2186 lines
56 KiB
C
2186 lines
56 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_draw.c
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* \ingroup gpu
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*
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* Utility functions for dealing with OpenGL texture & material context,
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* mipmap generation and light objects.
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*
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* These are some obscure rendering functions shared between the
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* game engine and the blender, in this module to avoid duplication
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* and abstract them away from the rest a bit.
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*/
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#include <string.h>
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#include "GPU_glew.h"
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#include "GPU_debug.h"
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#include "BLI_blenlib.h"
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#include "BLI_linklist.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_particle_types.h"
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BKE_bmfont.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "BKE_subsurf.h"
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#include "BKE_DerivedMesh.h"
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#include "GPU_buffers.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_material.h"
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#include "GPU_basic_shader.h"
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#include "PIL_time.h"
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#include "smoke_API.h"
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#ifdef WITH_OPENSUBDIV
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# include "DNA_mesh_types.h"
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# include "BKE_editmesh.h"
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# include "gpu_codegen.h"
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#endif
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extern Material defmaterial; /* from material.c */
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/* Text Rendering */
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static void gpu_mcol(unsigned int ucol)
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{
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/* mcol order is swapped */
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const char *cp = (char *)&ucol;
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glColor3ub(cp[3], cp[2], cp[1]);
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}
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void GPU_render_text(
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MTexPoly *mtexpoly, int mode,
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const char *textstr, int textlen, unsigned int *col,
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const float *v_quad[4], const float *uv_quad[4],
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int glattrib)
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{
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if ((mode & GEMAT_TEXT) && (textlen > 0) && mtexpoly->tpage) {
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const float *v1 = v_quad[0];
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const float *v2 = v_quad[1];
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const float *v3 = v_quad[2];
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const float *v4 = v_quad[3];
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Image *ima = (Image *)mtexpoly->tpage;
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ImBuf *first_ibuf;
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const size_t textlen_st = textlen;
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size_t index;
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float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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float advance_tab;
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/* multiline */
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float line_start = 0.0f, line_height;
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if (v4)
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line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
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else
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line_height = max_fff(v1[1], v2[1], v3[1]) - min_fff(v1[1], v2[1], v3[1]);
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line_height *= 1.2f; /* could be an option? */
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/* end multiline */
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/* color has been set */
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if (mtexpoly->mode & TF_OBCOL)
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col = NULL;
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else if (!col)
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glColor3f(1.0f, 1.0f, 1.0f);
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glPushMatrix();
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/* get the tab width */
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first_ibuf = BKE_image_get_first_ibuf(ima);
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matrixGlyph(first_ibuf, ' ', ¢erx, ¢ery,
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&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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advance_tab = advance * 4; /* tab width could also be an option */
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for (index = 0; index < textlen_st; ) {
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unsigned int character;
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float uv[4][2];
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/* lets calculate offset stuff */
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character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
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if (character == '\n') {
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glTranslatef(line_start, -line_height, 0.0f);
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line_start = 0.0f;
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continue;
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}
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else if (character == '\t') {
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glTranslatef(advance_tab, 0.0f, 0.0f);
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line_start -= advance_tab; /* so we can go back to the start of the line */
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continue;
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}
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else if (character > USHRT_MAX) {
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/* not much we can do here bmfonts take ushort */
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character = '?';
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}
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/* space starts at offset 1 */
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/* character = character - ' ' + 1; */
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matrixGlyph(first_ibuf, character, & centerx, ¢ery,
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&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
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uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy;
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uv[1][0] = (uv_quad[1][0] - centerx) * sizex + transx;
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uv[1][1] = (uv_quad[1][1] - centery) * sizey + transy;
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uv[2][0] = (uv_quad[2][0] - centerx) * sizex + transx;
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uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
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glBegin(GL_POLYGON);
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if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[0]);
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else glTexCoord2fv(uv[0]);
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if (col) gpu_mcol(col[0]);
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glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[1]);
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else glTexCoord2fv(uv[1]);
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if (col) gpu_mcol(col[1]);
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glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[2]);
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else glTexCoord2fv(uv[2]);
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if (col) gpu_mcol(col[2]);
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glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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if (v4) {
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uv[3][0] = (uv_quad[3][0] - centerx) * sizex + transx;
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uv[3][1] = (uv_quad[3][1] - centery) * sizey + transy;
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if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[3]);
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else glTexCoord2fv(uv[3]);
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if (col) gpu_mcol(col[3]);
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glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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}
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glEnd();
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glTranslatef(advance, 0.0f, 0.0f);
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line_start -= advance; /* so we can go back to the start of the line */
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}
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glPopMatrix();
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BKE_image_release_ibuf(ima, first_ibuf, NULL);
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}
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}
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/* Checking powers of two for images since opengl 1.x requires it */
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static bool is_power_of_2_resolution(int w, int h)
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{
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return is_power_of_2_i(w) && is_power_of_2_i(h);
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}
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static bool is_over_resolution_limit(int w, int h)
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{
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int reslimit = (U.glreslimit != 0)?
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min_ii(U.glreslimit, GPU_max_texture_size()) :
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GPU_max_texture_size();
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return (w > reslimit || h > reslimit);
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}
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static int smaller_power_of_2_limit(int num)
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{
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int reslimit = (U.glreslimit != 0)?
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min_ii(U.glreslimit, GPU_max_texture_size()) :
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GPU_max_texture_size();
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/* take texture clamping into account */
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if (num > reslimit)
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return reslimit;
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return power_of_2_min_i(num);
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}
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/* Current OpenGL state caching for GPU_set_tpage */
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static struct GPUTextureState {
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int curtile, tile;
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int curtilemode, tilemode;
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int curtileXRep, tileXRep;
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int curtileYRep, tileYRep;
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Image *ima, *curima;
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/* also controls min/mag filtering */
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bool domipmap;
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/* only use when 'domipmap' is set */
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bool linearmipmap;
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/* store this so that new images created while texture painting won't be set to mipmapped */
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bool texpaint;
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int alphablend;
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float anisotropic;
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int gpu_mipmap;
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MTexPoly *lasttface;
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} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0, NULL};
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/* Mipmap settings */
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void GPU_set_gpu_mipmapping(int gpu_mipmap)
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{
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int old_value = GTS.gpu_mipmap;
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/* only actually enable if it's supported */
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GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object;
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if (old_value != GTS.gpu_mipmap) {
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GPU_free_images();
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}
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}
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static void gpu_generate_mipmap(GLenum target)
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{
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const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY);
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int target_enabled = 0;
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/* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled
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* http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */
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if (is_ati) {
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target_enabled = glIsEnabled(target);
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if (!target_enabled)
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glEnable(target);
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}
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glGenerateMipmapEXT(target);
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if (is_ati && !target_enabled)
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glDisable(target);
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}
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void GPU_set_mipmap(bool mipmap)
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{
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if (GTS.domipmap != mipmap) {
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GPU_free_images();
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GTS.domipmap = mipmap;
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}
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}
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void GPU_set_linear_mipmap(bool linear)
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{
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if (GTS.linearmipmap != linear) {
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GTS.linearmipmap = linear;
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}
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}
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bool GPU_get_mipmap(void)
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{
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return GTS.domipmap && !GTS.texpaint;
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}
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bool GPU_get_linear_mipmap(void)
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{
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return GTS.linearmipmap;
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}
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static GLenum gpu_get_mipmap_filter(bool mag)
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{
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/* linearmipmap is off by default *when mipmapping is off,
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* use unfiltered display */
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if (mag) {
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if (GTS.domipmap)
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return GL_LINEAR;
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else
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return GL_NEAREST;
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}
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else {
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if (GTS.domipmap) {
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if (GTS.linearmipmap) {
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return GL_LINEAR_MIPMAP_LINEAR;
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}
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else {
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return GL_LINEAR_MIPMAP_NEAREST;
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}
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}
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else {
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return GL_NEAREST;
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}
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}
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}
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/* Anisotropic filtering settings */
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void GPU_set_anisotropic(float value)
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{
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if (GTS.anisotropic != value) {
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GPU_free_images();
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/* Clamp value to the maximum value the graphics card supports */
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if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
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value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
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GTS.anisotropic = value;
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}
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}
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float GPU_get_anisotropic(void)
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{
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return GTS.anisotropic;
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}
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/* Set OpenGL state for an MTFace */
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static void gpu_make_repbind(Image *ima)
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{
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ImBuf *ibuf;
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ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
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if (ibuf == NULL)
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return;
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if (ima->repbind) {
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glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
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MEM_freeN(ima->repbind);
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ima->repbind = NULL;
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ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
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}
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ima->totbind = ima->xrep*ima->yrep;
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if (ima->totbind>1)
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ima->repbind = MEM_callocN(sizeof(int) * ima->totbind, "repbind");
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BKE_image_release_ibuf(ima, ibuf, NULL);
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}
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void GPU_clear_tpage(bool force)
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{
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if (GTS.lasttface == NULL && !force)
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return;
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GTS.lasttface = NULL;
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GTS.curtile = 0;
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GTS.curima = NULL;
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if (GTS.curtilemode != 0) {
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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}
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GTS.curtilemode = 0;
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GTS.curtileXRep = 0;
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GTS.curtileYRep = 0;
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GTS.alphablend = -1;
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_ALPHA_TEST);
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}
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static void gpu_set_alpha_blend(GPUBlendMode alphablend)
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{
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if (alphablend == GPU_BLEND_SOLID) {
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if (alphablend == GPU_BLEND_ADD) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
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glEnable(GL_BLEND);
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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/* if U.glalphaclip == 1.0, some cards go bonkers...
