2011-02-23 10:52:22 +00:00
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/*
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2011-11-29 10:54:47 +00:00
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* of the License, or (at your option) any later version.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2011-02-27 20:25:53 +00:00
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/** \file blender/gpu/intern/gpu_draw.c
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* \ingroup gpu
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2014-01-19 23:14:24 +11:00
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*
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* Utility functions for dealing with OpenGL texture & material context,
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* mipmap generation and light objects.
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*
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2018-04-16 14:07:42 +02:00
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* These are some obscure rendering functions shared between the game engine (not anymore)
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* and the blender, in this module to avoid duplication
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2014-01-19 23:14:24 +11:00
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* and abstract them away from the rest a bit.
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2011-02-27 20:25:53 +00:00
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*/
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include <string.h>
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2013-06-15 14:01:16 +00:00
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#include "BLI_blenlib.h"
|
2018-02-14 14:32:38 +01:00
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#include "BLI_hash.h"
|
2013-06-15 14:01:16 +00:00
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#include "BLI_linklist.h"
|
Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
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#include "BLI_math.h"
|
2013-06-15 14:01:16 +00:00
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#include "BLI_threads.h"
|
2011-01-07 18:36:47 +00:00
|
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|
#include "BLI_utildefines.h"
|
Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
|
2015-11-27 21:28:36 +01:00
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#include "DNA_mesh_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include "DNA_meshdata_types.h"
|
2009-08-20 00:33:59 +00:00
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#include "DNA_modifier_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
|
2009-08-20 00:33:59 +00:00
|
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|
#include "DNA_smoke_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "DNA_view3d_types.h"
|
2016-12-28 17:30:58 +01:00
|
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|
#include "DNA_particle_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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|
2018-10-08 17:20:02 +02:00
|
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|
#include "BKE_colorband.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "BKE_global.h"
|
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#include "BKE_image.h"
|
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#include "BKE_main.h"
|
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#include "BKE_material.h"
|
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#include "BKE_node.h"
|
2011-11-08 13:07:16 +00:00
|
|
|
#include "BKE_scene.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2010-07-14 10:46:12 +00:00
|
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|
#include "GPU_draw.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "GPU_extensions.h"
|
2018-08-14 16:07:19 -03:00
|
|
|
#include "GPU_glew.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
#include "GPU_material.h"
|
2017-03-21 02:51:02 -04:00
|
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|
#include "GPU_matrix.h"
|
2015-12-06 21:20:19 +01:00
|
|
|
#include "GPU_shader.h"
|
|
|
|
#include "GPU_texture.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2014-05-22 11:58:07 +10:00
|
|
|
#include "PIL_time.h"
|
|
|
|
|
2016-06-09 05:37:46 +10:00
|
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|
#ifdef WITH_SMOKE
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|
# include "smoke_API.h"
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#endif
|
2009-09-09 18:39:40 +00:00
|
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|
2018-04-16 14:07:42 +02:00
|
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|
//* Checking powers of two for images since OpenGL ES requires it */
|
2017-03-02 00:36:33 +11:00
|
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|
#ifdef WITH_DDS
|
2017-02-23 11:03:56 +01:00
|
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|
static bool is_power_of_2_resolution(int w, int h)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2013-03-15 16:16:11 +00:00
|
|
|
return is_power_of_2_i(w) && is_power_of_2_i(h);
|
|
|
|
}
|
2017-03-02 00:36:33 +11:00
|
|
|
#endif
|
2009-08-16 01:25:53 +00:00
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
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static bool is_over_resolution_limit(GLenum textarget, int w, int h)
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2013-03-15 16:16:11 +00:00
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{
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2016-01-28 17:23:12 +11:00
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int size = (textarget == GL_TEXTURE_2D) ?
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GPU_max_texture_size() : GPU_max_cube_map_size();
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2016-01-10 07:12:10 +11:00
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int reslimit = (U.glreslimit != 0) ?
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2018-07-18 23:09:31 +10:00
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min_ii(U.glreslimit, size) : size;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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2013-04-12 17:56:07 +00:00
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return (w > reslimit || h > reslimit);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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|
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}
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2013-03-15 16:16:11 +00:00
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static int smaller_power_of_2_limit(int num)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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|
|
{
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2016-01-10 07:12:10 +11:00
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int reslimit = (U.glreslimit != 0) ?
