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/*
* ***** 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,
2010-02-12 13:34:04 +00:00
* 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 *****
*/
2011-02-27 20:25:53 +00:00
/** \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.
2011-02-27 20:25:53 +00:00
*/
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_hash.h"
#include "BLI_linklist.h"
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
#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_scene.h"
2011-12-09 23:26:06 +00:00
#include "BKE_DerivedMesh.h"
#ifdef WITH_GAMEENGINE
# include "BKE_object.h"
#endif
#include "GPU_basic_shader.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "PIL_time.h"
2016-06-09 05:37:46 +10:00
#ifdef WITH_SMOKE
# include "smoke_API.h"
#endif
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
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# include "BKE_subsurf.h"
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
# include "BKE_editmesh.h"
# include "gpu_codegen.h"
#endif
2011-05-10 14:48:06 +00:00
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(
int mode, const char *textstr, int textlen, unsigned int *col,
const float *v_quad[4], const float *uv_quad[4],
int glattrib)
{
/* XXX, 2.8 removes texface */
#if 0
Image *ima = mtexpoly->tpage;
#else
Image *ima = NULL;
#endif
if ((mode & GEMAT_TEXT) && (textlen > 0) && ima) {
const float *v1 = v_quad[0];
const float *v2 = v_quad[1];
const float *v3 = v_quad[2];
const float *v4 = v_quad[3];
const size_t textlen_st = textlen;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
/* 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 (!col)
glColor3f(1.0f, 1.0f, 1.0f);
gpuPushMatrix();
/* get the tab width */
ImBuf *first_ibuf = BKE_image_get_first_ibuf(ima);
Image cache rewrite to using generic movie cache Summary: Behaves very much the same as cache for Movie Clip datablock: - Image now have `MovieCache *cache` field which replaced legacy `ListBase ibufs`. This allows image datablock to easily keep of image buffers which are owned by itself. This field isn't saved to the file and getting restored on undo steps. However, cache limit is global for movies, sequences and image datablocks now. So overall cached image buffers size will not go above cache limit size in user preferences. - Image buffers which are marked as BITMAPDIRTY will never be freed from the cache. - Added utility function to iterate over image buffers saved in movie cache. - Movie cache cleanup check callback now have ImBuf argument which can be used in a condition of cleanup. - Added some utility functions which replaces legacy ibufs iterations with image cache iteration which happens from inside a lock. - Fixed `image_mem_size()` which was only counting one of the buffers if both float and byte buffer present. Additional notes: - `BKE_image_get_first_ibuf()` is rather stupid, but direct access to ibufs->first was also the same stupid idea. Would consider avoid this function is another project. - There are some places which doesn't look threadsafe, but they already were not so much threadsafe anyway before. So think not a big deal with solving this later. Finally solves infinite memory usage by image sequences! :) Reviewers: brecht, campbellbarton Reviewed By: brecht CC: sebastian_k Differential Revision: http://developer.blender.org/D95
2013-12-13 16:22:08 +06:00
matrixGlyph(first_ibuf, ' ', &centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
float advance_tab = advance * 4; /* tab width could also be an option */
for (size_t 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') {
gpuTranslate2f(line_start, -line_height);
line_start = 0.0f;
continue;
}
else if (character == '\t') {
gpuTranslate2f(advance_tab, 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; */
Image cache rewrite to using generic movie cache Summary: Behaves very much the same as cache for Movie Clip datablock: - Image now have `MovieCache *cache` field which replaced legacy `ListBase ibufs`. This allows image datablock to easily keep of image buffers which are owned by itself. This field isn't saved to the file and getting restored on undo steps. However, cache limit is global for movies, sequences and image datablocks now. So overall cached image buffers size will not go above cache limit size in user preferences. - Image buffers which are marked as BITMAPDIRTY will never be freed from the cache. - Added utility function to iterate over image buffers saved in movie cache. - Movie cache cleanup check callback now have ImBuf argument which can be used in a condition of cleanup. - Added some utility functions which replaces legacy ibufs iterations with image cache iteration which happens from inside a lock. - Fixed `image_mem_size()` which was only counting one of the buffers if both float and byte buffer present. Additional notes: - `BKE_image_get_first_ibuf()` is rather stupid, but direct access to ibufs->first was also the same stupid idea. Would consider avoid this function is another project. - There are some places which doesn't look threadsafe, but they already were not so much threadsafe anyway before. So think not a big deal with solving this later. Finally solves infinite memory usage by image sequences! :) Reviewers: brecht, campbellbarton Reviewed By: brecht CC: sebastian_k Differential Revision: http://developer.blender.org/D95