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* turn off alpha test in this case */
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/* added after 2.45 to clip alpha */
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if (U.glalphaclip == 1.0f) {
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glDisable(GL_ALPHA_TEST);
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}
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else {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, U.glalphaclip);
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}
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}
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else if (alphablend == GPU_BLEND_CLIP) {
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glDisable(GL_BLEND);
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f);
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}
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else if (alphablend == GPU_BLEND_ALPHA_TO_COVERAGE) {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, U.glalphaclip);
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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}
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static void gpu_verify_alpha_blend(int alphablend)
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{
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/* verify alpha blending modes */
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if (GTS.alphablend == alphablend)
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return;
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gpu_set_alpha_blend(alphablend);
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GTS.alphablend = alphablend;
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}
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static void gpu_verify_reflection(Image *ima)
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{
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if (ima && (ima->flag & IMA_REFLECT)) {
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/* enable reflection mapping */
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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}
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else {
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/* disable reflection mapping */
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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}
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}
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|
|
int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, bool mipmap, bool is_data)
|
|
{
|
|
ImBuf *ibuf = NULL;
|
|
unsigned int *bind = NULL;
|
|
int rectw, recth, tpx = 0, tpy = 0, y;
|
|
unsigned int *tilerect = NULL, *rect = NULL;
|
|
float *ftilerect = NULL, *frect = NULL;
|
|
float *srgb_frect = NULL;
|
|
short texwindx, texwindy, texwinsx, texwinsy;
|
|
/* flag to determine whether high resolution format is used */
|
|
bool use_high_bit_depth = false, do_color_management = false;
|
|
|
|
/* initialize tile mode and number of repeats */
|
|
GTS.ima = ima;
|
|
GTS.tilemode = (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
|
|
GTS.tileXRep = 0;
|
|
GTS.tileYRep = 0;
|
|
|
|
/* setting current tile according to frame */
|
|
if (ima && (ima->tpageflag & IMA_TWINANIM))
|
|
GTS.tile = ima->lastframe;
|
|
else
|
|
GTS.tile = tftile;
|
|
|
|
GTS.tile = MAX2(0, GTS.tile);
|
|
|
|
if (ima) {
|
|
GTS.tileXRep = ima->xrep;
|
|
GTS.tileYRep = ima->yrep;
|
|
}
|
|
|
|
/* if same image & tile, we're done */
|
|
if (compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
|
|
GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
|
|
GTS.curtileYRep == GTS.tileYRep)
|
|
{
|
|
return (ima != NULL);
|
|
}
|
|
|
|
/* if tiling mode or repeat changed, change texture matrix to fit */
|
|
if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep ||
|
|
GTS.curtileYRep != GTS.tileYRep)
|
|
{
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
|
|
if (ima && (ima->tpageflag & IMA_TILES))
|
|
glScalef(ima->xrep, ima->yrep, 1.0f);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
/* check if we have a valid image */
|
|
if (ima == NULL || ima->ok == 0)
|
|
return 0;
|
|
|
|
/* check if we have a valid image buffer */
|
|
ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
|
|
if (ibuf == NULL)
|
|
return 0;
|
|
|
|
if (ibuf->rect_float) {
|
|
if (U.use_16bit_textures) {
|
|
/* use high precision textures. This is relatively harmless because OpenGL gives us
|
|
* a high precision format only if it is available */
|
|
use_high_bit_depth = true;
|
|
}
|
|
/* we may skip this in high precision, but if not, we need to have a valid buffer here */
|
|
else if (ibuf->userflags & IB_RECT_INVALID) {
|
|
IMB_rect_from_float(ibuf);
|
|
}
|
|
|
|
/* TODO unneeded when float images are correctly treated as linear always */
|
|
if (!is_data)
|
|
do_color_management = true;
|
|
|
|
if (ibuf->rect == NULL)
|
|
IMB_rect_from_float(ibuf);
|
|
}
|
|
|
|
/* currently, tpage refresh is used by ima sequences */
|
|
if (ima->tpageflag & IMA_TPAGE_REFRESH) {
|
|
GPU_free_image(ima);
|
|
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
|
|
}
|
|
|
|
if (GTS.tilemode) {
|
|
/* tiled mode */
|
|
if (ima->repbind == NULL) gpu_make_repbind(ima);
|
|
if (GTS.tile >= ima->totbind) GTS.tile = 0;
|
|
|
|
/* this happens when you change repeat buttons */
|
|
if (ima->repbind) bind = &ima->repbind[GTS.tile];
|
|
else bind = &ima->bindcode;
|
|
|
|
if (*bind == 0) {
|
|
texwindx = ibuf->x / ima->xrep;
|
|
texwindy = ibuf->y / ima->yrep;
|
|
|
|
if (GTS.tile >= ima->xrep * ima->yrep)
|
|
GTS.tile = ima->xrep * ima->yrep - 1;
|
|
|
|
texwinsy = GTS.tile / ima->xrep;
|
|
texwinsx = GTS.tile - texwinsy * ima->xrep;
|
|
|
|
texwinsx *= texwindx;
|
|
texwinsy *= texwindy;
|
|
|
|
tpx = texwindx;
|
|
tpy = texwindy;
|
|
|
|
if (use_high_bit_depth) {
|
|
if (do_color_management) {
|
|
srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(float) * 4, "floar_buf_col_cor");
|
|
IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
|
|
ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true,
|
|
ibuf->x, ibuf->y, ibuf->x, ibuf->x);
|
|
IMB_buffer_float_unpremultiply(srgb_frect, ibuf->x, ibuf->y);
|
|
/* clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images */
|
|
IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
|
|
frect = srgb_frect + texwinsy*ibuf->x + texwinsx;
|
|
}
|
|
else
|
|
frect = ibuf->rect_float + texwinsy*ibuf->x + texwinsx;
|
|
}
|
|
else
|
|
rect = ibuf->rect + texwinsy*ibuf->x + texwinsx;
|
|
