2011-02-23 10:52:22 +00:00
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/*
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2011-11-29 10:54:47 +00:00
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* of the License, or (at your option) any later version.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup gpu
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2014-01-19 23:14:24 +11:00
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*
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* Utility functions for dealing with OpenGL texture & material context,
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* mipmap generation and light objects.
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*
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2018-04-16 14:07:42 +02:00
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* These are some obscure rendering functions shared between the game engine (not anymore)
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* and the blender, in this module to avoid duplication
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2014-01-19 23:14:24 +11:00
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* and abstract them away from the rest a bit.
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2011-02-27 20:25:53 +00:00
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*/
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include <string.h>
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2013-06-15 14:01:16 +00:00
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#include "BLI_blenlib.h"
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#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
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#include "BLI_math.h"
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2013-06-15 14:01:16 +00:00
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#include "BLI_threads.h"
|
2011-01-07 18:36:47 +00:00
|
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|
#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
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2019-02-27 12:34:56 +11:00
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#include "DNA_light_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include "DNA_material_types.h"
|
2015-11-27 21:28:36 +01:00
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#include "DNA_mesh_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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|
#include "DNA_meshdata_types.h"
|
2009-08-20 00:33:59 +00:00
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#include "DNA_modifier_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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2009-08-20 00:33:59 +00:00
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#include "DNA_smoke_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "DNA_view3d_types.h"
|
2016-12-28 17:30:58 +01:00
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|
#include "DNA_particle_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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#include "MEM_guardedalloc.h"
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|
2019-04-23 13:56:30 +02:00
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#include "IMB_colormanagement.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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|
#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
|
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|
2018-10-08 17:20:02 +02:00
|
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|
#include "BKE_colorband.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "BKE_global.h"
|
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#include "BKE_image.h"
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#include "BKE_main.h"
|
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#include "BKE_material.h"
|
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#include "BKE_node.h"
|
2011-11-08 13:07:16 +00:00
|
|
|
#include "BKE_scene.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
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|
2010-07-14 10:46:12 +00:00
|
|
|
#include "GPU_draw.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "GPU_extensions.h"
|
2018-08-14 16:07:19 -03:00
|
|
|
#include "GPU_glew.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "GPU_material.h"
|
2017-03-21 02:51:02 -04:00
|
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|
#include "GPU_matrix.h"
|
2015-12-06 21:20:19 +01:00
|
|
|
#include "GPU_shader.h"
|
|
|
|
#include "GPU_texture.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2014-05-22 11:58:07 +10:00
|
|
|
#include "PIL_time.h"
|
|
|
|
|
2016-06-09 05:37:46 +10:00
|
|
|
#ifdef WITH_SMOKE
|
|
|
|
# include "smoke_API.h"
|
|
|
|
#endif
|
2009-09-09 18:39:40 +00:00
|
|
|
|
2019-02-18 13:23:49 +01:00
|
|
|
static void gpu_free_image_immediate(Image *ima);
|
|
|
|
|
2018-04-16 14:07:42 +02:00
|
|
|
//* Checking powers of two for images since OpenGL ES requires it */
|
2017-03-02 00:36:33 +11:00
|
|
|
#ifdef WITH_DDS
|
2017-02-23 11:03:56 +01:00
|
|
|
static bool is_power_of_2_resolution(int w, int h)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return is_power_of_2_i(w) && is_power_of_2_i(h);
|
2013-03-15 16:16:11 +00:00
|
|
|
}
|
2017-03-02 00:36:33 +11:00
|
|
|
#endif
|
2009-08-16 01:25:53 +00:00
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
static bool is_over_resolution_limit(GLenum textarget, int w, int h)
|
2013-03-15 16:16:11 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
int size = (textarget == GL_TEXTURE_2D) ? GPU_max_texture_size() : GPU_max_cube_map_size();
|
|
|
|
int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return (w > reslimit || h > reslimit);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2013-03-15 16:16:11 +00:00
|
|
|
static int smaller_power_of_2_limit(int num)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) :
|
|
|
|
GPU_max_texture_size();
|
|
|
|
/* take texture clamping into account */
|
2019-04-22 09:32:37 +10:00
|
|
|
if (num > reslimit) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return reslimit;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
return power_of_2_min_i(num);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Current OpenGL state caching for GPU_set_tpage */
|
|
|
|
|
|
|
|
static struct GPUTextureState {
|
2019-04-17 06:17:24 +02:00
|
|
|
/* 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;
|
|
|
|
|
|
|
|
float anisotropic;
|
2019-01-16 15:10:19 +01:00
|
|
|
} GTS = {1, 0, 0, 1.0f};
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
/* Mipmap settings */
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_set_mipmap(Main *bmain, bool mipmap)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (GTS.domipmap != mipmap) {
|
|
|
|
GPU_free_images(bmain);
|
|
|
|
GTS.domipmap = mipmap;
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
void GPU_set_linear_mipmap(bool linear)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (GTS.linearmipmap != linear) {
|
|
|
|
GTS.linearmipmap = linear;
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
bool GPU_get_mipmap(void)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return GTS.domipmap && !GTS.texpaint;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
bool GPU_get_linear_mipmap(void)
|
2013-04-14 00:40:24 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return GTS.linearmipmap;
|
2013-04-14 00:40:24 +00:00
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