2013-12-13 16:22:08 +06:00
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);
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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]);
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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]);
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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;
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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();
gpuTranslate2f(advance, 0.0f);
line_start -= advance; /* so we can go back to the start of the line */
}
gpuPopMatrix();
Image cache rewrite to using generic movie cache Summary: Behaves very much the same as cache for Movie Clip datablock: - Image now have `MovieCache *cache` field which replaced legacy `ListBase ibufs`. This allows image datablock to easily keep of image buffers which are owned by itself. This field isn't saved to the file and getting restored on undo steps. However, cache limit is global for movies, sequences and image datablocks now. So overall cached image buffers size will not go above cache limit size in user preferences. - Image buffers which are marked as BITMAPDIRTY will never be freed from the cache. - Added utility function to iterate over image buffers saved in movie cache. - Movie cache cleanup check callback now have ImBuf argument which can be used in a condition of cleanup. - Added some utility functions which replaces legacy ibufs iterations with image cache iteration which happens from inside a lock. - Fixed `image_mem_size()` which was only counting one of the buffers if both float and byte buffer present. Additional notes: - `BKE_image_get_first_ibuf()` is rather stupid, but direct access to ibufs->first was also the same stupid idea. Would consider avoid this function is another project. - There are some places which doesn't look threadsafe, but they already were not so much threadsafe anyway before. So think not a big deal with solving this later. Finally solves infinite memory usage by image sequences! :) Reviewers: brecht, campbellbarton Reviewed By: brecht CC: sebastian_k Differential Revision: http://developer.blender.org/D95
2013-12-13 16:22:08 +06:00
BKE_image_release_ibuf(ima, first_ibuf, NULL);
}
}
/* Checking powers of two for images since OpenGL ES requires it */
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#ifdef WITH_DDS
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static bool is_power_of_2_resolution(int w, int h)
{
return is_power_of_2_i(w) && is_power_of_2_i(h);
}
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#endif
static bool is_over_resolution_limit(GLenum textarget, int w, int h)
{
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int size = (textarget == GL_TEXTURE_2D) ?
GPU_max_texture_size() : GPU_max_cube_map_size();
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int reslimit = (U.glreslimit != 0) ?
min_ii(U.glreslimit, size) : size;
return (w > reslimit || h > reslimit);
}
static int smaller_power_of_2_limit(int num)
{
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int reslimit = (U.glreslimit != 0) ?
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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;
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
int alphablend;
float anisotropic;
int gpu_mipmap;
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0};
/* Mipmap settings */
void GPU_set_gpu_mipmapping(int gpu_mipmap)
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{
int old_value = GTS.gpu_mipmap;
/* only actually enable if it's supported */
GTS.gpu_mipmap = gpu_mipmap;
if (old_value != GTS.gpu_mipmap) {
GPU_free_images();
}
}
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void GPU_set_mipmap(bool mipmap)
{
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if (GTS.domipmap != mipmap) {
GPU_free_images();
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GTS.domipmap = mipmap;
}
}
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void GPU_set_linear_mipmap(bool linear)
{
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if (GTS.linearmipmap != linear) {
GTS.linearmipmap = linear;
}
}
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bool GPU_get_mipmap(void)
{
return GTS.domipmap && !GTS.texpaint;
}
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bool GPU_get_linear_mipmap(void)
{
return GTS.linearmipmap;
}
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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 */
const float max = GPU_max_texture_anisotropy();
if (value > max)
value = max;
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 = 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;
}
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ima->totbind = ima->xrep * ima->yrep;
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if (ima->totbind > 1) {
ima->repbind = MEM_callocN(sizeof(int) * ima->totbind, "repbind");
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}
BKE_image_release_ibuf(ima, ibuf, NULL);
}
static unsigned int *gpu_get_image_bindcode(Image *ima, GLenum textarget)
{
unsigned int *bind = 0;
if (textarget == GL_TEXTURE_2D)
bind = &ima->bindcode[TEXTARGET_TEXTURE_2D];
else if (textarget == GL_TEXTURE_CUBE_MAP)
bind = &ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP];
return bind;
}
