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
|
|
|
/**
|
|
|
|
* $Id$
|
|
|
|
*
|
|
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
|
|
*
|
|
|
|
* This program is free software; you can redistribute it and/or
|
|
|
|
* modify it under the terms of the GNU General Public License
|
|
|
|
* as published by the Free Software Foundation; either version 2
|
|
|
|
* of the License, or (at your option) any later version. The Blender
|
|
|
|
* Foundation also sells licenses for use in proprietary software under
|
|
|
|
* the Blender License. See http://www.blender.org/BL/ for information
|
|
|
|
* about this.
|
|
|
|
*
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with this program; if not, write to the Free Software Foundation,
|
2010-02-12 13:34:04 +00:00
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
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
|
|
|
*
|
|
|
|
* The Original Code is Copyright (C) 2005 Blender Foundation.
|
|
|
|
* All rights reserved.
|
|
|
|
*
|
|
|
|
* The Original Code is: all of this file.
|
|
|
|
*
|
|
|
|
* Contributor(s): Brecht Van Lommel.
|
|
|
|
*
|
|
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
#include "GL/glew.h"
|
|
|
|
|
Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
|
|
|
#include "BLI_math.h"
|
|
|
|
|
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_lamp_types.h"
|
|
|
|
#include "DNA_material_types.h"
|
|
|
|
#include "DNA_meshdata_types.h"
|
2009-08-20 00:33:59 +00:00
|
|
|
#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
|
|
|
#include "DNA_node_types.h"
|
|
|
|
#include "DNA_object_types.h"
|
|
|
|
#include "DNA_scene_types.h"
|
2009-08-20 00:33:59 +00:00
|
|
|
#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"
|
|
|
|
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
|
|
|
|
#include "IMB_imbuf.h"
|
|
|
|
#include "IMB_imbuf_types.h"
|
|
|
|
|
|
|
|
#include "BKE_bmfont.h"
|
|
|
|
#include "BKE_global.h"
|
|
|
|
#include "BKE_image.h"
|
|
|
|
#include "BKE_main.h"
|
|
|
|
#include "BKE_material.h"
|
|
|
|
#include "BKE_node.h"
|
|
|
|
#include "BKE_object.h"
|
|
|
|
#include "BKE_utildefines.h"
|
|
|
|
|
2010-04-13 12:51:03 +00:00
|
|
|
#include "BLI_threads.h"
|
|
|
|
#include "BLI_blenlib.h"
|
|
|
|
|
2010-07-14 10:46:12 +00:00
|
|
|
#include "GPU_buffers.h"
|
|
|
|
#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"
|
|
|
|
#include "GPU_material.h"
|
|
|
|
|
2009-09-09 18:39:40 +00:00
|
|
|
#include "smoke_API.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
|
|
|
/* These are some obscure rendering functions shared between the
|
|
|
|
* game engine and the blender, in this module to avoid duplicaten
|
|
|
|
* and abstract them away from the rest a bit */
|
|
|
|
|
|
|
|
/* Text Rendering */
|
|
|
|
|
|
|
|
static void gpu_mcol(unsigned int ucol)
|
|
|
|
{
|
|
|
|
/* mcol order is swapped */
|
|
|
|
char *cp= (char *)&ucol;
|
|
|
|
glColor3ub(cp[3], cp[2], cp[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_render_text(MTFace *tface, int mode,
|
|
|
|
const char *textstr, int textlen, unsigned int *col,
|
|
|
|
float *v1, float *v2, float *v3, float *v4, int glattrib)
|
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) {
|
|
|
|
Image* ima = (Image*)tface->tpage;
|
|
|
|
int index, character;
|
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
|
|
|
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
|
2009-04-20 15:06:46 +00:00
|
|
|
float advance_tab;
|
|
|
|
|
|
|
|
/* multiline */
|
2009-06-08 20:08:19 +00:00
|
|
|
float line_start= 0.0f, line_height;
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
if (v4)
|
|
|
|
line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]);
|
|
|
|
else
|
|
|
|
line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
|
|
|
|
line_height *= 1.2; /* could be an option? */
|
|
|
|
/* end multiline */
|
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
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
/* color has been set */
|
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
|
|
|
if (tface->mode & TF_OBCOL)
|
|
|
|
col= NULL;
|
|
|
|
else if (!col)
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
|
|
|
|
glPushMatrix();
|
2009-04-20 15:06:46 +00:00
|
|
|
|
|
|
|
/* get the tab width */
|
|
|
|
matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery,
|
|
|
|
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
|
|
|
|
|
|
|
|
advance_tab= advance * 4; /* tab width could also be an option */
|
|
|
|
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
for (index = 0; index < textlen; 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
|
|
|
float uv[4][2];
|
|
|
|
|
|
|
|
// lets calculate offset stuff
|
|
|
|
character = textstr[index];
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
if (character=='\n') {
|
|
|
|
glTranslatef(line_start, -line_height, 0.0);
|
|
|
|
line_start = 0.0f;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else if (character=='\t') {
|
|
|
|
glTranslatef(advance_tab, 0.0, 0.0);
|
|
|
|
line_start -= advance_tab; /* so we can go back to the start of the line */
|
|
|
|
continue;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
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
|
|
|
// space starts at offset 1
|
|
|
|
// character = character - ' ' + 1;
|
|
|
|
matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery,
|
|
|
|
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
|
|
|
|
|
|
|
|
uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
|
|
|
|
uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
|
|
|
|
uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
|
|
|
|
uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
|
|
|
|
uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
|
|
|
|
uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
|
|
|
|
|
|
|
|
glBegin(GL_POLYGON);
|
|
|
|
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
|
|
|
|
else glTexCoord2fv(uv[0]);
|
|
|
|
if(col) gpu_mcol(col[0]);
|
|
|
|
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
|
|
|
|
|
|
|
|
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
|
|
|
|
else glTexCoord2fv(uv[1]);
|
|
|
|
if(col) gpu_mcol(col[1]);
|
|
|
|
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
|
|
|
|
|
|
|
|
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
|
|
|
|
else glTexCoord2fv(uv[2]);
|
|
|
|
if(col) gpu_mcol(col[2]);
|
|
|
|
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
|
|
|
|
|
|
|
|
if(v4) {
|
|
|
|
uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
|
|
|
|
uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
|
|
|
|
|
|
|
|
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
|
|
|
|
else glTexCoord2fv(uv[3]);
|
|
|
|
if(col) gpu_mcol(col[3]);
|
|
|
|
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
glTranslatef(advance, 0.0, 0.0);
|
2009-04-20 15:06:46 +00:00
|
|
|
line_start -= advance; /* so we can go back to the start of the line */
|
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
|
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Checking powers of two for images since opengl 1.x requires it */
|
|
|
|
|
|
|
|
static int is_pow2(int num)
|
|
|
|
{
|
|
|
|
/* (n&(n-1)) zeros the least significant bit of n */
|
|
|
|
return ((num)&(num-1))==0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int smaller_pow2(int num)
|
|
|
|
{
|
|
|
|
while (!is_pow2(num))
|
|
|
|
num= num&(num-1);
|
|
|
|
|
|
|
|
return num;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int is_pow2_limit(int num)
|
|
|
|
{
|
|
|
|
/* take texture clamping into account */
|
2009-08-16 01:25:53 +00:00
|
|
|
|
|
|
|
/* XXX: texturepaint not global!