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2016-01-28 17:23:12 +11:00
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min_ii(U.glreslimit, GPU_max_texture_size()) :
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GPU_max_texture_size();
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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|
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/* take texture clamping into account */
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2013-04-12 17:56:07 +00:00
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|
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if (num > reslimit)
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|
return reslimit;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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|
2011-12-16 09:25:07 +00:00
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return power_of_2_min_i(num);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
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/* Current OpenGL state caching for GPU_set_tpage */
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static struct GPUTextureState {
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2015-04-28 01:14:48 +10:00
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/* also controls min/mag filtering */
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bool domipmap;
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/* only use when 'domipmap' is set */
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bool linearmipmap;
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/* store this so that new images created while texture painting won't be set to mipmapped */
|
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bool texpaint;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2011-06-15 18:59:22 +00:00
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float anisotropic;
|
2012-06-11 16:23:10 +00:00
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int gpu_mipmap;
|
2018-06-11 22:30:59 +02:00
|
|
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} GTS = {1, 0, 0, 1.0f, 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
|
|
|
|
|
|
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/* Mipmap settings */
|
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|
2018-06-25 12:32:48 +02:00
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void GPU_set_gpu_mipmapping(Main *bmain, int gpu_mipmap)
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2012-06-20 16:43:48 +00:00
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{
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2012-12-05 11:46:13 +00:00
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int old_value = GTS.gpu_mipmap;
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/* only actually enable if it's supported */
|
2016-08-04 21:11:45 -04:00
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GTS.gpu_mipmap = gpu_mipmap;
|
2012-12-05 11:46:13 +00:00
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if (old_value != GTS.gpu_mipmap) {
|
2018-06-25 12:32:48 +02:00
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GPU_free_images(bmain);
|
2012-12-05 11:46:13 +00:00
|
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}
|
2012-06-11 16:23:10 +00:00
|
|
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}
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_set_mipmap(Main *bmain, bool mipmap)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2015-04-28 01:03:28 +10:00
|
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|
if (GTS.domipmap != mipmap) {
|
2018-06-25 12:32:48 +02:00
|
|
|
GPU_free_images(bmain);
|
2015-04-28 01:03:28 +10:00
|
|
|
GTS.domipmap = mipmap;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
void GPU_set_linear_mipmap(bool linear)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2015-04-28 01:03:28 +10:00
|
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|
if (GTS.linearmipmap != linear) {
|
|
|
|
GTS.linearmipmap = linear;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
bool GPU_get_mipmap(void)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