}
|
|
}
|
|
else {
|
|
/* regular image mode */
|
|
bind= &ima->bindcode;
|
|
|
|
if (*bind == 0) {
|
|
tpx = ibuf->x;
|
|
tpy = ibuf->y;
|
|
rect = ibuf->rect;
|
|
if (use_high_bit_depth) {
|
|
if (do_color_management) {
|
|
frect = srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(*srgb_frect) * 4, "floar_buf_col_cor");
|
|
IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
|
|
ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true,
|
|
ibuf->x, ibuf->y, ibuf->x, ibuf->x);
|
|
IMB_buffer_float_unpremultiply(srgb_frect, ibuf->x, ibuf->y);
|
|
/* clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images */
|
|
IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
|
|
}
|
|
else
|
|
frect = ibuf->rect_float;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (*bind != 0) {
|
|
/* enable opengl drawing with textures */
|
|
glBindTexture(GL_TEXTURE_2D, *bind);
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return *bind;
|
|
}
|
|
|
|
rectw = tpx;
|
|
recth = tpy;
|
|
|
|
/* for tiles, copy only part of image into buffer */
|
|
if (GTS.tilemode) {
|
|
if (use_high_bit_depth) {
|
|
float *frectrow, *ftilerectrow;
|
|
|
|
ftilerect = MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect");
|
|
|
|
for (y = 0; y < recth; y++) {
|
|
frectrow = &frect[y * ibuf->x];
|
|
ftilerectrow = &ftilerect[y * rectw];
|
|
|
|
memcpy(ftilerectrow, frectrow, tpx * sizeof(*frectrow));
|
|
}
|
|
|
|
frect = ftilerect;
|
|
}
|
|
else {
|
|
unsigned int *rectrow, *tilerectrow;
|
|
|
|
tilerect = MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
|
|
|
|
for (y = 0; y < recth; y++) {
|
|
rectrow = &rect[y * ibuf->x];
|
|
tilerectrow = &tilerect[y * rectw];
|
|
|
|
memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow));
|
|
}
|
|
|
|
rect = tilerect;
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_DDS
|
|
if (ibuf->ftype == IMB_FTYPE_DDS)
|
|
GPU_create_gl_tex_compressed(bind, rect, rectw, recth, mipmap, ima, ibuf);
|
|
else
|
|
#endif
|
|
GPU_create_gl_tex(bind, rect, frect, rectw, recth, mipmap, use_high_bit_depth, ima);
|
|
|
|
/* mark as non-color data texture */
|
|
if (*bind) {
|
|
if (is_data)
|
|
ima->tpageflag |= IMA_GLBIND_IS_DATA;
|
|
else
|
|
ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
|
|
}
|
|
|
|
/* clean up */
|
|
if (tilerect)
|
|
MEM_freeN(tilerect);
|
|
if (ftilerect)
|
|
MEM_freeN(ftilerect);
|
|
if (srgb_frect)
|
|
MEM_freeN(srgb_frect);
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
|
|
return *bind;
|
|
}
|
|
|
|
/* Image *ima can be NULL */
|
|
void GPU_create_gl_tex(unsigned int *bind, unsigned int *rect, float *frect, int rectw, int recth,
|
|
bool mipmap, bool use_high_bit_depth, Image *ima)
|
|
{
|
|
ImBuf *ibuf = NULL;
|
|
|
|
int tpx = rectw;
|
|
int tpy = recth;
|
|
|
|
/* scale if not a power of two. this is not strictly necessary for newer
|
|
* GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures
|
|
* Then don't bother scaling for hardware that supports NPOT textures! */
|
|
if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) ||
|
|
is_over_resolution_limit(rectw, recth)) {
|
|
rectw = smaller_power_of_2_limit(rectw);
|
|
recth = smaller_power_of_2_limit(recth);
|
|
|
|
if (use_high_bit_depth) {
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
frect = ibuf->rect_float;
|
|
}
|
|
else {
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
rect = ibuf->rect;
|
|
}
|
|
}
|
|
|
|
/* create image */
|
|
glGenTextures(1, (GLuint *)bind);
|
|
glBindTexture(GL_TEXTURE_2D, *bind);
|
|
|
|
if (use_high_bit_depth) {
|
|
if (GLEW_ARB_texture_float)
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
|
|
else
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
|
|
}
|
|
else
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
if (GTS.gpu_mipmap) {
|
|
gpu_generate_mipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
int i;
|
|
|
|
if (!ibuf) {
|
|
if (use_high_bit_depth) {
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
|
|
}
|
|
else {
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
|
|
}
|
|
}
|
|
|
|
IMB_makemipmap(ibuf, true);
|
|
|
|
for (i = 1; i < ibuf->miptot; i++) {
|
|
ImBuf *mip = ibuf->mipmap[i - 1];
|
|
if (use_high_bit_depth) {
|
|
if (GLEW_ARB_texture_float)
|
|
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16F_ARB, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float);
|
|
else
|
|
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float);
|
|
}
|
|
else {
|
|
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
|
|
}
|
|
}
|
|
}
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
|
|
if (ima)
|
|
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
|
|
}
|
|
else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
|
|
if (GLEW_EXT_texture_filter_anisotropic)
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
|
|
if (ibuf)
|
|
IMB_freeImBuf(ibuf);
|
|
}
|
|
|
|
/**
|
|
* GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
|
|
* This is so the viewport and the BGE can share some code.
|
|
* Returns false if the provided ImBuf doesn't have a supported DXT compression format
|
|
*/
|
|
bool GPU_upload_dxt_texture(ImBuf *ibuf)
|
|
{
|
|
#ifdef WITH_DDS
|
|
GLint format = 0;
|
|
int blocksize, height, width, i, size, offset = 0;
|
|
|
|
width = ibuf->x;
|
|
height = ibuf->y;
|
|
|
|
if (GLEW_EXT_texture_compression_s3tc) {
|
|
if (ibuf->dds_data.fourcc == FOURCC_DXT1)
|
|
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
|
|
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
|
|
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
}
|
|
|
|
if (format == 0) {
|
|
fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
|
|
return false;
|
|
}
|
|
|
|
if (!is_power_of_2_resolution(width, height)) {
|
|
fprintf(stderr, "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
|
|
return false;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GLEW_EXT_texture_filter_anisotropic)
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
|
|
blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
|
|
for (i = 0; i < ibuf->dds_data.nummipmaps && (width||height); ++i) {
|
|
if (width == 0)
|
|
width = 1;
|
|
if (height == 0)
|
|
height = 1;
|
|
|
|
size = ((width+3)/4)*((height+3)/4)*blocksize;
|
|
|
|
glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
|
|
0, size, ibuf->dds_data.data + offset);
|
|
|
|
offset += size;
|
|
width >>= 1;
|
|
height >>= 1;
|
|
}
|
|
|
|
/* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
|
|
|
|
return true;
|
|
#else
|
|
(void)ibuf;
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, Image *ima, ImBuf *ibuf)
|
|
{
|
|
#ifndef WITH_DDS
|
|
(void)ibuf;
|
|
/* Fall back to uncompressed if DDS isn't enabled */