|
|
|
|
if (G.f & G_TEXTUREPAINT)
|
|
|
|
return 1;*/
|
|
|
|
|
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
|
|
|
if (U.glreslimit != 0 && num > U.glreslimit)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
return ((num)&(num-1))==0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int smaller_pow2_limit(int num)
|
|
|
|
{
|
2009-08-16 01:25:53 +00:00
|
|
|
/* XXX: texturepaint not global!
|
|
|
|
if (G.f & G_TEXTUREPAINT)
|
|
|
|
return 1;*/
|
2009-02-18 03:56:16 +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
|
|
|
/* take texture clamping into account */
|
|
|
|
if (U.glreslimit != 0 && num > U.glreslimit)
|
|
|
|
return U.glreslimit;
|
|
|
|
|
|
|
|
return smaller_pow2(num);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Current OpenGL state caching for GPU_set_tpage */
|
|
|
|
|
|
|
|
static struct GPUTextureState {
|
|
|
|
int curtile, tile;
|
|
|
|
int curtilemode, tilemode;
|
|
|
|
int curtileXRep, tileXRep;
|
|
|
|
int curtileYRep, tileYRep;
|
|
|
|
Image *ima, *curima;
|
|
|
|
|
|
|
|
int domipmap, linearmipmap;
|
|
|
|
|
|
|
|
int alphamode;
|
|
|
|
MTFace *lasttface;
|
|
|
|
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL};
|
|
|
|
|
|
|
|
/* Mipmap settings */
|
|
|
|
|
|
|
|
void GPU_set_mipmap(int mipmap)
|
|
|
|
{
|
|
|
|
if (GTS.domipmap != (mipmap != 0)) {
|
|
|
|
GPU_free_images();
|
|
|
|
GTS.domipmap = mipmap != 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_set_linear_mipmap(int linear)
|
|
|
|
{
|
|
|
|
if (GTS.linearmipmap != (linear != 0)) {
|
|
|
|
GPU_free_images();
|
|
|
|
GTS.linearmipmap = linear != 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int gpu_get_mipmap(void)
|
|
|
|
{
|
2009-08-16 20:14:49 +00:00
|
|
|
return GTS.domipmap;
|
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
|
|
|
}
|
|
|
|
|
2008-10-12 00:41:28 +00:00
|
|
|
static GLenum gpu_get_mipmap_filter(int 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
|
|
|
{
|
2008-10-12 00:41:28 +00:00
|
|
|
/* linearmipmap is off by default *when mipmapping is off,
|
|
|
|
* use unfiltered display */
|
|
|
|
if(mag) {
|
|
|
|
if(GTS.linearmipmap || GTS.domipmap)
|
|
|
|
return GL_LINEAR;
|
|
|
|
else
|
|
|
|
return GL_NEAREST;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(GTS.linearmipmap)
|
|
|
|
return GL_LINEAR_MIPMAP_LINEAR;
|
|
|
|
else if(GTS.domipmap)
|
|
|
|
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
|
|
|
}
|
|
|
|
|
|
|
|
/* Set OpenGL state for an MTFace */
|
|
|
|
|
|
|
|
static void gpu_make_repbind(Image *ima)
|
|
|
|
{
|
|
|
|
ImBuf *ibuf;
|
|
|
|
|
|
|
|
ibuf = BKE_image_get_ibuf(ima, NULL);
|
|
|
|
if(ibuf==NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if(ima->repbind) {
|
|
|
|
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
|
|
|
|
MEM_freeN(ima->repbind);
|
|
|
|
ima->repbind= 0;
|
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
|
|
|
|
ima->totbind= ima->xrep*ima->yrep;
|
|
|
|
|
|
|
|
if(ima->totbind>1)
|
|
|
|
ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_clear_tpage()
|
|
|
|
{
|
|
|
|
if(GTS.lasttface==0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
GTS.lasttface= 0;
|
|
|
|
GTS.curtile= 0;
|
|
|
|
GTS.curima= 0;
|
|
|
|
if(GTS.curtilemode!=0) {
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
}
|
|
|
|
GTS.curtilemode= 0;
|
|
|
|
GTS.curtileXRep=0;
|
|
|
|
GTS.curtileYRep=0;
|
|
|
|
GTS.alphamode= -1;
|
|
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_set_blend_mode(GPUBlendMode blendmode)
|
|
|
|
{
|
|
|
|
if(blendmode == GPU_BLEND_SOLID) {
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
}
|
|
|
|
else if(blendmode==GPU_BLEND_ADD) {
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
}
|
|
|
|
else if(blendmode==GPU_BLEND_ALPHA) {
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
/* if U.glalphaclip == 1.0, some cards go bonkers...
|
|
|
|
* turn off alpha test in this case */
|
|
|
|
|
|
|
|
/* added after 2.45 to clip alpha */
|
|
|
|
if(U.glalphaclip == 1.0) {
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
|
|
glAlphaFunc(GL_GREATER, U.glalphaclip);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(blendmode==GPU_BLEND_CLIP) {
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
|
|
glAlphaFunc(GL_GREATER, 0.5f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_verify_alpha_mode(MTFace *tface)
|
|
|
|
{
|
|
|
|
/* verify alpha blending modes */
|
|
|
|
if(GTS.alphamode == tface->transp)
|
|
|
|
return;
|
|
|
|
|
|
|
|
gpu_set_blend_mode(tface->transp);
|
|
|
|
GTS.alphamode= tface->transp;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_verify_reflection(Image *ima)
|
|
|
|
{
|
|
|
|
if (ima && (ima->flag & IMA_REFLECT)) {
|
|
|
|
/* enable reflection mapping */
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* disable reflection mapping */
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-02-13 13:09:30 +00:00
|
|
|
int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int tfmode, int compare, int 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
|
|
|
{
|
|
|
|
ImBuf *ibuf = NULL;
|
|
|
|
unsigned int *bind = NULL;
|
|
|
|
int rectw, recth, tpx=0, tpy=0, y;
|
|
|
|
unsigned int *rectrow, *tilerectrow;
|
|
|
|
unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
|
|
|
|
short texwindx, texwindy, texwinsx, texwinsy;
|
|
|
|
|
|
|
|
/* initialize tile mode and number of repeats */
|
|
|
|
GTS.ima = ima;
|
2009-06-16 01:22:56 +00:00
|
|
|
GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
|
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
|
|
|
GTS.tileXRep = 0;
|
|
|
|
GTS.tileYRep = 0;
|
|
|
|
|
|
|
|
/* setting current tile according to frame */
|
|
|
|
if(ima && (ima->tpageflag & IMA_TWINANIM))
|
|
|
|
GTS.tile= ima->lastframe;
|
|
|
|
else
|
|
|
|
GTS.tile= tftile;
|
|
|
|
|
2008-10-11 22:16:39 +00:00
|
|
|
GTS.tile = MAX2(0, GTS.tile);
|
|
|
|
|
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
|
|
|
if(ima) {
|
|
|
|
GTS.tileXRep = ima->xrep;
|
|
|
|
GTS.tileYRep = ima->yrep;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if same image & tile, we're done */
|
|
|
|
if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
|
|
|
|
GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
|
|
|
|
GTS.curtileYRep == GTS.tileYRep)
|
|
|
|
return (ima!=0);
|
|
|
|
|
|
|
|
/* if tiling mode or repeat changed, change texture matrix to fit */
|
|
|
|
if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
|
|
|
|
GTS.curtileYRep != GTS.tileYRep) {
|
|
|
|
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
