void fdrawcheckerboard(float x1, float y1, float x2, float y2) { unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50}; glColor3ubv(col1); glRectf(x1, y1, x2, y2); glColor3ubv(col2); GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR); GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_CHECKER_8PX); glRectf(x1, y1, x2, y2); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); }
/* Vertex Paint and Weight Paint */ static void draw_mesh_paint_light_begin(void) { /* get material diffuse color from vertex colors but set default spec */ const float specular[3] = {0.47f, 0.47f, 0.47f}; GPU_basic_shader_colors(NULL, specular, 35, 1.0f); GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); }
static void wm_method_draw_stereo3d_interlace(wmWindow *win) { wmDrawData *drawdata; int view; bool flag; bool swap = (win->stereo3d_format->flag & S3D_INTERLACE_SWAP) != 0; enum eStereo3dInterlaceType interlace_type = win->stereo3d_format->interlace_type; for (view = 0; view < 2; view ++) { flag = swap ? !view : view; drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); GPU_basic_shader_bind(GPU_SHADER_STIPPLE); switch (interlace_type) { case S3D_INTERLACE_ROW: if (flag) GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP); else GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW); break; case S3D_INTERLACE_COLUMN: if (flag) GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP); else GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN); break; case S3D_INTERLACE_CHECKERBOARD: default: if (flag) GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP); else GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER); break; } wm_triple_draw_textures(win, drawdata->triple, 1.0f, true); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } interlace_prev_type = interlace_type; interlace_prev_swap = swap; }
static void icon_draw_texture( float x, float y, float w, float h, int ix, int iy, int UNUSED(iw), int ih, float alpha, const float rgb[3]) { float x1, x2, y1, y2; if (rgb) glColor4f(rgb[0], rgb[1], rgb[2], alpha); else glColor4f(alpha, alpha, alpha, alpha); x1 = ix * icongltex.invw; x2 = (ix + ih) * icongltex.invw; y1 = iy * icongltex.invh; y2 = (iy + ih) * icongltex.invh; GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glBindTexture(GL_TEXTURE_2D, icongltex.id); /* sharper downscaling, has no effect when scale matches with a mip level */ glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.5f); glBegin(GL_QUADS); glTexCoord2f(x1, y1); glVertex2f(x, y); glTexCoord2f(x2, y1); glVertex2f(x + w, y); glTexCoord2f(x2, y2); glVertex2f(x + w, y + h); glTexCoord2f(x1, y2); glVertex2f(x, y + h); glEnd(); glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f); glBindTexture(GL_TEXTURE_2D, 0); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); }
static void draw_textured_end(void) { if (Gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) { glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, 0); if (Gtexdraw.stencil != NULL) { glActiveTexture(GL_TEXTURE2); glDisable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, 0); } glActiveTexture(GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); /* manual reset, since we don't use tpage */ glBindTexture(GL_TEXTURE_2D, 0); /* force switch off textures */ GPU_clear_tpage(true); } else { /* switch off textures */ GPU_set_tpage(NULL, 0, 0); } glShadeModel(GL_FLAT); glDisable(GL_CULL_FACE); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); /* XXX, bad patch - GPU_default_lights() calls * glLightfv(GL_POSITION, ...) which * is transformed by the current matrix... we * need to make sure that matrix is identity. * * It would be better if drawmesh.c kept track * of and restored the light settings it changed. * - zr */ glPushMatrix(); glLoadIdentity(); GPU_default_lights(); glPopMatrix(); }
