Files
blender/source/gameengine/Ketsji/BL_Texture.cpp
Charlie Carley c4202fbd43 First commit! Small bug fix for cube map crashing in the player.
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
2007-01-13 08:30:08 +00:00

707 lines
16 KiB
C++

// ------------------------------------
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#ifdef __APPLE__
#define GL_GLEXT_LEGACY 1
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <iostream>
#include <map>
#include "BL_Material.h"
#include "BL_Texture.h"
#include "MT_assert.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "IMB_imbuf_types.h"
#include "BKE_image.h"
#include "BLI_blenlib.h"
#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
#include "RAS_OpenGLRasterizer/ARB_multitexture.h"
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#include "KX_GameObject.h"
using namespace bgl;
#define spit(x) std::cout << x << std::endl;
#include "MEM_guardedalloc.h"
extern "C" {
// envmaps
#include "IMB_imbuf.h"
void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf);
void my_free_envmapdata(EnvMap *env);
}
// (n&(n-1)) zeros the least significant bit of n
static int is_pow2(int num) {
return ((num)&(num-1))==0;
}
static int smaller_pow2(int num) {
while (!is_pow2(num))
num= num&(num-1);
return num;
}
// Place holder for a full texture manager
class BL_TextureObject
{
public:
unsigned int gl_texture;
void* ref_buffer;
};
typedef std::map<char*, BL_TextureObject> BL_TextureMap;
static BL_TextureMap g_textureManager;
BL_Texture::BL_Texture()
: mTexture(0),
mOk(0),
mNeedsDeleted(0),
mType(0),
mUnit(0),
mEnvState(0)
{
// --
}
BL_Texture::~BL_Texture()
{
// --
}
void BL_Texture::DeleteTex()
{
if( mNeedsDeleted ) {
glDeleteTextures(1, (GLuint*)&mTexture);
mNeedsDeleted = 0;
mOk = 0;
}
if(mEnvState) {
glDeleteLists((GLuint)mEnvState, 1);
mEnvState =0;
}
if(mDisableState) {
glDeleteLists((GLuint)mDisableState, 1);
mDisableState =0;
}
g_textureManager.clear();
}
bool BL_Texture::InitFromImage(int unit, Image *img, bool mipmap)
{
ImBuf *ibuf;
if (!img || img->ok==0)
{
mOk = false;
return mOk;
}
ibuf= BKE_image_get_ibuf(img, NULL);
if (ibuf==NULL)
{
img->ok = 0;
mOk = false;
return mOk;
}
mTexture = img->bindcode;
mType = GL_TEXTURE_2D;
mUnit = unit;
ActivateUnit(mUnit);
if (mTexture != 0) {
glBindTexture(GL_TEXTURE_2D, mTexture );
Validate();
return mOk;
}
mNeedsDeleted = 1;
glGenTextures(1, (GLuint*)&mTexture);
InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
glDisable(GL_TEXTURE_2D);
ActivateUnit(0);
Validate();
return mOk;
}
void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
{
if (!is_pow2(x) || !is_pow2(y) ) {
InitNonPow2Tex(pix, x,y,mipmap);
return;
}
glBindTexture(GL_TEXTURE_2D, mTexture );
if( mipmap ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, x, y, GL_RGBA, GL_UNSIGNED_BYTE, pix );
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix );
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap)
{
int nx= smaller_pow2(x);
int ny= smaller_pow2(y);
unsigned int *newPixels = (unsigned int *)malloc(nx*ny*sizeof(unsigned int));
gluScaleImage(GL_RGBA, x, y, GL_UNSIGNED_BYTE, pix, nx,ny, GL_UNSIGNED_BYTE, newPixels);
glBindTexture(GL_TEXTURE_2D, mTexture );
if( mipmap ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, nx, ny, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nx, ny, 0, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
free(newPixels);
}
bool BL_Texture::InitCubeMap(int unit, EnvMap *cubemap)
{
#ifdef GL_ARB_texture_cube_map
if (!RAS_EXT_support._ARB_texture_cube_map)
{
spit("cubemaps not supported");
mOk = false;
return mOk;
}
else if (!cubemap || cubemap->ima->ok==0)
{
mOk = false;
return mOk;
}
ImBuf *ibuf= BKE_image_get_ibuf(cubemap->ima, NULL);
if (ibuf==0)
{
cubemap->ima->ok = 0;
mOk = false;
return mOk;
}
mNeedsDeleted = 1;
mType = GL_TEXTURE_CUBE_MAP_ARB;
mTexture = 0;
mUnit = unit;
ActivateUnit(mUnit);
BL_TextureMap::iterator mapLook = g_textureManager.find(cubemap->ima->id.name);
if (mapLook != g_textureManager.end())
{
if (mapLook->second.gl_texture != 0 && mapLook->second.ref_buffer == cubemap->ima)
{
mTexture = mapLook->second.gl_texture;
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mTexture);