static GLenum gpu_get_mipmap_filter(bool mag)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
/* linearmipmap is off by default *when mipmapping is off,
|
|
|
|
* use unfiltered display */
|
|
|
|
if (mag) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (GTS.domipmap) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return GL_LINEAR;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
return GL_NEAREST;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (GTS.domipmap) {
|
|
|
|
if (GTS.linearmipmap) {
|
|
|
|
return GL_LINEAR_MIPMAP_LINEAR;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return GL_LINEAR_MIPMAP_NEAREST;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return GL_NEAREST;
|
|
|
|
}
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2011-06-15 18:59:22 +00:00
|
|
|
/* Anisotropic filtering settings */
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_set_anisotropic(Main *bmain, float value)
|
2011-06-15 18:59:22 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (GTS.anisotropic != value) {
|
|
|
|
GPU_free_images(bmain);
|
2011-06-15 18:59:22 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Clamp value to the maximum value the graphics card supports */
|
|
|
|
const float max = GPU_max_texture_anisotropy();
|
2019-04-22 09:32:37 +10:00
|
|
|
if (value > max) {
|
2019-04-17 06:17:24 +02:00
|
|
|
value = max;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2011-06-15 18:59:22 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GTS.anisotropic = value;
|
|
|
|
}
|
2011-06-15 18:59:22 +00:00
|
|
|
}
|
|
|
|
|
2011-08-28 05:06:30 +00:00
|
|
|
float GPU_get_anisotropic(void)
|
2011-06-15 18:59:22 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return GTS.anisotropic;
|
2011-06-15 18:59:22 +00:00
|
|
|
}
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* Set OpenGL state for an MTFace */
|
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget)
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
{
|
2019-04-22 09:32:37 +10:00
|
|
|
if (textarget == GL_TEXTURE_2D) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return &ima->gputexture[TEXTARGET_TEXTURE_2D];
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (textarget == GL_TEXTURE_CUBE_MAP) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return &ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return NULL;
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, int textarget)
|
|
|
|
{
|
|
|
|
uint bindcode = 0;
|
|
|
|
const bool mipmap = GPU_get_mipmap();
|
2016-05-05 11:25:31 +02:00
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
#ifdef WITH_DDS
|
|
|
|
if (ibuf->ftype == IMB_FTYPE_DDS) {
|
|
|
|
/* DDS is loaded directly in compressed form. */
|
2019-05-16 12:35:57 +02:00
|
|
|
GPU_create_gl_tex_compressed(&bindcode, textarget, ima, ibuf);
|
2019-04-23 13:56:30 +02:00
|
|
|
return bindcode;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* Regular uncompressed texture. */
|
|
|
|
float *rect_float = ibuf->rect_float;
|
|
|
|
uchar *rect = (uchar *)ibuf->rect;
|
|
|
|
bool compress_as_srgb = false;
|
|
|
|
|
|
|
|
if (rect_float == NULL) {
|
|
|
|
/* Byte image is in original colorspace from the file. If the file is sRGB
|
|
|
|
* scene linear, or non-color data no conversion is needed. Otherwise we
|
|
|
|
* compress as scene linear + sRGB transfer function to avoid precision loss
|
|
|
|
* in common cases.
|
|
|
|
*
|
|
|
|
* We must also convert to premultiplied for correct texture interpolation
|
|
|
|
* and consistency with float images. */
|
|
|
|
if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
|
|
|
|
compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace);
|
|
|
|
|
|
|
|
rect = MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
|
|
|
|
if (rect == NULL) {
|
|
|
|
return bindcode;
|
|
|
|
}
|
|
|
|
|
|
|
|
IMB_colormanagement_imbuf_to_srgb_texture(
|
|
|
|
rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ibuf->channels != 4) {
|
|
|
|
/* Float image is already in scene linear colorspace or non-color data by
|
|
|
|
* convention, no colorspace conversion needed. But we do require 4 channels
|
|
|
|
* currently. */
|
|
|
|
rect_float = MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
|
|
|
|
if (rect_float == NULL) {
|
|
|
|
return bindcode;
|
|
|
|
}
|
|
|
|
|
|
|
|
IMB_buffer_float_from_float(rect_float,
|
|
|
|
ibuf->rect_float,
|
|
|
|
ibuf->channels,
|
|
|
|
IB_PROFILE_LINEAR_RGB,
|
|
|
|
IB_PROFILE_LINEAR_RGB,
|
|
|
|
false,
|
|
|
|
ibuf->x,
|
|
|
|
ibuf->y,
|
|
|
|
ibuf->x,
|
|
|
|
ibuf->x);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create OpenGL texture. */
|
|
|
|
GPU_create_gl_tex(&bindcode,
|
|
|
|
(uint *)rect,
|
|
|
|
rect_float,
|
|
|
|
ibuf->x,
|
|
|
|
ibuf->y,
|
|
|
|
textarget,
|
|
|
|
mipmap,
|
|
|
|
compress_as_srgb,
|
|
|
|
ima);
|
|
|
|
|
|
|
|
/* Free buffers if needed. */
|
|
|
|
if (rect && rect != (uchar *)ibuf->rect) {
|
|
|
|
MEM_freeN(rect);
|
|
|
|
}
|
|
|
|
if (rect_float && rect_float != ibuf->rect_float) {
|
|
|
|
MEM_freeN(rect_float);
|
|
|
|
}
|
|
|
|
|
|
|
|
return bindcode;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_texture_update_scaled(
|
|
|
|
uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h)
|
2016-05-05 11:25:31 +02:00
|
|
|
{
|
2019-04-23 13:56:30 +02:00
|
|
|
/* Partial update with scaling. */
|
|
|
|
int limit_w = smaller_power_of_2_limit(full_w);
|
|
|
|
int limit_h = smaller_power_of_2_limit(full_h);
|
|
|
|
float xratio = limit_w / (float)full_w;
|
|
|
|
float yratio = limit_h / (float)full_h;
|
|
|
|
|
|
|
|
/* Find sub coordinates in scaled image. Take ceiling because we will be
|
|
|
|
* losing 1 pixel due to rounding errors in x,y. */
|
|
|
|
int sub_x = x * xratio;
|
|
|
|
int sub_y = y * yratio;
|
|
|
|
int sub_w = (int)ceil(xratio * w);
|
|
|
|
int sub_h = (int)ceil(yratio * h);
|
|
|
|
|
|
|
|
/* ...but take back if we are over the limit! */
|
|
|
|
if (sub_w + sub_x > limit_w) {
|
|
|
|
sub_w--;
|
|
|
|
}
|
|
|
|
if (sub_h + sub_y > limit_h) {
|
|
|
|
sub_h--;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Scale pixels. */
|
|
|
|
ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, w, h);
|
|
|
|
IMB_scaleImBuf(ibuf, sub_w, sub_h);
|
|
|
|
|
|
|
|
if (ibuf->rect_float) {
|
|
|
|
glTexSubImage2D(
|
|
|
|
GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_FLOAT, ibuf->rect_float);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glTexSubImage2D(
|
|
|
|
GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
|
|
|
|
}
|
|
|
|
|
|
|
|
IMB_freeImBuf(ibuf);
|
2016-05-05 11:25:31 +02:00
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
static void gpu_texture_update_unscaled(
|
|
|
|
uchar *rect, float *rect_float, int x, int y, int w, int h, GLint tex_stride, GLint tex_offset)
|
2016-05-05 11:25:31 +02:00
|
|
|
{
|
2019-04-23 13:56:30 +02:00
|
|
|
/* Partial update without scaling. Stride and offset are used to copy only a
|
|
|
|
* subset of a possible larger buffer than what we are updating. */
|
|
|
|
GLint row_length;
|
|
|
|
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex_stride);
|
|
|
|
|
|
|
|
if (rect_float == NULL) {
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset);
|
|
|
|
}
|
|
|
|
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
|
2016-05-05 11:25:31 +02:00
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
static void gpu_texture_update_from_ibuf(ImBuf *ibuf, int x, int y, int w, int h)
|
2016-05-05 11:25:31 +02:00
|
|
|
{
|
2019-04-23 13:56:30 +02:00
|
|
|
/* Partial update of texture for texture painting. This is often much
|
|
|
|
* quicker than fully updating the texture for high resolution images.