|
|
GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
|
|
#else
|
|
|
|
|
|
glGenTextures(1, (GLuint *)bind);
|
|
glBindTexture(GL_TEXTURE_2D, *bind);
|
|
|
|
if (GPU_upload_dxt_texture(ibuf) == 0) {
|
|
glDeleteTextures(1, (GLuint *)bind);
|
|
GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
|
|
}
|
|
#endif
|
|
}
|
|
static void gpu_verify_repeat(Image *ima)
|
|
{
|
|
/* set either clamp or repeat in X/Y */
|
|
if (ima->tpageflag & IMA_CLAMP_U)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
if (ima->tpageflag & IMA_CLAMP_V)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
}
|
|
|
|
int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
|
|
{
|
|
Image *ima;
|
|
|
|
/* check if we need to clear the state */
|
|
if (mtexpoly == NULL) {
|
|
GPU_clear_tpage(false);
|
|
return 0;
|
|
}
|
|
|
|
ima = mtexpoly->tpage;
|
|
GTS.lasttface = mtexpoly;
|
|
|
|
gpu_verify_alpha_blend(alphablend);
|
|
gpu_verify_reflection(ima);
|
|
|
|
if (GPU_verify_image(ima, NULL, mtexpoly->tile, 1, mipmap, false)) {
|
|
GTS.curtile = GTS.tile;
|
|
GTS.curima = GTS.ima;
|
|
GTS.curtilemode = GTS.tilemode;
|
|
GTS.curtileXRep = GTS.tileXRep;
|
|
GTS.curtileYRep = GTS.tileYRep;
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
GTS.curtile = 0;
|
|
GTS.curima = NULL;
|
|
GTS.curtilemode = 0;
|
|
GTS.curtileXRep = 0;
|
|
GTS.curtileYRep = 0;
|
|
|
|
return 0;
|
|
}
|
|
|
|
gpu_verify_repeat(ima);
|
|
|
|
/* Did this get lost in the image recode? */
|
|
/* BKE_image_tag_time(ima);*/
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* these two functions are called on entering and exiting texture paint mode,
|
|
* temporary disabling/enabling mipmapping on all images for quick texture
|
|
* updates with glTexSubImage2D. images that didn't change don't have to be
|
|
* re-uploaded to OpenGL */
|
|
void GPU_paint_set_mipmap(bool mipmap)
|
|
{
|
|
Image *ima;
|
|
|
|
if (!GTS.domipmap)
|
|
return;
|
|
|
|
GTS.texpaint = !mipmap;
|
|
|
|
if (mipmap) {
|
|
for (ima = G.main->image.first; ima; ima = ima->id.next) {
|
|
if (ima->bindcode) {
|
|
if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
}
|
|
else
|
|
GPU_free_image(ima);
|
|
}
|
|
else
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
}
|
|
else {
|
|
for (ima = G.main->image.first; ima; ima = ima->id.next) {
|
|
if (ima->bindcode) {
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
}
|
|
else
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* check if image has been downscaled and do scaled partial update */
|
|
static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
|
|
{
|
|
if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
|
|
is_over_resolution_limit(ibuf->x, ibuf->y))
|
|
{
|
|
int x_limit = smaller_power_of_2_limit(ibuf->x);
|
|
int y_limit = smaller_power_of_2_limit(ibuf->y);
|
|
|
|
float xratio = x_limit / (float)ibuf->x;
|
|
float yratio = y_limit / (float)ibuf->y;
|
|
|
|
/* find new width, height and x,y gpu texture coordinates */
|
|
|
|
/* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */
|
|
int rectw = (int)ceil(xratio * w);
|
|
int recth = (int)ceil(yratio * h);
|
|
|
|
x *= xratio;
|
|
y *= yratio;
|
|
|
|
/* ...but take back if we are over the limit! */
|
|
if (rectw + x > x_limit) rectw--;
|
|
if (recth + y > y_limit) recth--;
|
|
|
|
/* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */
|
|
if (frect) {
|
|
ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
|
|
IMB_scaleImBuf(ibuf_scale, rectw, recth);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
|
|
GL_FLOAT, ibuf_scale->rect_float);
|
|
|
|
IMB_freeImBuf(ibuf_scale);
|
|
}
|
|
/* byte images are not continuous in memory so do manual interpolation */
|
|
else {
|
|
unsigned char *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
|
|
unsigned int *p = (unsigned int *)scalerect;
|
|
int i, j;
|
|
float inv_xratio = 1.0f / xratio;
|
|
float inv_yratio = 1.0f / yratio;
|
|
for (i = 0; i < rectw; i++) {
|
|
float u = (x + i) * inv_xratio;
|
|
for (j = 0; j < recth; j++) {
|
|
float v = (y + j) * inv_yratio;
|
|
bilinear_interpolation_color_wrap(ibuf, (unsigned char *)(p + i + j * (rectw)), NULL, u, v);
|
|
}
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, scalerect);
|
|
|
|
MEM_freeN(scalerect);
|
|
}
|
|
|
|
if (GPU_get_mipmap()) {
|
|
gpu_generate_mipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
|
|
{
|
|
ImBuf *ibuf;
|
|
|
|
ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
|
|
if (ima->repbind || (GPU_get_mipmap() && !GTS.gpu_mipmap) || !ima->bindcode || !ibuf ||
|
|
(w == 0) || (h == 0))
|
|
{
|
|
/* these cases require full reload still */
|
|
GPU_free_image(ima);
|
|
}
|
|
else {
|
|
/* for the special case, we can do a partial update
|
|
* which is much quicker for painting */
|
|
GLint row_length, skip_pixels, skip_rows;
|
|
|
|
/* if color correction is needed, we must update the part that needs updating. */
|
|
if (ibuf->rect_float) {
|
|
float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
|
|
bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
|
|
IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
|
|
|
|
if (GPU_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
|
|
MEM_freeN(buffer);
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer);
|
|
|
|
MEM_freeN(buffer);
|
|
|
|
/* we have already accounted for the case where GTS.gpu_mipmap is false
|
|
* so we will be using GPU mipmap generation here */
|
|
if (GPU_get_mipmap()) {
|
|
gpu_generate_mipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return;
|
|
}
|
|
|
|
if (GPU_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
|
|
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
|
|
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
|
|
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, ibuf->rect);
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
|
|
|
|
/* see comment above as to why we are using gpu mipmap generation here */
|
|
if (GPU_get_mipmap()) {
|
|
gpu_generate_mipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
}
|
|
|
|
void GPU_update_images_framechange(void)
|
|
{
|
|
Image *ima;
|
|
|
|
for (ima = G.main->image.first; ima; ima = ima->id.next) {
|
|
if (ima->tpageflag & IMA_TWINANIM) {
|
|
if (ima->twend >= ima->xrep * ima->yrep)
|
|
ima->twend = ima->xrep * ima->yrep - 1;
|
|
|
|
/* check: is bindcode not in the array? free. (to do) */
|
|
|
|
ima->lastframe++;
|
|
if (ima->lastframe > ima->twend)
|
|
ima->lastframe = ima->twsta;
|
|
}
|
|
}
|
|
}
|
|
|
|
int GPU_update_image_time(Image *ima, double time)
|
|
{
|
|
int inc = 0;
|
|
float diff;
|
|
int newframe;
|
|
|
|
if (!ima)
|
|
return 0;
|
|
|
|
if (ima->lastupdate < 0)
|
|