static void draw_plane_marker_image(Scene *scene, MovieTrackingPlaneTrack *plane_track, MovieTrackingPlaneMarker *plane_marker) { Image *image = plane_track->image; ImBuf *ibuf; void *lock; if (image == NULL) { return; } ibuf = BKE_image_acquire_ibuf(image, NULL, &lock); if (ibuf) { unsigned char *display_buffer; void *cache_handle; if (image->flag & IMA_VIEW_AS_RENDER) { display_buffer = IMB_display_buffer_acquire(ibuf, &scene->view_settings, &scene->display_settings, &cache_handle); } else { display_buffer = IMB_display_buffer_acquire(ibuf, NULL, &scene->display_settings, &cache_handle); } if (display_buffer) { GLuint texid; float frame_corners[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}}; float perspective_matrix[3][3]; float gl_matrix[4][4]; bool transparent = false; BKE_tracking_homography_between_two_quads(frame_corners, plane_marker->corners, perspective_matrix); homogeneous_2d_to_gl_matrix(perspective_matrix, gl_matrix); if (plane_track->image_opacity != 1.0f || ibuf->planes == 32) { transparent = true; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glColor4f(1.0, 1.0, 1.0, plane_track->image_opacity); GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glGenTextures(1, (GLuint *)&texid); glBindTexture(GL_TEXTURE_2D, texid); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, display_buffer); glPushMatrix(); glMultMatrixf(gl_matrix); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, 1.0f); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); if (transparent) { glDisable(GL_BLEND); } } IMB_display_buffer_release(cache_handle); } BKE_image_release_ibuf(image, ibuf, lock); }
void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY, float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y) { unsigned char *uc_rect = (unsigned char *) rect; const float *f_rect = (float *)rect; float xzoom = glaGetOneFloat(GL_ZOOM_X), yzoom = glaGetOneFloat(GL_ZOOM_Y); int subpart_x, subpart_y, tex_w, tex_h; int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y; int texid = get_cached_work_texture(&tex_w, &tex_h); int components; const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y)); /* Specify the color outside this function, and tex will modulate it. * This is useful for changing alpha without using glPixelTransferf() */ glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w); glBindTexture(GL_TEXTURE_2D, texid); /* don't want nasty border artifacts */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter); #if defined(__APPLE__) && 0 /* [merwin] disable this workaround and see if anyone is affected. If not scrap it! Also at end of this function */ /* workaround for os x 10.5/10.6 driver bug: http://lists.apple.com/archives/Mac-opengl/2008/Jul/msg00117.html */ glPixelZoom(1.0f, 1.0f); #endif /* setup seamless 2=on, 0=off */ seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0; offset_x = tex_w - seamless; offset_y = tex_h - seamless; nsubparts_x = (img_w + (offset_x - 1)) / (offset_x); nsubparts_y = (img_h + (offset_y - 1)) / (offset_y); if (format == GL_RGBA) components = 4; else if (format == GL_RGB) components = 3; else if (ELEM(format, GL_LUMINANCE, GL_ALPHA)) components = 1; else { BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled"); return; } if (type == GL_FLOAT) { /* need to set internal format to higher range float */ /* NOTE: this could fail on some drivers, like mesa, * but currently this code is only used by color * management stuff which already checks on whether * it's possible to use GL_RGBA16F_ARB */ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL); } else { /* switch to 8bit RGBA for byte buffer */ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL); } for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) { for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) { int remainder_x = img_w - subpart_x * offset_x; int remainder_y = img_h - subpart_y * offset_y; int subpart_w = (remainder_x < tex_w) ? remainder_x : tex_w; int subpart_h = (remainder_y < tex_h) ? remainder_y : tex_h; int offset_left = (seamless && subpart_x != 0) ? 1 : 0; int offset_bot = (seamless && subpart_y != 0) ? 1 : 0; int offset_right = (seamless && remainder_x > tex_w) ? 1 : 0; int offset_top = (seamless && remainder_y > tex_h) ? 