00504                 }
00505         }
00506         
00507         /* draw the X axis and/or grid lines */
00508         for(a= -gridlines;a<=gridlines;a++) {
00509                 if(a==0) {
00510                         /* check for the 'show X axis' preference */
00511                         if (v3d->gridflag & V3D_SHOW_X) { 
00512                                 UI_make_axis_color(col, col2, 'X');
00513                                 glColor3ubv(col2);
00514                                 
00515                                 draw_line = 1;
00516                         } else if (v3d->gridflag & V3D_SHOW_FLOOR) {
00517                                 UI_ThemeColorShade(TH_GRID, emphasise);
00518                         } else {
00519                                 draw_line = 0;
00520                         }
00521                 } else {
00522                         /* check for the 'show grid floor' preference */
00523                         if (v3d->gridflag & V3D_SHOW_FLOOR) {
00524                                 if( (a % 10)==0) {
00525                                         UI_ThemeColorShade(TH_GRID, emphasise);
00526                                 }
00527                                 else UI_ThemeColorShade(TH_GRID, 10);
00528                                 
00529                                 draw_line = 1;
00530                         } else {
00531                                 draw_line = 0;
00532                         }
00533                 }
00534                 
00535                 if (draw_line) {
00536                         glBegin(GL_LINE_STRIP);
00537                         vert[1]= a * grid_scale;
00538                         vert[0]= grid;
00539                         glVertex3fv(vert );
00540                         vert[0]= -grid;
00541                         glVertex3fv(vert);
00542                         glEnd();
00543                 }
00544         }
00545         
00546         /* draw the Z axis line */      
00547         /* check for the 'show Z axis' preference */
00548         if (v3d->gridflag & V3D_SHOW_Z) {
00549                 UI_make_axis_color(col, col2, 'Z');
00550                 glColor3ubv(col2);
00551                 
00552                 glBegin(GL_LINE_STRIP);
00553                 vert[0]= 0;
00554                 vert[1]= 0;
00555                 vert[2]= grid;
00556                 glVertex3fv(vert );
00557                 vert[2]= -grid;
00558                 glVertex3fv(vert);
00559                 glEnd();
00560         }
00561         
00562         if(v3d->zbuf && scene->obedit) glDepthMask(1);  
00563         
00564 }
00565 
00566 static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
00567 {
00568         int mx, my, co[2];
00569         int flag;
00570         
00571         /* we dont want the clipping for cursor */
00572         flag= v3d->flag;
00573         v3d->flag= 0;
00574         project_int(ar, give_cursor(scene, v3d), co);
00575         v3d->flag= flag;
00576         
00577         mx = co[0];
00578         my = co[1];
00579         
00580         if(mx!=IS_CLIPPED) {
00581                 setlinestyle(0); 
00582                 cpack(0xFF);
00583                 circ((float)mx, (float)my, 10.0);
00584                 setlinestyle(4); 
00585                 cpack(0xFFFFFF);
00586                 circ((float)mx, (float)my, 10.0);
00587                 setlinestyle(0);
00588                 cpack(0x0);
00589                 
00590                 sdrawline(mx-20, my, mx-5, my);
00591                 sdrawline(mx+5, my, mx+20, my);
00592                 sdrawline(mx, my-20, mx, my-5);
00593                 sdrawline(mx, my+5, mx, my+20);
00594         }
00595 }
00596 
00597 /* Draw a live substitute of the view icon, which is always shown
00598  * colors copied from transform_manipulator.c, we should keep these matching. */
00599 static void draw_view_axis(RegionView3D *rv3d)
00600 {
00601         const float k = U.rvisize;   /* axis size */
00602         const float toll = 0.5;      /* used to see when view is quasi-orthogonal */
00603         const float start = k + 1.0f;/* axis center in screen coordinates, x=y */
00604         float ydisp = 0.0;          /* vertical displacement to allow obj info text */
00605         int bright = 25*(float)U.rvibright + 5; /* axis alpha (rvibright has range 0-10) */
00606 
00607         float vec[3];
00608         float dx, dy;
00609         
00610         /* thickness of lines is proportional to k */
00611         glLineWidth(2);
00612 
00613         glEnable(GL_BLEND);
00614         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00615 
00616         /* X */
00617         vec[0] = 1;
00618         vec[1] = vec[2] = 0;
00619         mul_qt_v3(rv3d->viewquat, vec);
00620         dx = vec[0] * k;
00621         dy = vec[1] * k;
00622 
00623         glColor4ub(220, 0, 0, bright);
00624         glBegin(GL_LINES);
00625         glVertex2f(start, start + ydisp);
00626         glVertex2f(start + dx, start + dy + ydisp);
00627         glEnd();
00628 
00629         if (fabsf(dx) > toll || fabsf(dy) > toll) {
00630                 BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "x", 1);
00631         }
00632         
00633         /* BLF_draw_default disables blending */
00634         glEnable(GL_BLEND);
00635 
00636         /* Y */
00637         vec[1] = 1;
00638         vec[0] = vec[2] = 0;
00639         mul_qt_v3(rv3d->viewquat, vec);
00640         dx = vec[0] * k;
00641         dy = vec[1] * k;
00642 
00643         glColor4ub(0, 220, 0, bright);
00644         glBegin(GL_LINES);
00645         glVertex2f(start, start + ydisp);
00646         glVertex2f(start + dx, start + dy + ydisp);
00647         glEnd();
00648 
00649         if (fabsf(dx) > toll || fabsf(dy) > toll) {
00650                 BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "y", 1);
00651         }
00652 
00653         glEnable(GL_BLEND);
00654         
00655         /* Z */
00656         vec[2] = 1;
00657         vec[1] = vec[0] = 0;
00658         mul_qt_v3(rv3d->viewquat, vec);
00659         dx = vec[0] * k;
00660         dy = vec[1] * k;
00661 
00662         glColor4ub(30, 30, 220, bright);
00663         glBegin(GL_LINES);
00664         glVertex2f(start, start + ydisp);
00665         glVertex2f(start + dx, start + dy + ydisp);
00666         glEnd();
00667 
00668         if (fabsf(dx) > toll || fabsf(dy) > toll) {
00669                 BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "z", 1);
00670         }
00671 
00672         /* restore line-width */
00673         
00674         glLineWidth(1.0);
00675         glDisable(GL_BLEND);
00676 }
00677 
00678 /* draw center and axis of rotation for ongoing 3D mouse navigation */
00679 static void draw_rotation_guide(RegionView3D *rv3d)
00680 {
00681         float o[3]; // center of rotation
00682         float end[3]; // endpoints for drawing
00683 
00684         float color[4] = {0.f ,0.4235f, 1.f, 1.f}; // bright blue so it matches device LEDs
00685 
00686         negate_v3_v3(o, rv3d->ofs);
00687 
00688         glEnable(GL_BLEND);
00689         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00690         glShadeModel(GL_SMOOTH);
00691         glPointSize(5);
00692         glEnable(GL_POINT_SMOOTH);
00693         glDepthMask(0); // don't overwrite zbuf
00694 
00695         if (rv3d->rot_angle != 0.f) {
00696                 // -- draw rotation axis --
00697                 float scaled_axis[3];
00698                 const float scale = rv3d->dist;
00699                 mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
00700         
00701                 glBegin(GL_LINE_STRIP);
00702                         color[3] = 0.f; // more transparent toward the ends
00703                         glColor4fv(color);
00704                         add_v3_v3v3(end, o, scaled_axis);
00705                         glVertex3fv(end);
00706         
00707                         // color[3] = 0.2f + fabsf(rv3d->rot_angle); // modulate opacity with angle
00708                         // ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
00709 
00710                         color[3] = 0.5f; // more opaque toward the center
00711                         glColor4fv(color);
00712                         glVertex3fv(o);
00713         
00714                         color[3] = 0.f;
00715                         glColor4fv(color);
00716                         sub_v3_v3v3(end, o, scaled_axis);
00717                         glVertex3fv(end);
00718                 glEnd();
00719                 
00720                 // -- draw ring around rotation center --
00721                 {
00722                 #define ROT_AXIS_DETAIL 13
00723                 const float s = 0.05f * scale;
00724                 const float step = 2.f * M_PI / ROT_AXIS_DETAIL;
00725                 float angle;
00726                 int i;
00727 
00728                 float q[4]; // rotate ring so it's perpendicular to axis
00729                 const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
00730                 if (!upright)
00731                         {
00732                         const float up[3] = {0.f, 0.f, 1.f};
00733                         float vis_angle, vis_axis[3];
00734 
00735                         cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
00736                         vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
00737                         axis_angle_to_quat(q, vis_axis, vis_angle);
00738                         }
00739 
00740                 color[3] = 0.25f; // somewhat faint
00741                 glColor4fv(color);
00742                 glBegin(GL_LINE_LOOP);
00743                 for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step)
00744                         {
00745                         float p[3] = { s * cosf(angle), s * sinf(angle), 0.f };
00746 
00747                         if (!upright)
00748                                 mul_qt_v3(q, p);
00749 
00750                         add_v3_v3(p, o);
00751                         glVertex3fv(p);
00752                         }
00753                 glEnd();
00754                 }
00755 
00756                 color[3] = 1.f; // solid dot
00757         }
00758         else
00759                 color[3] = 0.5f; // see-through dot
00760 
00761         // -- draw rotation center --
00762         glColor4fv(color);
00763         glBegin(GL_POINTS);
00764                 glVertex3fv(o);
00765         glEnd();
00766 
00767         // find screen coordinates for rotation center, then draw pretty icon
00768         // mul_m4_v3(rv3d->persinv, rot_center);
00769         // UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
00770         // ^^ just playing around, does not work
00771 
00772         glDisable(GL_BLEND);
00773         glDisable(GL_POINT_SMOOTH);
00774         glDepthMask(1);
00775 }
00776 
00777 static void draw_view_icon(RegionView3D *rv3d)
00778 {
00779         BIFIconID icon;
00780         
00781         if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) 
00782                 icon= ICON_AXIS_TOP;
00783         else if( ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) 
00784                 icon= ICON_AXIS_FRONT;
00785         else if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) 
00786                 icon= ICON_AXIS_SIDE;
00787         else return ;
00788         
00789         glEnable(GL_BLEND);
00790         glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA); 
00791         
00792         UI_icon_draw(5.0, 5.0, icon);
00793         
00794         glDisable(GL_BLEND);
00795 }
00796 
00797 static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
00798 {
00799         const char *name = NULL;
00800         