|
|
|
|
* Assumes the OpenGL texture is bound to 0. */
|
|
|
|
const bool scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y);
|
|
|
|
|
|
|
|
if (scaled) {
|
|
|
|
/* Extra padding to account for bleed from neighboring pixels. */
|
|
|
|
const int padding = 4;
|
|
|
|
const int xmax = min_ii(x + w + padding, ibuf->x);
|
|
|
|
const int ymax = min_ii(y + h + padding, ibuf->y);
|
|
|
|
x = max_ii(x - padding, 0);
|
|
|
|
y = max_ii(y - padding, 0);
|
|
|
|
w = xmax - x;
|
|
|
|
h = ymax - y;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Get texture data pointers. */
|
|
|
|
float *rect_float = ibuf->rect_float;
|
|
|
|
uchar *rect = (uchar *)ibuf->rect;
|
|
|
|
GLint tex_stride = ibuf->x;
|
|
|
|
GLint tex_offset = ibuf->channels * (y * ibuf->x + x);
|
|
|
|
|
|
|
|
if (rect_float == NULL) {
|
|
|
|
/* Byte pixels. */
|
|
|
|
if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
|
|
|
|
const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
|
|
|
|
ibuf->rect_colorspace);
|
|
|
|
|
|
|
|
rect = MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__);
|
|
|
|
if (rect == NULL) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
tex_stride = w;
|
|
|
|
tex_offset = 0;
|
|
|
|
|
|
|
|
/* Convert to scene linear with sRGB compression, and premultiplied for
|
|
|
|
* correct texture interpolation. */
|
|
|
|
IMB_colormanagement_imbuf_to_srgb_texture(rect, x, y, w, h, ibuf, compress_as_srgb);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ibuf->channels != 4 || scaled) {
|
|
|
|
/* Float pixels. */
|
|
|
|
rect_float = MEM_mallocN(sizeof(float) * 4 * x * y, __func__);
|
|
|
|
if (rect_float == NULL) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
tex_stride = w;
|
|
|
|
tex_offset = 0;
|
|
|
|
|
|
|
|
size_t ibuf_offset = (y * ibuf->x + x) * ibuf->channels;
|
|
|
|
IMB_buffer_float_from_float(rect_float,
|
|
|
|
ibuf->rect_float + ibuf_offset,
|
|
|
|
ibuf->channels,
|
|
|
|
IB_PROFILE_LINEAR_RGB,
|
|
|
|
IB_PROFILE_LINEAR_RGB,
|
|
|
|
false,
|
|
|
|
w,
|
|
|
|
h,
|
|
|
|
x,
|
|
|
|
ibuf->x);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (scaled) {
|
|
|
|
/* Slower update where we first have to scale the input pixels. */
|
|
|
|
gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
2019-04-23 13:56:30 +02:00
|
|
|
/* Fast update at same resolution. */
|
|
|
|
gpu_texture_update_unscaled(rect, rect_float, x, y, w, h, tex_stride, tex_offset);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Free buffers if needed. */
|
|
|
|
if (rect && rect != (uchar *)ibuf->rect) {
|
|
|
|
MEM_freeN(rect);
|
|
|
|
}
|
|
|
|
if (rect_float && rect_float != ibuf->rect_float) {
|
|
|
|
MEM_freeN(rect_float);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2016-05-05 11:25:31 +02:00
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (ima == NULL) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* currently, gpu refresh tagging is used by ima sequences */
|
|
|
|
if (ima->gpuflag & IMA_GPU_REFRESH) {
|
|
|
|
gpu_free_image_immediate(ima);
|
|
|
|
ima->gpuflag &= ~IMA_GPU_REFRESH;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Test if we already have a texture. */
|
|
|
|
GPUTexture **tex = gpu_get_image_gputexture(ima, textarget);
|
|
|
|
if (*tex) {
|
|
|
|
return *tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Check if we have a valid image. If not, we return a dummy
|
|
|
|
* texture with zero bindcode so we don't keep trying. */
|
|
|
|
uint bindcode = 0;
|
|
|
|
if (ima->ok == 0) {
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
|
|
return *tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check if we have a valid image buffer */
|
|
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
|
|
if (ibuf == NULL) {
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
|
|
return *tex;
|
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
bindcode = gpu_texture_create_from_ibuf(ima, ibuf, textarget);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
|
|
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
|
|
return *tex;
|
2012-06-30 04:34:34 +00:00
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth)
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
{
|
2019-04-23 13:56:30 +02:00
|
|
|
size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]);
|
2019-04-17 06:17:24 +02:00
|
|
|
void **sides = NULL;
|
|
|
|
int h = recth / 2;
|
|
|
|
int w = rectw / 3;
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
if (w != h) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return sides;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
/* PosX, NegX, PosY, NegY, PosZ, NegZ */
|
|
|
|
sides = MEM_mallocN(sizeof(void *) * 6, "");
|
2019-04-22 09:32:37 +10:00
|
|
|
for (int i = 0; i < 6; i++) {
|
2019-04-17 06:17:24 +02:00
|
|
|
sides[i] = MEM_mallocN(block_size * w * h, "");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
/* divide image into six parts */
|
|
|
|
/* ______________________
|
|
|
|
* | | | |
|
|
|
|
* | NegX | NegY | PosX |
|
|
|
|
* |______|______|______|
|
|
|
|
* | | | |
|
|
|
|
* | NegZ | PosZ | PosY |
|
|
|
|
* |______|______|______|
|
|
|
|
*/
|
2019-04-23 13:56:30 +02:00
|
|
|
if (frect) {
|
2019-04-17 06:17:24 +02:00
|
|
|
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 {
|
|
|
|
uint **isides = (uint **)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;
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_del_cube_map(void **cube_map)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
int i;
|
2019-04-22 09:32:37 +10:00
|
|
|
if (cube_map == NULL) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
for (i = 0; i < 6; i++) {
|
2019-04-17 06:17:24 +02:00
|
|
|
MEM_freeN(cube_map[i]);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
MEM_freeN(cube_map);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
|
2013-01-22 11:18:41 +00:00
|
|
|
/* Image *ima can be NULL */
|
2019-04-17 06:17:24 +02:00
|
|
|
void GPU_create_gl_tex(uint *bind,
|
|
|
|
uint *rect,
|
|
|
|
float *frect,
|
|
|
|
int rectw,
|
|
|
|
int recth,
|
|
|
|
int textarget,
|
|
|
|
bool mipmap,
|
2019-04-23 13:56:30 +02:00
|
|
|
bool use_srgb,
|
2019-04-17 06:17:24 +02:00
|
|
|
Image *ima)
|