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
static void gpu_set_alpha_blend(GPUBlendMode alphablend)
{
if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else if (alphablend == GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
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 */
}
else if (alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
else if (alphablend == GPU_BLEND_ALPHA_TO_COVERAGE) {
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
}
typedef struct VerifyThreadData {
ImBuf *ibuf;
float *srgb_frect;
} VerifyThreadData;
static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect,
ImBuf *ibuf,
const int start_line,
const int height)
{
size_t offset = ibuf->channels * start_line * ibuf->x;
float *current_srgb_frect = srgb_frect + offset;
float *current_rect_float = ibuf->rect_float + offset;
IMB_buffer_float_from_float(current_srgb_frect,
current_rect_float,
ibuf->channels,
IB_PROFILE_SRGB,
IB_PROFILE_LINEAR_RGB, true,
ibuf->x, height,
ibuf->x, ibuf->x);
IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
}
static void verify_thread_do(void *data_v,
int start_scanline,
int num_scanlines)
{
VerifyThreadData *data = (VerifyThreadData *)data_v;
gpu_verify_high_bit_srgb_buffer_slice(data->srgb_frect,
data->ibuf,
start_scanline,
num_scanlines);
}
static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect,
ImBuf *ibuf)
{
if (ibuf->y < 64) {
gpu_verify_high_bit_srgb_buffer_slice(srgb_frect,
ibuf,
0, ibuf->y);
}
else {
VerifyThreadData data;
data.ibuf = ibuf;
data.srgb_frect = srgb_frect;
IMB_processor_apply_threaded_scanlines(ibuf->y, verify_thread_do, &data);
}
}
2016-06-09 05:44:25 +10:00
int GPU_verify_image(
Image *ima, ImageUser *iuser,
int textarget, int tftile, bool compare, bool mipmap, bool is_data)
{
unsigned int *bind = NULL;
int tpx = 0, tpy = 0;
unsigned int *rect = NULL;
float *frect = NULL;
float *srgb_frect = NULL;
/* flag to determine whether deep format is used */
bool use_high_bit_depth = false, do_color_management = false;
/* initialize tile mode and number of repeats */
GTS.ima = ima;
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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);
}
/* check if we have a valid image */
if (ima == NULL || ima->ok == 0)
return 0;
/* check if we have a valid image buffer */
ImBuf *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
2012-03-09 18:28:30 +00:00
* a high precision format only if it is available */
use_high_bit_depth = true;
}
else if (ibuf->rect == NULL) {
IMB_rect_from_float(ibuf);
}
/* 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;
}
}
/* 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 && textarget == GL_TEXTURE_2D) bind = &ima->repbind[GTS.tile];
else bind = gpu_get_image_bindcode(ima, textarget);
if (*bind == 0) {
short texwindx = ibuf->x / ima->xrep;
short texwindy = ibuf->y / ima->yrep;
if (GTS.tile >= ima->xrep * ima->yrep)
GTS.tile = ima->xrep * ima->yrep - 1;
short texwinsy = GTS.tile / ima->xrep;
short 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");
gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
frect = srgb_frect + (4 * (texwinsy * ibuf->x + texwinsx));
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}
else {
frect = ibuf->rect_float + (ibuf->channels * (texwinsy * ibuf->x + texwinsx));
}
}
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else {
rect = ibuf->rect + texwinsy * ibuf->x + texwinsx;
}
}
}
else {
/* regular image mode */
bind = gpu_get_image_bindcode(ima, textarget);
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");
gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
}
else
frect = ibuf->rect_float;
}
}
}
if (*bind != 0) {
/* enable opengl drawing with textures */
glBindTexture(textarget, *bind);
BKE_image_release_ibuf(ima, ibuf, NULL);
return *bind;
}
const int rectw = tpx;
const int recth = tpy;
unsigned *tilerect = NULL;
float *ftilerect = NULL;
/* for tiles, copy only part of image into buffer */
if (GTS.tilemode) {
if (use_high_bit_depth) {
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ftilerect = MEM_mallocN(rectw * recth * sizeof(*ftilerect), "tilerect");
for (int y = 0; y < recth; y++) {
const float *frectrow = &frect[y * ibuf->x];
float *ftilerectrow = &ftilerect[y * rectw];
memcpy(ftilerectrow, frectrow, tpx * sizeof(*frectrow));
}
frect = ftilerect;
}
else {
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tilerect = MEM_mallocN(rectw * recth * sizeof(*tilerect), "tilerect");
for (int y = 0; y < recth; y++) {
const unsigned *rectrow = &rect[y * ibuf->x];
unsigned *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, textarget, mipmap, ima, ibuf);
else
#endif
GPU_create_gl_tex(bind, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
/* mark as non-color data texture */
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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;
}
static void **gpu_gen_cube_map(unsigned int *rect, float *frect, int rectw, int recth, bool use_high_bit_depth)
{
size_t block_size = use_high_bit_depth ? sizeof(float) * 4 : sizeof(unsigned char) * 4;
void **sides = NULL;
int h = recth / 2;
int w = rectw / 3;
if ((use_high_bit_depth && frect == NULL) || (!use_high_bit_depth && rect == NULL) || w != h)
return sides;
/* PosX, NegX, PosY, NegY, PosZ, NegZ */
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sides = MEM_mallocN(sizeof(void *) * 6, "");