00801         switch (rv3d->view) {
00802                 case RV3D_VIEW_FRONT:
00803                         if (rv3d->persp == RV3D_ORTHO) name = "Front Ortho";
00804                         else name = "Front Persp";
00805                         break;
00806                 case RV3D_VIEW_BACK:
00807                         if (rv3d->persp == RV3D_ORTHO) name = "Back Ortho";
00808                         else name = "Back Persp";
00809                         break;
00810                 case RV3D_VIEW_TOP:
00811                         if (rv3d->persp == RV3D_ORTHO) name = "Top Ortho";
00812                         else name = "Top Persp";
00813                         break;
00814                 case RV3D_VIEW_BOTTOM:
00815                         if (rv3d->persp == RV3D_ORTHO) name = "Bottom Ortho";
00816                         else name = "Bottom Persp";
00817                         break;
00818                 case RV3D_VIEW_RIGHT:
00819                         if (rv3d->persp == RV3D_ORTHO) name = "Right Ortho";
00820                         else name = "Right Persp";
00821                         break;
00822                 case RV3D_VIEW_LEFT:
00823                         if (rv3d->persp == RV3D_ORTHO) name = "Left Ortho";
00824                         else name = "Left Persp";
00825                         break;
00826                         
00827                 default:
00828                         if (rv3d->persp==RV3D_CAMOB) {
00829                                 if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
00830                                         Camera *cam;
00831                                         cam = v3d->camera->data;
00832                                         name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho";
00833                                 } else {
00834                                         name = "Object as Camera";
00835                                 }
00836                         } else { 
00837                                 name = (rv3d->persp == RV3D_ORTHO) ? "User Ortho" : "User Persp";
00838                         }
00839                         break;
00840         }
00841         
00842         return name;
00843 }
00844 
00845 static void draw_viewport_name(ARegion *ar, View3D *v3d)
00846 {
00847         RegionView3D *rv3d= ar->regiondata;
00848         const char *name= view3d_get_name(v3d, rv3d);
00849         char tmpstr[24];
00850         
00851         if (v3d->localvd) {
00852                 BLI_snprintf(tmpstr, sizeof(tmpstr), "%s (Local)", name);
00853                 name= tmpstr;
00854         }
00855 
00856         if (name) {
00857                 UI_ThemeColor(TH_TEXT_HI);
00858                 BLF_draw_default_ascii(22,  ar->winy-17, 0.0f, name, sizeof(tmpstr));
00859         }
00860 }
00861 
00862 /* draw info beside axes in bottom left-corner: 
00863 *       framenum, object name, bone name (if available), marker name (if available)
00864 */
00865 static void draw_selected_name(Scene *scene, Object *ob)
00866 {
00867         char info[256], *markern;
00868         short offset=30;
00869         
00870         /* get name of marker on current frame (if available) */
00871         markern= scene_find_marker_name(scene, CFRA);
00872         
00873         /* check if there is an object */
00874         if(ob) {
00875                 /* name(s) to display depends on type of object */
00876                 if(ob->type==OB_ARMATURE) {
00877                         bArmature *arm= ob->data;
00878                         char *name= NULL;
00879                         
00880                         /* show name of active bone too (if possible) */
00881                         if(arm->edbo) {
00882 
00883                                 if(arm->act_edbone)
00884                                         name= ((EditBone *)arm->act_edbone)->name;
00885 
00886                         }
00887                         else if(ob->mode & OB_MODE_POSE) {
00888                                 if(arm->act_bone) {
00889 
00890                                         if(arm->act_bone->layer & arm->layer)
00891                                                 name= arm->act_bone->name;
00892 
00893                                 }
00894                         }
00895                         if(name && markern)
00896                                 sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern);
00897                         else if(name)
00898                                 sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
00899                         else
00900                                 sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
00901                 }
00902                 else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
00903                         Key *key= NULL;
00904                         KeyBlock *kb = NULL;
00905                         char shapes[75];
00906                         
00907                         /* try to display active shapekey too */
00908                         shapes[0] = 0;
00909                         key = ob_get_key(ob);
00910                         if(key){
00911                                 kb = BLI_findlink(&key->block, ob->shapenr-1);
00912                                 if(kb){
00913                                         sprintf(shapes, ": %s ", kb->name);             
00914                                         if(ob->shapeflag == OB_SHAPE_LOCK){
00915                                                 strcat(shapes, " (Pinned)");
00916                                         }
00917                                 }
00918                         }
00919                         
00920                         if(markern)
00921                                 sprintf(info, "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern);
00922                         else
00923                                 sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, shapes);
00924                 }
00925                 else {
00926                         /* standard object */
00927                         if (markern)
00928                                 sprintf(info, "(%d) %s <%s>", CFRA, ob->id.name+2, markern);
00929                         else
00930                                 sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
00931                 }
00932                 
00933                 /* color depends on whether there is a keyframe */
00934                 if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/(float)(CFRA), ANIMFILTER_KEYS_LOCAL))
00935                         UI_ThemeColor(TH_VERTEX_SELECT);
00936                 else
00937                         UI_ThemeColor(TH_TEXT_HI);
00938         }
00939         else {
00940                 /* no object */
00941                 if (markern)
00942                         sprintf(info, "(%d) <%s>", CFRA, markern);
00943                 else
00944                         sprintf(info, "(%d)", CFRA);
00945                 
00946                 /* color is always white */
00947                 UI_ThemeColor(TH_TEXT_HI);
00948         }
00949         
00950         if (U.uiflag & USER_SHOW_ROTVIEWICON)
00951                 offset = 14 + (U.rvisize * 2);
00952 
00953         BLF_draw_default(offset,  10, 0.0f, info, sizeof(info)-1);
00954 }
00955 
00956 void view3d_viewborder_size_get(Scene *scene, ARegion *ar, float size_r[2])
00957 {
00958         float winmax= MAX2(ar->winx, ar->winy);
00959         float aspect= (scene->r.xsch*scene->r.xasp) / (scene->r.ysch*scene->r.yasp);
00960         
00961         if(aspect > 1.0f) {
00962                 size_r[0]= winmax;
00963                 size_r[1]= winmax/aspect;
00964         } else {
00965                 size_r[0]= winmax*aspect;
00966                 size_r[1]= winmax;
00967         }
00968 }
00969 
00970 void ED_view3d_calc_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewborder_r, short do_shift)
00971 {
00972         const float zoomfac= BKE_screen_view3d_zoom_to_fac((float)rv3d->camzoom);
00973         float size[2];
00974         float dx= 0.0f, dy= 0.0f;
00975         
00976         view3d_viewborder_size_get(scene, ar, size);
00977 
00978         size[0]= size[0]*zoomfac;
00979         size[1]= size[1]*zoomfac;
00980         
00981         /* center in window */
00982         viewborder_r->xmin= 0.5f * ar->winx - 0.5f * size[0];
00983         viewborder_r->ymin= 0.5f * ar->winy - 0.5f * size[1];
00984         viewborder_r->xmax= viewborder_r->xmin + size[0];
00985         viewborder_r->ymax= viewborder_r->ymin + size[1];
00986         
00987         dx= ar->winx*rv3d->camdx*zoomfac*2.0f;
00988         dy= ar->winy*rv3d->camdy*zoomfac*2.0f;
00989         
00990         /* apply offset */
00991         viewborder_r->xmin-= dx;
00992         viewborder_r->ymin-= dy;
00993         viewborder_r->xmax-= dx;
00994         viewborder_r->ymax-= dy;
00995         
00996         if(do_shift && v3d->camera && v3d->camera->type==OB_CAMERA) {
00997                 Camera *cam= v3d->camera->data;
00998                 float w = viewborder_r->xmax - viewborder_r->xmin;
00999                 float h = viewborder_r->ymax - viewborder_r->ymin;
01000                 float side = MAX2(w, h);
01001 
01002                 if(do_shift == -1) side *= -1;
01003                 viewborder_r->xmin+= cam->shiftx*side;
01004                 viewborder_r->xmax+= cam->shiftx*side;
01005                 viewborder_r->ymin+= cam->shifty*side;
01006                 viewborder_r->ymax+= cam->shifty*side;
01007         }
01008 }
01009 
01010 static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac)
01011 {
01012         float x3, y3, x4, y4;
01013 
01014         x3= x1 + fac * (x2-x1);
01015         y3= y1 + fac * (y2-y1);
01016         x4= x1 + (1.0f - fac) * (x2-x1);
01017         y4= y1 + (1.0f - fac) * (y2-y1);
01018 
01019         glBegin(GL_LINES);
01020         glVertex2f(x1, y3);
01021         glVertex2f(x2, y3);
01022 
01023         glVertex2f(x1, y4);
01024         glVertex2f(x2, y4);
01025 
01026         glVertex2f(x3, y1);
01027         glVertex2f(x3, y2);
01028 
01029         glVertex2f(x4, y1);
01030         glVertex2f(x4, y2);
01031         glEnd();
01032 }
01033 
01034 /* harmonious triangle */
01035 static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir)
01036 {
01037         float ofs;
01038         float w= x2 - x1;
01039         float h= y2 - y1;
01040 
01041         glBegin(GL_LINES);
01042         if(w > h) {
01043                 if(golden) {
01044                         ofs = w * (1.0f-(1.0f/1.61803399));
01045                 }
01046                 else {
01047                         ofs = h * (h / w);
01048                 }
01049                 if(dir == 'B') SWAP(float, y1, y2);
01050 
01051                 glVertex2f(x1, y1);
01052                 glVertex2f(x2, y2);
01053 
01054                 glVertex2f(x2, y1);
01055                 glVertex2f(x1 + (w - ofs), y2);
01056 
01057                 glVertex2f(x1, y2);
01058                 glVertex2f(x1 + ofs, y1);
01059         }
01060         else {
01061                 if(golden) {
01062                         ofs = h * (1.0f-(1.0f/1.61803399));
01063                 }
01064                 else {
01065                         ofs = w * (w / h);
01066                 }
01067                 if(dir == 'B') SWAP(float, x1, x2);
01068 
01069                 glVertex2f(x1, y1);
01070                 glVertex2f(x2, y2);
01071 
01072                 glVertex2f(x2, y1);
01073                 glVertex2f(x1, y1 + ofs);
01074 
01075                 glVertex2f(x1, y2);
01076                 glVertex2f(x2, y1 + (h - ofs));
01077         }