|
2009-06-16 01:22:56 +00:00
|
|
|
if(ima && (ima->tpageflag & IMA_TILES))
|
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
|
|
|
glScalef(ima->xrep, ima->yrep, 1.0);
|
|
|
|
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check if we have a valid image */
|
|
|
|
if(ima==NULL || ima->ok==0)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
/* check if we have a valid image buffer */
|
2010-02-13 13:09:30 +00:00
|
|
|
ibuf= BKE_image_get_ibuf(ima, iuser);
|
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
|
|
|
|
|
|
|
if(ibuf==NULL)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
/* ensure we have a char buffer and not only float */
|
|
|
|
if ((ibuf->rect==NULL) && ibuf->rect_float)
|
|
|
|
IMB_rect_from_float(ibuf);
|
|
|
|
|
2010-02-13 13:09:30 +00:00
|
|
|
/* currently, tpage refresh is used by ima sequences */
|
|
|
|
if(ima->tpageflag & IMA_TPAGE_REFRESH) {
|
|
|
|
GPU_free_image(ima);
|
|
|
|
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
if(GTS.tilemode) {
|
|
|
|
/* tiled mode */
|
|
|
|
if(ima->repbind==0) gpu_make_repbind(ima);
|
|
|
|
if(GTS.tile>=ima->totbind) GTS.tile= 0;
|
|
|
|
|
|
|
|
/* this happens when you change repeat buttons */
|
|
|
|
if(ima->repbind) bind= &ima->repbind[GTS.tile];
|
|
|
|
else bind= &ima->bindcode;
|
|
|
|
|
|
|
|
if(*bind==0) {
|
|
|
|
|
|
|
|
texwindx= ibuf->x/ima->xrep;
|
|
|
|
texwindy= ibuf->y/ima->yrep;
|
|
|
|
|
|
|
|
if(GTS.tile>=ima->xrep*ima->yrep)
|
|
|
|
GTS.tile= ima->xrep*ima->yrep-1;
|
|
|
|
|
|
|
|
texwinsy= GTS.tile / ima->xrep;
|
|
|
|
texwinsx= GTS.tile - texwinsy*ima->xrep;
|
|
|
|
|
|
|
|
texwinsx*= texwindx;
|
|
|
|
texwinsy*= texwindy;
|
|
|
|
|
|
|
|
tpx= texwindx;
|
|
|
|
tpy= texwindy;
|
|
|
|
|
|
|
|
rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* regular image mode */
|
|
|
|
bind= &ima->bindcode;
|
|
|
|
|
|
|
|
if(*bind==0) {
|
|
|
|
tpx= ibuf->x;
|
|
|
|
tpy= ibuf->y;
|
|
|
|
rect= ibuf->rect;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(*bind != 0) {
|
|
|
|
/* enable opengl drawing with textures */
|
|
|
|
glBindTexture(GL_TEXTURE_2D, *bind);
|
|
|
|
return *bind;
|
|
|
|
}
|
|
|
|
|
|
|
|
rectw = tpx;
|
|
|
|
recth = tpy;
|
|
|
|
|
|
|
|
/* for tiles, copy only part of image into buffer */
|
|
|
|
if (GTS.tilemode) {
|
|
|
|
tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
|
|
|
|
|
|
|
|
for (y=0; y<recth; y++) {
|
|
|
|
rectrow= &rect[y*ibuf->x];
|
|
|
|
tilerectrow= &tilerect[y*rectw];
|
|
|
|
|
|
|
|
memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
|
|
|
|
}
|
|
|
|
|
|
|
|
rect= tilerect;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* scale if not a power of two */
|
2009-08-16 20:14:49 +00:00
|
|
|
if (!mipmap && (!is_pow2_limit(rectw) || !is_pow2_limit(recth))) {
|
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
|
|
|
rectw= smaller_pow2_limit(rectw);
|
|
|
|
recth= smaller_pow2_limit(recth);
|
|
|
|
|
|
|
|
scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
|
|
|
|
gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
|
|
|
|
rect= scalerect;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* create image */
|
|
|
|
glGenTextures(1, (GLuint *)bind);
|
|
|
|
glBindTexture( GL_TEXTURE_2D, *bind);
|
|
|
|
|
2009-08-16 20:14:49 +00:00
|
|
|
if (!(gpu_get_mipmap() && 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
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
2008-10-12 00:41:28 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
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
|
|
|
}
|
|
|
|
else {
|
|
|
|
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
2008-10-12 00:41:28 +00:00
|
|
|
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));
|
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
|
|
|
|
|
|
|
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set to modulate with vertex color */
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
|
|
|
/* clean up */
|
|
|
|
if (tilerect)
|
|
|
|
MEM_freeN(tilerect);
|
|
|
|
if (scalerect)
|
|
|
|
MEM_freeN(scalerect);
|
|
|
|
|
|
|
|
return *bind;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_verify_repeat(Image *ima)
|
|
|
|
{
|
|
|
|
/* set either clamp or repeat in X/Y */
|
|
|
|
if (ima->tpageflag & IMA_CLAMP_U)
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
else
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
|
|
|
|
if (ima->tpageflag & IMA_CLAMP_V)
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
else
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
}
|
|
|
|
|
2009-08-16 20:14:49 +00:00
|
|
|
int GPU_set_tpage(MTFace *tface, int 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
|
|
|
{
|
|
|
|
Image *ima;
|
|
|
|
|
|
|
|
/* check if we need to clear the state */
|
|
|
|
if(tface==0) {
|
|
|
|
gpu_clear_tpage();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
ima= tface->tpage;
|
|
|
|
GTS.lasttface= tface;
|
|
|
|
|
|
|
|
gpu_verify_alpha_mode(tface);
|
|
|
|
gpu_verify_reflection(ima);
|
|
|
|
|
2010-02-13 13:09:30 +00:00
|
|
|
if(GPU_verify_image(ima, NULL, tface->tile, tface->mode, 1, 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
|
|
|
GTS.curtile= GTS.tile;
|
|
|
|
GTS.curima= GTS.ima;
|
|
|
|
GTS.curtilemode= GTS.tilemode;
|
|
|
|
GTS.curtileXRep = GTS.tileXRep;
|
|
|
|
GTS.curtileYRep = GTS.tileYRep;
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
GTS.curtile= 0;
|
|
|
|
GTS.curima= 0;
|
|
|
|
GTS.curtilemode= 0;
|
|
|
|
GTS.curtileXRep = 0;
|
|
|
|
GTS.curtileYRep = 0;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
gpu_verify_repeat(ima);
|
|
|
|
|
|
|
|
/* Did this get lost in the image recode? */
|
|
|
|
/* tag_image_time(ima);*/
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* these two functions are called on entering and exiting texture paint mode,
|
|
|
|
temporary disabling/enabling mipmapping on all images for quick texture
|
|
|
|
updates with glTexSubImage2D. images that didn't change don't have to be
|
|
|
|
re-uploaded to OpenGL */
|
|
|
|
void GPU_paint_set_mipmap(int mipmap)
|
|
|
|
{
|
|
|
|
Image* ima;
|
|
|
|
|
|
|
|
if(!GTS.domipmap)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if(mipmap) {
|
|
|
|
for(ima=G.main->image.first; ima; ima=ima->id.next) {
|
|
|
|
if(ima->bindcode) {
|
|
|
|
if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
2008-10-12 00:41:28 +00:00
|
|
|
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));
|
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
|
|
|
}
|
|
|
|
else
|
|
|
|