for (int i = 0; i < 6; i++)
sides[i] = MEM_mallocN(block_size * w * h, "");
/* divide image into six parts */
/* ______________________
* | | | |
* | NegX | NegY | PosX |
* |______|______|______|
* | | | |
* | NegZ | PosZ | PosY |
* |______|______|______|
2016-07-15 02:36:21 +10:00
*/
if (use_high_bit_depth) {
float (*frectb)[4] = (float(*)[4])frect;
float (**fsides)[4] = (float(**)[4])sides;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
memcpy(&fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
}
memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
}
}
else {
unsigned int **isides = (unsigned int **)sides;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
}
memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
}
}
return sides;
}
static void gpu_del_cube_map(void **cube_map)
{
int i;
if (cube_map == NULL)
return;
for (i = 0; i < 6; i++)
MEM_freeN(cube_map[i]);
MEM_freeN(cube_map);
}
/* Image *ima can be NULL */
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void GPU_create_gl_tex(
unsigned int *bind, unsigned int *rect, float *frect, int rectw, int recth,
int textarget, bool mipmap, bool use_high_bit_depth, Image *ima)
{
ImBuf *ibuf = NULL;
2012-06-30 16:56:23 +00:00
int tpx = rectw;
int tpy = recth;
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
if (textarget == GL_TEXTURE_2D) {
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) {
glGenerateMipmap(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);
}
}
else if (textarget == GL_TEXTURE_CUBE_MAP) {
int w = rectw / 3, h = recth / 2;
if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth, use_high_bit_depth);
GLenum informat = use_high_bit_depth ? (GLEW_ARB_texture_float ? GL_RGBA16F_ARB : GL_RGBA16) : GL_RGBA8;
GLenum type = use_high_bit_depth ? GL_FLOAT : GL_UNSIGNED_BYTE;
if (cube_map)
for (int i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, informat, w, h, 0, GL_RGBA, type, cube_map[i]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
if (GPU_get_mipmap() && mipmap) {
if (GTS.gpu_mipmap) {
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
else {
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 (int i = 1; i < ibuf->miptot; i++) {
ImBuf *mip = ibuf->mipmap[i - 1];
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void **mip_cube_map = gpu_gen_cube_map(
mip->rect, mip->rect_float,
mip->x, mip->y, use_high_bit_depth);
int mipw = mip->x / 3, miph = mip->y / 2;
if (mip_cube_map) {
for (int j = 0; j < 6; j++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
}
}
gpu_del_cube_map(mip_cube_map);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
if (ima)
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
}
else {
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
gpu_del_cube_map(cube_map);
}
else {
printf("Incorrect envmap size\n");
}
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(textarget, 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;
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for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
if (width == 0)
width = 1;
if (height == 0)
height = 1;
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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
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(void)ibuf;
return false;
#endif
}
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void GPU_create_gl_tex_compressed(
unsigned int *bind, unsigned int *pix, int x, int y,
int textarget, int mipmap, Image *ima, ImBuf *ibuf)
{
#ifndef WITH_DDS
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(void)ibuf;
/* Fall back to uncompressed if DDS isn't enabled */
GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
#else
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf) == 0) {
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glDeleteTextures(1, (GLuint *)bind);
GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
}
#endif
}
/* these two functions are called on entering and exiting texture paint mode,
2012-03-09 18:28:30 +00:00
* 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 */
2015-04-28 01:03:28 +10:00
void GPU_paint_set_mipmap(bool mipmap)
{
if (!GTS.domipmap)
return;
GTS.texpaint = !mipmap;
if (mipmap) {
for (Image *ima = G.main->image.first; ima; ima = ima->id.next) {
if (BKE_image_has_bindcode(ima)) {
if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
if (ima->bindcode[TEXTARGET_TEXTURE_2D]) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
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 (ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]) {
glBindTexture(GL_TEXTURE_CUBE_MAP, ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
}
else
GPU_free_image(ima);
}
else
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
else {
for (Image *ima = G.main->image.first; ima; ima = ima->id.next) {
if (BKE_image_has_bindcode(ima)) {
if (ima->bindcode[TEXTARGET_TEXTURE_2D]) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
if (ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]) {
glBindTexture(GL_TEXTURE_CUBE_MAP, ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, 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 (is_over_resolution_limit(GL_TEXTURE_2D, 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[TEXTARGET_TEXTURE_2D]);
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[TEXTARGET_TEXTURE_2D]);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