Index: source/blender/gpu/intern/gpu_draw.c
===================================================================
--- source/blender/gpu/intern/gpu_draw.c (revision 47568)
+++ source/blender/gpu/intern/gpu_draw.c (working copy)
@@ -230,11 +230,12 @@
Image *ima, *curima;
int domipmap, linearmipmap;
+ int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */
int alphablend;
float anisotropic;
MTFace *lasttface;
-} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
+} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, NULL};
/* Mipmap settings */
@@ -256,7 +257,7 @@
static int gpu_get_mipmap(void)
{
- return GTS.domipmap;
+ return GTS.domipmap && !GTS.texpaint;
}
static GLenum gpu_get_mipmap_filter(int mag)
@@ -730,6 +731,8 @@
if (!GTS.domipmap)
return;
+ GTS.texpaint = !mipmap;
+
if (mipmap) {
for (ima=G.main->image.first; ima; ima=ima->id.next) {
if (ima->bindcode) {
2012-06-08 13:06:06 +00:00
|
|
|
return GTS.domipmap && !GTS.texpaint;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
bool GPU_get_linear_mipmap(void)
|
2013-04-14 00:40:24 +00:00
|
|
|
{
|
|
|
|
return GTS.linearmipmap;
|
|
|
|
}
|
|
|
|
|
2015-04-28 01:03:28 +10:00
|
|
|
static GLenum gpu_get_mipmap_filter(bool mag)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2008-10-12 00:41:28 +00:00
|
|
|
/* linearmipmap is off by default *when mipmapping is off,
|
|
|
|
* use unfiltered display */
|
2012-03-24 06:38:07 +00:00
|
|
|
if (mag) {
|
2015-04-28 01:14:48 +10:00
|
|
|
if (GTS.domipmap)
|
2008-10-12 00:41:28 +00:00
|
|
|
return GL_LINEAR;
|
|
|
|
else
|
|
|
|
return GL_NEAREST;
|
|
|
|
}
|
|
|
|
else {
|
2015-04-28 01:14:48 +10:00
|
|
|
if (GTS.domipmap) {
|
|
|
|
if (GTS.linearmipmap) {
|
|
|
|
return GL_LINEAR_MIPMAP_LINEAR;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return GL_LINEAR_MIPMAP_NEAREST;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2008-10-12 00:41:28 +00:00
|
|
|
return GL_NEAREST;
|
2015-04-28 01:14:48 +10:00
|
|
|
}
|
2008-10-12 00:41:28 +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
|
|
|
}
|
|
|
|
|
2011-06-15 18:59:22 +00:00
|
|
|
/* Anisotropic filtering settings */
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_set_anisotropic(Main *bmain, float value)
|
2011-06-15 18:59:22 +00:00
|
|
|
{
|
2012-03-06 18:40:15 +00:00
|
|
|
if (GTS.anisotropic != value) {
|
2018-06-25 12:32:48 +02:00
|
|
|
GPU_free_images(bmain);
|
2011-06-15 18:59:22 +00:00
|
|
|
|
|
|
|
/* Clamp value to the maximum value the graphics card supports */
|
2016-01-07 11:21:08 -05:00
|
|
|
const float max = GPU_max_texture_anisotropy();
|
|
|
|
if (value > max)
|
|
|
|
value = max;
|
2011-06-15 18:59:22 +00:00
|
|
|
|
|
|
|
GTS.anisotropic = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-28 05:06:30 +00:00
|
|
|
float GPU_get_anisotropic(void)
|
2011-06-15 18:59:22 +00:00
|
|
|
{
|
|
|
|
return GTS.anisotropic;
|
|
|
|
}
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* Set OpenGL state for an MTFace */
|
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget)
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
{
|
|
|
|
if (textarget == GL_TEXTURE_2D)
|
2018-06-11 22:30:59 +02:00
|
|
|
return &ima->gputexture[TEXTARGET_TEXTURE_2D];
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
else if (textarget == GL_TEXTURE_CUBE_MAP)
|
2018-06-11 22:30:59 +02:00
|
|
|
return &ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
return NULL;
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
|
2016-05-05 11:25:31 +02:00
|
|
|
typedef struct VerifyThreadData {
|
|
|
|
ImBuf *ibuf;
|
|
|
|
float *srgb_frect;
|
|
|
|
} VerifyThreadData;
|
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
static void gpu_verify_high_bit_srgb_buffer_slice(
|
|
|
|
float *srgb_frect,
|
|
|
|
ImBuf *ibuf,
|
|
|
|
const int start_line,
|
|
|
|
const int height)
|
2016-05-05 11:25:31 +02:00
|
|
|
{
|
|
|
|
size_t offset = ibuf->channels * start_line * ibuf->x;
|
|
|
|
float *current_srgb_frect = srgb_frect + offset;
|
|
|
|
float *current_rect_float = ibuf->rect_float + offset;
|
2018-07-18 23:09:31 +10:00
|
|
|
IMB_buffer_float_from_float(
|
|
|
|
current_srgb_frect,
|
|
|
|
current_rect_float,
|
|
|
|
ibuf->channels,
|
|
|
|