01078         glEnd();
01079 }
01080 
01081 static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
01082 {
01083         float fac, a;
01084         float x1, x2, y1, y2;
01085         float x1i, x2i, y1i, y2i;
01086         float x3, y3, x4, y4;
01087         rctf viewborder;
01088         Camera *ca= NULL;
01089         RegionView3D *rv3d= (RegionView3D *)ar->regiondata;
01090         
01091         if(v3d->camera==NULL)
01092                 return;
01093         if(v3d->camera->type==OB_CAMERA)
01094                 ca = v3d->camera->data;
01095         
01096         ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, FALSE);
01097         /* the offsets */
01098         x1= viewborder.xmin;
01099         y1= viewborder.ymin;
01100         x2= viewborder.xmax;
01101         y2= viewborder.ymax;
01102         
01103         /* apply offsets so the real 3D camera shows through */
01104 
01105         /* note: quite un-scientific but without this bit extra
01106          * 0.0001 on the lower left the 2D border sometimes
01107          * obscures the 3D camera border */
01108         /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticable
01109          * but keep it here incase we need to remove the workaround */
01110         x1i= (int)(x1 - 1.0001f);
01111         y1i= (int)(y1 - 1.0001f);
01112         x2i= (int)(x2 + (1.0f-0.0001f));
01113         y2i= (int)(y2 + (1.0f-0.0001f));
01114         
01115         /* passepartout, specified in camera edit buttons */
01116         if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
01117                 if (ca->passepartalpha == 1.0f) {
01118                         glColor3f(0, 0, 0);
01119                 } else {
01120                         glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
01121                         glEnable(GL_BLEND);
01122                         glColor4f(0, 0, 0, ca->passepartalpha);
01123                 }
01124                 if (x1i > 0.0f)
01125                         glRectf(0.0, (float)ar->winy, x1i, 0.0);
01126                 if (x2i < (float)ar->winx)
01127                         glRectf(x2i, (float)ar->winy, (float)ar->winx, 0.0);
01128                 if (y2i < (float)ar->winy)
01129                         glRectf(x1i, (float)ar->winy, x2i, y2i);
01130                 if (y2i > 0.0f)
01131                         glRectf(x1i, y1i, x2i, 0.0);
01132                 
01133                 glDisable(GL_BLEND);
01134         }
01135 
01136         /* edge */
01137         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);      
01138 
01139         setlinestyle(0);
01140         UI_ThemeColor(TH_BACK);
01141         glRectf(x1i, y1i, x2i, y2i);
01142 
01143 #ifdef VIEW3D_CAMERA_BORDER_HACK
01144         {
01145                 if(view3d_camera_border_hack_test == TRUE) {
01146                         glColor4fv(view3d_camera_border_hack_col);
01147                         glRectf(x1i+1, y1i+1, x2i-1, y2i-1);
01148                         view3d_camera_border_hack_test= FALSE;
01149                 }
01150         }
01151 #endif
01152 
01153         setlinestyle(3);
01154         UI_ThemeColor(TH_WIRE);
01155         glRectf(x1i, y1i, x2i, y2i);
01156 
01157         /* border */
01158         if(scene->r.mode & R_BORDER) {
01159                 
01160                 cpack(0);
01161                 x3= x1+ scene->r.border.xmin*(x2-x1);
01162                 y3= y1+ scene->r.border.ymin*(y2-y1);
01163                 x4= x1+ scene->r.border.xmax*(x2-x1);
01164                 y4= y1+ scene->r.border.ymax*(y2-y1);
01165                 
01166                 cpack(0x4040FF);
01167                 glRectf(x3,  y3,  x4,  y4); 
01168         }
01169 
01170         /* safety border */
01171         if(ca) {
01172                 if (ca->dtx & CAM_DTX_CENTER) {
01173                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01174 
01175                         x3= x1+ 0.5f*(x2-x1);
01176                         y3= y1+ 0.5f*(y2-y1);
01177 
01178                         glBegin(GL_LINES);
01179                         glVertex2f(x1, y3);
01180                         glVertex2f(x2, y3);
01181 
01182                         glVertex2f(x3, y1);
01183                         glVertex2f(x3, y2);
01184                         glEnd();
01185                 }
01186 
01187                 if (ca->dtx & CAM_DTX_CENTER_DIAG) {
01188                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01189 
01190                         glBegin(GL_LINES);
01191                         glVertex2f(x1, y1);
01192                         glVertex2f(x2, y2);
01193 
01194                         glVertex2f(x1, y2);
01195                         glVertex2f(x2, y1);
01196                         glEnd();
01197                 }
01198 
01199                 if (ca->dtx & CAM_DTX_THIRDS) {
01200                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01201                         drawviewborder_grid3(x1, x2, y1, y2, 1.0f/3.0f);
01202                 }
01203 
01204                 if (ca->dtx & CAM_DTX_GOLDEN) {
01205                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01206                         drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399));
01207                 }
01208 
01209                 if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
01210                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01211                         drawviewborder_triangle(x1, x2, y1, y2, 0, 'A');
01212                 }
01213 
01214                 if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
01215                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01216                         drawviewborder_triangle(x1, x2, y1, y2, 0, 'B');
01217                 }
01218 
01219                 if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
01220                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01221                         drawviewborder_triangle(x1, x2, y1, y2, 1, 'A');
01222                 }
01223 
01224                 if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
01225                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01226                         drawviewborder_triangle(x1, x2, y1, y2, 1, 'B');
01227                 }
01228 
01229                 if (ca->flag & CAM_SHOWTITLESAFE) {
01230                         fac= 0.1;
01231 
01232                         a= fac*(x2-x1);
01233                         x1+= a;
01234                         x2-= a;
01235 
01236                         a= fac*(y2-y1);
01237                         y1+= a;
01238                         y2-= a;
01239 
01240                         UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
01241 
01242                         uiSetRoundBox(15);
01243                         uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
01244                 }
01245         }
01246 
01247         setlinestyle(0);
01248         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
01249 
01250         /* camera name - draw in highlighted text color */
01251         if (ca && (ca->flag & CAM_SHOWNAME)) {
01252                 UI_ThemeColor(TH_TEXT_HI);
01253                 BLF_draw_default(x1i, y1i-15, 0.0f, v3d->camera->id.name+2, sizeof(v3d->camera->id.name)-2);
01254                 UI_ThemeColor(TH_WIRE);
01255         }
01256 }
01257 
01258 /* *********************** backdraw for selection *************** */
01259 
01260 static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
01261 {
01262         RegionView3D *rv3d= ar->regiondata;
01263         struct Base *base = scene->basact;
01264         rcti winrct;
01265 
01266         BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
01267 
01268         if(base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) ||
01269                          paint_facesel_test(base->object)));
01270         else if((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) &&
01271                 scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE));
01272         else if((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
01273         else if(scene->obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
01274         else {
01275                 v3d->flag &= ~V3D_INVALID_BACKBUF;
01276                 return;
01277         }
01278 
01279         if( !(v3d->flag & V3D_INVALID_BACKBUF) ) return;
01280 
01281 //      if(test) {
01282 //              if(qtest()) {
01283 //                      addafterqueue(ar->win, BACKBUFDRAW, 1);
01284 //                      return;
01285 //              }
01286 //      }
01287 
01288         if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE;
01289         
01290         glDisable(GL_DITHER);
01291 
01292         region_scissor_winrct(ar, &winrct);
01293         glScissor(winrct.xmin, winrct.ymin, winrct.xmax - winrct.xmin, winrct.ymax - winrct.ymin);
01294 
01295         glClearColor(0.0, 0.0, 0.0, 0.0); 
01296         if(v3d->zbuf) {
01297                 glEnable(GL_DEPTH_TEST);
01298                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
01299         }
01300         else {
01301                 glClear(GL_COLOR_BUFFER_BIT);
01302                 glDisable(GL_DEPTH_TEST);
01303         }
01304         
01305         if(rv3d->rflag & RV3D_CLIPPING)
01306                 view3d_set_clipping(rv3d);
01307         
01308         G.f |= G_BACKBUFSEL;
01309         
01310         if(base && (base->lay & v3d->lay)) {
01311                 draw_object_backbufsel(scene, v3d, rv3d, base->object);
01312         }
01313 
01314         v3d->flag &= ~V3D_INVALID_BACKBUF;
01315         ar->swap= 0; /* mark invalid backbuf for wm draw */
01316 
01317         G.f &= ~G_BACKBUFSEL;
01318         v3d->zbuf= FALSE; 
01319         glDisable(GL_DEPTH_TEST);
01320         glEnable(GL_DITHER);
01321 
01322         if(rv3d->rflag & RV3D_CLIPPING)
01323                 view3d_clr_clipping();
01324 
01325         /* it is important to end a view in a transform compatible with buttons */
01326 //      persp(PERSP_WIN);  // set ortho
01327 
01328 }
01329 
01330 void view3d_validate_backbuf(ViewContext *vc)
01331 {
01332         if(vc->v3d->flag & V3D_INVALID_BACKBUF)
01333                 backdrawview3d(vc->scene, vc->ar, vc->v3d);
01334 }
01335 
01336 /* samples a single pixel (copied from vpaint) */
01337 unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y)
01338 {
01339         unsigned int col;
01340         
01341         if(x >= vc->ar->winx || y >= vc->ar->winy) return 0;
01342         x+= vc->ar->winrct.xmin;
01343         y+= vc->ar->winrct.ymin;
01344         
01345         view3d_validate_backbuf(vc);
01346 
01347         glReadPixels(x,  y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,  &col);
01348         glReadBuffer(GL_BACK);  
01349         
01350         if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col);
01351         
01352         return WM_framebuffer_to_index(col);
01353 }
01354 
01355 /* reads full rect, converts indices */
01356 ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax)
01357 {
01358         unsigned int *dr, *rd;
01359         struct ImBuf *ibuf, *ibuf1;
01360         int a;
01361         short xminc, yminc, xmaxc, ymaxc, xs, ys;
01362         
01363         /* clip */
01364         if(xmin<0) xminc= 0; else xminc= xmin;
01365         if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax;
01366         if(xminc > xmaxc) return NULL;
01367 
01368         if(ymin<0) yminc= 0; else yminc= ymin;
01369         if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax;
01370         if(yminc > ymaxc) return NULL;
01371         
01372         ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect);