GL_UNSIGNED_BYTE, scalerect);
MEM_freeN(scalerect);
}
if (GPU_get_mipmap()) {
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
return true;
}
return false;
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
{
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ima->repbind ||
(!GTS.gpu_mipmap && GPU_get_mipmap()) ||
(ima->bindcode[TEXTARGET_TEXTURE_2D] == 0) ||
(ibuf == NULL) ||
2016-01-10 07:12:10 +11:00
(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. */
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (ibuf->rect_float) {
float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
2014-04-11 11:25:41 +10:00
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[TEXTARGET_TEXTURE_2D]);
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()) {
glGenerateMipmap(GL_TEXTURE_2D);
2012-09-20 12:29:28 +00:00
}
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[TEXTARGET_TEXTURE_2D]);
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()) {
glGenerateMipmap(GL_TEXTURE_2D);
2012-09-20 12:29:28 +00:00
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
BKE_image_release_ibuf(ima, ibuf, NULL);
}
void GPU_update_images_framechange(void)
{
for (Image *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)
{
if (!ima)
return 0;
if (ima->lastupdate < 0)
ima->lastupdate = 0;
2011-11-11 12:00:08 +00:00
if (ima->lastupdate > (float)time)
ima->lastupdate = (float)time;
int inc = 0;
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) */
float diff = (float)((float)time - ima->lastupdate);
inc = (int)(diff * (float)ima->animspeed);
ima->lastupdate += ((float)inc / (float)ima->animspeed);
int 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], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
GPU_R8, smoke_get_density(sds->fluid), NULL);
/* Swizzle the RGBA components to read the Red channel so
* that the shader stay the same for colored and non color
* density textures. */
GPU_texture_bind(sds->tex, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
GPU_R8, smoke_get_flame(sds->fluid), NULL) :
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], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
/* Swizzle the RGBA components to read the Red channel so
* that the shader stay the same for colored and non color
* density textures. */
GPU_texture_bind(sds->tex, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
2017-10-07 15:57:14 +11:00
GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
NULL;
}
sds->tex_shadow = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
GPU_R8, sds->shadow, NULL);
}
#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)
{
if (!BLI_thread_is_main())
return;
BLI_lock_thread(LOCK_OPENGL);
/* images */
for (LinkNode *node = image_free_queue; node; node = node->next) {
Image *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;
}
for (int i = 0; i < TEXTARGET_COUNT; i++) {
/* free regular image binding */
if (ima->bindcode[i]) {
glDeleteTextures(1, (GLuint *)&ima->bindcode[i]);
ima->bindcode[i] = 0;
}
/* free glsl image binding */
if (ima->gputexture[i]) {
GPU_texture_free(ima->gputexture[i]);
ima->gputexture[i] = NULL;
}
}
/* free repeated image binding */
if (ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
MEM_freeN(ima->repbind);
ima->repbind = NULL;
}
2016-01-10 07:12:10 +11:00
ima->tpageflag &= ~(IMA_MIPMAP_COMPLETE | IMA_GLBIND_IS_DATA);
}
void GPU_free_images(void)
{
if (G.main)
for (Image *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)
{
if (G.main)
for (Image *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)
{
static int lasttime = 0;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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;
Image *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 (BKE_image_has_bindcode(ima) || ima->repbind) {
GPU_free_image(ima);
ima->lastused = ctime;
}
/* Otherwise, just kill the buffers */
else {
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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;
2018-02-06 23:27:49 +11:00
eObjectMode gob_object_mode;
DupliObject *dob;
Scene *gscene;
int glay;
float (*gviewmat)[4];
float (*gviewinv)[4];
float (*gviewcamtexcofac);
2014-02-03 18:55:59 +11:00
bool backface_culling;
bool two_sided_lighting;
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
GPUBlendMode *alphablend;
GPUBlendMode alphablend_fixed[FIXEDMAT];
2014-02-03 18:55:59 +11:00
bool use_alpha_pass, is_alpha_pass;
bool use_matcaps;
int lastmatnr, lastretval;
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
GPUBlendMode lastalphablend;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
bool is_opensubdiv;
} GMS = {NULL};
/* fixed function material, alpha handed by caller */
2016-01-10 07:12:10 +11:00
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) {
2013-03-18 18:25:05 +00:00
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;
}
2016-01-10 07:12:10 +11:00
void GPU_begin_object_materials(
View3D *v3d, RegionView3D *rv3d, Scene *scene, ViewLayer *view_layer, Object *ob,
2018-02-06 23:27:49 +11:00
bool glsl, const eObjectMode object_mode, bool *do_alpha_after)
{
Material *ma;
GPUMaterial *gpumat;
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
GPUBlendMode alphablend;
DupliObject *dob;
int a;
2014-02-03 18:55:59 +11:00
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 */
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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;