IB_PROFILE_SRGB,
|
|
|
|
IB_PROFILE_LINEAR_RGB, true,
|
|
|
|
ibuf->x, height,
|
|
|
|
ibuf->x, ibuf->x);
|
2016-05-05 11:25:31 +02:00
|
|
|
IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
|
|
|
|
}
|
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
static void verify_thread_do(
|
|
|
|
void *data_v,
|
|
|
|
int start_scanline,
|
|
|
|
int num_scanlines)
|
2016-05-05 11:25:31 +02:00
|
|
|
{
|
|
|
|
VerifyThreadData *data = (VerifyThreadData *)data_v;
|
2018-07-18 23:09:31 +10:00
|
|
|
gpu_verify_high_bit_srgb_buffer_slice(
|
|
|
|
data->srgb_frect,
|
|
|
|
data->ibuf,
|
|
|
|
start_scanline,
|
|
|
|
num_scanlines);
|
2016-05-05 11:25:31 +02:00
|
|
|
}
|
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
static void gpu_verify_high_bit_srgb_buffer(
|
|
|
|
float *srgb_frect,
|
|
|
|
ImBuf *ibuf)
|
2016-05-05 11:25:31 +02:00
|
|
|
{
|
|
|
|
if (ibuf->y < 64) {
|
2018-07-18 23:09:31 +10:00
|
|
|
gpu_verify_high_bit_srgb_buffer_slice(
|
|
|
|
srgb_frect,
|
|
|
|
ibuf,
|
|
|
|
0, ibuf->y);
|
2016-05-05 11:25:31 +02:00
|
|
|
}
|
|
|
|
else {
|
2016-05-05 13:15:51 +02:00
|
|
|
VerifyThreadData data;
|
|
|
|
data.ibuf = ibuf;
|
|
|
|
data.srgb_frect = srgb_frect;
|
|
|
|
IMB_processor_apply_threaded_scanlines(ibuf->y, verify_thread_do, &data);
|
2016-05-05 11:25:31 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
GPUTexture *GPU_texture_from_blender(
|
|
|
|
Image *ima,
|
|
|
|
ImageUser *iuser,
|
|
|
|
int textarget,
|
|
|
|
bool is_data,
|
|
|
|
double UNUSED(time))
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2018-06-11 22:30:59 +02:00
|
|
|
if (ima == NULL) {
|
|
|
|
return NULL;
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
/* Test if we already have a texture. */
|
|
|
|
GPUTexture **tex = gpu_get_image_gputexture(ima, textarget);
|
|
|
|
if (*tex) {
|
|
|
|
return *tex;
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
/* Check if we have a valid image. If not, we return a dummy
|
|
|
|
* texture with zero bindcode so we don't keep trying. */
|
2018-09-12 12:18:35 +10:00
|
|
|
uint bindcode = 0;
|
2018-06-11 22:30:59 +02:00
|
|
|
if (ima->ok == 0) {
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
|
|
return *tex;
|
2018-06-11 22:30:59 +02:00
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
/* currently, tpage refresh is used by ima sequences */
|
|
|
|
if (ima->tpageflag & IMA_TPAGE_REFRESH) {
|
|
|
|
GPU_free_image(ima);
|
|
|
|
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
|
|
|
|
}
|
2018-06-11 22:34:35 +02:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* check if we have a valid image buffer */
|
2016-01-07 13:05:53 -05:00
|
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
2018-06-11 22:30:59 +02:00
|
|
|
if (ibuf == NULL) {
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
|
|
return *tex;
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
/* flag to determine whether deep format is used */
|
|
|
|
bool use_high_bit_depth = false, do_color_management = 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
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ibuf->rect_float) {
|
|
|
|
if (U.use_16bit_textures) {
|
2012-01-17 16:31:13 +00:00
|
|
|
/* use high precision textures. This is relatively harmless because OpenGL gives us
|
2012-03-09 18:28:30 +00:00
|
|
|
* a high precision format only if it is available */
|
2014-04-01 11:34:00 +11:00
|
|
|
use_high_bit_depth = true;
|
2012-01-17 16:31:13 +00:00
|
|
|
}
|
2016-05-05 11:25:31 +02:00
|
|
|
else if (ibuf->rect == NULL) {
|
|
|
|
IMB_rect_from_float(ibuf);
|
|
|
|
}
|
2014-08-12 12:03:15 +02:00
|
|
|
/* we may skip this in high precision, but if not, we need to have a valid buffer here */
|
|
|
|
else if (ibuf->userflags & IB_RECT_INVALID) {
|
|
|
|
IMB_rect_from_float(ibuf);
|
|
|
|
}
|
2012-01-17 16:31:13 +00:00
|
|
|
|
|
|
|
/* TODO unneeded when float images are correctly treated as linear always */
|
2016-05-05 11:25:31 +02:00
|
|
|
if (!is_data) {
|
2014-04-01 11:34:00 +11:00
|
|
|
do_color_management = true;
|
2016-05-05 11:25:31 +02:00
|
|
|
}
|
2012-01-17 16:31:13 +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
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
const int rectw = ibuf->x;