01373 
01374         view3d_validate_backbuf(vc); 
01375         
01376         glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
01377         glReadBuffer(GL_BACK);  
01378 
01379         if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
01380 
01381         a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
01382         dr= ibuf->rect;
01383         while(a--) {
01384                 if(*dr) *dr= WM_framebuffer_to_index(*dr);
01385                 dr++;
01386         }
01387         
01388         /* put clipped result back, if needed */
01389         if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax) 
01390                 return ibuf;
01391         
01392         ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect);
01393         rd= ibuf->rect;
01394         dr= ibuf1->rect;
01395                 
01396         for(ys= ymin; ys<=ymax; ys++) {
01397                 for(xs= xmin; xs<=xmax; xs++, dr++) {
01398                         if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
01399                                 *dr= *rd;
01400                                 rd++;
01401                         }
01402                 }
01403         }
01404         IMB_freeImBuf(ibuf);
01405         return ibuf1;
01406 }
01407 
01408 /* smart function to sample a rect spiralling outside, nice for backbuf selection */
01409 unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int size,
01410                                                                                 unsigned int min, unsigned int max, int *dist, short strict, 
01411                                                                                 void *handle, unsigned int (*indextest)(void *handle, unsigned int index))
01412 {
01413         struct ImBuf *buf;
01414         unsigned int *bufmin, *bufmax, *tbuf;
01415         int minx, miny;
01416         int a, b, rc, nr, amount, dirvec[4][2];
01417         int distance=0;
01418         unsigned int index = 0;
01419         short indexok = 0;      
01420 
01421         amount= (size-1)/2;
01422 
01423         minx = mval[0]-(amount+1);
01424         miny = mval[1]-(amount+1);
01425         buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1);
01426         if (!buf) return 0;
01427 
01428         rc= 0;
01429         
01430         dirvec[0][0]= 1; dirvec[0][1]= 0;
01431         dirvec[1][0]= 0; dirvec[1][1]= -size;
01432         dirvec[2][0]= -1; dirvec[2][1]= 0;
01433         dirvec[3][0]= 0; dirvec[3][1]= size;
01434         
01435         bufmin = buf->rect;
01436         tbuf = buf->rect;
01437         bufmax = buf->rect + size*size;
01438         tbuf+= amount*size+ amount;
01439         
01440         for(nr=1; nr<=size; nr++) {
01441                 
01442                 for(a=0; a<2; a++) {
01443                         for(b=0; b<nr; b++, distance++) {
01444                                 if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
01445                                         if(strict){
01446                                                 indexok =  indextest(handle, *tbuf - min+1);
01447                                                 if(indexok){
01448                                                         *dist= (short) sqrt( (float)distance   );
01449                                                         index = *tbuf - min+1;
01450                                                         goto exit; 
01451                                                 }                                               
01452                                         }
01453                                         else{
01454                                                 *dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong - 
01455                                                 index = *tbuf - min+1; // messy yah, but indices start at 1
01456                                                 goto exit;
01457                                         }                       
01458                                 }
01459                                 
01460                                 tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
01461                                 
01462                                 if(tbuf<bufmin || tbuf>=bufmax) {
01463                                         goto exit;
01464                                 }
01465                         }
01466                         rc++;
01467                         rc &= 3;
01468                 }
01469         }
01470 
01471 exit:
01472         IMB_freeImBuf(buf);
01473         return index;
01474 }
01475 
01476 
01477 /* ************************************************************* */
01478 
01479 static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
01480 {
01481         RegionView3D *rv3d= ar->regiondata;
01482         BGpic *bgpic;
01483         Image *ima;
01484         ImBuf *ibuf= NULL;
01485         float vec[4], fac, asp, zoomx, zoomy;
01486         float x1, y1, x2, y2, cx, cy;
01487 
01488 
01489         for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) {
01490 
01491                 if(     (bgpic->view == 0) || /* zero for any */
01492                         (bgpic->view & (1<<rv3d->view)) || /* check agaist flags */
01493                         (rv3d->persp==RV3D_CAMOB && bgpic->view == (1<<RV3D_VIEW_CAMERA))
01494                 ) {
01495                         ima= bgpic->ima;
01496                         if(ima==NULL)
01497                                 continue;
01498                         BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0);
01499                         ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
01500                         if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL) )
01501                                 continue;
01502                         if(ibuf->channels!=4)
01503                                 continue;
01504                         if(ibuf->rect==NULL)
01505                                 IMB_rect_from_float(ibuf);
01506 
01507                         if(rv3d->persp==RV3D_CAMOB) {
01508                                 rctf vb;
01509 
01510                                 ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, FALSE);
01511 
01512                                 x1= vb.xmin;
01513                                 y1= vb.ymin;
01514                                 x2= vb.xmax;
01515                                 y2= vb.ymax;
01516                         }
01517                         else {
01518                                 float sco[2];
01519                                 const float mval_f[2]= {1.0f, 0.0f};
01520 
01521                                 /* calc window coord */
01522                                 initgrabz(rv3d, 0.0, 0.0, 0.0);
01523                                 ED_view3d_win_to_delta(ar, mval_f, vec);
01524                                 fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
01525                                 fac= 1.0f/fac;
01526 
01527                                 asp= ( (float)ibuf->y)/(float)ibuf->x;
01528 
01529                                 vec[0] = vec[1] = vec[2] = 0.0;
01530                                 ED_view3d_project_float(ar, vec, sco, rv3d->persmat);
01531                                 cx = sco[0];
01532                                 cy = sco[1];
01533 
01534                                 x1=  cx+ fac*(bgpic->xof-bgpic->size);
01535                                 y1=  cy+ asp*fac*(bgpic->yof-bgpic->size);
01536                                 x2=  cx+ fac*(bgpic->xof+bgpic->size);
01537                                 y2=  cy+ asp*fac*(bgpic->yof+bgpic->size);
01538                         }
01539 
01540                         /* complete clip? */
01541 
01542                         if(x2 < 0 ) continue;
01543                         if(y2 < 0 ) continue;
01544                         if(x1 > ar->winx ) continue;
01545                         if(y1 > ar->winy ) continue;
01546 
01547                         zoomx= (x2-x1)/ibuf->x;
01548                         zoomy= (y2-y1)/ibuf->y;
01549 
01550                         /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
01551                         if(zoomx < 1.0f || zoomy < 1.0f) {
01552                                 float tzoom= MIN2(zoomx, zoomy);
01553                                 int mip= 0;
01554 
01555                                 if((ibuf->userflags&IB_MIPMAP_INVALID) != 0) {
01556                                         IMB_remakemipmap(ibuf, 0);
01557                                         ibuf->userflags&= ~IB_MIPMAP_INVALID;
01558                                 }
01559                                 else if(ibuf->mipmap[0]==NULL)
01560                                         IMB_makemipmap(ibuf, 0);
01561 
01562                                 while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) {
01563                                         tzoom*= 2.0f;
01564                                         zoomx*= 2.0f;
01565                                         zoomy*= 2.0f;
01566                                         mip++;
01567                                 }
01568                                 if(mip>0)
01569                                         ibuf= ibuf->mipmap[mip-1];
01570                         }
01571 
01572                         if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
01573                         glDepthMask(0);
01574 
01575                         glEnable(GL_BLEND);
01576                         glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA);
01577 
01578                         glMatrixMode(GL_PROJECTION);
01579                         glPushMatrix();
01580                         glMatrixMode(GL_MODELVIEW);
01581                         glPushMatrix();
01582                         ED_region_pixelspace(ar);
01583 
01584                         glPixelZoom(zoomx, zoomy);
01585                         glColor4f(1.0f, 1.0f, 1.0f, 1.0f-bgpic->blend);
01586                         glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
01587 
01588                         glPixelZoom(1.0, 1.0);
01589                         glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
01590 
01591                         glMatrixMode(GL_PROJECTION);
01592                         glPopMatrix();
01593                         glMatrixMode(GL_MODELVIEW);
01594                         glPopMatrix();
01595 
01596                         glDisable(GL_BLEND);
01597 
01598                         glDepthMask(1);
01599                         if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
01600                 }
01601         }
01602 }
01603 
01604 /* ****************** View3d afterdraw *************** */
01605 
01606 typedef struct View3DAfter {
01607         struct View3DAfter *next, *prev;
01608         struct Base *base;
01609         int flag;
01610 } View3DAfter;
01611 
01612 /* temp storage of Objects that need to be drawn as last */
01613 void add_view3d_after(ListBase *lb, Base *base, int flag)
01614 {
01615         View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
01616         BLI_addtail(lb, v3da);
01617         v3da->base= base;
01618         v3da->flag= flag;
01619 }
01620 
01621 /* disables write in zbuffer and draws it over */
01622 static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
01623 {
01624         View3DAfter *v3da, *next;
01625         
01626         glDepthMask(0);
01627         v3d->transp= TRUE;
01628         
01629         for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
01630                 next= v3da->next;
01631                 draw_object(scene, ar, v3d, v3da->base, v3da->flag);