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
}
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, view_layer, object_mode);
}
#else
UNUSED_VARS(view_layer);
#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;
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
GMS.lastalphablend = GPU_BLEND_SOLID;
GMS.use_matcaps = use_matcap;
2014-02-03 18:55:59 +11:00
GMS.backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
GMS.two_sided_lighting = false;
if (ob && ob->type == OB_MESH)
2016-01-10 07:12:10 +11:00
GMS.two_sided_lighting = (((Mesh *)ob->data)->flag & ME_TWOSIDED) != 0;
GMS.gob = ob;
GMS.gob_object_mode = object_mode;
GMS.gscene = scene;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
GMS.is_opensubdiv = use_opensubdiv;
2013-03-31 03:28:46 +00:00
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
2016-01-10 07:12:10 +11:00
GMS.glay = (v3d->localvd) ? v3d->localvd->lay : v3d->lay; /* keep lamps visible in local view */
GMS.gviewmat = rv3d->viewmat;
GMS.gviewinv = rv3d->viewinv;
GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
/* alpha pass setup. there's various cases to handle here:
2012-03-09 18:28:30 +00:00
* - 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;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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 */
2016-01-10 07:12:10 +11:00
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;
2016-01-10 07:12:10 +11:00
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)
{
DupliObject *dob = GMS.dob;
if (dob->particle_system) {
int ind;
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) {
ParticleData *p = &dob->particle_system->particles[ind];
pi->scalprops[0] = BLI_hash_int_01(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;
}
static void GPU_get_object_info(float oi[3], Material *mat)
{
Object *ob = GMS.gob;
oi[0] = ob->index;
oi[1] = mat->index;
unsigned int random;
if (GMS.dob) {
random = GMS.dob->random_id;
}
else {
random = BLI_hash_int_2d(BLI_hash_string(GMS.gob->id.name + 2), 0);
}
2017-04-24 21:58:28 +10:00
oi[2] = random * (1.0f / (float)0xFFFFFFFF);
}
int GPU_object_material_bind(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
/* 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);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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 */
GPUBlendMode alphablend = GMS.alphablend[nr];
if (gattribs && GMS.gmatbuf[nr]) {
/* bind glsl material and get attributes */
Material *mat = GMS.gmatbuf[nr];
GPUParticleInfo partile_info;
float object_info[3] = {0};
2011-12-10 01:00:12 +00:00
float auto_bump_scale;
GPUMaterial *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);
}
if ((GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) != 0) {
GPU_get_object_info(object_info, mat);
}
2016-01-10 07:12:10 +11:00
GPU_material_bind(
gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob_object_mode & OB_MODE_TEXTURE_PAINT),
GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac);
2011-12-10 01:00:12 +00:00
2011-12-10 03:24:19 +00:00
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info, object_info);
GMS.gboundmat = mat;
/* for glsl use alpha blend mode, unless it's set to solid and
2012-03-09 18:28:30 +00:00
* we are already drawing in an alpha pass */
if (mat->game.alpha_blend != GPU_BLEND_SOLID)
2016-01-10 07:12:10 +11:00
alphablend = mat->game.alpha_blend;
if (GMS.is_alpha_pass) glDepthMask(1);
if (GMS.backface_culling) {
2012-05-25 09:51:53 +00:00
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 */
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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;
}
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
void GPU_set_material_alpha_blend(int alphablend)
{
if (GMS.lastalphablend == alphablend)
return;
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
gpu_set_alpha_blend(alphablend);
GMS.lastalphablend = alphablend;
}
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
int GPU_get_material_alpha_blend(void)
{
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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);
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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);
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
MEM_freeN(GMS.alphablend);
}
GMS.matbuf = NULL;
GMS.gmatbuf = NULL;
GMS.alphablend = NULL;
GMS.two_sided_lighting = false;
}
/* Lights */
int GPU_default_lights(void)
{
/* 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);
int count = 0;
for (int 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(ViewLayer *view_layer, float viewmat[4][4], int ortho)
{
/* disable all lights */
for (int count = 0; count < 8; count++)
GPU_basic_shader_light_set(count, NULL);
/* view direction for specular is not computed correct by default in
2017-11-05 14:33:18 +11:00
* opengl, so we set the settings ourselves */
GPU_basic_shader_light_set_viewer(!ortho);
int count = 0;
for (Base *base = FIRSTBASE(view_layer); base; base = base->next) {
if (base->object->type != OB_LAMP)
continue;
Lamp *la = base->object->data;
/* setup lamp transform */
gpuPushMatrix();
gpuLoadMatrix(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);
gpuPopMatrix();
count++;
if (count == 8)
break;
}
return count;
}
static void gpu_disable_multisample()
{
#ifdef __linux__
2015-11-24 02:20:38 -05:00