|
|
|
|
const int recth = ibuf->y;
|
2018-09-12 12:18:35 +10:00
|
|
|
uint *rect = ibuf->rect;
|
2018-06-11 22:30:59 +02:00
|
|
|
float *frect = NULL;
|
|
|
|
float *srgb_frect = NULL;
|
2017-04-04 20:33:23 +02:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
if (use_high_bit_depth) {
|
|
|
|
if (do_color_management) {
|
|
|
|
frect = srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(*srgb_frect) * 4, "floar_buf_col_cor");
|
|
|
|
gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
frect = ibuf->rect_float;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-06-14 12:58:30 +02:00
|
|
|
const bool mipmap = GPU_get_mipmap();
|
|
|
|
|
2012-06-30 04:34:34 +00:00
|
|
|
#ifdef WITH_DDS
|
2018-07-18 23:09:31 +10:00
|
|
|
if (ibuf->ftype == IMB_FTYPE_DDS) {
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_create_gl_tex_compressed(&bindcode, rect, rectw, recth, textarget, mipmap, ima, ibuf);
|
2018-07-18 23:09:31 +10:00
|
|
|
}
|
2012-06-30 04:34:34 +00:00
|
|
|
else
|
|
|
|
#endif
|
2018-07-18 23:09:31 +10:00
|
|
|
{
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_create_gl_tex(&bindcode, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
|
2018-07-18 23:09:31 +10:00
|
|
|
}
|
2017-04-04 20:33:23 +02:00
|
|
|
|
2012-10-25 15:25:28 +00:00
|
|
|
/* mark as non-color data texture */
|
2018-06-11 22:30:59 +02:00
|
|
|
if (bindcode) {
|
2012-10-25 15:25:28 +00:00
|
|
|
if (is_data)
|
2017-04-04 20:33:23 +02:00
|
|
|
ima->tpageflag |= IMA_GLBIND_IS_DATA;
|
2012-10-25 15:25:28 +00:00
|
|
|
else
|
2017-04-04 20:33:23 +02:00
|
|
|
ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
|
2012-10-25 15:25:28 +00:00
|
|
|
}
|
2012-06-30 04:34:34 +00:00
|
|
|
|
|
|
|
/* clean up */
|
|
|
|
if (srgb_frect)
|
|
|
|
MEM_freeN(srgb_frect);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2012-11-15 15:59:58 +00:00
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
|
|
return *tex;
|
2012-06-30 04:34:34 +00:00
|
|
|
}
|
|
|
|
|
2018-09-12 12:18:35 +10:00
|
|
|
static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth, bool use_high_bit_depth)
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
{
|
2018-09-12 12:18:35 +10:00
|
|
|
size_t block_size = use_high_bit_depth ? sizeof(float[4]) : sizeof(uchar[4]);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
void **sides = NULL;
|
|
|
|
int h = recth / 2;
|
|
|
|
int w = rectw / 3;
|
|
|
|
|
|
|
|
if ((use_high_bit_depth && frect == NULL) || (!use_high_bit_depth && rect == NULL) || w != h)
|
|
|
|
return sides;
|
|
|
|
|
|
|
|
/* PosX, NegX, PosY, NegY, PosZ, NegZ */
|
2016-01-28 17:23:12 +11:00
|
|
|
sides = MEM_mallocN(sizeof(void *) * 6, "");
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
for (int i = 0; i < 6; i++)
|
|
|
|
sides[i] = MEM_mallocN(block_size * w * h, "");
|
|
|
|
|
|
|
|
/* divide image into six parts */
|
|
|
|
/* ______________________
|
|
|
|
* | | | |
|
|
|
|
* | NegX | NegY | PosX |
|
|
|
|
* |______|______|______|
|
|
|
|
* | | | |
|
|
|
|
* | NegZ | PosZ | PosY |
|
|
|
|
* |______|______|______|
|
2016-07-15 02:36:21 +10:00
|
|
|
*/
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
if (use_high_bit_depth) {
|
|
|
|
float (*frectb)[4] = (float(*)[4])frect;
|
|
|
|
float (**fsides)[4] = (float(**)[4])sides;
|
|
|
|
|
|
|
|
for (int y = 0; y < h; y++) {
|
|
|
|
for (int x = 0; x < w; x++) {
|
|
|
|
memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
|
|
|
|
memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
|
|
|
|
memcpy(&fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
|
|
|
|
memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
|
|
|
|
}
|
|
|
|
memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
|
|
|
|
memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2018-09-12 12:18:35 +10:00
|
|
|
uint **isides = (uint **)sides;
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
|
|
|
|
for (int y = 0; y < h; y++) {
|
|
|
|
for (int x = 0; x < w; x++) {
|
|
|
|
isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
|
|
|
|
isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
|
|
|
|
isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
|
|
|
|
isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