1 : 0; float rast_x = x + subpart_x * offset_x * xzoom; float rast_y = y + subpart_y * offset_y * yzoom; /* check if we already got these because we always get 2 more when doing seamless */ if (subpart_w <= seamless || subpart_h <= seamless) continue; if (use_clipping) { if (rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX < clip_min_x || rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY < clip_min_y) { continue; } if (rast_x + (float)offset_left * xzoom > clip_max_x || rast_y + (float)offset_bot * yzoom > clip_max_y) { continue; } } if (type == GL_FLOAT) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]); /* add an extra border of pixels so linear looks ok at edges of full image */ if (subpart_w < tex_w) glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); if (subpart_h < tex_h) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]); if (subpart_w < tex_w && subpart_h < tex_h) glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]); if (subpart_w < tex_w) glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); if (subpart_h < tex_h) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]); if (subpart_w < tex_w && subpart_h < tex_h) glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); } GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glBegin(GL_QUADS); glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h); glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom); glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h); glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom); glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h); glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h); glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); glEnd(); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } } glBindTexture(GL_TEXTURE_2D, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #if defined(__APPLE__) && 0 /* workaround for os x 10.5/10.6 driver bug (above) */ glPixelZoom(xzoom, yzoom); #endif }
static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material *ma, struct TextureDrawState gtexdraw) { static Material *c_ma; static int c_textured; static MTexPoly c_texface; static int c_backculled; static bool c_badtex; static int c_lit; static int c_has_texface; int backculled = 1; int alphablend = GPU_BLEND_SOLID; int textured = 0; int lit = 0; int has_texface = texface != NULL; bool need_set_tpage = false; bool texpaint = ((gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) != 0); Image *ima = NULL; if (ma != NULL) { if (ma->mode & MA_TRANSP) { alphablend = GPU_BLEND_ALPHA; } } if (clearcache) { c_textured = c_lit = c_backculled = -1; memset(&c_texface, 0, sizeof(c_texface)); c_badtex = false; c_has_texface = -1; c_ma = NULL; } else { textured = gtexdraw.is_tex; } /* convert number of lights into boolean */ if (gtexdraw.is_lit) lit = 1; backculled = gtexdraw.use_backface_culling; if (ma) { if (ma->mode & MA_SHLESS) lit = 0; if (gtexdraw.use_game_mat) { backculled = backculled || (ma->game.flag & GEMAT_BACKCULL); alphablend = ma->game.alpha_blend; } } if (texface && !texpaint) { textured = textured && (texface->tpage); /* no material, render alpha if texture has depth=32 */ if (!ma && BKE_image_has_alpha(texface->tpage)) alphablend = GPU_BLEND_ALPHA; } else if (texpaint) { if (gtexdraw.texpaint_material) ima = ma && ma->texpaintslot ? ma->texpaintslot[ma->paint_active_slot].ima : NULL; else ima = gtexdraw.canvas; } else textured = 0; if (backculled != c_backculled) { if (backculled) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); c_backculled = backculled; } /* need to re-set tpage if textured flag changed or existsment of texface changed.. */ need_set_tpage = textured != c_textured || has_texface != c_has_texface; /* ..or if settings inside texface were changed (if texface was used) */ need_set_tpage |= (texpaint && c_ma != ma) || (texface && memcmp(&c_texface, texface, sizeof(c_texface))); if (need_set_tpage) { if (textured) { if (texpaint) { c_badtex = false; if (GPU_verify_image(ima, NULL, GL_TEXTURE_2D, 0, 1, 0, false)) { glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]); glActiveTexture(GL_TEXTURE0); } else { glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glActiveTexture(GL_TEXTURE0); c_badtex = true; GPU_clear_tpage(true); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } } else { c_badtex = !GPU_set_tpage(texface, !texpaint, alphablend); } } else { GPU_set_tpage(NULL, 0, 0); c_badtex = false; } c_textured = textured; c_has_texface = has_texface; if (texface) memcpy(&c_texface, texface, sizeof(c_texface)); } if (c_badtex) lit = 0; if (lit != c_lit || ma != c_ma) { if (lit) { int options = GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR; if (gtexdraw.two_sided_lighting) options |= GPU_SHADER_TWO_SIDED; if (c_textured && !c_badtex) options |= GPU_SHADER_TEXTURE_2D; if (!ma) ma = give_current_material_or_def(NULL, 0); /* default material */ float specular[3]; mul_v3_v3fl(specular, &ma->specr, ma->spec); GPU_basic_shader_colors(NULL, specular, ma->har, 1.0f); GPU_basic_shader_bind(options); } else { GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } c_lit = lit; c_ma = ma; } return c_badtex; }