GPU_free_image(ima);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
for(ima=G.main->image.first; ima; ima=ima->id.next) {
|
|
|
|
if(ima->bindcode) {
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
2008-10-12 00:41:28 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-08-16 20:14:49 +00:00
|
|
|
void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int 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
|
|
|
{
|
|
|
|
ImBuf *ibuf;
|
|
|
|
|
|
|
|
ibuf = BKE_image_get_ibuf(ima, NULL);
|
|
|
|
|
2009-08-16 20:14:49 +00:00
|
|
|
if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
|
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
|
|
|
(!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
|
|
|
|
(w == 0) || (h == 0)) {
|
|
|
|
/* these cases require full reload still */
|
|
|
|
GPU_free_image(ima);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* for the special case, we can do a partial update
|
|
|
|
* which is much quicker for painting */
|
|
|
|
GLint row_length, skip_pixels, skip_rows;
|
|
|
|
|
|
|
|
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
|
|
|
|
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
|
|
|
|
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
|
|
|
|
|
|
|
|
if ((ibuf->rect==NULL) && ibuf->rect_float)
|
|
|
|
IMB_rect_from_float(ibuf);
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
|
|
|
|
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
|
|
|
|
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
|
|
|
|
GL_UNSIGNED_BYTE, ibuf->rect);
|
|
|
|
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
|
|
|
|
|
|
|
|
if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
|
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_update_images_framechange(void)
|
|
|
|
{
|
|
|
|
Image *ima;
|
|
|
|
|
|
|
|
for(ima=G.main->image.first; ima; ima=ima->id.next) {
|
|
|
|
if(ima->tpageflag & IMA_TWINANIM) {
|
|
|
|
if(ima->twend >= ima->xrep*ima->yrep)
|
|
|
|
ima->twend= ima->xrep*ima->yrep-1;
|
|
|
|
|
|
|
|
/* check: is bindcode not in the array? free. (to do) */
|
|
|
|
|
|
|
|
ima->lastframe++;
|
|
|
|
if(ima->lastframe > ima->twend)
|
|
|
|
ima->lastframe= ima->twsta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_update_image_time(Image *ima, double time)
|
|
|
|
{
|
|
|
|
int inc = 0;
|
|
|
|
float diff;
|
|
|
|
int newframe;
|
|
|
|
|
|
|
|
if (!ima)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
if (ima->lastupdate<0)
|
|
|
|
ima->lastupdate = 0;
|
|
|
|
|
|
|
|
if (ima->lastupdate>time)
|
|
|
|
ima->lastupdate=(float)time;
|
|
|
|
|
|
|
|
if(ima->tpageflag & IMA_TWINANIM) {
|
|
|
|
if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
|
|
|
|
|
|
|
|
/* check: is the bindcode not in the array? Then free. (still to do) */
|
|
|
|
|
|
|
|
diff = (float)(time-ima->lastupdate);
|
|
|
|
inc = (int)(diff*(float)ima->animspeed);
|
|
|
|
|
|
|
|
ima->lastupdate+=((float)inc/(float)ima->animspeed);
|
|
|
|
|
|
|
|
newframe = ima->lastframe+inc;
|
|
|
|
|
|
|
|
if(newframe > (int)ima->twend) {
|
|
|
|
if(ima->twend-ima->twsta != 0)
|
|
|
|
newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
|
|
|
|
else
|
|
|
|
newframe = ima->twsta;
|
|
|
|
}
|
|
|
|
|
|
|
|
ima->lastframe = newframe;
|
|
|
|
}
|
|
|
|
|
|
|
|
return inc;
|
|
|
|
}
|
|
|
|
|
2009-08-20 00:33:59 +00:00
|
|
|
|
|
|
|
void GPU_free_smoke(SmokeModifierData *smd)
|
|
|
|
{
|
|
|
|
if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain)
|
|
|
|
{
|
|
|
|
if(smd->domain->tex)
|
2010-03-22 09:30:00 +00:00
|
|
|
GPU_texture_free(smd->domain->tex);
|
2009-08-20 00:33:59 +00:00
|
|
|
smd->domain->tex = NULL;
|
2009-09-09 18:39:40 +00:00
|
|
|
|
|
|
|
if(smd->domain->tex_shadow)
|
2010-03-22 09:30:00 +00:00
|
|
|
GPU_texture_free(smd->domain->tex_shadow);
|
2009-09-09 18:39:40 +00:00
|
|
|
smd->domain->tex_shadow = NULL;
|
2009-08-20 00:33:59 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-09-09 18:39:40 +00:00
|
|
|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
|
2009-08-20 00:33:59 +00:00
|
|
|
{
|
2009-09-09 18:39:40 +00:00
|
|
|
if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && !highres)
|
|
|
|
smd->domain->tex = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smoke_get_density(smd->domain->fluid));
|
|
|
|
else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && highres)
|
|
|
|
smd->domain->tex = GPU_texture_create_3D(smd->domain->res_wt[0], smd->domain->res_wt[1], smd->domain->res_wt[2], smoke_turbulence_get_density(smd->domain->wt));
|
|
|
|
|
|
|
|
smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
|
2009-08-20 00:33:59 +00:00
|
|
|
}
|
|
|
|
|
2010-04-25 10:49:13 +00:00
|
|
|
static ListBase image_free_queue = {NULL, NULL};
|
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
|
|
|
{
|
2010-04-25 10:49:13 +00:00
|
|
|
Image *cpy = MEM_dupallocN(ima);
|
2010-04-13 12:51:03 +00:00
|
|
|
|
2010-04-25 10:49:13 +00:00
|
|
|
BLI_lock_thread(LOCK_OPENGL);
|
|
|
|
BLI_addtail(&image_free_queue, cpy);
|
|
|
|
BLI_unlock_thread(LOCK_OPENGL);
|
2010-04-13 12:51:03 +00:00
|
|
|
}
|
|
|
|
|
2010-04-25 10:49:13 +00:00
|
|
|
void GPU_free_unused_buffers(void)
|
2010-04-13 12:51:03 +00:00
|
|
|
{
|
2010-04-25 10:49:13 +00:00
|
|
|
Image *ima;
|
2010-04-13 12:51:03 +00:00
|
|
|
|
2010-05-05 17:14:43 +00:00
|
|
|
if(!BLI_thread_is_main())
|
|
|
|
return;
|
|
|
|
|
2010-04-25 10:49:13 +00:00
|
|
|
BLI_lock_thread(LOCK_OPENGL);
|
|
|
|
|
2010-07-13 13:31:43 +00:00
|
|
|
/* images */
|
2010-04-25 10:49:13 +00:00
|
|
|
for(ima=image_free_queue.first; ima; ima=ima->id.next)
|
|
|
|
GPU_free_image(ima);
|
|
|
|
|
|
|
|
BLI_freelistN(&image_free_queue);
|
|
|
|
|
2010-07-13 13:31:43 +00:00
|
|
|
/* vbo buffers */
|
|
|
|
GPU_buffer_pool_free_unused(0);
|
|
|
|
|
2010-04-25 10:49:13 +00:00
|
|
|
BLI_unlock_thread(LOCK_OPENGL);
|
2010-04-13 12:51:03 +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
|
|
|
void GPU_free_image(Image *ima)
|
|
|
|
{
|
2010-04-25 10:49:13 +00:00
|
|
|
if(!BLI_thread_is_main()) {
|
|
|
|
gpu_queue_image_for_free(ima);
|
2010-04-13 12:51:03 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
/* free regular image binding */
|
|
|
|
if(ima->bindcode) {
|
|
|
|
glDeleteTextures(1, (GLuint *)&ima->bindcode);
|
|
|
|
ima->bindcode= 0;
|
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* free glsl image binding */
|
|
|
|
if(ima->gputexture) {
|
|
|
|
GPU_texture_free(ima->gputexture);
|
|
|
|
ima->gputexture= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* free repeated image binding */
|
|
|
|
if(ima->repbind) {
