Commit: 3fe1a05032a6f192b1140e42bf95d66a455e8586
Author: Campbell Barton
Date:   Fri Mar 31 21:21:47 2017 +1100
Branches: custom-manipulators
https://developer.blender.org/rB3fe1a05032a6f192b1140e42bf95d66a455e8586

Merge branch 'blender2.8' into custom-manipulators

===================================================================



===================================================================

diff --cc source/blender/CMakeLists.txt
index b13fc475951,9b27f780075..448e66ec540
--- a/source/blender/CMakeLists.txt
+++ b/source/blender/CMakeLists.txt
@@@ -54,9 -54,9 +54,10 @@@ set(SRC_DNA_IN
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_key_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_lamp_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_lattice_types.h
+       ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_layer_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_linestyle_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_listBase.h
 +      ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_manipulator_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_material_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_mesh_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_meshdata_types.h
diff --cc source/blender/editors/space_view3d/drawobject.c
index 6ef8194015c,ed6229238d6..24b400f0bfc
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@@ -9634,71 -9669,25 +9670,71 @@@ static void draw_object_mesh_instance(S
        if (dm) dm->release(dm);
  }
  
+ void draw_object_instance(Scene *scene, SceneLayer *sl, View3D *v3d, 
RegionView3D *rv3d, Object *ob, const char dt, int outline, const float 
wire_col[4])
+ {
+       if (ob == NULL)
+               return;
+ 
+       unsigned char bcol[4];
+       rgba_float_to_uchar(bcol, wire_col);
+ 
+       switch (ob->type) {
+               case OB_MESH:
+                       draw_object_mesh_instance(scene, sl, v3d, rv3d, ob, dt, 
outline, bcol);
+                       break;
+               case OB_EMPTY:
+                       if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
+                               draw_empty_image(ob, 0, bcol, 
v3d->multiview_eye);
+                       }
+                       else {
+                               drawaxes(rv3d->viewmatob, ob->empty_drawsize, 
ob->empty_drawtype, bcol);
+                       }
+                       break;
+       }
+ }
 +
 +void ED_draw_object_facemap(Scene *scene, Object *ob, const float col[4], 
const int facemap)
 +{
 +      DerivedMesh *dm = NULL;
 +
 +      /* happens on undo */
 +      if (ob->type != OB_MESH || !ob->data)
 +              return;
 +
 +      dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
 +      if (!dm || !CustomData_has_layer(&dm->polyData, CD_FACEMAP))
 +              return;
 +
 +      DM_update_materials(dm, ob);
 +
 +      glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
 +      
 +      /* add polygon offset so we draw above the original surface */
 +      glPolygonOffset(1.0, 1.0);
 +
 +      dm->totfmaps = BLI_listbase_count(&ob->fmaps);
 +
 +      GPU_facemap_setup(dm);
 +
 +      glColor4fv(col);
 +
 +      glPushAttrib(GL_ENABLE_BIT);
 +      glEnable(GL_BLEND);
 +      glDisable(GL_LIGHTING);
 +
 +      /* always draw using backface culling */
 +      glEnable(GL_CULL_FACE);
 +      glCullFace(GL_BACK);
 +
 +      if (dm->drawObject->facemapindices) {
 +              glDrawElements(GL_TRIANGLES, 
dm->drawObject->facemap_count[facemap] * 3, GL_UNSIGNED_INT,
 +                             (int *)NULL + 
dm->drawObject->facemap_start[facemap] * 3);
 +      }
 +      glPopAttrib();
 +
 +      GPU_buffers_unbind();
 +
 +      glPolygonOffset(0.0, 0.0);
 +      dm->release(dm);
 +}
 +
- void draw_object_instance(Scene *scene, SceneLayer *sl, View3D *v3d, 
RegionView3D *rv3d, Object *ob, const char dt, int outline, float wire_col[4])
- {
-       if (ob == NULL)
-               return;
- 
-       glColor4fv(wire_col);
- 
-       switch (ob->type) {
-               case OB_MESH:
-                       draw_object_mesh_instance(scene, sl, v3d, rv3d, ob, dt, 
outline);
-                       break;
-               case OB_EMPTY:
-                       if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
-                               /* CONSTCOLOR == no wire outline */
-                               draw_empty_image(ob, DRAW_CONSTCOLOR, NULL, 
v3d->multiview_eye);
-                       }
-                       else {
-                               drawaxes(rv3d->viewmatob, ob->empty_drawsize, 
ob->empty_drawtype, NULL); /* TODO: use proper color */
-                       }
-                       break;
-       }
- }

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