/* 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;
2015-11-24 02:20:38 -05:00
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
int samples = 0;
glGetIntegerv(GL_SAMPLES, &samples);
2015-11-24 02:20:38 -05:00
if (samples == 0)
toggle_ok = false;
}
2015-11-24 02:20:38 -05:00
if (toggle_ok) {
glDisable(GL_MULTISAMPLE);
}
2015-11-24 02:20:38 -05:00
#else
glDisable(GL_MULTISAMPLE);
2015-11-24 02:20:38 -05:00
#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)
{
GPU_default_lights();
GPU_disable_program_point_size();
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glDepthFunc(GL_LEQUAL);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDepthRange(0.0, 1.0);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
gpu_disable_multisample();
}
2017-02-09 02:28:55 +11:00
void GPU_enable_program_point_size(void)
{
glEnable(GL_PROGRAM_POINT_SIZE);
}
2017-02-09 02:28:55 +11:00
void GPU_disable_program_point_size(void)
{
glDisable(GL_PROGRAM_POINT_SIZE);
}
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#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)
{
/* 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 (int i = 0; i < GMS.totmat; ++i) {
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
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
/** \name Framebuffer color depth, for selection codes
* \{ */
#ifdef __APPLE__
/* apple seems to round colors to below and up on some configs */
static unsigned int index_to_framebuffer(int index)
{
unsigned int i = index;
switch (GPU_color_depth()) {
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x070707;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x030303;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x010101;
break;
}
return i;
}
#else
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
static unsigned int index_to_framebuffer(int index)
{
unsigned int i = index;
switch (GPU_color_depth()) {
case 8:
i = ((i & 48) << 18) + ((i & 12) << 12) + ((i & 3) << 6);
i |= 0x3F3F3F;
break;
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x0F0F0F;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x070707;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x030303;
break;
}
return i;
}
#endif
void GPU_select_index_set(int index)
{
const int col = index_to_framebuffer(index);
glColor3ub(( (col) & 0xFF),
(((col) >> 8) & 0xFF),
(((col) >> 16) & 0xFF));
}
void GPU_select_index_get(int index, int *r_col)
{
const int col = index_to_framebuffer(index);
char *c_col = (char *)r_col;
c_col[0] = (col & 0xFF); /* red */
c_col[1] = ((col >> 8) & 0xFF); /* green */
c_col[2] = ((col >> 16) & 0xFF); /* blue */
c_col[3] = 0xFF; /* alpha */
}
#define INDEX_FROM_BUF_8(col) ((((col) & 0xC00000) >> 18) + (((col) & 0xC000) >> 12) + (((col) & 0xC0) >> 6))
#define INDEX_FROM_BUF_12(col) ((((col) & 0xF00000) >> 12) + (((col) & 0xF000) >> 8) + (((col) & 0xF0) >> 4))
#define INDEX_FROM_BUF_15_16(col) ((((col) & 0xF80000) >> 9) + (((col) & 0xF800) >> 6) + (((col) & 0xF8) >> 3))
#define INDEX_FROM_BUF_18(col) ((((col) & 0xFC0000) >> 6) + (((col) & 0xFC00) >> 4) + (((col) & 0xFC) >> 2))
#define INDEX_FROM_BUF_24(col) ((col) & 0xFFFFFF)
int GPU_select_to_index(unsigned int col)
{
if (col == 0) {
return 0;
}
switch (GPU_color_depth()) {
case 8: return INDEX_FROM_BUF_8(col);
case 12: return INDEX_FROM_BUF_12(col);
case 15:
case 16: return INDEX_FROM_BUF_15_16(col);
case 24: return INDEX_FROM_BUF_24(col);
default: return INDEX_FROM_BUF_18(col);
}
}
void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
{
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
for (i = size; i--; col++) { \
if ((c = *col)) { \
*col = INDEX_FROM_BUF_BITS(c); \
} \
} ((void)0)
if (size > 0) {
unsigned int i, c;
switch (GPU_color_depth()) {
case 8:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_8);
break;
case 12:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_12);
break;
case 15:
case 16:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_15_16);
break;
case 24:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_24);
break;
default:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_18);
break;
}
}
#undef INDEX_BUF_ARRAY
}
#define STATE_STACK_DEPTH 16
typedef struct {
eGPUAttribMask mask;
/* GL_ENABLE_BIT */
unsigned int is_blend : 1;
unsigned int is_cull_face : 1;
unsigned int is_depth_test : 1;
unsigned int is_dither : 1;
unsigned int is_lighting : 1;
unsigned int is_line_smooth : 1;
unsigned int is_color_logic_op : 1;
unsigned int is_multisample : 1;
unsigned int is_polygon_offset_line : 1;
unsigned int is_polygon_offset_fill : 1;
unsigned int is_polygon_smooth : 1;
unsigned int is_sample_alpha_to_coverage : 1;
unsigned int is_scissor_test : 1;
unsigned int is_stencil_test : 1;
bool is_clip_plane[6];
/* GL_DEPTH_BUFFER_BIT */
/* unsigned int is_depth_test : 1; */
int depth_func;
double depth_clear_value;
bool depth_write_mask;
/* GL_SCISSOR_BIT */
int scissor_box[4];
/* unsigned int is_scissor_test : 1; */
/* GL_VIEWPORT_BIT */
int viewport[4];
double near_far[2];
} GPUAttribValues;
typedef struct {
GPUAttribValues attrib_stack[STATE_STACK_DEPTH];
unsigned int top;
} GPUAttribStack;
static GPUAttribStack state = {
.top = 0
};
#define AttribStack state
#define Gwn_VertAttr state.attrib_stack[state.top]
/**
* Replacement for glPush/PopAttributes
*
* We don't need to cover all the options of legacy OpenGL
* but simply the ones used by Blender.