2012-06-30 04:34:34 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
ImBuf *ibuf = NULL;
|
|
|
|
|
|
|
|
if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) {
|
|
|
|
int tpx = rectw;
|
|
|
|
int tpy = recth;
|
|
|
|
rectw = smaller_power_of_2_limit(rectw);
|
|
|
|
recth = smaller_power_of_2_limit(recth);
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
if (frect) {
|
2019-04-17 06:17:24 +02:00
|
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
|
|
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
|
|
|
|
frect = ibuf->rect_float;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
|
|
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
|
|
|
|
rect = ibuf->rect;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* create image */
|
|
|
|
glGenTextures(1, (GLuint *)bind);
|
|
|
|
glBindTexture(textarget, *bind);
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
GLenum internal_format = (frect) ? GL_RGBA16F : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (textarget == GL_TEXTURE_2D) {
|
2019-04-23 13:56:30 +02:00
|
|
|
if (frect) {
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
2019-04-23 13:56:30 +02:00
|
|
|
glTexImage2D(
|
|
|
|
GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
2019-04-22 09:32:37 +10:00
|
|
|
if (ima) {
|
2019-04-17 06:17:24 +02:00
|
|
|
ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
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)) {
|
2019-04-23 13:56:30 +02:00
|
|
|
void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth);
|
|
|
|
GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (cube_map) {
|
|
|
|
for (int i = 0; i < 6; i++) {
|
2019-04-17 06:17:24 +02:00
|
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
|
|
0,
|
2019-04-23 13:56:30 +02:00
|
|
|
internal_format,
|
2019-04-17 06:17:24 +02:00
|
|
|
w,
|
|
|
|
h,
|
|
|
|
0,
|
|
|
|
GL_RGBA,
|
|
|
|
type,
|
|
|
|
cube_map[i]);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (ima) {
|
2019-04-17 06:17:24 +02:00
|
|
|
ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
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");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (GLEW_EXT_texture_filter_anisotropic) {
|
2019-04-17 06:17:24 +02:00
|
|
|
glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
glBindTexture(textarget, 0);
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (ibuf) {
|
2019-04-17 06:17:24 +02:00
|
|
|
IMB_freeImBuf(ibuf);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2012-06-30 04:34:34 +00:00
|
|
|
/**
|
|
|
|
* 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.
|
2014-04-01 11:34:00 +11:00
|
|
|
* Returns false if the provided ImBuf doesn't have a supported DXT compression format
|
2012-06-30 04:34:34 +00:00
|
|
|
*/
|
2019-05-16 12:35:57 +02:00
|
|
|
bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb)
|
2012-06-30 04:34:34 +00:00
|
|
|
{
|
2012-09-16 23:24:26 +00:00
|
|
|
#ifdef WITH_DDS
|
2019-04-17 06:17:24 +02:00
|
|
|
GLint format = 0;
|
|
|
|
int blocksize, height, width, i, size, offset = 0;
|
|
|
|
|
|
|
|
width = ibuf->x;
|
|
|
|
height = ibuf->y;
|
|
|
|
|
|
|
|
if (GLEW_EXT_texture_compression_s3tc) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
|
2019-05-16 12:35:57 +02:00
|
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT :
|
|
|
|
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
|
2019-05-16 12:35:57 +02:00
|
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT :
|
|
|
|
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
|
2019-05-16 12:35:57 +02:00
|
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT :
|
|
|
|
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
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));
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (GLEW_EXT_texture_filter_anisotropic) {
|
2019-04-17 06:17:24 +02:00
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
|
|
|
|
for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (width == 0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
width = 1;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (height == 0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
height = 1;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
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;
|
2012-06-30 10:31:25 +00:00
|
|
|
#else
|
2019-05-16 21:16:56 +10:00
|
|
|
UNUSED_VARS(ibuf, use_srgb);
|
2019-04-17 06:17:24 +02:00
|
|
|
return false;
|
2012-06-30 10:31:25 +00:00
|
|
|
#endif
|
2012-06-30 04:34:34 +00:00
|
|
|
}
|
|
|
|
|
2019-05-16 12:35:57 +02:00
|
|
|
void GPU_create_gl_tex_compressed(unsigned int *bind, int textarget, Image *ima, ImBuf *ibuf)
|
2012-06-30 04:34:34 +00:00
|
|
|
{
|
2019-05-16 12:35:57 +02:00
|
|
|
/* For DDS we only support data, scene linear and sRGB. Converting to
|
|
|
|
* different colorspace would break the compression. */
|
|
|
|
const bool use_srgb = !(IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
|
|
|
|
IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
|
|
|
|
const bool mipmap = GPU_get_mipmap();
|
|
|
|
|
2012-06-30 04:34:34 +00:00
|
|
|
#ifndef WITH_DDS
|
2019-04-17 06:17:24 +02:00
|
|
|
(void)ibuf;
|
|
|
|
/* Fall back to uncompressed if DDS isn't enabled */
|
2019-05-16 12:35:57 +02:00
|
|
|
GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
|
2012-06-30 04:34:34 +00:00
|
|
|
#else
|
2019-04-17 06:17:24 +02:00
|
|
|
glGenTextures(1, (GLuint *)bind);
|
|
|
|
glBindTexture(textarget, *bind);
|
2012-06-30 04:34:34 +00:00
|
|
|
|
2019-05-16 12:35:57 +02:00
|
|
|
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf, use_srgb) == 0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
glDeleteTextures(1, (GLuint *)bind);
|
2019-05-21 13:00:43 +02:00
|
|
|
GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2018-06-11 22:30:59 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
glBindTexture(textarget, 0);
|
2012-06-30 04:34:34 +00:00
|
|
|
#endif
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
/* 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 */
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-22 09:32:37 +10:00
|
|
|
if (!GTS.domipmap) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
GTS.texpaint = !mipmap;