|
|
|
|
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
|
|
|
|
|
|
|
|
MEM_freeN(ima->repbind);
|
|
|
|
ima->repbind= NULL;
|
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_free_images(void)
|
|
|
|
{
|
|
|
|
Image* ima;
|
|
|
|
|
2008-09-12 16:06:17 +00:00
|
|
|
if(G.main)
|
|
|
|
for(ima=G.main->image.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 */
|
|
|
|
void GPU_free_images_anim(void)
|
|
|
|
{
|
|
|
|
Image* ima;
|
|
|
|
|
|
|
|
if(G.main)
|
|
|
|
for(ima=G.main->image.first; ima; ima=ima->id.next)
|
2010-08-25 02:32:02 +00:00
|
|
|
if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
|
2010-05-20 16:08:06 +00:00
|
|
|
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
|
|
|
}
|
|
|
|
|
|
|
|
/* OpenGL Materials */
|
|
|
|
|
2009-07-13 00:40:20 +00:00
|
|
|
#define FIXEDMAT 8
|
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
|
|
|
|
|
|
|
/* OpenGL state caching for materials */
|
|
|
|
|
2010-09-27 06:49:27 +00:00
|
|
|
typedef struct GPUMaterialFixed {
|
|
|
|
float diff[4];
|
|
|
|
float spec[4];
|
2010-09-27 07:01:08 +00:00
|
|
|
int hard;
|
2010-09-27 06:49:27 +00:00
|
|
|
} GPUMaterialFixed;
|
|
|
|
|
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
|
|
|
static struct GPUMaterialState {
|
2010-09-27 06:49:27 +00:00
|
|
|
GPUMaterialFixed (*matbuf);
|
|
|
|
GPUMaterialFixed matbuf_fixed[FIXEDMAT];
|
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
|
|
|
int totmat;
|
|
|
|
|
2009-07-13 00:40:20 +00:00
|
|
|
Material **gmatbuf;
|
|
|
|
Material *gmatbuf_fixed[FIXEDMAT];
|
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
|
|
|
Material *gboundmat;
|
|
|
|
Object *gob;
|
|
|
|
Scene *gscene;
|
2008-12-19 19:11:02 +00:00
|
|
|
int glay;
|
|
|
|
float (*gviewmat)[4];
|
|
|
|
float (*gviewinv)[4];
|
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
|
|
|
|
2009-07-13 00:40:20 +00:00
|
|
|
GPUBlendMode *blendmode;
|
|
|
|
GPUBlendMode blendmode_fixed[FIXEDMAT];
|
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
|
|
|
int alphapass;
|
|
|
|
|
|
|
|
int lastmatnr, lastretval;
|
|
|
|
GPUBlendMode lastblendmode;
|
2009-07-21 18:29:37 +00:00
|
|
|
} GMS = {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
|
|
|
|
2010-09-27 06:49:27 +00:00
|
|
|
/* fixed function material, alpha handed by caller */
|
|
|
|
static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma)
|
|
|
|
{
|
|
|
|
if (bmat->mode & MA_SHLESS) {
|
2010-10-02 06:34:04 +00:00
|
|
|
copy_v3_v3(smat->diff, &bmat->r);
|
2010-09-27 06:49:27 +00:00
|
|
|
smat->diff[3]= 1.0;
|
|
|
|
|
|
|
|
if(gamma) {
|
|
|
|
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2010-10-02 06:34:04 +00:00
|
|
|
madd_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
|
2010-09-27 06:49:27 +00:00
|
|
|
smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
|
|
|
|
|
2010-10-02 06:34:04 +00:00
|
|
|
madd_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
|
2010-09-27 06:49:27 +00:00
|
|
|
smat->spec[3]= 1.0; /* always 1 */
|
2010-09-27 07:01:08 +00:00
|
|
|
smat->hard= CLAMPIS(bmat->har, 0, 128);
|
|
|
|
|
2010-09-27 06:49:27 +00:00
|
|
|
if(gamma) {
|
|
|
|
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
|
|
|
|
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
Material *gpu_active_node_material(Material *ma)
|
|
|
|
{
|
|
|
|
if(ma && ma->use_nodes && ma->nodetree) {
|
|
|
|
bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
|
|
|
|
|
|
|
|
if(node)
|
|
|
|
return (Material *)node->id;
|
|
|
|
else
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return ma;
|
|
|
|
}
|
|
|
|
|
2009-07-13 00:40:20 +00:00
|
|
|
void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_pass)
|
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
|
|
|
{
|
|
|
|
extern Material defmaterial; /* from material.c */
|
|
|
|
Material *ma;
|
|
|
|
GPUMaterial *gpumat;
|
|
|
|
GPUBlendMode blendmode;
|
|
|
|
int a;
|
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
|
|
|
int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
|
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
|
|
|
|
|
|
|
/* initialize state */
|
|
|
|
memset(&GMS, 0, sizeof(GMS));
|
|
|
|
GMS.lastmatnr = -1;
|
|
|
|
GMS.lastretval = -1;
|
|
|
|
GMS.lastblendmode = GPU_BLEND_SOLID;
|
|
|
|
|
|
|
|
GMS.gob = ob;
|
|
|
|
GMS.gscene = scene;
|
2009-07-13 00:40:20 +00:00
|
|
|
GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
|
2008-12-19 19:11:02 +00:00
|
|
|
GMS.glay= v3d->lay;
|
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
|
|
|
GMS.gviewmat= rv3d->viewmat;
|
|
|
|
GMS.gviewinv= rv3d->viewinv;
|
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
|
|
|
|
2008-12-19 19:11:02 +00:00
|
|
|
GMS.alphapass = (v3d && v3d->transp);
|
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
|
|
|
if(do_alpha_pass)
|
|
|
|
*do_alpha_pass = 0;
|
2009-07-13 00:40:20 +00:00
|
|
|
|
|
|
|
if(GMS.totmat > FIXEDMAT) {
|
2010-09-27 06:49:27 +00:00
|
|
|
GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
|
2009-07-13 00:40:20 +00:00
|
|
|
GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
|
|
|
|
GMS.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
GMS.matbuf= GMS.matbuf_fixed;
|
|
|
|
GMS.gmatbuf= GMS.gmatbuf_fixed;
|
|
|
|
GMS.blendmode= GMS.blendmode_fixed;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
/* no materials assigned? */
|
|
|
|
if(ob->totcol==0) {
|
2010-09-27 06:49:27 +00:00
|
|
|
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 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
|
|
|
/* do material 1 too, for displists! */
|
2010-09-27 06:49:27 +00:00
|
|
|
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
|
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
|
|
|
|
|
|
|
if(glsl) {
|
|
|
|
GMS.gmatbuf[0]= &defmaterial;
|
|
|
|
GPU_material_from_blender(GMS.gscene, &defmaterial);
|
|
|
|
}
|
|
|
|
|
|
|
|
GMS.blendmode[0]= GPU_BLEND_SOLID;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* setup materials */
|
|
|
|
for(a=1; a<=ob->totcol; a++) {
|
|
|
|
/* find a suitable material */
|
|
|
|
ma= give_current_material(ob, a);
|
|
|
|
if(!glsl) ma= gpu_active_node_material(ma);
|
|
|
|
if(ma==NULL) ma= &defmaterial;
|
|
|
|
|
|
|
|
/* create glsl material if requested */
|
|
|
|
gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
|
|
|
|
|
|
|
|
if(gpumat) {
|
|
|
|
/* do glsl only if creating it succeed, else fallback */
|
|
|
|
GMS.gmatbuf[a]= ma;
|
|
|
|
blendmode = GPU_material_blend_mode(gpumat, ob->col);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fixed function opengl materials */