*/
void gpuPushAttrib(eGPUAttribMask mask)
{
Gwn_VertAttr.mask = mask;
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
glGetIntegerv(GL_DEPTH_FUNC, &Gwn_VertAttr.depth_func);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Gwn_VertAttr.depth_clear_value);
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Gwn_VertAttr.depth_write_mask);
}
if ((mask & GPU_ENABLE_BIT) != 0) {
Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
for (int i = 0; i < 6; i++) {
Gwn_VertAttr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
}
Gwn_VertAttr.is_cull_face = glIsEnabled(GL_CULL_FACE);
Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
Gwn_VertAttr.is_dither = glIsEnabled(GL_DITHER);
Gwn_VertAttr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
Gwn_VertAttr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
Gwn_VertAttr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
Gwn_VertAttr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
Gwn_VertAttr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
Gwn_VertAttr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
Gwn_VertAttr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
Gwn_VertAttr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
}
if ((mask & GPU_SCISSOR_BIT) != 0) {
Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Gwn_VertAttr.scissor_box);
}
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Gwn_VertAttr.near_far);
glGetIntegerv(GL_VIEWPORT, (GLint *)&Gwn_VertAttr.viewport);
}
if ((mask & GPU_BLEND_BIT) != 0) {
Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
}
BLI_assert(AttribStack.top < STATE_STACK_DEPTH);
AttribStack.top++;
}
2017-10-07 15:57:14 +11:00
static void restore_mask(GLenum cap, const bool value)
{
if (value) {
glEnable(cap);
}
else {
glDisable(cap);
}
}
2017-05-21 09:39:31 +10:00
void gpuPopAttrib(void)
{
BLI_assert(AttribStack.top > 0);
AttribStack.top--;
GLint mask = Gwn_VertAttr.mask;
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
glDepthFunc(Gwn_VertAttr.depth_func);
glClearDepth(Gwn_VertAttr.depth_clear_value);
glDepthMask(Gwn_VertAttr.depth_write_mask);
}
if ((mask & GPU_ENABLE_BIT) != 0) {
restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
for (int i = 0; i < 6; i++) {
restore_mask(GL_CLIP_PLANE0 + i, Gwn_VertAttr.is_clip_plane[i]);
}
restore_mask(GL_CULL_FACE, Gwn_VertAttr.is_cull_face);
restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
restore_mask(GL_DITHER, Gwn_VertAttr.is_dither);
restore_mask(GL_LINE_SMOOTH, Gwn_VertAttr.is_line_smooth);
restore_mask(GL_COLOR_LOGIC_OP, Gwn_VertAttr.is_color_logic_op);
restore_mask(GL_MULTISAMPLE, Gwn_VertAttr.is_multisample);
restore_mask(GL_POLYGON_OFFSET_LINE, Gwn_VertAttr.is_polygon_offset_line);
restore_mask(GL_POLYGON_OFFSET_FILL, Gwn_VertAttr.is_polygon_offset_fill);
restore_mask(GL_POLYGON_SMOOTH, Gwn_VertAttr.is_polygon_smooth);
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Gwn_VertAttr.is_sample_alpha_to_coverage);
restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
restore_mask(GL_STENCIL_TEST, Gwn_VertAttr.is_stencil_test);
}
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glViewport(Gwn_VertAttr.viewport[0], Gwn_VertAttr.viewport[1], Gwn_VertAttr.viewport[2], Gwn_VertAttr.viewport[3]);
glDepthRange(Gwn_VertAttr.near_far[0], Gwn_VertAttr.near_far[1]);
}
if ((mask & GPU_SCISSOR_BIT) != 0) {
restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
glScissor(Gwn_VertAttr.scissor_box[0], Gwn_VertAttr.scissor_box[1], Gwn_VertAttr.scissor_box[2], Gwn_VertAttr.scissor_box[3]);
}
if ((mask & GPU_BLEND_BIT) != 0) {
restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
}
}
#undef Gwn_VertAttr
#undef AttribStack
/** \} */