|
|
|
|
|
|
|
|
if (mipmap) {
|
|
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
|
|
if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
|
|
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
|
|
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));
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
|
|
}
|
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_free_image(ima);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
|
|
}
|
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
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)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
|
|
|
|
|
|
if ((ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) || (ibuf == NULL) || (w == 0) || (h == 0)) {
|
2019-04-23 13:56:30 +02:00
|
|
|
/* Full reload of texture. */
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_free_image(ima);
|
|
|
|
}
|
|
|
|
else {
|
2019-04-23 13:56:30 +02:00
|
|
|
/* Partial update of texture. */
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
gpu_texture_update_from_ibuf(ibuf, x, y, w, h);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
if (GPU_get_mipmap()) {
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
|
|
}
|
|
|
|
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2018-10-08 17:20:02 +02:00
|
|
|
/* *************************** Transfer functions *************************** */
|
|
|
|
|
|
|
|
enum {
|
2019-04-17 06:17:24 +02:00
|
|
|
TFUNC_FLAME_SPECTRUM = 0,
|
|
|
|
TFUNC_COLOR_RAMP = 1,
|
2018-10-08 17:20:02 +02:00
|
|
|
};
|
|
|
|
|
|
|
|
#define TFUNC_WIDTH 256
|
|
|
|
|
2018-10-09 10:40:09 +11:00
|
|
|
#ifdef WITH_SMOKE
|
2018-10-08 17:20:02 +02:00
|
|
|
static void create_flame_spectrum_texture(float *data)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
# define FIRE_THRESH 7
|
|
|
|
# define MAX_FIRE_ALPHA 0.06f
|
|
|
|
# define FULL_ON_FIRE 100
|
|
|
|
|
|
|
|
float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
|
|
|
|
|
|
|
|
blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
|
|
|
|
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
|
|
for (int j = 0; j < 16; j++) {
|
|
|
|
for (int k = 0; k < TFUNC_WIDTH; k++) {
|
|
|
|
int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
|
|
|
|
if (k >= FIRE_THRESH) {
|
|
|
|
spec_pixels[index] = (data[k * 4]);
|
|
|
|
spec_pixels[index + 1] = (data[k * 4 + 1]);
|
|
|
|
spec_pixels[index + 2] = (data[k * 4 + 2]);
|
|
|
|
spec_pixels[index + 3] = MAX_FIRE_ALPHA *
|
|
|
|
((k > FULL_ON_FIRE) ?
|
|
|
|
1.0f :
|
|
|
|
(k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
zero_v4(&spec_pixels[index]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
|
|
|
|
|
|
|
|
MEM_freeN(spec_pixels);
|
|
|
|
|
|
|
|
# undef FIRE_THRESH
|
|
|
|
# undef MAX_FIRE_ALPHA
|
|
|
|
# undef FULL_ON_FIRE
|
2018-10-08 17:20:02 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static void create_color_ramp(const ColorBand *coba, float *data)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
for (int i = 0; i < TFUNC_WIDTH; i++) {
|
|
|
|
BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
|
|
|
|
}
|
2018-10-08 17:20:02 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
|
2018-10-08 17:20:02 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
switch (type) {
|
|
|
|
case TFUNC_FLAME_SPECTRUM:
|
|
|
|
create_flame_spectrum_texture(data);
|
|
|
|
break;
|
|
|
|
case TFUNC_COLOR_RAMP:
|
|
|
|
create_color_ramp(coba, data);
|
|
|
|
break;
|
|
|
|
}
|
2018-10-08 17:20:02 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
|
2018-10-08 17:20:02 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
MEM_freeN(data);
|
2018-10-08 17:20:02 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return tex;
|
2018-10-08 17:20:02 +02:00
|
|
|
}
|
|
|
|
|
2018-10-09 11:13:00 +02:00
|
|
|
static void swizzle_texture_channel_rrrr(GPUTexture *tex)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_bind(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(tex);
|
2018-10-09 11:13:00 +02:00
|
|
|
}
|
|
|
|
|
2018-10-08 17:20:02 +02:00
|
|
|
static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float *field = NULL;
|
|
|
|
|
|
|
|
switch (sds->coba_field) {
|
|
|
|
case FLUID_FIELD_DENSITY:
|
|
|
|
field = smoke_get_density(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_HEAT:
|
|
|
|
field = smoke_get_heat(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_FUEL:
|
|
|
|
field = smoke_get_fuel(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_REACT:
|
|
|
|
field = smoke_get_react(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_FLAME:
|
|
|
|
field = smoke_get_flame(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_VELOCITY_X:
|
|
|
|
field = smoke_get_velocity_x(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_VELOCITY_Y:
|
|
|
|
field = smoke_get_velocity_y(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_VELOCITY_Z:
|
|
|
|
field = smoke_get_velocity_z(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_COLOR_R:
|
|
|
|
field = smoke_get_color_r(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_COLOR_G:
|
|
|
|
field = smoke_get_color_g(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_COLOR_B:
|
|
|
|
field = smoke_get_color_b(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_FORCE_X:
|
|
|
|
field = smoke_get_force_x(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_FORCE_Y:
|
|
|
|
field = smoke_get_force_y(sds->fluid);
|
|
|
|
break;
|
|
|
|
case FLUID_FIELD_FORCE_Z:
|
|
|
|
field = smoke_get_force_z(sds->fluid);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
|
|
sds->res[0], sds->res[1], sds->res[2], 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
|
|
return tex;
|
2018-10-09 11:13:00 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float *data = NULL, *source;
|
|
|
|
int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
|
|
|
|
const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) :
|
|
|
|
smoke_has_colors(sds->fluid);
|
|
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
|
|
|
eGPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
|
|
|
|
|
|
|
|
if (has_color) {
|
|
|
|
data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (highres) {