01632                 BLI_remlink(&v3d->afterdraw_transp, v3da);
01633                 MEM_freeN(v3da);
01634         }
01635         v3d->transp= FALSE;
01636         
01637         glDepthMask(1);
01638         
01639 }
01640 
01641 /* clears zbuffer and draws it over */
01642 static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear)
01643 {
01644         View3DAfter *v3da, *next;
01645 
01646         if(clear && v3d->zbuf)
01647                 glClear(GL_DEPTH_BUFFER_BIT);
01648 
01649         v3d->xray= TRUE;
01650         for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
01651                 next= v3da->next;
01652                 draw_object(scene, ar, v3d, v3da->base, v3da->flag);
01653                 BLI_remlink(&v3d->afterdraw_xray, v3da);
01654                 MEM_freeN(v3da);
01655         }
01656         v3d->xray= FALSE;
01657 }
01658 
01659 
01660 /* clears zbuffer and draws it over */
01661 static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int clear)
01662 {
01663         View3DAfter *v3da, *next;
01664 
01665         if(clear && v3d->zbuf)
01666                 glClear(GL_DEPTH_BUFFER_BIT);
01667 
01668         v3d->xray= TRUE;
01669         v3d->transp= TRUE;
01670         
01671         for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
01672                 next= v3da->next;
01673                 draw_object(scene, ar, v3d, v3da->base, v3da->flag);
01674                 BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
01675                 MEM_freeN(v3da);
01676         }
01677 
01678         v3d->transp= FALSE;
01679         v3d->xray= FALSE;
01680 
01681 }
01682 
01683 /* *********************** */
01684 
01685 /*
01686         In most cases call draw_dupli_objects,
01687         draw_dupli_objects_color was added because when drawing set dupli's
01688         we need to force the color
01689  */
01690 
01691 #if 0
01692 int dupli_ob_sort(void *arg1, void *arg2)
01693 {
01694         void *p1= ((DupliObject *)arg1)->ob;
01695         void *p2= ((DupliObject *)arg2)->ob;
01696         int val = 0;
01697         if (p1 < p2)            val = -1;
01698         else if (p1 > p2)       val = 1;
01699         return val;
01700 }
01701 #endif
01702 
01703 
01704 static DupliObject *dupli_step(DupliObject *dob)
01705 {
01706         while(dob && dob->no_draw)
01707                 dob= dob->next;
01708         return dob;
01709 }
01710 
01711 static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
01712 {
01713         RegionView3D *rv3d= ar->regiondata;
01714         ListBase *lb;
01715         DupliObject *dob_prev= NULL, *dob, *dob_next= NULL;
01716         Base tbase;
01717         BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
01718         GLuint displist=0;
01719         short transflag, use_displist= -1;      /* -1 is initialize */
01720         char dt, dtx;
01721         
01722         if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
01723         
01724         tbase.flag= OB_FROMDUPLI|base->flag;
01725         lb= object_duplilist(scene, base->object);
01726         // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
01727 
01728         dob=dupli_step(lb->first);
01729         if(dob) dob_next= dupli_step(dob->next);
01730 
01731         for( ; dob ; dob_prev= dob, dob= dob_next, dob_next= dob_next ? dupli_step(dob_next->next) : NULL) {
01732                 tbase.object= dob->ob;
01733 
01734                 /* extra service: draw the duplicator in drawtype of parent */
01735                 /* MIN2 for the drawtype to allow bounding box objects in groups for lods */
01736                 dt= tbase.object->dt;   tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
01737                 dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
01738 
01739                 /* negative scale flag has to propagate */
01740                 transflag= tbase.object->transflag;
01741                 if(base->object->transflag & OB_NEG_SCALE)
01742                         tbase.object->transflag ^= OB_NEG_SCALE;
01743 
01744                 UI_ThemeColorBlend(color, TH_BACK, 0.5);
01745 
01746                 /* generate displist, test for new object */
01747                 if(dob_prev && dob_prev->ob != dob->ob) {
01748                         if(use_displist==1)
01749                                 glDeleteLists(displist, 1);
01750 
01751                         use_displist= -1;
01752                 }
01753 
01754                 /* generate displist */
01755                 if(use_displist == -1) {
01756 
01757                         /* note, since this was added, its checked dob->type==OB_DUPLIGROUP
01758                          * however this is very slow, it was probably needed for the NLA
01759                          * offset feature (used in group-duplicate.blend but no longer works in 2.5)
01760                          * so for now it should be ok to - campbell */
01761 
01762                         if(             (dob_next==NULL || dob_next->ob != dob->ob) || /* if this is the last no need  to make a displist */
01763                                         (dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */
01764                                         (dob->type == OB_DUPLIGROUP && dob->animated) ||
01765                                         !(bb_tmp= object_get_boundbox(dob->ob))
01766                         ) {
01767                                 // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2);
01768                                 use_displist= 0;
01769                         }
01770                         else {
01771                                 // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2);
01772                                 bb= *bb_tmp; /* must make a copy  */
01773 
01774                                 /* disable boundbox check for list creation */
01775                                 object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
01776                                 /* need this for next part of code */
01777                                 unit_m4(dob->ob->obmat);        /* obmat gets restored */
01778 
01779                                 displist= glGenLists(1);
01780                                 glNewList(displist, GL_COMPILE);
01781                                 draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
01782                                 glEndList();
01783 
01784                                 use_displist= 1;
01785                                 object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
01786                         }
01787                 }
01788                 if(use_displist) {
01789                         glMultMatrixf(dob->mat);
01790                         if(ED_view3d_boundbox_clip(rv3d, dob->mat, &bb))
01791                                 glCallList(displist);
01792                         glLoadMatrixf(rv3d->viewmat);
01793                 }
01794                 else {
01795                         copy_m4_m4(dob->ob->obmat, dob->mat);
01796                         draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
01797                 }
01798 
01799                 tbase.object->dt= dt;
01800                 tbase.object->dtx= dtx;
01801                 tbase.object->transflag= transflag;
01802         }
01803         
01804         /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
01805         
01806         free_object_duplilist(lb);      /* does restore */
01807         
01808         if(use_displist)
01809                 glDeleteLists(displist, 1);
01810 }
01811 
01812 static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
01813 {
01814         /* define the color here so draw_dupli_objects_color can be called
01815         * from the set loop */
01816         
01817         int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
01818         /* debug */
01819         if(base->object->dup_group && base->object->dup_group->id.us<1)
01820                 color= TH_REDALERT;
01821         
01822         draw_dupli_objects_color(scene, ar, v3d, base, color);
01823 }
01824 
01825 void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
01826 {
01827         int x, y, w, h; 
01828         rcti r;
01829         /* clamp rect by area */
01830 
01831         r.xmin= 0;
01832         r.xmax= ar->winx-1;
01833         r.ymin= 0;
01834         r.ymax= ar->winy-1;
01835 
01836         /* Constrain rect to depth bounds */
01837         BLI_isect_rcti(&r, rect, rect);
01838 
01839         /* assign values to compare with the ViewDepths */
01840         x= rect->xmin;
01841         y= rect->ymin;
01842 
01843         w= rect->xmax - rect->xmin;
01844         h= rect->ymax - rect->ymin;
01845 
01846         if(w <= 0 || h <= 0) {
01847                 if(d->depths)
01848                         MEM_freeN(d->depths);
01849                 d->depths= NULL;
01850 
01851                 d->damaged= FALSE;
01852         }
01853         else if(        d->w != w ||
01854                 d->h != h ||
01855                 d->x != x ||
01856                 d->y != y ||
01857                 d->depths==NULL
01858         ) {
01859                 d->x= x;
01860                 d->y= y;
01861                 d->w= w;
01862                 d->h= h;
01863 
01864                 if(d->depths)
01865                         MEM_freeN(d->depths);
01866 
01867                 d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths Subset");
01868                 
01869                 d->damaged= TRUE;
01870         }
01871 
01872         if(d->damaged) {
01873                 glReadPixels(ar->winrct.xmin+d->x,ar->winrct.ymin+d->y, d->w,d->h, GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
01874                 glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
01875                 d->damaged= FALSE;
01876         }
01877 }
01878 
01879 /* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
01880 void ED_view3d_depth_update(ARegion *ar)
01881 {
01882         RegionView3D *rv3d= ar->regiondata;
01883         
01884         /* Create storage for, and, if necessary, copy depth buffer */
01885         if(!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
01886         if(rv3d->depths) {
01887                 ViewDepths *d= rv3d->depths;
01888                 if(d->w != ar->winx ||
01889                    d->h != ar->winy ||
01890                    !d->depths) {
01891                         d->w= ar->winx;
01892                         d->h= ar->winy;
01893                         if(d->depths)
01894                                 MEM_freeN(d->depths);
01895                         d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths");
01896                         d->damaged= 1;
01897                 }
01898                 
01899                 if(d->damaged) {
01900                         glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h,
01901                                                  GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
01902                         
01903                         glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
01904                         
01905                         d->damaged= 0;
01906                 }
01907         }
01908 }
01909 
01910 /* utility function to find the closest Z value, use for autodepth */
01911 float view3d_depth_near(ViewDepths *d)
01912 {
01913         /* convert to float for comparisons */
01914         const float near= (float)d->depth_range[0];
01915         const float far_real= (float)d->depth_range[1];
01916         float far= far_real;
01917 
01918         const float *depths= d->depths;
01919         float depth= FLT_MAX;
01920         int i= (int)d->w * (int)d->h; /* cast to avoid short overflow */