static void draw_mesh_paint_light_end(void) { GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); }
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm, const int draw_flags) { /* if not cycles, or preview-modifiers, or drawing matcaps */ if ((draw_flags & DRAW_MODIFIERS_PREVIEW) || (v3d->flag2 & V3D_SHOW_SOLID_MATCAP) || (BKE_scene_use_new_shading_nodes(scene) == false) || ((ob->mode & OB_MODE_TEXTURE_PAINT) && ELEM(v3d->drawtype, OB_TEXTURE, OB_SOLID))) { draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags); return; } else if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) { draw_mesh_paint(v3d, rv3d, ob, dm, draw_flags); return; } /* set opengl state for negative scale & color */ if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW); else glFrontFace(GL_CCW); Mesh *me = ob->data; bool shadeless = ((v3d->flag2 & V3D_SHADELESS_TEX) && ((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT))); bool two_sided_lighting = (me->flag & ME_TWOSIDED) != 0; TexMatCallback data = {scene, ob, me, dm, shadeless, two_sided_lighting}; bool (*set_face_cb)(void *, int); bool picking = (G.f & G_PICKSEL) != 0; /* face hiding callback depending on mode */ if (ob == scene->obedit) set_face_cb = tex_mat_set_face_editmesh_cb; else if (draw_flags & DRAW_FACE_SELECT) set_face_cb = tex_mat_set_face_mesh_cb; else set_face_cb = NULL; /* test if we can use glsl */ bool glsl = (v3d->drawtype == OB_MATERIAL) && !picking; GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL); if (glsl || picking) { /* draw glsl or solid */ dm->drawMappedFacesMat(dm, tex_mat_set_material_cb, set_face_cb, &data); } else { /* draw textured */ dm->drawMappedFacesMat(dm, tex_mat_set_texture_cb, set_face_cb, &data); } GPU_end_object_materials(); /* reset opengl state */ GPU_end_object_materials(); GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); glBindTexture(GL_TEXTURE_2D, 0); glFrontFace(GL_CCW); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); /* faceselect mode drawing over textured mesh */ if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT)) { bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0; draw_mesh_face_select(rv3d, ob->data, dm, draw_select_edges); } }
static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs) { /* texture draw mode without GLSL */ TexMatCallback *data = (TexMatCallback *)userData; GPUVertexAttribs *gattribs = attribs; Image *ima; ImageUser *iuser; bNode *node; /* draw image texture if we find one */ if (ED_object_get_active_image(data->ob, mat_nr, &ima, &iuser, &node, NULL)) { /* get openl texture */ int mipmap = 1; int bindcode = (ima) ? GPU_verify_image(ima, iuser, GL_TEXTURE_2D, 0, 0, mipmap, false) : 0; if (bindcode) { NodeTexBase *texbase = node->storage; /* disable existing material */ GPU_object_material_unbind(); /* bind texture */ glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]); glMatrixMode(GL_TEXTURE); glLoadMatrixf(texbase->tex_mapping.mat); glMatrixMode(GL_MODELVIEW); /* use active UV texture layer */ memset(gattribs, 0, sizeof(*gattribs)); gattribs->layer[0].type = CD_MTFACE; gattribs->layer[0].name[0] = '\0'; gattribs->layer[0].gltexco = 1; gattribs->totlayer = 1; /* bind material */ float diffuse[3] = {1.0f, 1.0f, 1.0f}; int options = GPU_SHADER_TEXTURE_2D; if (!data->shadeless) options |= GPU_SHADER_LIGHTING; if (data->two_sided_lighting) options |= GPU_SHADER_TWO_SIDED; GPU_basic_shader_colors(diffuse, NULL, 0, 1.0f); GPU_basic_shader_bind(options); return; } } /* disable texture material */ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); if (data->shadeless) { glColor3f(1.0f, 1.0f, 1.0f); memset(gattribs, 0, sizeof(*gattribs)); } else { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); /* enable solid material */ GPU_object_material_bind(mat_nr, attribs); } }