Files
blender/source/blender/gpu/intern/gpu_draw.c

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56 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_draw.c
* \ingroup gpu
*
* Utility functions for dealing with OpenGL texture & material context,
* mipmap generation and light objects.
*
* These are some obscure rendering functions shared between the
* game engine and the blender, in this module to avoid duplication
* and abstract them away from the rest a bit.
*/
#include <string.h>
#include "GPU_glew.h"
#include "GPU_debug.h"
#include "BLI_blenlib.h"
#include "BLI_linklist.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "DNA_particle_types.h"
#include "MEM_guardedalloc.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BKE_bmfont.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_subsurf.h"
#include "BKE_DerivedMesh.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "GPU_basic_shader.h"
#include "PIL_time.h"
#include "smoke_API.h"
#ifdef WITH_OPENSUBDIV
# include "DNA_mesh_types.h"
# include "BKE_editmesh.h"
# include "gpu_codegen.h"
#endif
extern Material defmaterial; /* from material.c */
/* Text Rendering */
static void gpu_mcol(unsigned int ucol)
{
/* mcol order is swapped */
const char *cp = (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void GPU_render_text(
MTexPoly *mtexpoly, int mode,
const char *textstr, int textlen, unsigned int *col,
const float *v_quad[4], const float *uv_quad[4],
int glattrib)
{
if ((mode & GEMAT_TEXT) && (textlen > 0) && mtexpoly->tpage) {
const float *v1 = v_quad[0];
const float *v2 = v_quad[1];
const float *v3 = v_quad[2];
const float *v4 = v_quad[3];
Image *ima = (Image *)mtexpoly->tpage;
ImBuf *first_ibuf;
const size_t textlen_st = textlen;
size_t index;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
float advance_tab;
/* multiline */
float line_start = 0.0f, line_height;
if (v4)
line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
else
line_height = max_fff(v1[1], v2[1], v3[1]) - min_fff(v1[1], v2[1], v3[1]);
line_height *= 1.2f; /* could be an option? */
/* end multiline */
/* color has been set */
if (mtexpoly->mode & TF_OBCOL)
col = NULL;
else if (!col)
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
/* get the tab width */
first_ibuf = BKE_image_get_first_ibuf(ima);
matrixGlyph(first_ibuf, ' ', &centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
advance_tab = advance * 4; /* tab width could also be an option */
for (index = 0; index < textlen_st; ) {
unsigned int character;
float uv[4][2];
/* lets calculate offset stuff */
character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
if (character == '\n') {
glTranslatef(line_start, -line_height, 0.0f);
line_start = 0.0f;
continue;
}
else if (character == '\t') {
glTranslatef(advance_tab, 0.0f, 0.0f);
line_start -= advance_tab; /* so we can go back to the start of the line */
continue;
}
else if (character > USHRT_MAX) {
/* not much we can do here bmfonts take ushort */
character = '?';
}
/* space starts at offset 1 */
/* character = character - ' ' + 1; */
matrixGlyph(first_ibuf, character, & centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy;
uv[1][0] = (uv_quad[1][0] - centerx) * sizex + transx;
uv[1][1] = (uv_quad[1][1] - centery) * sizey + transy;
uv[2][0] = (uv_quad[2][0] - centerx) * sizex + transx;
uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
glBegin(GL_POLYGON);
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[0]);
else glTexCoord2fv(uv[0]);
if (col) gpu_mcol(col[0]);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[1]);
else glTexCoord2fv(uv[1]);
if (col) gpu_mcol(col[1]);
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[2]);
else glTexCoord2fv(uv[2]);
if (col) gpu_mcol(col[2]);
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
if (v4) {
uv[3][0] = (uv_quad[3][0] - centerx) * sizex + transx;
uv[3][1] = (uv_quad[3][1] - centery) * sizey + transy;
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[3]);
else glTexCoord2fv(uv[3]);
if (col) gpu_mcol(col[3]);
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
}
glEnd();
glTranslatef(advance, 0.0f, 0.0f);
line_start -= advance; /* so we can go back to the start of the line */
}
glPopMatrix();
BKE_image_release_ibuf(ima, first_ibuf, NULL);
}
}
/* Checking powers of two for images since opengl 1.x requires it */
static bool is_power_of_2_resolution(int w, int h)
{
return is_power_of_2_i(w) && is_power_of_2_i(h);
}
static bool is_over_resolution_limit(int w, int h)
{
int reslimit = (U.glreslimit != 0)?
min_ii(U.glreslimit, GPU_max_texture_size()) :
GPU_max_texture_size();
return (w > reslimit || h > reslimit);
}
static int smaller_power_of_2_limit(int num)
{
int reslimit = (U.glreslimit != 0)?