01921 
01922         /* far is both the starting 'far' value
01923          * and the closest value found. */      
01924         while(i--) {
01925                 depth= *depths++;
01926                 if((depth < far) && (depth > near)) {
01927                         far= depth;
01928                 }
01929         }
01930 
01931         return far == far_real ? FLT_MAX : far;
01932 }
01933 
01934 void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
01935 {
01936         short zbuf= v3d->zbuf;
01937         RegionView3D *rv3d= ar->regiondata;
01938 
01939         setwinmatrixview3d(ar, v3d, NULL);      /* 0= no pick rect */
01940         setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls where_is_object for camera... */
01941 
01942         mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
01943         invert_m4_m4(rv3d->persinv, rv3d->persmat);
01944         invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
01945 
01946         glClear(GL_DEPTH_BUFFER_BIT);
01947 
01948         glLoadMatrixf(rv3d->viewmat);
01949 
01950         v3d->zbuf= TRUE;
01951         glEnable(GL_DEPTH_TEST);
01952 
01953         draw_gpencil_view3d_ext(scene, v3d, ar, 1);
01954         
01955         v3d->zbuf= zbuf;
01956 
01957 }
01958 
01959 void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
01960 {
01961         RegionView3D *rv3d= ar->regiondata;
01962         Base *base;
01963         short zbuf= v3d->zbuf;
01964         short flag= v3d->flag;
01965         float glalphaclip= U.glalphaclip;
01966         int obcenter_dia= U.obcenter_dia;
01967         /* temp set drawtype to solid */
01968         
01969         /* Setting these temporarily is not nice */
01970         v3d->flag &= ~V3D_SELECT_OUTLINE;
01971         U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
01972         U.obcenter_dia= 0;
01973         
01974         setwinmatrixview3d(ar, v3d, NULL);      /* 0= no pick rect */
01975         setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls where_is_object for camera... */
01976         
01977         mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
01978         invert_m4_m4(rv3d->persinv, rv3d->persmat);
01979         invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
01980         
01981         glClear(GL_DEPTH_BUFFER_BIT);
01982         
01983         glLoadMatrixf(rv3d->viewmat);
01984 //      persp(PERSP_STORE);  // store correct view for persp(PERSP_VIEW) calls
01985         
01986         if(rv3d->rflag & RV3D_CLIPPING) {
01987                 view3d_set_clipping(rv3d);
01988         }
01989         
01990         v3d->zbuf= TRUE;
01991         glEnable(GL_DEPTH_TEST);
01992         
01993         /* draw set first */
01994         if(scene->set) {
01995                 Scene *sce_iter;
01996                 for(SETLOOPER(scene->set, sce_iter, base)) {
01997                         if(v3d->lay & base->lay) {
01998                                 if (func == NULL || func(base)) {
01999                                         draw_object(scene, ar, v3d, base, 0);
02000                                         if(base->object->transflag & OB_DUPLI) {
02001                                                 draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
02002                                         }
02003                                 }
02004                         }
02005                 }
02006         }
02007         
02008         for(base= scene->base.first; base; base= base->next) {
02009                 if(v3d->lay & base->lay) {
02010                         if (func == NULL || func(base)) {
02011                                 /* dupli drawing */
02012                                 if(base->object->transflag & OB_DUPLI) {
02013                                         draw_dupli_objects(scene, ar, v3d, base);
02014                                 }
02015                                 draw_object(scene, ar, v3d, base, 0);
02016                         }
02017                 }
02018         }
02019         
02020         /* this isnt that nice, draw xray objects as if they are normal */
02021         if (    v3d->afterdraw_transp.first ||
02022                         v3d->afterdraw_xray.first || 
02023                         v3d->afterdraw_xraytransp.first
02024         ) {
02025                 View3DAfter *v3da, *next;
02026                 int mask_orig;
02027 
02028                 v3d->xray= TRUE;
02029                 
02030                 /* transp materials can change the depth mask, see #21388 */
02031                 glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
02032 
02033 
02034                 if(v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
02035                         glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
02036                         for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
02037                                 next= v3da->next;
02038                                 draw_object(scene, ar, v3d, v3da->base, 0);
02039                         }
02040                         glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
02041                 }
02042 
02043                 /* draw 3 passes, transp/xray/xraytransp */
02044                 v3d->xray= FALSE;
02045                 v3d->transp= TRUE;
02046                 for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
02047                         next= v3da->next;
02048                         draw_object(scene, ar, v3d, v3da->base, 0);
02049                         BLI_remlink(&v3d->afterdraw_transp, v3da);
02050                         MEM_freeN(v3da);
02051                 }
02052 
02053                 v3d->xray= TRUE;
02054                 v3d->transp= FALSE;  
02055                 for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
02056                         next= v3da->next;
02057                         draw_object(scene, ar, v3d, v3da->base, 0);
02058                         BLI_remlink(&v3d->afterdraw_xray, v3da);
02059                         MEM_freeN(v3da);
02060                 }
02061 
02062                 v3d->xray= TRUE;
02063                 v3d->transp= TRUE;
02064                 for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
02065                         next= v3da->next;
02066                         draw_object(scene, ar, v3d, v3da->base, 0);
02067                         BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
02068                         MEM_freeN(v3da);
02069                 }
02070 
02071                 
02072                 v3d->xray= FALSE;
02073                 v3d->transp= FALSE;
02074 
02075                 glDepthMask(mask_orig);
02076         }
02077         
02078         if(rv3d->rflag & RV3D_CLIPPING)
02079                 view3d_clr_clipping();
02080         
02081         v3d->zbuf = zbuf;
02082         if(!v3d->zbuf) glDisable(GL_DEPTH_TEST);
02083 
02084         U.glalphaclip = glalphaclip;
02085         v3d->flag = flag;
02086         U.obcenter_dia= obcenter_dia;
02087 }
02088 
02089 typedef struct View3DShadow {
02090         struct View3DShadow *next, *prev;
02091         GPULamp *lamp;
02092 } View3DShadow;
02093 
02094 static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows)
02095 {
02096         GPULamp *lamp;
02097         Lamp *la = (Lamp*)ob->data;
02098         View3DShadow *shadow;
02099         
02100         lamp = GPU_lamp_from_blender(scene, ob, par);
02101         
02102         if(lamp) {
02103                 GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
02104                 GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
02105                 
02106                 if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
02107                         shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");
02108                         shadow->lamp = lamp;
02109                         BLI_addtail(shadows, shadow);
02110                 }
02111         }
02112 }
02113 
02114 static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
02115 {
02116         ListBase shadows;
02117         View3DShadow *shadow;
02118         Scene *sce_iter;
02119         Base *base;
02120         Object *ob;
02121         
02122         shadows.first= shadows.last= NULL;
02123         
02124         /* update lamp transform and gather shadow lamps */
02125         for(SETLOOPER(scene, sce_iter, base)) {
02126                 ob= base->object;
02127                 
02128                 if(ob->type == OB_LAMP)
02129                         gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows);
02130                 
02131                 if (ob->transflag & OB_DUPLI) {
02132                         DupliObject *dob;
02133                         ListBase *lb = object_duplilist(scene, ob);
02134                         
02135                         for(dob=lb->first; dob; dob=dob->next)
02136                                 if(dob->ob->type==OB_LAMP)
02137                                         gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows);
02138                         
02139                         free_object_duplilist(lb);
02140                 }
02141         }
02142         
02143         /* render shadows after updating all lamps, nested object_duplilist
02144                 * don't work correct since it's replacing object matrices */
02145         for(shadow=shadows.first; shadow; shadow=shadow->next) {
02146                 /* this needs to be done better .. */
02147                 float viewmat[4][4], winmat[4][4];
02148                 int drawtype, lay, winsize, flag2=v3d->flag2;
02149                 ARegion ar= {NULL};
02150                 RegionView3D rv3d= {{{0}}};
02151                 
02152                 drawtype= v3d->drawtype;
02153                 lay= v3d->lay;
02154                 
02155                 v3d->drawtype = OB_SOLID;
02156                 v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
02157                 v3d->flag2 &= ~V3D_SOLID_TEX;
02158                 v3d->flag2 |= V3D_RENDER_OVERRIDE;
02159                 
02160                 GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
02161 
02162                 ar.regiondata= &rv3d;
02163                 ar.regiontype= RGN_TYPE_WINDOW;
02164                 rv3d.persp= RV3D_CAMOB;
02165                 copy_m4_m4(rv3d.winmat, winmat);
02166                 copy_m4_m4(rv3d.viewmat, viewmat);
02167                 invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
02168                 mul_m4_m4m4(rv3d.persmat, rv3d.viewmat, rv3d.winmat);
02169                 invert_m4_m4(rv3d.persinv, rv3d.viewinv);
02170 
02171                 ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat);
02172                 GPU_lamp_shadow_buffer_unbind(shadow->lamp);
02173                 
02174                 v3d->drawtype= drawtype;
02175                 v3d->lay= lay;
02176                 v3d->flag2 = flag2;
02177         }
02178         
02179         BLI_freelistN(&shadows);
02180 }
02181 
02182 /* *********************** customdata **************** */
02183 
02184 CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
02185 {
02186         CustomDataMask mask= 0;
02187         if((v3d->drawtype == OB_TEXTURE) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) {
02188                 mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
02189 
02190                 if(scene->gm.matmode == GAME_MAT_GLSL)
02191                         mask |= CD_MASK_ORCO;
02192         }
02193 
02194         return mask;
02195 }
02196 /* goes over all modes and view3d settings */
02197 CustomDataMask ED_viewedit_datamask(bScreen *screen)
02198 {