|
|
|
|
if (has_color) {
|
|
|
|
smoke_turbulence_get_rgba(sds->wt, data, 0);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
source = smoke_turbulence_get_density(sds->wt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (has_color) {
|
|
|
|
smoke_get_rgba(sds->fluid, data, 0);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
source = smoke_get_density(sds->fluid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(dim[0],
|
|
|
|
dim[1],
|
|
|
|
dim[2],
|
|
|
|
3,
|
|
|
|
(has_color) ? data : source,
|
|
|
|
format,
|
|
|
|
GPU_DATA_FLOAT,
|
|
|
|
0,
|
|
|
|
true,
|
|
|
|
NULL);
|
|
|
|
if (data) {
|
|
|
|
MEM_freeN(data);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (format == GPU_R8) {
|
|
|
|
/* Swizzle the RGBA components to read the Red channel so
|
|
|
|
* that the shader stay the same for colored and non color
|
|
|
|
* density textures. */
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
|
|
}
|
|
|
|
return tex;
|
2018-10-09 11:13:00 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
float *source = NULL;
|
|
|
|
const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) :
|
|
|
|
smoke_has_fuel(sds->fluid);
|
|
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
2018-10-09 11:13:00 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (!has_fuel)
|
|
|
|
return NULL;
|
2018-10-09 11:13:00 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (highres) {
|
|
|
|
source = smoke_turbulence_get_flame(sds->wt);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
source = smoke_get_flame(sds->fluid);
|
|
|
|
}
|
2018-10-09 11:13:00 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
|
|
dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
2018-10-09 11:13:00 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
swizzle_texture_channel_rrrr(tex);
|
2018-10-09 11:13:00 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return tex;
|
2018-10-08 17:20:02 +02:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
#endif /* WITH_SMOKE */
|
2018-10-08 17:20:02 +02:00
|
|
|
|
2009-08-20 00:33:59 +00:00
|
|
|
void GPU_free_smoke(SmokeModifierData *smd)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
smd->domain->tex = NULL;
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_shadow) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_shadow);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
smd->domain->tex_shadow = NULL;
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_flame) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_flame);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
smd->domain->tex_flame = NULL;
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_flame_coba) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_flame_coba);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
smd->domain->tex_flame_coba = NULL;
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_coba) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_coba);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
smd->domain->tex_coba = NULL;
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_field) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_field);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
smd->domain->tex_field = NULL;
|
|
|
|
}
|
2009-08-20 00:33:59 +00:00
|
|
|
}
|
|
|
|
|
2018-10-09 11:19:54 +02:00
|
|
|
void GPU_create_smoke_coba_field(SmokeModifierData *smd)
|
|
|
|
{
|
|
|
|
#ifdef WITH_SMOKE
|
2019-04-17 06:17:24 +02:00
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
|
|
|
|
if (!sds->tex_field) {
|
|
|
|
sds->tex_field = create_field_texture(sds);
|
|
|
|
}
|
|
|
|
if (!sds->tex_coba) {
|
|
|
|
sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else // WITH_SMOKE
|
|
|
|
smd->domain->tex_field = NULL;
|
|
|
|
#endif // WITH_SMOKE
|
2018-10-09 11:19:54 +02:00
|
|
|
}
|
|
|
|
|
2009-09-09 18:39:40 +00:00
|
|
|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
|
2009-08-20 00:33:59 +00:00
|
|
|
{
|
2011-07-13 18:40:21 +00:00
|
|
|
#ifdef WITH_SMOKE
|
2019-04-17 06:17:24 +02:00
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
|
|
|
|
if (!sds->tex) {
|
|
|
|
sds->tex = create_density_texture(sds, highres);
|
|
|
|
}
|
|
|
|
if (!sds->tex_flame) {
|
|
|
|
sds->tex_flame = create_flame_texture(sds, highres);
|
|
|
|
}
|
|
|
|
if (!sds->tex_flame_coba && sds->tex_flame) {
|
|
|
|
sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
|
|
|
|
}
|
|
|
|
if (!sds->tex_shadow) {
|
|
|
|
sds->tex_shadow = GPU_texture_create_nD(sds->res[0],
|
|
|
|
sds->res[1],
|
|
|
|
sds->res[2],
|
|
|
|
3,
|
|
|
|
sds->shadow,
|
|
|
|
GPU_R8,
|
|
|
|
GPU_DATA_FLOAT,
|
|
|
|
0,
|
|
|
|
true,
|
|
|
|
NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else // WITH_SMOKE
|
|
|
|
(void)highres;
|
|
|
|
smd->domain->tex = NULL;
|
|
|
|
smd->domain->tex_flame = NULL;
|
|
|
|
smd->domain->tex_flame_coba = NULL;
|
|
|
|
smd->domain->tex_shadow = NULL;
|
|
|
|
#endif // WITH_SMOKE
|
2009-08-20 00:33:59 +00:00
|
|
|
}
|
|
|
|
|
2018-07-16 15:01:44 +02:00
|
|
|
void GPU_create_smoke_velocity(SmokeModifierData *smd)
|
|
|
|
{
|
|
|
|
#ifdef WITH_SMOKE
|
2019-04-17 06:17:24 +02:00
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
|
|
|
|
const float *vel_x = smoke_get_velocity_x(sds->fluid);
|
|
|
|
const float *vel_y = smoke_get_velocity_y(sds->fluid);
|
|
|
|
const float *vel_z = smoke_get_velocity_z(sds->fluid);
|
|
|
|
|
|
|
|
if (ELEM(NULL, vel_x, vel_y, vel_z)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!sds->tex_velocity_x) {
|
|
|
|
sds->tex_velocity_x = GPU_texture_create_3d(
|
|
|
|
sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
|
|
|
|
sds->tex_velocity_y = GPU_texture_create_3d(
|
|
|
|
sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
|
|
|
|
sds->tex_velocity_z = GPU_texture_create_3d(
|
|
|
|
sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else // WITH_SMOKE
|
|
|
|
smd->domain->tex_velocity_x = NULL;
|
|
|
|
smd->domain->tex_velocity_y = NULL;
|
|
|
|
smd->domain->tex_velocity_z = NULL;
|
|
|
|
#endif // WITH_SMOKE
|
2018-07-16 15:01:44 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO Unify with the other GPU_free_smoke. */
|
|
|
|