mOk = IsValid();
return mOk;
}
}
glGenTextures(1, (GLuint*)&mTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mTexture);
// track created units
BL_TextureObject obj;
obj.gl_texture = mTexture;
obj.ref_buffer = cubemap->ima;
g_textureManager.insert(std::make_pair(cubemap->ima->id.name, obj));
bool needs_split = false;
if (!cubemap->cube[0])
{
needs_split = true;
spit ("Re-Generating texture buffer");
}
if (needs_split)
my_envmap_split_ima(cubemap, ibuf);
if (!is_pow2(cubemap->cube[0]->x) || !is_pow2(cubemap->cube[0]->y))
{
spit("invalid envmap size please render with CubeRes @ power of two");
my_free_envmapdata(cubemap);
mOk = false;
return mOk;
}
#define SetCubeMapFace(face, num) \
glTexImage2D(face, 0,GL_RGBA, \
cubemap->cube[num]->x, \
cubemap->cube[num]->y, \
0, GL_RGBA, GL_UNSIGNED_BYTE, \
cubemap->cube[num]->rect)
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 5);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 3);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 1);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 2);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 4);
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
#ifdef GL_VERSION_1_2
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
#endif
if (needs_split)
my_free_envmapdata(cubemap);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
ActivateUnit(0);
mOk = IsValid();
return mOk;
#else
mOk = false;
return mOk;
#endif//GL_ARB_texture_cube_map
}
bool BL_Texture::IsValid()
{
return (mTexture!= 0)?glIsTexture(mTexture)!=0:false;
}
void BL_Texture::Validate()
{
mOk = IsValid();
}
bool BL_Texture::Ok()
{
return (mTexture!= 0);
}
unsigned int BL_Texture::GetTextureType() const
{
return mType;
}
int BL_Texture::GetMaxUnits()
{
GLint unit=0;
#ifdef GL_ARB_multitexture
if(RAS_EXT_support._ARB_multitexture) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
return (MAXTEX>=unit?unit:MAXTEX);
}
#endif
return 0;
}
void BL_Texture::ActivateFirst()
{
#ifdef GL_ARB_multitexture
if(RAS_EXT_support._ARB_multitexture)
bgl::blActiveTextureARB(GL_TEXTURE0_ARB);
#endif
}
void BL_Texture::ActivateUnit(int unit)
{
#ifdef GL_ARB_multitexture
if(RAS_EXT_support._ARB_multitexture)
if(unit <= MAXTEX)
bgl::blActiveTextureARB(GL_TEXTURE0_ARB+unit);
#endif
}
void BL_Texture::DisableUnit()
{
#ifdef GL_ARB_multitexture
if(RAS_EXT_support._ARB_multitexture)
bgl::blActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
#endif
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
#ifdef GL_ARB_texture_cube_map
if(RAS_EXT_support._ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
else
#endif
{
if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
void BL_Texture::DisableAllTextures()
{
#ifdef GL_ARB_multitexture
glDisable(GL_BLEND);
for(int i=0; i<MAXTEX; i++) {
if(RAS_EXT_support._ARB_multitexture)
bgl::blActiveTextureARB(GL_TEXTURE0_ARB+i);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
if(RAS_EXT_support._ARB_multitexture)
bgl::blActiveTextureARB(GL_TEXTURE0_ARB);
#endif
}
void BL_Texture::ActivateTexture()
{
#ifdef GL_ARB_multitexture
if(RAS_EXT_support._ARB_multitexture)
bgl::blActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
#ifdef GL_ARB_texture_cube_map
if (mType == GL_TEXTURE_CUBE_MAP_ARB && RAS_EXT_support._ARB_texture_cube_map)
{
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, mTexture );
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
}
else
#endif
{
#ifdef GL_ARB_texture_cube_map
if(RAS_EXT_support._ARB_texture_cube_map )
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
#endif
glBindTexture( GL_TEXTURE_2D, mTexture );
glEnable(GL_TEXTURE_2D);
}
#endif
}
void BL_Texture::SetMapping(int mode)
{
if(!(mode &USEREFL)) {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
return;
}
#ifdef GL_ARB_texture_cube_map
if( mType == GL_TEXTURE_CUBE_MAP_ARB &&
RAS_EXT_support._ARB_texture_cube_map &&
mode &USEREFL)
{
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
return;
}
else
#endif
{
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);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
}
void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
{