02199         Scene *scene= screen->scene;
02200         Object *ob= scene->basact ? scene->basact->object : NULL;
02201         CustomDataMask mask = CD_MASK_BAREMESH;
02202         ScrArea *sa;
02203         
02204         /* check if we need tfaces & mcols due to face select or texture paint */
02205         if(paint_facesel_test(ob) || (ob && ob->mode & OB_MODE_TEXTURE_PAINT))
02206                 mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
02207         
02208         /* check if we need tfaces & mcols due to view mode */
02209         for(sa = screen->areabase.first; sa; sa = sa->next) {
02210                 if(sa->spacetype == SPACE_VIEW3D) {
02211                         mask |= ED_view3d_datamask(scene, (View3D *)sa->spacedata.first);
02212                 }
02213         }
02214         
02215         /* check if we need mcols due to vertex paint or weightpaint */
02216         if(ob) {
02217                 if(ob->mode & OB_MODE_VERTEX_PAINT)
02218                         mask |= CD_MASK_MCOL;
02219                 if(ob->mode & OB_MODE_WEIGHT_PAINT)
02220                         mask |= CD_MASK_WEIGHT_MCOL;
02221         }
02222 
02223         return mask;
02224 }
02225 
02226 static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4])
02227 {
02228         RegionView3D *rv3d= ar->regiondata;
02229 
02230         /* setup window matrices */
02231         if(winmat)
02232                 copy_m4_m4(rv3d->winmat, winmat);
02233         else
02234                 setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */
02235         
02236         /* setup view matrix */
02237         if(viewmat)
02238                 copy_m4_m4(rv3d->viewmat, viewmat);
02239         else
02240                 setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls where_is_object for camera... */
02241         
02242         /* update utilitity matrices */
02243         mul_m4_m4m4(rv3d->persmat, rv3d->viewmat, rv3d->winmat);
02244         invert_m4_m4(rv3d->persinv, rv3d->persmat);
02245         invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
02246 
02247         /* calculate pixelsize factor once, is used for lamps and obcenters */
02248         {
02249                 /* note:  '1.0f / len_v3(v1)'  replaced  'len_v3(rv3d->viewmat[0])'
02250                  * because of float point precision problems at large values [#23908] */
02251                 float v1[3], v2[3];
02252                 float len1, len2;
02253 
02254                 v1[0]= rv3d->persmat[0][0];
02255                 v1[1]= rv3d->persmat[1][0];
02256                 v1[2]= rv3d->persmat[2][0];
02257 
02258                 v2[0]= rv3d->persmat[0][1];
02259                 v2[1]= rv3d->persmat[1][1];
02260                 v2[2]= rv3d->persmat[2][1];
02261                 
02262                 len1= 1.0f / len_v3(v1);
02263                 len2= 1.0f / len_v3(v2);
02264 
02265                 rv3d->pixsize = (2.0f * MAX2(len1, len2)) / (float)MAX2(ar->winx, ar->winy);
02266         }
02267 
02268         /* set for opengl */
02269         glMatrixMode(GL_PROJECTION);
02270         glLoadMatrixf(rv3d->winmat);
02271         glMatrixMode(GL_MODELVIEW);
02272         glLoadMatrixf(rv3d->viewmat);
02273 }
02274 
02275 void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4])
02276 {
02277         Base *base;
02278         float backcol[3];
02279         int bwinx, bwiny;
02280         rcti brect;
02281 
02282         glPushMatrix();
02283 
02284         /* set temporary new size */
02285         bwinx= ar->winx;
02286         bwiny= ar->winy;
02287         brect= ar->winrct;
02288         
02289         ar->winx= winx;
02290         ar->winy= winy; 
02291         ar->winrct.xmin= 0;
02292         ar->winrct.ymin= 0;
02293         ar->winrct.xmax= winx;
02294         ar->winrct.ymax= winy;
02295         
02296         
02297         /* set flags */
02298         G.f |= G_RENDER_OGL;
02299 
02300         /* free images which can have changed on frame-change
02301          * warning! can be slow so only free animated images - campbell */
02302         GPU_free_images_anim();
02303         
02304         /* shadow buffers, before we setup matrices */
02305         if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
02306                 gpu_update_lamps_shadows(scene, v3d);
02307 
02308         /* set background color, fallback on the view background color */
02309         if(scene->world) {
02310                 if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
02311                         linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
02312                 else
02313                         copy_v3_v3(backcol, &scene->world->horr);
02314                 glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
02315         }
02316         else {
02317                 UI_ThemeClearColor(TH_BACK);    
02318         }
02319 
02320         glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
02321 
02322         /* setup view matrices */
02323         view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
02324 
02325         /* set zbuffer */
02326         if(v3d->drawtype > OB_WIRE) {
02327                 v3d->zbuf= TRUE;
02328                 glEnable(GL_DEPTH_TEST);
02329         }
02330         else
02331                 v3d->zbuf= FALSE;
02332 
02333         /* draw set first */
02334         if(scene->set) {
02335                 Scene *sce_iter;
02336                 for(SETLOOPER(scene->set, sce_iter, base)) {
02337                         if(v3d->lay & base->lay) {
02338                                 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
02339                                 draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
02340                                 
02341                                 if(base->object->transflag & OB_DUPLI)
02342                                         draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
02343                         }
02344                 }
02345         }
02346         
02347         /* then draw not selected and the duplis, but skip editmode object */
02348         for(base= scene->base.first; base; base= base->next) {
02349                 if(v3d->lay & base->lay) {
02350                         /* dupli drawing */
02351                         if(base->object->transflag & OB_DUPLI)
02352                                 draw_dupli_objects(scene, ar, v3d, base);
02353 
02354                         draw_object(scene, ar, v3d, base, 0);
02355                 }
02356         }
02357 
02358         /* must be before xray draw which clears the depth buffer */
02359         if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
02360         draw_gpencil_view3d_ext(scene, v3d, ar, 1);
02361         if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
02362 
02363         /* transp and X-ray afterdraw stuff */
02364         if(v3d->afterdraw_transp.first)         view3d_draw_transp(scene, ar, v3d);
02365         if(v3d->afterdraw_xray.first)           view3d_draw_xray(scene, ar, v3d, 1);    // clears zbuffer if it is used!
02366         if(v3d->afterdraw_xraytransp.first)     view3d_draw_xraytransp(scene, ar, v3d, 1);
02367 
02368         /* cleanup */
02369         if(v3d->zbuf) {
02370                 v3d->zbuf= FALSE;
02371                 glDisable(GL_DEPTH_TEST);
02372         }
02373 
02374         /* draw grease-pencil stuff */
02375         ED_region_pixelspace(ar);
02376 
02377         /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
02378         draw_gpencil_view3d_ext(scene, v3d, ar, 0);
02379 
02380         /* freeing the images again here could be done after the operator runs, leaving for now */
02381         GPU_free_images_anim();
02382 
02383         /* restore size */
02384         ar->winx= bwinx;
02385         ar->winy= bwiny;
02386         ar->winrct = brect;
02387 
02388         glPopMatrix();
02389 
02390         glColor4ub(255, 255, 255, 255); // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
02391 
02392         G.f &= ~G_RENDER_OGL;
02393 }
02394 
02395 /* utility func for ED_view3d_draw_offscreen */
02396 ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, char err_out[256])
02397 {
02398         RegionView3D *rv3d= ar->regiondata;
02399         ImBuf *ibuf;
02400         GPUOffScreen *ofs;
02401         
02402         /* state changes make normal drawing go weird otherwise */
02403         glPushAttrib(GL_LIGHTING_BIT);
02404 
02405         /* bind */
02406         ofs= GPU_offscreen_create(&sizex, &sizey, err_out);
02407         if(ofs == NULL)
02408                 return NULL;
02409 
02410         GPU_offscreen_bind(ofs);
02411 
02412         /* render 3d view */
02413         if(rv3d->persp==RV3D_CAMOB && v3d->camera) {
02414                 float winmat[4][4];
02415                 float _clipsta, _clipend, _lens, _yco, _dx, _dy;
02416                 rctf _viewplane;
02417 
02418                 object_camera_matrix(&scene->r, v3d->camera, sizex, sizey, 0, winmat, &_viewplane, &_clipsta, &_clipend, &_lens, &_yco, &_dx, &_dy);
02419 
02420                 ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat);
02421         }
02422         else {
02423                 ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL);
02424         }
02425 
02426         /* read in pixels & stamp */
02427         ibuf= IMB_allocImBuf(sizex, sizey, 32, flag);
02428 
02429         if(ibuf->rect_float)
02430                 glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, ibuf->rect_float);
02431         else if(ibuf->rect)
02432                 glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
02433         
02434         //if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
02435         //      BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
02436 
02437         /* unbind */
02438         GPU_offscreen_unbind(ofs);
02439         GPU_offscreen_free(ofs);
02440 
02441         glPopAttrib();
02442         
02443         if(ibuf->rect_float && ibuf->rect)
02444                 IMB_rect_from_float(ibuf);
02445         
02446         return ibuf;
02447 }
02448 
02449 /* creates own 3d views, used by the sequencer */
02450 ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height, unsigned int flag, int drawtype, char err_out[256])
02451 {
02452         View3D v3d= {NULL};
02453         ARegion ar= {NULL};
02454         RegionView3D rv3d= {{{0}}};
02455 
02456         /* connect data */
02457         v3d.regionbase.first= v3d.regionbase.last= &ar;
02458         ar.regiondata= &rv3d;
02459         ar.regiontype= RGN_TYPE_WINDOW;
02460 
02461         v3d.camera= camera;
02462         v3d.lay= scene->lay;
02463         v3d.drawtype = drawtype;
02464         v3d.flag2 = V3D_RENDER_OVERRIDE;
02465 
02466         rv3d.persp= RV3D_CAMOB;
02467 
02468         copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
02469         normalize_m4(rv3d.viewinv);
02470         invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
02471 
02472         {
02473                 float _yco, _dx, _dy;
02474                 rctf _viewplane;
02475                 object_camera_matrix(&scene->r, v3d.camera, width, height, 0, rv3d.winmat, &_viewplane, &v3d.near, &v3d.far, &v3d.lens, &_yco, &_dx, &_dy);
02476         }
02477 
02478         mul_m4_m4m4(rv3d.persmat, rv3d.viewmat, rv3d.winmat);
02479         invert_m4_m4(rv3d.persinv, rv3d.viewinv);
02480 
02481         return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, err_out);
02482 
02483         // seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty);
02484 }
02485 
02486 
02487 /* NOTE: the info that this uses is updated in ED_refresh_viewport_fps(), 
02488  * which currently gets called during SCREEN_OT_animation_step.