ima->lastupdate = 0;
|
|
|
|
if (ima->lastupdate > (float)time)
|
|
ima->lastupdate = (float)time;
|
|
|
|
if (ima->tpageflag & IMA_TWINANIM) {
|
|
if (ima->twend >= ima->xrep * ima->yrep) ima->twend = ima->xrep * ima->yrep - 1;
|
|
|
|
/* check: is the bindcode not in the array? Then free. (still to do) */
|
|
|
|
diff = (float)((float)time - ima->lastupdate);
|
|
inc = (int)(diff * (float)ima->animspeed);
|
|
|
|
ima->lastupdate += ((float)inc / (float)ima->animspeed);
|
|
|
|
newframe = ima->lastframe + inc;
|
|
|
|
if (newframe > (int)ima->twend) {
|
|
if (ima->twend - ima->twsta != 0)
|
|
newframe = (int)ima->twsta - 1 + (newframe - ima->twend) % (ima->twend - ima->twsta);
|
|
else
|
|
newframe = ima->twsta;
|
|
}
|
|
|
|
ima->lastframe = newframe;
|
|
}
|
|
|
|
return inc;
|
|
}
|
|
|
|
|
|
void GPU_free_smoke(SmokeModifierData *smd)
|
|
{
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
|
if (smd->domain->tex)
|
|
GPU_texture_free(smd->domain->tex);
|
|
smd->domain->tex = NULL;
|
|
|
|
if (smd->domain->tex_shadow)
|
|
GPU_texture_free(smd->domain->tex_shadow);
|
|
smd->domain->tex_shadow = NULL;
|
|
|
|
if (smd->domain->tex_flame)
|
|
GPU_texture_free(smd->domain->tex_flame);
|
|
smd->domain->tex_flame = NULL;
|
|
}
|
|
}
|
|
|
|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
if (!sds->tex && !highres) {
|
|
/* rgba texture for color + density */
|
|
if (smoke_has_colors(sds->fluid)) {
|
|
float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
|
|
smoke_get_rgba(sds->fluid, data, 0);
|
|
sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 4, data);
|
|
MEM_freeN(data);
|
|
}
|
|
/* density only */
|
|
else {
|
|
sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid));
|
|
}
|
|
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL;
|
|
}
|
|
else if (!sds->tex && highres) {
|
|
/* rgba texture for color + density */
|
|
if (smoke_turbulence_has_colors(sds->wt)) {
|
|
float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
|
|
smoke_turbulence_get_rgba(sds->wt, data, 0);
|
|
sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data);
|
|
MEM_freeN(data);
|
|
}
|
|
/* density only */
|
|
else {
|
|
sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt));
|
|
}
|
|
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL;
|
|
}
|
|
|
|
sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow);
|
|
}
|
|
#else // WITH_SMOKE
|
|
(void)highres;
|
|
smd->domain->tex = NULL;
|
|
smd->domain->tex_flame = NULL;
|
|
smd->domain->tex_shadow = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
static LinkNode *image_free_queue = NULL;
|
|
|
|
static void gpu_queue_image_for_free(Image *ima)
|
|
{
|
|
BLI_lock_thread(LOCK_OPENGL);
|
|
BLI_linklist_prepend(&image_free_queue, ima);
|
|
BLI_unlock_thread(LOCK_OPENGL);
|
|
}
|
|
|
|
void GPU_free_unused_buffers(void)
|
|
{
|
|
LinkNode *node;
|
|
Image *ima;
|
|
|
|
if (!BLI_thread_is_main())
|
|
return;
|
|
|
|
BLI_lock_thread(LOCK_OPENGL);
|
|
|
|
/* images */
|
|
for (node = image_free_queue; node; node = node->next) {
|
|
ima = node->link;
|
|
|
|
/* check in case it was freed in the meantime */
|
|
if (G.main && BLI_findindex(&G.main->image, ima) != -1)
|
|
GPU_free_image(ima);
|
|
}
|
|
|
|
BLI_linklist_free(image_free_queue, NULL);
|
|
image_free_queue = NULL;
|
|
|
|
/* vbo buffers */
|
|
GPU_global_buffer_pool_free_unused();
|
|
|
|
BLI_unlock_thread(LOCK_OPENGL);
|
|
}
|
|
|
|
void GPU_free_image(Image *ima)
|
|
{
|
|
if (!BLI_thread_is_main()) {
|
|
gpu_queue_image_for_free(ima);
|
|
return;
|
|
}
|
|
|
|
/* free regular image binding */
|
|
if (ima->bindcode) {
|
|
glDeleteTextures(1, (GLuint *)&ima->bindcode);
|
|
ima->bindcode = 0;
|
|
}
|
|
|
|
/* free glsl image binding */
|
|
if (ima->gputexture) {
|
|
GPU_texture_free(ima->gputexture);
|
|
ima->gputexture = NULL;
|
|
}
|
|
|
|
/* free repeated image binding */
|
|
if (ima->repbind) {
|
|
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
|
|
|
|
MEM_freeN(ima->repbind);
|
|
ima->repbind = NULL;
|
|
}
|
|
|
|
ima->tpageflag &= ~(IMA_MIPMAP_COMPLETE|IMA_GLBIND_IS_DATA);
|
|
}
|
|
|
|
void GPU_free_images(void)
|
|
{
|
|
Image *ima;
|
|
|
|
if (G.main)
|
|
for (ima = G.main->image.first; ima; ima = ima->id.next)
|
|
GPU_free_image(ima);
|
|
}
|
|
|
|
/* same as above but only free animated images */
|
|
void GPU_free_images_anim(void)
|
|
{
|
|
Image *ima;
|
|
|
|
if (G.main)
|
|
for (ima = G.main->image.first; ima; ima = ima->id.next)
|
|
if (BKE_image_is_animated(ima))
|
|
GPU_free_image(ima);
|
|
}
|
|
|
|
|
|
void GPU_free_images_old(void)
|
|
{
|
|
Image *ima;
|
|
static int lasttime = 0;
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
/*
|
|
* Run garbage collector once for every collecting period of time
|
|
* if textimeout is 0, that's the option to NOT run the collector
|
|
*/
|
|
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime)
|
|
return;
|
|
|
|
/* of course not! */
|
|
if (G.is_rendering)
|
|
return;
|
|
|
|
lasttime = ctime;
|
|
|
|
ima = G.main->image.first;
|
|
while (ima) {
|
|
if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
|
|
/* If it's in GL memory, deallocate and set time tag to current time
|
|
* This gives textures a "second chance" to be used before dying. */
|
|
if (ima->bindcode || ima->repbind) {
|
|
GPU_free_image(ima);
|
|
ima->lastused = ctime;
|
|
}
|
|
/* Otherwise, just kill the buffers */
|
|
else {
|
|
BKE_image_free_buffers(ima);
|
|
}
|
|
}
|
|
ima = ima->id.next;
|
|
}
|
|
}
|
|
|
|
|
|
/* OpenGL Materials */
|
|
|
|
#define FIXEDMAT 8
|
|
|
|
/* OpenGL state caching for materials */
|
|
|
|
typedef struct GPUMaterialFixed {
|
|
float diff[3];
|
|
float spec[3];
|
|
int hard;
|
|
float alpha;
|
|
} GPUMaterialFixed;
|
|
|
|
static struct GPUMaterialState {
|
|
GPUMaterialFixed (*matbuf);
|
|
GPUMaterialFixed matbuf_fixed[FIXEDMAT];
|
|
int totmat;
|
|
|
|
/* set when called inside GPU_begin_object_materials / GPU_end_object_materials
|
|
* otherwise calling GPU_object_material_bind returns zero */
|
|
bool is_enabled;
|
|
|
|
Material **gmatbuf;
|
|
Material *gmatbuf_fixed[FIXEDMAT];
|
|
Material *gboundmat;
|
|
Object *gob;
|
|
DupliObject *dob;
|
|
Scene *gscene;
|
|
int glay;
|
|
bool gscenelock;
|
|
float (*gviewmat)[4];
|
|
float (*gviewinv)[4];
|
|
float (*gviewcamtexcofac);
|
|
|
|
bool backface_culling;
|
|
bool two_sided_lighting;
|
|
|
|
GPUBlendMode *alphablend;
|
|
GPUBlendMode alphablend_fixed[FIXEDMAT];
|
|
bool use_alpha_pass, is_alpha_pass;
|
|
bool use_matcaps;
|
|
|
|
int lastmatnr, lastretval;
|
|
GPUBlendMode lastalphablend;
|
|
bool is_opensubdiv;
|
|
} GMS = {NULL};
|
|
|
|
/* fixed function material, alpha handed by caller */
|
|