|
2010-09-27 06:49:27 +00:00
|
|
|
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma);
|
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
|
|
|
|
|
|
|
blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
|
|
|
|
if(do_alpha_pass && GMS.alphapass)
|
2010-09-27 06:49:27 +00:00
|
|
|
GMS.matbuf[a].diff[3]= ma->alpha;
|
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
|
|
|
else
|
2010-09-27 06:49:27 +00:00
|
|
|
GMS.matbuf[a].diff[3]= 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
|
|
|
}
|
|
|
|
|
|
|
|
/* setting do_alpha_pass = 1 indicates this object needs to be
|
|
|
|
* drawn in a second alpha pass for improved blending */
|
|
|
|
if(do_alpha_pass) {
|
|
|
|
GMS.blendmode[a]= blendmode;
|
|
|
|
if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass)
|
|
|
|
*do_alpha_pass= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* let's start with a clean state */
|
|
|
|
GPU_disable_material();
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_enable_material(int nr, void *attribs)
|
|
|
|
{
|
2009-07-21 18:29:37 +00:00
|
|
|
extern Material defmaterial; /* from material.c */
|
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
|
|
|
GPUVertexAttribs *gattribs = attribs;
|
|
|
|
GPUMaterial *gpumat;
|
|
|
|
GPUBlendMode blendmode;
|
|
|
|
|
2009-07-21 18:29:37 +00:00
|
|
|
/* no GPU_begin_object_materials, use default material */
|
|
|
|
if(!GMS.matbuf) {
|
|
|
|
float diff[4], spec[4];
|
|
|
|
|
|
|
|
memset(&GMS, 0, sizeof(GMS));
|
|
|
|
|
2010-10-02 06:34:04 +00:00
|
|
|
madd_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
|
2009-07-21 18:29:37 +00:00
|
|
|
diff[3]= 1.0;
|
|
|
|
|
2010-10-02 06:34:04 +00:00
|
|
|
madd_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
|
2009-07-21 18:29:37 +00:00
|
|
|
spec[3]= 1.0;
|
|
|
|
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
|
2010-09-28 11:08:45 +00:00
|
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
|
2009-07-21 18:29:37 +00:00
|
|
|
|
|
|
|
return 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
|
|
|
/* prevent index to use un-initialized array items */
|
2009-07-13 00:40:20 +00:00
|
|
|
if(nr>=GMS.totmat)
|
|
|
|
nr= 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
|
|
|
|
|
|
|
if(gattribs)
|
|
|
|
memset(gattribs, 0, sizeof(*gattribs));
|
|
|
|
|
|
|
|
/* keep current material */
|
2009-07-13 00:40:20 +00:00
|
|
|
if(nr==GMS.lastmatnr)
|
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
|
|
|
return GMS.lastretval;
|
|
|
|
|
|
|
|
/* unbind glsl material */
|
|
|
|
if(GMS.gboundmat) {
|
|
|
|
if(GMS.alphapass) glDepthMask(0);
|
|
|
|
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
|
|
|
|
GMS.gboundmat= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* draw materials with alpha in alpha pass */
|
|
|
|
GMS.lastmatnr = nr;
|
|
|
|
GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
|
|
|
|
if(GMS.alphapass)
|
|
|
|
GMS.lastretval = !GMS.lastretval;
|
|
|
|
|
|
|
|
if(GMS.lastretval) {
|
|
|
|
if(gattribs && GMS.gmatbuf[nr]) {
|
|
|
|
/* bind glsl material and get attributes */
|
|
|
|
Material *mat = GMS.gmatbuf[nr];
|
|
|
|
|
|
|
|
gpumat = GPU_material_from_blender(GMS.gscene, mat);
|
|
|
|
GPU_material_vertex_attributes(gpumat, gattribs);
|
2009-08-16 20:14:49 +00:00
|
|
|
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
|
2008-12-19 19:11:02 +00:00
|
|
|
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
|
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
|
|
|
GMS.gboundmat= mat;
|
|
|
|
|
|
|
|
if(GMS.alphapass) glDepthMask(1);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* or do fixed function opengl material */
|
2010-09-27 06:49:27 +00:00
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
|
2010-09-27 07:01:08 +00:00
|
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
|
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 (alpha) blending mode */
|
|
|
|
blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
|
|
|
|
GPU_set_material_blend_mode(blendmode);
|
|
|
|
}
|
|
|
|
|
|
|
|
return GMS.lastretval;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_set_material_blend_mode(int blendmode)
|
|
|
|
{
|
|
|
|
if(GMS.lastblendmode == blendmode)
|
|
|
|
return;
|
|
|
|
|
|
|
|
gpu_set_blend_mode(blendmode);
|
|
|
|
GMS.lastblendmode = blendmode;
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_get_material_blend_mode(void)
|
|
|
|
{
|
|
|
|
return GMS.lastblendmode;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_disable_material(void)
|
|
|
|
{
|
|
|
|
GMS.lastmatnr= -1;
|
|
|
|
GMS.lastretval= 1;
|
|
|
|
|
|
|
|
if(GMS.gboundmat) {
|
|
|
|
if(GMS.alphapass) glDepthMask(0);
|
|
|
|
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
|
|
|
|
GMS.gboundmat= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_set_material_blend_mode(GPU_BLEND_SOLID);
|
|
|
|
}
|
|
|
|
|
2009-07-13 00:40:20 +00:00
|
|
|
void GPU_end_object_materials(void)
|
|
|
|
{
|
|
|
|
GPU_disable_material();
|
|
|
|
|
|
|
|
if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
|
|
|
|
MEM_freeN(GMS.matbuf);
|
|
|
|
MEM_freeN(GMS.gmatbuf);
|
|
|
|
MEM_freeN(GMS.blendmode);
|
|
|
|
}
|
2009-07-21 18:29:37 +00:00
|
|
|
|
|
|
|
GMS.matbuf= NULL;
|
|
|
|
GMS.gmatbuf= NULL;
|
|
|
|
GMS.blendmode= NULL;
|
2010-04-08 20:58:18 +00:00
|
|
|
|
|
|
|
/* resetting the texture matrix after the glScale needed for tiled textures */
|
|
|
|
if(GTS.tilemode)
|
|
|
|
{
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
}
|
2009-07-13 00:40:20 +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
|
|
|
/* Lights */
|
|
|
|
|
|
|
|
int GPU_default_lights(void)
|
|
|
|
{
|
|
|
|
int a, count = 0;
|
|
|
|
|
|
|
|
/* initialize */
|
|
|
|
if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
|
|
|
|
U.light[0].flag= 1;
|
|
|
|
U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
|
|
|
|
U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
|
|
|
|
U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
|
|
|
|
U.light[0].spec[3]= 1.0;
|
|
|
|
|
|
|
|
U.light[1].flag= 0;
|
|
|
|
U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
|
|
|
|
U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
|
|
|
|
U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
|
|
|
|
U.light[1].spec[3]= 1.0;
|
|
|
|
|
|
|
|
U.light[2].flag= 0;
|
|
|
|
U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
|
|
|
|
U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
|
|
|
|
U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
|
|