min_ii(U.glreslimit, GPU_max_texture_size()) :
GPU_max_texture_size();
/* take texture clamping into account */
if (num > reslimit)
return reslimit;
return power_of_2_min_i(num);
}
/* Current OpenGL state caching for GPU_set_tpage */
static struct GPUTextureState {
int curtile, tile;
int curtilemode, tilemode;
int curtileXRep, tileXRep;
int curtileYRep, tileYRep;
Image *ima, *curima;
/* also controls min/mag filtering */
bool domipmap;
/* only use when 'domipmap' is set */
bool linearmipmap;
/* store this so that new images created while texture painting won't be set to mipmapped */
bool texpaint;
int alphablend;
float anisotropic;
int gpu_mipmap;
MTexPoly *lasttface;
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0, NULL};
/* Mipmap settings */
void GPU_set_gpu_mipmapping(int gpu_mipmap)
{
int old_value = GTS.gpu_mipmap;
/* only actually enable if it's supported */
GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object;
if (old_value != GTS.gpu_mipmap) {
GPU_free_images();
}
}
static void gpu_generate_mipmap(GLenum target)
{
const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY);
int target_enabled = 0;
/* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled
* http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */
if (is_ati) {
target_enabled = glIsEnabled(target);
if (!target_enabled)
glEnable(target);
}
glGenerateMipmapEXT(target);
if (is_ati && !target_enabled)
glDisable(target);
}
void GPU_set_mipmap(bool mipmap)
{
if (GTS.domipmap != mipmap) {
GPU_free_images();
GTS.domipmap = mipmap;
}
}
void GPU_set_linear_mipmap(bool linear)
{
if (GTS.linearmipmap != linear) {
GTS.linearmipmap = linear;
}
}
bool GPU_get_mipmap(void)
{
return GTS.domipmap && !GTS.texpaint;
}
bool GPU_get_linear_mipmap(void)
{
return GTS.linearmipmap;
}
static GLenum gpu_get_mipmap_filter(bool mag)
{
/* linearmipmap is off by default *when mipmapping is off,
* use unfiltered display */
if (mag) {
if (GTS.domipmap)
return GL_LINEAR;
else
return GL_NEAREST;
}
else {
if (GTS.domipmap) {
if (GTS.linearmipmap) {
return GL_LINEAR_MIPMAP_LINEAR;
}
else {
return GL_LINEAR_MIPMAP_NEAREST;
}
}
else {
return GL_NEAREST;
}
}
}
/* Anisotropic filtering settings */
void GPU_set_anisotropic(float value)
{
if (GTS.anisotropic != value) {
GPU_free_images();
/* Clamp value to the maximum value the graphics card supports */
if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
GTS.anisotropic = value;
}
}
float GPU_get_anisotropic(void)
{
return GTS.anisotropic;
}
/* Set OpenGL state for an MTFace */
static void gpu_make_repbind(Image *ima)
{
ImBuf *ibuf;
ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
if (ibuf == NULL)
return;
if (ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
MEM_freeN(ima->repbind);
ima->repbind = NULL;
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
ima->totbind = ima->xrep*ima->yrep;
if (ima->totbind>1)
ima->repbind = MEM_callocN(sizeof(int) * ima->totbind, "repbind");
BKE_image_release_ibuf(ima, ibuf, NULL);
}
void GPU_clear_tpage(bool force)
{
if (GTS.lasttface == NULL && !force)
return;
GTS.lasttface = NULL;
GTS.curtile = 0;
GTS.curima = NULL;
if (GTS.curtilemode != 0) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
GTS.curtilemode = 0;
GTS.curtileXRep = 0;
GTS.curtileYRep = 0;
GTS.alphablend = -1;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_ALPHA_TEST);
}
static void gpu_set_alpha_blend(GPUBlendMode alphablend)
{
if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (alphablend == GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
glEnable(GL_BLEND);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
/* if U.glalphaclip == 1.0, some cards go bonkers...
* turn off alpha test in this case */
/* added after 2.45 to clip alpha */
if (U.glalphaclip == 1.0f) {
glDisable(GL_ALPHA_TEST);
}
else {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, U.glalphaclip);
}
}
else if (alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
else if (alphablend == GPU_BLEND_ALPHA_TO_COVERAGE) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, U.glalphaclip);
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
}
static void gpu_verify_alpha_blend(int alphablend)
{
/* verify alpha blending modes */
if (GTS.alphablend == alphablend)
return;
gpu_set_alpha_blend(alphablend);
GTS.alphablend = alphablend;
}
static void gpu_verify_reflection(Image *ima)
{
if (ima && (ima->flag & IMA_REFLECT)) {
/* enable reflection mapping */
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
}
else {
/* disable reflection mapping */
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
}
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