#ifndef GL_ARB_texture_env_combine
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
return;
#else
if(modulate || !RAS_EXT_support._ARB_texture_env_combine){
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
return;
}
if(glIsList(mEnvState))
{
glCallList(mEnvState);
return;
}
if(!mEnvState)
mEnvState = glGenLists(1);
glNewList(mEnvState, GL_COMPILE_AND_EXECUTE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
GLfloat blend_operand = GL_SRC_COLOR;
GLfloat blend_operand_prev = GL_SRC_COLOR;
GLfloat alphaOp = GL_SRC_ALPHA;
GLenum combiner = GL_COMBINE_RGB_ARB;
GLenum source0 = GL_SOURCE0_RGB_ARB;
GLenum source1 = GL_SOURCE1_RGB_ARB;
GLenum source2 = GL_SOURCE2_RGB_ARB;
GLenum op0 = GL_OPERAND0_RGB_ARB;
GLenum op1 = GL_OPERAND1_RGB_ARB;
GLenum op2 = GL_OPERAND2_RGB_ARB;
// switch to alpha combiners
if( mat->flag[mUnit] &TEXALPHA ) {
combiner = GL_COMBINE_ALPHA_ARB;
source0 = GL_SOURCE0_ALPHA_ARB;
source1 = GL_SOURCE1_ALPHA_ARB;
source2 = GL_SOURCE2_ALPHA_ARB;
op0 = GL_OPERAND0_ALPHA_ARB;
op1 = GL_OPERAND1_ALPHA_ARB;
op2 = GL_OPERAND2_ALPHA_ARB;
blend_operand = GL_SRC_ALPHA;
blend_operand_prev = GL_SRC_ALPHA;
// invert
if(mat->flag[mUnit] &TEXNEG) {
blend_operand_prev = GL_ONE_MINUS_SRC_ALPHA;
blend_operand = GL_ONE_MINUS_SRC_ALPHA;
}
}
else {
if(mat->flag[mUnit] &TEXNEG) {
blend_operand_prev=GL_ONE_MINUS_SRC_COLOR;
blend_operand = GL_ONE_MINUS_SRC_COLOR;
}
}
bool using_alpha = false;
if(mat->flag[mUnit] &USEALPHA){
alphaOp = GL_ONE_MINUS_SRC_ALPHA;
using_alpha=true;
}
else if(mat->flag[mUnit] &USENEGALPHA){
alphaOp = GL_SRC_ALPHA;
using_alpha = true;
}
switch( mat->blend_mode[mUnit] ) {
case BLEND_MIX:
{
// ------------------------------
if(!using_alpha) {
GLfloat base_col[4];
base_col[0] = base_col[1] = base_col[2] = 0.f;
base_col[3] = 1.f-mat->color_blend[mUnit];
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,base_col );
}
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_INTERPOLATE_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
if(!using_alpha)
glTexEnvf( GL_TEXTURE_ENV, source2, GL_CONSTANT_ARB );
else
glTexEnvf( GL_TEXTURE_ENV, source2, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op2, alphaOp);
}break;
case BLEND_MUL:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_MODULATE);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev);
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
if(using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_ADD:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD_SIGNED_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
if(using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_SUB:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_SUBTRACT_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_SCR:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
if(using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
} break;
}
glTexEnvf( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
glEndList();
#endif //!GL_ARB_texture_env_combine
}
int BL_Texture::GetPow2(int n)
{
if(!is_pow2(n))
n = smaller_pow2(n);
return n;
}
void BL_Texture::SplitEnvMap(EnvMap *map)
{
if (!map || !map->ima || map->ima && !map->ima->ok) return;
ImBuf *ibuf= BKE_image_get_ibuf(map->ima, NULL);
if (ibuf)
my_envmap_split_ima(map, ibuf);
}
unsigned int BL_Texture::mDisableState = 0;
extern "C" {
void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf)
{
int dx, part;
my_free_envmapdata(env);
dx= ibuf->y;
dx/= 2;
if(3*dx != ibuf->x) {
printf("Incorrect envmap size\n");
env->ok= 0;
env->ima->ok= 0;
}
else {
for(part=0; part<6; part++) {
env->cube[part]= ibuf= IMB_allocImBuf(dx, dx, 24, IB_rect, 0);
}
IMB_rectcpy(env->cube[0], ibuf,
0, 0, 0, 0, dx, dx);
IMB_rectcpy(env->cube[1], ibuf,
0, 0, dx, 0, dx, dx);
IMB_rectcpy(env->cube[2], ibuf,
0, 0, 2*dx, 0, dx, dx);
IMB_rectcpy(env->cube[3], ibuf,
0, 0, 0, dx, dx, dx);
IMB_rectcpy(env->cube[4], ibuf,
0, 0, dx, dx, dx, dx);
IMB_rectcpy(env->cube[5], ibuf,
0, 0, 2*dx, dx, dx, dx);
env->ok= 2;// ENV_OSA
}
}
void my_free_envmapdata(EnvMap *env)
{
unsigned int part;
for(part=0; part<6; part++) {
ImBuf *ibuf= env->cube[part];
if(ibuf) {
IMB_freeImBuf(ibuf);
env->cube[part]= NULL;
}
}
env->ok= 0;
}
} // extern C