|
|
U.light[2].spec[3]= 1.0;
|
|
|
|
}
|
|
|
|
|
2009-02-06 19:21:24 +00:00
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
|
|
|
|
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
|
|
|
glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
|
|
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
|
|
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
|
|
|
|
|
|
|
|
glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
|
|
|
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
|
|
|
|
glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
|
|
|
|
|
|
|
|
glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
|
|
|
|
glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
|
|
|
|
glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
|
|
|
|
|
|
|
|
for(a=0; a<8; a++) {
|
|
|
|
if(a<3) {
|
|
|
|
if(U.light[a].flag) {
|
|
|
|
glEnable(GL_LIGHT0+a);
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
glDisable(GL_LIGHT0+a);
|
|
|
|
|
|
|
|
// clear stuff from other opengl lamp usage
|
|
|
|
glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
|
|
|
|
glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
|
|
|
|
glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
glDisable(GL_LIGHT0+a);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
|
|
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
2009-02-06 19:21:24 +00:00
|
|
|
int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
|
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
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
Lamp *la;
|
|
|
|
int count;
|
|
|
|
float position[4], direction[4], energy[4];
|
|
|
|
|
|
|
|
/* disable all lights */
|
|
|
|
for(count=0; count<8; count++)
|
|
|
|
glDisable(GL_LIGHT0+count);
|
|
|
|
|
2009-02-06 19:21:24 +00:00
|
|
|
/* view direction for specular is not compute correct by default in
|
|
|
|
* opengl, so we set the settings ourselfs */
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
|
|
|
|
|
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
|
|
|
count= 0;
|
|
|
|
|
|
|
|
for(base=scene->base.first; base; base=base->next) {
|
|
|
|
if(base->object->type!=OB_LAMP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if(!(base->lay & lay) || !(base->lay & ob->lay))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
la= base->object->data;
|
|
|
|
|
|
|
|
/* setup lamp transform */
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadMatrixf((float *)viewmat);
|
|
|
|
|
2009-01-04 14:14:06 +00:00
|
|
|
where_is_object_simul(scene, base->object);
|
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
|
|
|
|
|
|
|
if(la->type==LA_SUN) {
|
|
|
|
/* sun lamp */
|
2010-10-02 06:34:04 +00:00
|
|
|
copy_v3_v3(direction, base->object->obmat[2]);
|
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
|
|
|
direction[3]= 0.0;
|
|
|
|
|
|
|
|
glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* other lamps with attenuation */
|
2010-10-02 06:34:04 +00:00
|
|
|
copy_v3_v3(position, base->object->obmat[3]);
|
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
|
|
|
position[3]= 1.0f;
|
|
|
|
|
|
|
|
glLightfv(GL_LIGHT0+count, GL_POSITION, position);
|
|
|
|
glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
|
|
|
|
glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
|
|
|
|
glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
|
|
|
|
|
|
|
|
if(la->type==LA_SPOT) {
|
|
|
|
/* spot lamp */
|
2010-10-02 06:34:04 +00:00
|
|
|
negate_v3_v3(direction, base->object->obmat[2]);
|
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
|
|
|
glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
|
|
|
|
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0);
|
|
|
|
glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* setup energy */
|
2010-10-02 06:34:04 +00:00
|
|
|
madd_v3_v3fl(energy, &la->r, la->energy);
|
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
|
|
|
energy[3]= 1.0;
|
|
|
|
|
|
|
|
glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy);
|
|
|
|
glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
|
|
|
|
glEnable(GL_LIGHT0+count);
|
|
|
|
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
count++;
|
|
|
|
if(count==8)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Default OpenGL State */
|
|
|
|
|
|
|
|
void GPU_state_init(void)
|
|
|
|
{
|
|
|
|
/* also called when doing opengl rendering and in the game engine */
|
|
|
|
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
|
|
|
|
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
|
|
|
|
int a, x, y;
|
|
|
|
GLubyte pat[32*32];
|
|
|
|
const GLubyte *patc= pat;
|
|
|
|
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
|
2010-09-28 11:08:45 +00:00
|
|
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
|
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
|
|
|
|
|
|
|
GPU_default_lights();
|
|
|
|
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
/* scaling matrices */
|
|
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDisable(GL_FOG);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glDisable(GL_LOGIC_OP);
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glDisable(GL_TEXTURE_1D);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
|
2009-12-09 14:37:26 +00:00
|
|
|
/* default disabled, enable should be local per function */
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
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
|
|
|
|
|
|
|
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
|
|
|
|
glPixelTransferi(GL_RED_SCALE, 1);
|
|
|
|
glPixelTransferi(GL_RED_BIAS, 0);
|
|
|
|
glPixelTransferi(GL_GREEN_SCALE, 1);
|
|
|
|
glPixelTransferi(GL_GREEN_BIAS, 0);
|
|
|
|
glPixelTransferi(GL_BLUE_SCALE, 1);
|
|
|
|
glPixelTransferi(GL_BLUE_BIAS, 0);
|
|
|
|
glPixelTransferi(GL_ALPHA_SCALE, 1);
|
|
|
|
glPixelTransferi(GL_ALPHA_BIAS, 0);
|
|
|
|
|
|
|
|
glPixelTransferi(GL_DEPTH_BIAS, 0);
|
|
|
|
glPixelTransferi(GL_DEPTH_SCALE, 1);
|
|
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
|
|
|
|
a= 0;
|
|
|
|
for(x=0; x<32; x++) {
|
|
|
|
for(y=0; y<4; y++) {
|
|
|
|
if( (x) & 1) pat[a++]= 0x88;
|
|
|
|
else pat[a++]= 0x22;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
glPolygonStipple(patc);
|
|
|
|
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
glFrontFace(GL_CCW);
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
glDisable(GL_CULL_FACE);
|
2010-01-08 09:30:36 +00:00
|
|
|
|
2010-02-01 19:22:54 +00:00
|
|
|
/* calling this makes drawing very slow when AA is not set up in ghost
|
|
|
|
on Linux/NVIDIA.