static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes,
|
|
const bool dimdown)
|
|
{
|
|
if (bmat->mode & MA_SHLESS) {
|
|
copy_v3_v3(smat->diff, &bmat->r);
|
|
|
|
if (gamma)
|
|
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
|
|
|
|
zero_v3(smat->spec);
|
|
smat->alpha = 1.0f;
|
|
smat->hard = 0;
|
|
}
|
|
else if (new_shading_nodes) {
|
|
copy_v3_v3(smat->diff, &bmat->r);
|
|
copy_v3_v3(smat->spec, &bmat->specr);
|
|
smat->alpha = 1.0f;
|
|
smat->hard = CLAMPIS(bmat->har, 0, 128);
|
|
|
|
if (dimdown) {
|
|
mul_v3_fl(smat->diff, 0.8f);
|
|
mul_v3_fl(smat->spec, 0.5f);
|
|
}
|
|
|
|
if (gamma) {
|
|
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
|
|
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
|
|
}
|
|
}
|
|
else {
|
|
mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
|
|
|
|
if (bmat->shade_flag & MA_OBCOLOR)
|
|
mul_v3_v3(smat->diff, ob->col);
|
|
|
|
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
|
|
smat->hard = CLAMPIS(bmat->har, 1, 128);
|
|
smat->alpha = 1.0f;
|
|
|
|
if (gamma) {
|
|
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
|
|
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
|
|
}
|
|
}
|
|
}
|
|
|
|
static Material *gpu_active_node_material(Material *ma)
|
|
{
|
|
if (ma && ma->use_nodes && ma->nodetree) {
|
|
bNode *node = nodeGetActiveID(ma->nodetree, ID_MA);
|
|
|
|
if (node)
|
|
return (Material *)node->id;
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
return ma;
|
|
}
|
|
|
|
void GPU_begin_dupli_object(DupliObject *dob)
|
|
{
|
|
GMS.dob = dob;
|
|
}
|
|
|
|
void GPU_end_dupli_object(void)
|
|
{
|
|
GMS.dob = NULL;
|
|
}
|
|
|
|
void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, bool glsl, bool *do_alpha_after)
|
|
{
|
|
Material *ma;
|
|
GPUMaterial *gpumat;
|
|
GPUBlendMode alphablend;
|
|
DupliObject *dob;
|
|
int a;
|
|
const bool gamma = BKE_scene_check_color_management_enabled(scene);
|
|
const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
|
|
const bool use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP) != 0; /* assumes v3d->defmaterial->preview is set */
|
|
bool use_opensubdiv = false;
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
{
|
|
DerivedMesh *derivedFinal = NULL;
|
|
if (ob->type == OB_MESH) {
|
|
Mesh *me = ob->data;
|
|
BMEditMesh *em = me->edit_btmesh;
|
|
if (em != NULL) {
|
|
derivedFinal = em->derivedFinal;
|
|
}
|
|
else {
|
|
derivedFinal = ob->derivedFinal;
|
|
}
|
|
}
|
|
else {
|
|
derivedFinal = ob->derivedFinal;
|
|
}
|
|
|
|
if (derivedFinal != NULL && derivedFinal->type == DM_TYPE_CCGDM) {
|
|
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) derivedFinal;
|
|
use_opensubdiv = ccgdm->useGpuBackend;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef WITH_GAMEENGINE
|
|
if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
|
|
ob = BKE_object_lod_matob_get(ob, scene);
|
|
}
|
|
#endif
|
|
|
|
/* initialize state */
|
|
/* DupliObject must be restored */
|
|
dob = GMS.dob;
|
|
memset(&GMS, 0, sizeof(GMS));
|
|
GMS.is_enabled = true;
|
|
GMS.dob = dob;
|
|
GMS.lastmatnr = -1;
|
|
GMS.lastretval = -1;
|
|
GMS.lastalphablend = GPU_BLEND_SOLID;
|
|
GMS.use_matcaps = use_matcap;
|
|
|
|
GMS.backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
|
|
|
|
GMS.two_sided_lighting = false;
|
|
if (ob && ob->type == OB_MESH)
|
|
GMS.two_sided_lighting = (((Mesh*)ob->data)->flag & ME_TWOSIDED) != 0;
|
|
|
|
GMS.gob = ob;
|
|
GMS.gscene = scene;
|
|
GMS.is_opensubdiv = use_opensubdiv;
|
|
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
|
|
GMS.glay = (v3d->localvd)? v3d->localvd->lay: v3d->lay; /* keep lamps visible in local view */
|
|
GMS.gscenelock = (v3d->scenelock != 0);
|
|
GMS.gviewmat = rv3d->viewmat;
|
|
GMS.gviewinv = rv3d->viewinv;
|
|
GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
|
|
|
|
/* alpha pass setup. there's various cases to handle here:
|
|
* - object transparency on: only solid materials draw in the first pass,
|
|
* and only transparent in the second 'alpha' pass.
|
|
* - object transparency off: for glsl we draw both in a single pass, and
|
|
* for solid we don't use transparency at all. */
|
|
GMS.use_alpha_pass = (do_alpha_after != NULL);
|
|
GMS.is_alpha_pass = (v3d->transp != false);
|
|
if (GMS.use_alpha_pass)
|
|
*do_alpha_after = false;
|
|
|
|
if (GMS.totmat > FIXEDMAT) {
|
|
GMS.matbuf = MEM_callocN(sizeof(GPUMaterialFixed) * GMS.totmat, "GMS.matbuf");
|
|
GMS.gmatbuf = MEM_callocN(sizeof(*GMS.gmatbuf) * GMS.totmat, "GMS.matbuf");
|
|
GMS.alphablend = MEM_callocN(sizeof(*GMS.alphablend) * GMS.totmat, "GMS.matbuf");
|
|
}
|
|
else {
|
|
GMS.matbuf = GMS.matbuf_fixed;
|
|
GMS.gmatbuf = GMS.gmatbuf_fixed;
|
|
GMS.alphablend = GMS.alphablend_fixed;
|
|
}
|
|
|
|
/* viewport material, setup in space_view3d, defaults to matcap using ma->preview now */
|
|
if (use_matcap) {
|
|
GMS.gmatbuf[0] = v3d->defmaterial;
|
|
GPU_material_matcap(scene, v3d->defmaterial, use_opensubdiv);
|
|
|
|
/* do material 1 too, for displists! */
|
|
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
|
|
|
|
GMS.alphablend[0] = GPU_BLEND_SOLID;
|
|
}
|
|
else {
|
|
|
|
/* no materials assigned? */
|
|
if (ob->totcol == 0) {
|
|
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes, true);
|
|
|
|
/* do material 1 too, for displists! */
|
|
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
|
|
|
|
if (glsl) {
|
|
GMS.gmatbuf[0] = &defmaterial;
|
|
GPU_material_from_blender(GMS.gscene, &defmaterial, GMS.is_opensubdiv);
|
|
}
|
|
|
|
GMS.alphablend[0] = GPU_BLEND_SOLID;
|
|
}
|
|
|
|
/* setup materials */
|
|
for (a = 1; a <= ob->totcol; a++) {
|
|
/* find a suitable material */
|
|
ma = give_current_material(ob, a);
|
|
if (!glsl && !new_shading_nodes) ma = gpu_active_node_material(ma);
|
|
if (ma == NULL) ma = &defmaterial;
|
|
|
|
/* create glsl material if requested */
|
|
gpumat = glsl? GPU_material_from_blender(GMS.gscene, ma, GMS.is_opensubdiv): NULL;
|
|
|
|
if (gpumat) {
|
|
/* do glsl only if creating it succeed, else fallback */
|
|
GMS.gmatbuf[a] = ma;
|
|
alphablend = GPU_material_alpha_blend(gpumat, ob->col);
|
|
}
|
|
else {
|
|
/* fixed function opengl materials */
|
|
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes, false);
|
|
|
|
if (GMS.use_alpha_pass && ((ma->mode & MA_TRANSP) || (new_shading_nodes && ma->alpha != 1.0f))) {
|
|
GMS.matbuf[a].alpha = ma->alpha;
|
|
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
|
|
}
|
|
else {
|
|
GMS.matbuf[a].alpha = 1.0f;
|
|
alphablend = GPU_BLEND_SOLID;
|
|
}
|
|
}
|
|
|
|
/* setting 'do_alpha_after = true' indicates this object needs to be
|
|
* drawn in a second alpha pass for improved blending */
|
|
if (do_alpha_after && !GMS.is_alpha_pass)