void GPU_free_smoke_velocity(SmokeModifierData *smd)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_velocity_x) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_velocity_x);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2018-07-16 15:01:44 +02:00
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_velocity_y) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_velocity_y);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2018-07-16 15:01:44 +02:00
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (smd->domain->tex_velocity_z) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_texture_free(smd->domain->tex_velocity_z);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2018-07-16 15:01:44 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
smd->domain->tex_velocity_x = NULL;
|
|
|
|
smd->domain->tex_velocity_y = NULL;
|
|
|
|
smd->domain->tex_velocity_z = NULL;
|
|
|
|
}
|
2018-07-16 15:01:44 +02:00
|
|
|
}
|
|
|
|
|
2013-06-15 14:01:16 +00:00
|
|
|
static LinkNode *image_free_queue = NULL;
|
2019-04-23 20:34:26 +02:00
|
|
|
static ThreadMutex img_queue_mutex = BLI_MUTEX_INITIALIZER;
|
2010-04-13 20:34:40 +00:00
|
|
|
|
2010-04-25 10:49:13 +00:00
|
|
|
static void gpu_queue_image_for_free(Image *ima)
|
2010-04-13 12:51:03 +00:00
|
|
|
{
|
2019-04-23 20:34:26 +02:00
|
|
|
BLI_mutex_lock(&img_queue_mutex);
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_linklist_prepend(&image_free_queue, ima);
|
2019-04-23 20:34:26 +02:00
|
|
|
BLI_mutex_unlock(&img_queue_mutex);
|
2010-04-13 12:51:03 +00:00
|
|
|
}
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_unused_buffers(Main *bmain)
|
2010-04-13 12:51:03 +00:00
|
|
|
{
|
2019-04-22 09:32:37 +10:00
|
|
|
if (!BLI_thread_is_main()) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2010-05-05 17:14:43 +00:00
|
|
|
|
2019-04-23 20:34:26 +02:00
|
|
|
BLI_mutex_lock(&img_queue_mutex);
|
2010-04-25 10:49:13 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* images */
|
|
|
|
for (LinkNode *node = image_free_queue; node; node = node->next) {
|
|
|
|
Image *ima = node->link;
|
2013-06-15 14:01:16 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* check in case it was freed in the meantime */
|
2019-04-22 09:32:37 +10:00
|
|
|
if (bmain && BLI_findindex(&bmain->images, ima) != -1) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_free_image(ima);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2010-04-25 10:49:13 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_linklist_free(image_free_queue, NULL);
|
|
|
|
image_free_queue = NULL;
|
2010-04-25 10:49:13 +00:00
|
|
|
|
2019-04-23 20:34:26 +02:00
|
|
|
BLI_mutex_unlock(&img_queue_mutex);
|
2010-04-13 12:51:03 +00:00
|
|
|
}
|
|
|
|
|
2019-02-18 13:23:49 +01:00
|
|
|
static void gpu_free_image_immediate(Image *ima)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
for (int i = 0; i < TEXTARGET_COUNT; i++) {
|
|
|
|
/* free glsl image binding */
|
|
|
|
if (ima->gputexture[i]) {
|
|
|
|
GPU_texture_free(ima->gputexture[i]);
|
|
|
|
ima->gputexture[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2019-02-18 13:23:49 +01:00
|
|
|
void GPU_free_image(Image *ima)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (!BLI_thread_is_main()) {
|
|
|
|
gpu_queue_image_for_free(ima);
|
|
|
|
return;
|
|
|
|
}
|
2019-02-18 13:23:49 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_free_image_immediate(ima);
|
2019-02-18 13:23:49 +01:00
|
|
|
}
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_images(Main *bmain)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (bmain) {
|
|
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
|
|
GPU_free_image(ima);
|
|
|
|
}
|
|
|
|
}
|
2010-05-20 16:08:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* same as above but only free animated images */
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_images_anim(Main *bmain)
|
2010-05-20 16:08:06 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (bmain) {
|
|
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
|
|
if (BKE_image_is_animated(ima)) {
|
|
|
|
GPU_free_image(ima);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_images_old(Main *bmain)
|
2014-05-22 11:58:07 +10:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
static int lasttime = 0;
|
|
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Run garbage collector once for every collecting period of time
|
|
|
|
* if textimeout is 0, that's the option to NOT run the collector
|
|
|
|
*/
|
2019-04-22 09:32:37 +10:00
|
|
|
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
/* of course not! */
|
2019-04-22 09:32:37 +10:00
|
|
|
if (G.is_rendering) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
lasttime = ctime;
|
|
|
|
|
|
|
|
Image *ima = bmain->images.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_opengl_texture(ima)) {
|
|
|
|
GPU_free_image(ima);
|
|
|
|
ima->lastused = ctime;
|
|
|
|
}
|
|
|
|
/* Otherwise, just kill the buffers */
|
|
|
|
else {
|
|
|
|
BKE_image_free_buffers(ima);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ima = ima->id.next;
|
|
|
|
}
|
2014-05-22 11:58:07 +10:00
|
|
|
}
|
|
|
|
|
2018-02-15 18:03:55 +11:00
|
|
|
static void gpu_disable_multisample(void)
|
2014-10-07 15:46:19 -05:00
|
|
|
{
|
|
|
|
#ifdef __linux__
|
2019-04-17 06:17:24 +02:00
|
|
|
/* 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;
|
2014-10-07 15:46:19 -05:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
|
|
|
int samples = 0;
|
|
|
|
glGetIntegerv(GL_SAMPLES, &samples);
|
2014-10-07 15:46:19 -05:00
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (samples == 0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
toggle_ok = false;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2014-10-07 15:46:19 -05:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (toggle_ok) {
|
|
|
|
glDisable(GL_MULTISAMPLE);
|
|
|
|
}
|
2015-11-24 02:20:38 -05:00
|
|
|
#else
|
2019-04-17 06:17:24 +02:00
|
|
|
glDisable(GL_MULTISAMPLE);
|
2015-11-24 02:20:38 -05:00
|
|
|
#endif
|
2014-10-07 15:46:19 -05:00
|
|
|
}
|
|
|
|
|
2015-11-28 01:09:13 +01:00
|
|
|
/* Default OpenGL State
|
|
|
|
*
|
2018-04-16 14:07:42 +02:00
|
|
|
* This is called on startup, for opengl offscreen render.