02489  */
02490 static void draw_viewport_fps(Scene *scene, ARegion *ar)
02491 {
02492         ScreenFrameRateInfo *fpsi= scene->fps_info;
02493         float fps;
02494         char printable[16];
02495         int i, tot;
02496         
02497         if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
02498                 return;
02499         
02500         printable[0] = '\0';
02501         
02502 #if 0
02503         /* this is too simple, better do an average */
02504         fps = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime))
02505 #else
02506         fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime));
02507         
02508         for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
02509                 if (fpsi->redrawtimes_fps[i]) {
02510                         fps += fpsi->redrawtimes_fps[i];
02511                         tot++;
02512                 }
02513         }
02514         if (tot) {
02515                 fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
02516                 
02517                 //fpsi->redrawtime_index++;
02518                 //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
02519                 //      fpsi->redrawtime = 0;
02520                 
02521                 fps = fps / tot;
02522         }
02523 #endif
02524 
02525         /* is this more then half a frame behind? */
02526         if (fps+0.5f < (float)(FPS)) {
02527                 UI_ThemeColor(TH_REDALERT);
02528                 BLI_snprintf(printable, sizeof(printable), "fps: %.2f", fps);
02529         } 
02530         else {
02531                 UI_ThemeColor(TH_TEXT_HI);
02532                 BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5f));
02533         }
02534         
02535         BLF_draw_default_ascii(22,  ar->winy-17, 0.0f, printable, sizeof(printable)-1);
02536 }
02537 
02538 /* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */
02539 void view3d_main_area_draw(const bContext *C, ARegion *ar)
02540 {
02541         Scene *scene= CTX_data_scene(C);
02542         View3D *v3d = CTX_wm_view3d(C);
02543         RegionView3D *rv3d= CTX_wm_region_view3d(C);
02544         Base *base;
02545         Object *ob;
02546         float backcol[3];
02547         unsigned int lay_used;
02548         const char *grid_unit= NULL;
02549 
02550         /* shadow buffers, before we setup matrices */
02551         if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
02552                 gpu_update_lamps_shadows(scene, v3d);
02553         
02554         /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
02555         if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
02556                 rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
02557                 GPU_default_lights();
02558         }
02559 
02560         /* clear background */
02561         if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) {
02562                 if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
02563                         linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
02564                 else
02565                         copy_v3_v3(backcol, &scene->world->horr);
02566                 glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
02567         }
02568         else
02569                 UI_ThemeClearColor(TH_BACK);
02570 
02571         glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
02572         
02573         /* setup view matrices */
02574         view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
02575 
02576         ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
02577 
02578         if(rv3d->rflag & RV3D_CLIPPING)
02579                 view3d_draw_clipping(rv3d);
02580         
02581         /* set zbuffer after we draw clipping region */
02582         if(v3d->drawtype > OB_WIRE) {
02583                 v3d->zbuf= TRUE;
02584                 glEnable(GL_DEPTH_TEST);
02585         }
02586         else
02587                 v3d->zbuf= FALSE;
02588 
02589         /* enables anti-aliasing for 3D view drawing */
02590         /*if (!(U.gameflags & USER_DISABLE_AA))
02591                 glEnable(GL_MULTISAMPLE_ARB);*/
02592         
02593         // needs to be done always, gridview is adjusted in drawgrid() now
02594         rv3d->gridview= v3d->grid;
02595 
02596         if((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
02597                 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
02598                         drawfloor(scene, v3d, &grid_unit);
02599                 }
02600                 if(rv3d->persp==RV3D_CAMOB) {
02601                         if(scene->world) {
02602                                 if(scene->world->mode & WO_STARS) {
02603                                         RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func,
02604                                                                   star_stuff_term_func);
02605                                 }
02606                         }
02607                         if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
02608                                 if(v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d);
02609                         }
02610                 }
02611         }
02612         else {
02613                 if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
02614                         ED_region_pixelspace(ar);
02615                         drawgrid(&scene->unit, ar, v3d, &grid_unit);
02616                         /* XXX make function? replaces persp(1) */
02617                         glMatrixMode(GL_PROJECTION);
02618                         glLoadMatrixf(rv3d->winmat);
02619                         glMatrixMode(GL_MODELVIEW);
02620                         glLoadMatrixf(rv3d->viewmat);
02621 
02622                         if(v3d->flag & V3D_DISPBGPICS) {
02623                                 draw_bgpic(scene, ar, v3d);
02624                         }
02625                 }
02626         }
02627         
02628         if(rv3d->rflag & RV3D_CLIPPING)
02629                 view3d_set_clipping(rv3d);
02630 
02631         /* draw set first */
02632         if(scene->set) {
02633                 Scene *sce_iter;
02634                 for(SETLOOPER(scene->set, sce_iter, base)) {
02635                         
02636                         if(v3d->lay & base->lay) {
02637                                 
02638                                 UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
02639                                 draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
02640                                 
02641                                 if(base->object->transflag & OB_DUPLI) {
02642                                         draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
02643                                 }
02644                         }
02645                 }
02646                 
02647                 /* Transp and X-ray afterdraw stuff for sets is done later */
02648         }
02649 
02650         lay_used= 0;
02651 
02652         /* then draw not selected and the duplis, but skip editmode object */
02653         for(base= scene->base.first; base; base= base->next) {
02654                 lay_used |= base->lay & ((1<<20)-1);
02655 
02656                 if(v3d->lay & base->lay) {
02657                         
02658                         /* dupli drawing */
02659                         if(base->object->transflag & OB_DUPLI) {
02660                                 draw_dupli_objects(scene, ar, v3d, base);
02661                         }
02662                         if((base->flag & SELECT)==0) {
02663                                 if(base->object!=scene->obedit) 
02664                                         draw_object(scene, ar, v3d, base, 0);
02665                         }
02666                 }
02667         }
02668 
02669         if(v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
02670                 /* find header and force tag redraw */
02671                 ScrArea *sa= CTX_wm_area(C);
02672                 ARegion *ar_header= BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
02673                 ED_region_tag_redraw(ar_header); /* can be NULL */
02674                 v3d->lay_used= lay_used;
02675         }
02676 
02677         /* draw selected and editmode */
02678         for(base= scene->base.first; base; base= base->next) {
02679                 if(v3d->lay & base->lay) {
02680                         if (base->object==scene->obedit || ( base->flag & SELECT) ) 
02681                                 draw_object(scene, ar, v3d, base, 0);
02682                 }
02683         }
02684 
02685 //      REEB_draw();
02686 
02687         if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
02688                 /* must be before xray draw which clears the depth buffer */
02689                 if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
02690                 draw_gpencil_view3d((bContext *)C, 1);
02691                 if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
02692         }
02693 
02694         /* Transp and X-ray afterdraw stuff */
02695         if(v3d->afterdraw_transp.first)         view3d_draw_transp(scene, ar, v3d);
02696         if(v3d->afterdraw_xray.first)           view3d_draw_xray(scene, ar, v3d, 1);    // clears zbuffer if it is used!
02697         if(v3d->afterdraw_xraytransp.first)     view3d_draw_xraytransp(scene, ar, v3d, 1);
02698         
02699         ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
02700 
02701         if(rv3d->rflag & RV3D_CLIPPING)
02702                 view3d_clr_clipping();
02703         
02704         BIF_draw_manipulator(C);
02705         
02706         /* Disable back anti-aliasing */
02707         /*if (!(U.gameflags & USER_DISABLE_AA))
02708                 glDisable(GL_MULTISAMPLE_ARB);*/
02709 
02710         if(v3d->zbuf) {
02711                 v3d->zbuf= FALSE;
02712                 glDisable(GL_DEPTH_TEST);
02713         }
02714 
02715         if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
02716                 BDR_drawSketch(C);
02717         }
02718 
02719         if ((U.ndof_flag & NDOF_SHOW_GUIDE) && (rv3d->viewlock != RV3D_LOCKED) && (rv3d->persp != RV3D_CAMOB))
02720                 // TODO: draw something else (but not this) during fly mode
02721                 draw_rotation_guide(rv3d);
02722 
02723         ED_region_pixelspace(ar);
02724         
02725 //      retopo_paint_view_update(v3d);
02726 //      retopo_draw_paint_lines();
02727         
02728         /* Draw particle edit brush XXX (removed) */
02729         
02730 
02731         if(rv3d->persp==RV3D_CAMOB)
02732                 drawviewborder(scene, ar, v3d);
02733 
02734         if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
02735                 /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
02736         //      if (v3d->flag2 & V3D_DISPGP)
02737                         draw_gpencil_view3d((bContext *)C, 0);
02738 
02739                 drawcursor(scene, ar, v3d);
02740         }
02741         
02742         if(U.uiflag & USER_SHOW_ROTVIEWICON)
02743                 draw_view_axis(rv3d);
02744         else    
02745                 draw_view_icon(rv3d);
02746         
02747         if((U.uiflag & USER_SHOW_FPS) && (CTX_wm_screen(C)->animtimer)) {
02748                 draw_viewport_fps(scene, ar);
02749         }
02750         else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
02751                 draw_viewport_name(ar, v3d);
02752         }
02753         if (grid_unit) { /* draw below the viewport name */
02754                 char tstr[32]= "";
02755 
02756                 UI_ThemeColor(TH_TEXT_HI);
02757                 if(v3d->grid != 1.0f) {
02758                         BLI_snprintf(tstr, sizeof(tstr), "%s x %.4g", grid_unit, v3d->grid);
02759                 }
02760 
02761                 BLF_draw_default_ascii(22,  ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, tstr[0]?tstr : grid_unit, sizeof(tstr)); /* XXX, use real length */
02762         }
02763 
02764         ob= OBACT;
02765         if(U.uiflag & USER_DRAWVIEWINFO) 
02766                 draw_selected_name(scene, ob);
02767         
02768         /* XXX here was the blockhandlers for floating panels */
02769 
02770         v3d->flag |= V3D_INVALID_BACKBUF;
02771 }