|
|
if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
|
|
*do_alpha_after = true;
|
|
|
|
GMS.alphablend[a] = alphablend;
|
|
}
|
|
}
|
|
|
|
/* let's start with a clean state */
|
|
GPU_object_material_unbind();
|
|
}
|
|
|
|
static int GPU_get_particle_info(GPUParticleInfo *pi)
|
|
{
|
|
ParticleData *p;
|
|
DupliObject *dob = GMS.dob;
|
|
int ind;
|
|
if (dob->particle_system) {
|
|
if (dob->persistent_id[0] < dob->particle_system->totpart)
|
|
ind = dob->persistent_id[0];
|
|
else {
|
|
ind = dob->particle_system->child[dob->persistent_id[0] - dob->particle_system->totpart].parent;
|
|
}
|
|
if (ind >= 0) {
|
|
p = &dob->particle_system->particles[ind];
|
|
|
|
pi->scalprops[0] = ind;
|
|
pi->scalprops[1] = GMS.gscene->r.cfra - p->time;
|
|
pi->scalprops[2] = p->lifetime;
|
|
pi->scalprops[3] = p->size;
|
|
|
|
copy_v3_v3(pi->location, p->state.co);
|
|
copy_v3_v3(pi->velocity, p->state.vel);
|
|
copy_v3_v3(pi->angular_velocity, p->state.ave);
|
|
return 1;
|
|
}
|
|
else return 0;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
int GPU_object_material_bind(int nr, void *attribs)
|
|
{
|
|
GPUVertexAttribs *gattribs = attribs;
|
|
GPUMaterial *gpumat;
|
|
GPUBlendMode alphablend;
|
|
|
|
/* no GPU_begin_object_materials, use default material */
|
|
if (!GMS.matbuf) {
|
|
memset(&GMS, 0, sizeof(GMS));
|
|
|
|
float diffuse[3], specular[3];
|
|
mul_v3_v3fl(diffuse, &defmaterial.r, defmaterial.ref + defmaterial.emit);
|
|
mul_v3_v3fl(specular, &defmaterial.specr, defmaterial.spec);
|
|
GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
|
|
|
|
if (GMS.two_sided_lighting)
|
|
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
|
|
else
|
|
GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* prevent index to use un-initialized array items */
|
|
if (nr >= GMS.totmat)
|
|
nr = 0;
|
|
|
|
if (gattribs)
|
|
memset(gattribs, 0, sizeof(*gattribs));
|
|
|
|
/* keep current material */
|
|
if (nr == GMS.lastmatnr)
|
|
return GMS.lastretval;
|
|
|
|
/* unbind glsl material */
|
|
if (GMS.gboundmat) {
|
|
if (GMS.is_alpha_pass) glDepthMask(0);
|
|
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv));
|
|
GMS.gboundmat = NULL;
|
|
}
|
|
|
|
/* draw materials with alpha in alpha pass */
|
|
GMS.lastmatnr = nr;
|
|
GMS.lastretval = 1;
|
|
|
|
if (GMS.use_alpha_pass) {
|
|
GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
|
|
if (GMS.is_alpha_pass)
|
|
GMS.lastretval = !GMS.lastretval;
|
|
}
|
|
else
|
|
GMS.lastretval = !GMS.is_alpha_pass;
|
|
|
|
if (GMS.lastretval) {
|
|
/* for alpha pass, use alpha blend */
|
|
alphablend = GMS.alphablend[nr];
|
|
|
|
if (gattribs && GMS.gmatbuf[nr]) {
|
|
/* bind glsl material and get attributes */
|
|
Material *mat = GMS.gmatbuf[nr];
|
|
GPUParticleInfo partile_info;
|
|
|
|
float auto_bump_scale;
|
|
|
|
gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv);
|
|
GPU_material_vertex_attributes(gpumat, gattribs);
|
|
|
|
if (GMS.dob)
|
|
GPU_get_particle_info(&partile_info);
|
|
|
|
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
|
|
|
|
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
|
|
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale, &partile_info);
|
|
GMS.gboundmat = mat;
|
|
|
|
/* for glsl use alpha blend mode, unless it's set to solid and
|
|
* we are already drawing in an alpha pass */
|
|
if (mat->game.alpha_blend != GPU_BLEND_SOLID)
|
|
alphablend= mat->game.alpha_blend;
|
|
|
|
if (GMS.is_alpha_pass) glDepthMask(1);
|
|
|
|
if (GMS.backface_culling) {
|
|
if (mat->game.flag)
|
|
glEnable(GL_CULL_FACE);
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
if (GMS.use_matcaps)
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
}
|
|
else {
|
|
/* or do fixed function opengl material */
|
|
GPU_basic_shader_colors(GMS.matbuf[nr].diff,
|
|
GMS.matbuf[nr].spec, GMS.matbuf[nr].hard, GMS.matbuf[nr].alpha);
|
|
|
|
if (GMS.two_sided_lighting)
|
|
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
|
|
else
|
|
GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
|
|
}
|
|
|
|
/* set (alpha) blending mode */
|
|
GPU_set_material_alpha_blend(alphablend);
|
|
}
|
|
|
|
return GMS.lastretval;
|
|
}
|
|
|
|
int GPU_object_material_visible(int nr, void *attribs)
|
|
{
|
|
GPUVertexAttribs *gattribs = attribs;
|
|
int visible;
|
|
|
|
if (!GMS.matbuf)
|
|
return 0;
|
|
|
|
if (gattribs)
|
|
memset(gattribs, 0, sizeof(*gattribs));
|
|
|
|
if (nr>=GMS.totmat)
|
|
nr = 0;
|
|
|
|
if (GMS.use_alpha_pass) {
|
|
visible = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
|
|
if (GMS.is_alpha_pass)
|
|
visible = !visible;
|
|
}
|
|
else
|
|
visible = !GMS.is_alpha_pass;
|
|
|
|
return visible;
|
|
}
|
|
|
|
void GPU_set_material_alpha_blend(int alphablend)
|
|
{
|
|
if (GMS.lastalphablend == alphablend)
|
|
return;
|
|
|
|
gpu_set_alpha_blend(alphablend);
|
|
GMS.lastalphablend = alphablend;
|
|
}
|
|
|
|
int GPU_get_material_alpha_blend(void)
|
|
{
|
|
return GMS.lastalphablend;
|
|
}
|
|
|
|
void GPU_object_material_unbind(void)
|
|
{
|
|
GMS.lastmatnr = -1;
|
|
GMS.lastretval = 1;
|
|
|
|
if (GMS.gboundmat) {
|
|
if (GMS.backface_culling)
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
if (GMS.is_alpha_pass) glDepthMask(0);
|
|
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv));
|
|
GMS.gboundmat = NULL;
|
|
}
|
|
else
|
|
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
|
|
|
|
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
|
|
}
|
|
|
|
void GPU_material_diffuse_get(int nr, float diff[4])
|
|
{
|
|
/* prevent index to use un-initialized array items */
|
|
if (nr >= GMS.totmat)
|
|
nr = 0;
|
|
|
|
/* no GPU_begin_object_materials, use default material */
|
|
if (!GMS.matbuf) {
|
|
mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
|
|
}
|
|
else {
|
|
copy_v3_v3(diff, GMS.matbuf[nr].diff);
|
|
diff[3] = GMS.matbuf[nr].alpha;
|
|
}
|
|
}
|
|
|
|
bool GPU_material_use_matcaps_get(void)
|
|
{
|
|
return GMS.use_matcaps;
|
|
}
|
|
|
|
bool GPU_object_materials_check(void)
|
|
{
|
|
return GMS.is_enabled;
|
|
}
|
|
|
|
void GPU_end_object_materials(void)
|
|
{
|
|
GPU_object_material_unbind();
|
|
|
|
GMS.is_enabled = false;
|
|
|
|
if (GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
|
|
MEM_freeN(GMS.matbuf);
|
|
MEM_freeN(GMS.gmatbuf);
|
|
MEM_freeN(GMS.alphablend);
|
|
}
|
|
|
|
GMS.matbuf = NULL;
|
|
GMS.gmatbuf = NULL;
|
|
GMS.alphablend = NULL;
|
|
GMS.two_sided_lighting = false;
|
|
|
|
/* resetting the texture matrix after the scaling needed for tiled textures */
|
|
if (GTS.tilemode) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
|
|
/* Lights */
|
|
|
|
int GPU_default_lights(void)
|
|
{
|
|
int a, count = 0;