|
|
|
|
* Generally we should always return to this state when
|
2015-11-28 01:09:13 +01:00
|
|
|
* temporarily modifying the state for drawing, though that are (undocumented)
|
|
|
|
* exceptions that we should try to get rid of. */
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
void GPU_state_init(void)
|
|
|
|
{
|
2019-05-28 17:14:22 +02:00
|
|
|
GPU_program_point_size(false);
|
2016-10-01 17:34:41 -04:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
2016-09-30 19:51:04 -04:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
glDepthFunc(GL_LEQUAL);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
2017-04-27 14:32:47 -04:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
glDepthRange(0.0, 1.0);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
glFrontFace(GL_CCW);
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
glDisable(GL_CULL_FACE);
|
2010-01-08 09:30:36 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_disable_multisample();
|
2019-05-29 00:08:10 +02:00
|
|
|
|
|
|
|
/* This is a bit dangerous since addons could change this. */
|
|
|
|
glEnable(GL_PRIMITIVE_RESTART);
|
|
|
|
glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
|
|
|
|
|
|
|
|
/* TODO: Should become default. But needs at least GL 4.3 */
|
|
|
|
if (GLEW_ARB_ES3_compatibility) {
|
|
|
|
/* Takes predecence over GL_PRIMITIVE_RESTART */
|
|
|
|
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2016-06-25 20:16:33 +10:00
|
|
|
/** \name Framebuffer color depth, for selection codes
|
|
|
|
* \{ */
|
|
|
|
|
2017-05-09 15:09:39 +02:00
|
|
|
#define STATE_STACK_DEPTH 16
|
|
|
|
|
|
|
|
typedef struct {
|
2019-04-17 06:17:24 +02:00
|
|
|
eGPUAttrMask mask;
|
|
|
|
|
|
|
|
/* GL_ENABLE_BIT */
|
|
|
|
uint is_blend : 1;
|
|
|
|
uint is_cull_face : 1;
|
|
|
|
uint is_depth_test : 1;
|
|
|
|
uint is_dither : 1;
|
|
|
|
uint is_lighting : 1;
|
|
|
|
uint is_line_smooth : 1;
|
|
|
|
uint is_color_logic_op : 1;
|
|
|
|
uint is_multisample : 1;
|
|
|
|
uint is_polygon_offset_line : 1;
|
|
|
|
uint is_polygon_offset_fill : 1;
|
|
|
|
uint is_polygon_smooth : 1;
|
|
|
|
uint is_sample_alpha_to_coverage : 1;
|
|
|
|
uint is_scissor_test : 1;
|
|
|
|
uint is_stencil_test : 1;
|
|
|
|
|
|
|
|
bool is_clip_plane[6];
|
|
|
|
|
|
|
|
/* GL_DEPTH_BUFFER_BIT */
|
|
|
|
/* uint is_depth_test : 1; */
|
|
|
|
int depth_func;
|
|
|
|
double depth_clear_value;
|
|
|
|
bool depth_write_mask;
|
|
|
|
|
|
|
|
/* GL_SCISSOR_BIT */
|
|
|
|
int scissor_box[4];
|
|
|
|
/* uint is_scissor_test : 1; */
|
|
|
|
|
|
|
|
/* GL_VIEWPORT_BIT */
|
|
|
|
int viewport[4];
|
|
|
|
double near_far[2];
|
|
|
|
} GPUAttrValues;
|
2017-05-09 15:09:39 +02:00
|
|
|
|
|
|
|
typedef struct {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUAttrValues attr_stack[STATE_STACK_DEPTH];
|
|
|
|
uint top;
|
2019-01-29 07:46:25 +11:00
|
|
|
} GPUAttrStack;
|
2017-05-09 15:09:39 +02:00
|
|
|
|
2019-01-29 07:46:25 +11:00
|
|
|
static GPUAttrStack state = {
|
2019-04-17 06:17:24 +02:00
|
|
|
.top = 0,
|
2017-05-09 15:09:39 +02:00
|
|
|
};
|
|
|
|
|
2019-01-29 07:46:25 +11:00
|
|
|
#define AttrStack state
|
|
|
|
#define Attr state.attr_stack[state.top]
|
2017-05-09 15:09:39 +02:00
|
|
|
|
2017-04-04 20:33:23 +02:00
|
|
|
/**
|
|
|
|
* Replacement for glPush/PopAttributes
|
|
|
|
*
|
|
|
|
* We don't need to cover all the options of legacy OpenGL
|
|
|
|
* but simply the ones used by Blender.
|
|
|
|
*/
|
2019-01-29 07:46:25 +11:00
|
|
|
void gpuPushAttr(eGPUAttrMask mask)
|
2017-04-04 20:33:23 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
Attr.mask = mask;
|
|
|
|
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
|
|
Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
|
|
glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
|
|
|
|
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
|
|
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
|
|
Attr.is_blend = glIsEnabled(GL_BLEND);
|
|
|
|
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
|
|
Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
|
|
|
|
}
|
|
|
|
|
|
|
|
Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
|
|
|
|
Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
|
|
Attr.is_dither = glIsEnabled(GL_DITHER);
|
|
|
|
Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
|
|
|
|
Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
|
|
|
|
Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
|
|
|
|
Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
|
|
|
|
Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
|
|
|
|
Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
|
|
|
|
Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
|
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
|
|
Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
|
|
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
|
|
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
|
|
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
|
|
|
|
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
|
|
Attr.is_blend = glIsEnabled(GL_BLEND);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
|
|
|
|
AttrStack.top++;
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
2017-10-07 15:57:14 +11:00
|
|
|
static void restore_mask(GLenum cap, const bool value)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (value) {
|
|
|
|
glEnable(cap);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glDisable(cap);
|
|
|
|
}
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
2019-01-29 07:46:25 +11:00
|
|
|
void gpuPopAttr(void)
|
2017-04-04 20:33:23 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_assert(AttrStack.top > 0);
|
|
|
|
AttrStack.top--;
|
|
|
|
|
|
|
|
GLint mask = Attr.mask;
|
|
|
|
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
|
|
restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
|
|
|
|
glDepthFunc(Attr.depth_func);
|
|
|
|
glClearDepth(Attr.depth_clear_value);
|
|
|
|
glDepthMask(Attr.depth_write_mask);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
|
|
restore_mask(GL_BLEND, Attr.is_blend);
|
|
|
|
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
|
|
restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
restore_mask(GL_CULL_FACE, Attr.is_cull_face);
|
|
|
|
restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
|
|
|
|
restore_mask(GL_DITHER, Attr.is_dither);
|
|
|
|
restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
|
|
|
|
restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
|
|
|
|
restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
|
|
|
|
restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
|
|
|
|
restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
|
|
|
|
restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
|
|
|
|
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
|
|
|
|
restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
|
|
|
|
restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
|
|
glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
|
|
|
|
glDepthRange(Attr.near_far[0], Attr.near_far[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
|
|
restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
|
|
|
|
glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
|
|
restore_mask(GL_BLEND, Attr.is_blend);
|
|
|
|
}
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
2019-01-29 07:46:25 +11:00
|
|
|
#undef Attr
|
|
|
|
#undef AttrStack
|
2017-05-09 15:09:39 +02:00
|
|
|
|
2016-06-25 20:16:33 +10:00
|
|
|
/** \} */
|