|
|
|
|
glDisable(GL_MULTISAMPLE); */
|
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
|
|
|
}
|
|
|
|
|
2010-01-04 16:28:59 +00:00
|
|
|
/* debugging aid */
|
|
|
|
static void gpu_get_print(const char *name, GLenum type)
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{
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float value[16];
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int a;
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memset(value, 0, sizeof(value));
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glGetFloatv(type, value);
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printf("%s: ", name);
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for(a=0; a<16; a++)
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printf("%.2f ", value[a]);
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printf("\n");
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}
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void GPU_state_print(void)
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{
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gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
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gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
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gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
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gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
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gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
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gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
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gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
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gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
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gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
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gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
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gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
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gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
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gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
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gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
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gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
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gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
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gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
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gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
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gpu_get_print("GL_BLEND", GL_BLEND);
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gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
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gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
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gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
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gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
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gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
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gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
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gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
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gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
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gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
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gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
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gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
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gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
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gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
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gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
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gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
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gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
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gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
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gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
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gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
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gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
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gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
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gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
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gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
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gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
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gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
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gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
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gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
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gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
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gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
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gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
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gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
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gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
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gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
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gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
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gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
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gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
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gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
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gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
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gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
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gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
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gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
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gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
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gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
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gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
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gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
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gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
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gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
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gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
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gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
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gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
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gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
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gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
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gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
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gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
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gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
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gpu_get_print("GL_DITHER", GL_DITHER);
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gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
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gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
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gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
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gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
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gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
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gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
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gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
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gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
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gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
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gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
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gpu_get_print("GL_FOG", GL_FOG);
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gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
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gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
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gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
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gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
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gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
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gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
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gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
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gpu_get_print("GL_FOG_END", GL_FOG_END);
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gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
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gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
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gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
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gpu_get_print("GL_FOG_START", GL_FOG_START);
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gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
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gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
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gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
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gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
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gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
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gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
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gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
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gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
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gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
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gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
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|
gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
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gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
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gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
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gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
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gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
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gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
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gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
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gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
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gpu_get_print("GL_LIGHT0", GL_LIGHT0);
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|
gpu_get_print("GL_LIGHTING", GL_LIGHTING);
|
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|
|
gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
|
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|
|
gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
|
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|
|
gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
|
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|
|
gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
|
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|
|
gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
|
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|
|
gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
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|
|
gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
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|
|
gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
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|
gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
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|
|
gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
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|
|
gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
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|
gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
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|
gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
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|
gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
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|
gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
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|
gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
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|
gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
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|
gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
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gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
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|
|
gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
|
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|
|
gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
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|
gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
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|
gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
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|
gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
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|
|
gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
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|
|
gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
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|
|
gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
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|
gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
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|
gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
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|
|
gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
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|
|
gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
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|
gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
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|
|
gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
|
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|
gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
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|
gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
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|
gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
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|
|
gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
|
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|
|
gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
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|
|
gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
|
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|
|
gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
|
|
|
|
gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
|
|
|
|
gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
|
|
|
|
gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
|
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|
|
gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
|
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|
|
gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
|
|
|
|
gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
|
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|
|
gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
|
|
|
|
gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
|
|
|
|
gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
|
|
|
|
gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
|
|
|
|
gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
|
|
|
|
gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
|
|
|
|
gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
|
|
|
|
gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
|
|
|
|
gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
|
|
|
|
gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
|
|
|
|
gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
|
|
|
|
gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
|
|
|
|
gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
|
|
|
|
gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
|
|
|
|
gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
|
|
|
|
gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
|
|
|
|
gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
|
|
|
|
gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
|
|
|
|
gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
|
|
|
|
gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
|
|
|
|
gpu_get_print("GL_MINMAX", GL_MINMAX);
|
|
|
|
gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
|
|
|
|
gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
|
|
|
|
gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
|
|
|
|
gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
|
|
|
|
gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
|
|
|
|
gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
|
|
|
|
gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
|
|
|
|
gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
|
|
|
|
gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
|
|
|
|
gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
|
|
|
|
gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
|
|
|
|
gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
|
|
|
|
gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
|
|
|
|
gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
|
|
|
|
gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
|
|
|
|
gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
|
|
|
|
gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
|
|
|
|
gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
|
|
|
|
gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
|
|
|
|
gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
|
|
|
|
gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
|
|
|
|
gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
|
|
|
|
gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
|
|
|
|
gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
|
|
|
|
gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
|
|
|
|
gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
|
|
|
|
gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
|
|
|
|
gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
|
|
|
|
gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
|
|
|
|
gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
|
|
|
|
gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
|
|
|
|
gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
|
|
|
|
gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
|
|
|
|
gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
|
|
|
|
gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
|
|
|
|
gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
|
|
|
|
gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
|
|
|
|
gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
|
|
|
|
gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
|
|
|
|
gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
|
|
|
|
gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
|
|
|
|
gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
|
|
|
|
gpu_get_print("GL_RED_BITS", GL_RED_BITS);
|
|
|
|
gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
|
|
|
|
gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
|
|
|
|
gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
|
|
|
|
gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
|
|
|
|
gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
|
|
|
|
gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
|
|
|
|
gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
|
|
|
|
gpu_get_print("GL_SAMPLES", GL_SAMPLES);
|
|
|
|
gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
|
|
|
|
gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
|
|
|
|
gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
|
|
|
|
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
|
|
|
|
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
|
|
|
|
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
|
|
|
|
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
|
|
|
|
gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
|
|
|
|
gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
|
|
|
|
gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
|
|
|
|
gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
|
|
|
|
gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
|
|
|
|
gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
|
|
|
|
gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
|
|
|
|
gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
|
|
|
|
gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
|
|
|
|
gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
|
|
|
|
gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
|
|
|
|
gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
|
|
|
|
gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
|
|
|
|
gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
|
|
|
|
gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
|
|
|
|
gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
|
|
|
|
gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
|
|
|
|
gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
|
|
|
|
gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
|
|
|
|
gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
|
|
|
|
gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
|
|
|
|
gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
|
|
|
|
gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
|
|
|
|
gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
|
|
|
|
gpu_get_print("GL_STEREO", GL_STEREO);
|
|
|
|
gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
|
|
|
|
gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
|
|
|
|
gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
|
|
|
|
gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
|
|
|
|
gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
|
|
|
|
gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
|
|
|
|
gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
|
|
|
|
gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
|
|
|
|
gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
|
|
|
|
gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
|
|
|
|
gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
|
|
|
|
gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
|
|
|
|
gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
|
|
|
|
gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
|
|
|
|
gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
|
|
|
|
gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
|
|
|
|
gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
|
|
|
|
gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
|
|
|
|
gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
|
|
|
|
gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
|
|
|
|
gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
|
|
|
|
gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
|
|
|
|
gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
|
|
|
|
gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
|
|
|
|
gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
|
|
|
|
gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
|
|
|
|
gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
|
|
|
|
gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
|
|
|
|
gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
|
|
|
|
gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
|
|
|
|
gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
|
|
|
|
gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
|
|
|
|
gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
|
|
|
|
gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
|
|
|
|
gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
|
|
|
|
gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
|
|
|
|
gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
|
|
|
|
gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
|
|
|
|
gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
|
|
|
|
gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
|
|
|
|
gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
|
|
|
|
gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
|
|
|
|
gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
|
|
|
|
}
|
|
|
|
|