|
|
|
|
/* initialize */
|
|
if (U.light[0].flag == 0 && U.light[1].flag == 0 && U.light[2].flag == 0) {
|
|
U.light[0].flag = 1;
|
|
U.light[0].vec[0] = -0.3; U.light[0].vec[1] = 0.3; U.light[0].vec[2] = 0.9;
|
|
U.light[0].col[0] = 0.8; U.light[0].col[1] = 0.8; U.light[0].col[2] = 0.8;
|
|
U.light[0].spec[0] = 0.5; U.light[0].spec[1] = 0.5; U.light[0].spec[2] = 0.5;
|
|
U.light[0].spec[3] = 1.0;
|
|
|
|
U.light[1].flag = 0;
|
|
U.light[1].vec[0] = 0.5; U.light[1].vec[1] = 0.5; U.light[1].vec[2] = 0.1;
|
|
U.light[1].col[0] = 0.4; U.light[1].col[1] = 0.4; U.light[1].col[2] = 0.8;
|
|
U.light[1].spec[0] = 0.3; U.light[1].spec[1] = 0.3; U.light[1].spec[2] = 0.5;
|
|
U.light[1].spec[3] = 1.0;
|
|
|
|
U.light[2].flag = 0;
|
|
U.light[2].vec[0] = 0.3; U.light[2].vec[1] = -0.3; U.light[2].vec[2] = -0.2;
|
|
U.light[2].col[0] = 0.8; U.light[2].col[1] = 0.5; U.light[2].col[2] = 0.4;
|
|
U.light[2].spec[0] = 0.5; U.light[2].spec[1] = 0.4; U.light[2].spec[2] = 0.3;
|
|
U.light[2].spec[3] = 1.0;
|
|
}
|
|
|
|
GPU_basic_shader_light_set_viewer(false);
|
|
|
|
for (a = 0; a < 8; a++) {
|
|
if (a < 3 && U.light[a].flag) {
|
|
GPULightData light = {0};
|
|
|
|
light.type = GPU_LIGHT_SUN;
|
|
|
|
normalize_v3_v3(light.direction, U.light[a].vec);
|
|
copy_v3_v3(light.diffuse, U.light[a].col);
|
|
copy_v3_v3(light.specular, U.light[a].spec);
|
|
|
|
GPU_basic_shader_light_set(a, &light);
|
|
|
|
count++;
|
|
}
|
|
else
|
|
GPU_basic_shader_light_set(a, NULL);
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][4], int ortho)
|
|
{
|
|
Base *base;
|
|
Lamp *la;
|
|
int count;
|
|
|
|
/* disable all lights */
|
|
for (count = 0; count < 8; count++)
|
|
GPU_basic_shader_light_set(count, NULL);
|
|
|
|
/* view direction for specular is not computed correct by default in
|
|
* opengl, so we set the settings ourselfs */
|
|
GPU_basic_shader_light_set_viewer(!ortho);
|
|
|
|
count = 0;
|
|
|
|
for (base = scene->base.first; base; base = base->next) {
|
|
if (base->object->type != OB_LAMP)
|
|
continue;
|
|
|
|
if (!(base->lay & lay) || !(base->lay & ob->lay))
|
|
continue;
|
|
|
|
la = base->object->data;
|
|
|
|
/* setup lamp transform */
|
|
glPushMatrix();
|
|
glLoadMatrixf((float *)viewmat);
|
|
|
|
/* setup light */
|
|
GPULightData light = {0};
|
|
|
|
mul_v3_v3fl(light.diffuse, &la->r, la->energy);
|
|
mul_v3_v3fl(light.specular, &la->r, la->energy);
|
|
|
|
if (la->type == LA_SUN) {
|
|
/* directional sun light */
|
|
light.type = GPU_LIGHT_SUN;
|
|
normalize_v3_v3(light.direction, base->object->obmat[2]);
|
|
}
|
|
else {
|
|
/* other lamps with position attenuation */
|
|
copy_v3_v3(light.position, base->object->obmat[3]);
|
|
|
|
light.constant_attenuation = 1.0f;
|
|
light.linear_attenuation = la->att1 / la->dist;
|
|
light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
|
|
|
|
if (la->type == LA_SPOT) {
|
|
light.type = GPU_LIGHT_SPOT;
|
|
negate_v3_v3(light.direction, base->object->obmat[2]);
|
|
normalize_v3(light.direction);
|
|
light.spot_cutoff = RAD2DEGF(la->spotsize * 0.5f);
|
|
light.spot_exponent = 128.0f * la->spotblend;
|
|
}
|
|
else
|
|
light.type = GPU_LIGHT_POINT;
|
|
}
|
|
|
|
GPU_basic_shader_light_set(count, &light);
|
|
|
|
glPopMatrix();
|
|
|
|
count++;
|
|
if (count == 8)
|
|
break;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
static void gpu_multisample(bool enable)
|
|
{
|
|
#ifdef __linux__
|
|
/* changing multisample from the default (enabled) causes problems on some
|
|
* systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */
|
|
bool toggle_ok = true;
|
|
|
|
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
|
int samples = 0;
|
|
glGetIntegerv(GL_SAMPLES, &samples);
|
|
|
|
if (samples == 0)
|
|
toggle_ok = false;
|
|
}
|
|
|
|
if (toggle_ok) {
|
|
if (enable)
|
|
glEnable(GL_MULTISAMPLE);
|
|
else
|
|
glDisable(GL_MULTISAMPLE);
|
|
}
|
|
#else
|
|
if (enable)
|
|
glEnable(GL_MULTISAMPLE);
|
|
else
|
|
glDisable(GL_MULTISAMPLE);
|
|
#endif
|
|
}
|
|
|
|
/* Default OpenGL State
|
|
*
|
|
* This is called on startup, for opengl offscreen render and to restore state
|
|
* for the game engine. Generally we should always return to this state when
|
|
* temporarily modifying the state for drawing, though that are (undocumented)
|
|
* exceptions that we should try to get rid of. */
|
|
|
|
void GPU_state_init(void)
|
|
{
|
|
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
|
|
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
|
|
int a, x, y;
|
|
GLubyte pat[32 * 32];
|
|
const GLubyte *patc = pat;
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
|
|
GPU_default_lights();
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
/* scaling matrices */
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_FOG);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glDisable(GL_LOGIC_OP);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDisable(GL_TEXTURE_1D);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
/* default disabled, enable should be local per function */
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
|
|
glPixelTransferi(GL_RED_SCALE, 1);
|
|
glPixelTransferi(GL_RED_BIAS, 0);
|
|
glPixelTransferi(GL_GREEN_SCALE, 1);
|
|
glPixelTransferi(GL_GREEN_BIAS, 0);
|
|
glPixelTransferi(GL_BLUE_SCALE, 1);
|
|
glPixelTransferi(GL_BLUE_BIAS, 0);
|
|
glPixelTransferi(GL_ALPHA_SCALE, 1);
|
|
glPixelTransferi(GL_ALPHA_BIAS, 0);
|
|
|
|
glPixelTransferi(GL_DEPTH_BIAS, 0);
|
|
glPixelTransferi(GL_DEPTH_SCALE, 1);
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
a = 0;
|
|
for (x = 0; x < 32; x++) {
|
|
for (y = 0; y < 4; y++) {
|
|
if (x & 1) pat[a++] = 0x88;
|
|
else pat[a++] = 0x22;
|
|
}
|
|
}
|
|
|
|
glPolygonStipple(patc);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glFrontFace(GL_CCW);
|
|
glCullFace(GL_BACK);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
gpu_multisample(false);
|
|
|
|
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
|
|
}
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
/* Update face-varying variables offset which might be
|
|
* different from mesh to mesh sharing the same material.
|
|
*/
|
|
void GPU_draw_update_fvar_offset(DerivedMesh *dm)
|
|
{
|
|
int i;
|
|
|
|
/* Sanity check to be sure we only do this for OpenSubdiv draw. */
|
|
BLI_assert(dm->type == DM_TYPE_CCGDM);
|
|
BLI_assert(GMS.is_opensubdiv);
|
|
|
|
for (i = 0; i < GMS.totmat; ++i) {
|
|
Material *material = GMS.gmatbuf[i];
|
|
GPUMaterial *gpu_material;
|
|
|
|
if (material == NULL) {
|
|
continue;
|
|
}
|
|
|
|
gpu_material = GPU_material_from_blender(GMS.gscene,
|
|
material,
|
|
GMS.is_opensubdiv);
|
|
|
|
GPU_material_update_fvar_offset(gpu_material, dm);
|
|
}
|
|
}
|
|
#endif
|