|
|
|
|
}
|
|
|
|
memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
|
|
|
|
memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return sides;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_del_cube_map(void **cube_map)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
if (cube_map == NULL)
|
|
|
|
return;
|
|
|
|
for (i = 0; i < 6; i++)
|
|
|
|
MEM_freeN(cube_map[i]);
|
|
|
|
MEM_freeN(cube_map);
|
|
|
|
}
|
|
|
|
|
2013-01-22 11:18:41 +00:00
|
|
|
/* Image *ima can be NULL */
|
2016-06-09 05:44:25 +10:00
|
|
|
void GPU_create_gl_tex(
|
2018-09-12 12:18:35 +10:00
|
|
|
uint *bind, uint *rect, float *frect, int rectw, int recth,
|
2016-06-09 05:44:25 +10:00
|
|
|
int textarget, bool mipmap, bool use_high_bit_depth, Image *ima)
|
2012-06-30 04:34:34 +00:00
|
|
|
{
|
2015-02-23 16:33:18 +01:00
|
|
|
ImBuf *ibuf = NULL;
|
2012-06-30 16:56:23 +00:00
|
|
|
|
|
|
|
int tpx = rectw;
|
|
|
|
int tpy = 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
|
|
|
/* create image */
|
|
|
|
glGenTextures(1, (GLuint *)bind);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glBindTexture(textarget, *bind);
|
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
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
if (textarget == GL_TEXTURE_2D) {
|
|
|
|
if (use_high_bit_depth) {
|
2018-09-19 23:59:00 +02:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
2018-09-19 23:59:00 +02:00
|
|
|
else {
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
2018-09-19 23:59:00 +02:00
|
|
|
}
|
2015-03-16 15:45:34 +01:00
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
2012-06-11 16:23:10 +00:00
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
|
|
if (GTS.gpu_mipmap) {
|
2017-04-27 11:24:35 -04:00
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
int i;
|
|
|
|
if (!ibuf) {
|
|
|
|
if (use_high_bit_depth) {
|
|
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
|
|
|
|
}
|
2015-03-16 15:45:34 +01:00
|
|
|
}
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
IMB_makemipmap(ibuf, true);
|
|
|
|
|
|
|
|
for (i = 1; i < ibuf->miptot; i++) {
|
|
|
|
ImBuf *mip = ibuf->mipmap[i - 1];
|
|
|
|
if (use_high_bit_depth) {
|
2018-09-19 23:59:00 +02:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16F, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
|
|
|
|
}
|
2015-03-16 15:45:34 +01:00
|
|
|
}
|
|
|
|
}
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
|
|
if (ima)
|
|
|
|
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (textarget == GL_TEXTURE_CUBE_MAP) {
|
|
|
|
int w = rectw / 3, h = recth / 2;
|
|
|
|
|
|
|
|
if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
|
|
|
|
void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth, use_high_bit_depth);
|
2018-09-19 23:59:00 +02:00
|
|
|
GLenum informat = use_high_bit_depth ? GL_RGBA16F : GL_RGBA8;
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
GLenum type = use_high_bit_depth ? GL_FLOAT : GL_UNSIGNED_BYTE;
|
2015-03-16 15:45:34 +01:00
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
if (cube_map)
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, informat, w, h, 0, GL_RGBA, type, cube_map[i]);
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
|
|
if (GTS.gpu_mipmap) {
|
2017-04-27 11:24:35 -04:00
|
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
2015-03-16 15:45:34 +01:00
|
|
|
}
|
|
|
|
else {
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
if (!ibuf) {
|
|
|
|
if (use_high_bit_depth) {
|
|
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
IMB_makemipmap(ibuf, true);
|
|
|
|
|
|
|
|
for (int i = 1; i < ibuf->miptot; i++) {
|
|
|
|
ImBuf *mip = ibuf->mipmap[i - 1];
|
2016-01-28 17:23:12 +11:00
|
|
|
void **mip_cube_map = gpu_gen_cube_map(
|
|
|
|
mip->rect, mip->rect_float,
|
|
|
|
mip->x, mip->y, use_high_bit_depth);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
int mipw = mip->x / 3, miph = mip->y / 2;
|
|
|
|
|
|
|
|
if (mip_cube_map) {
|
|
|
|
for (int j = 0; j < 6; j++) {
|
2018-07-18 23:09:31 +10:00
|
|
|
glTexImage2D(
|
|
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
|
|
|
|
informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
}
|
|
|
|
gpu_del_cube_map(mip_cube_map);
|
|
|
|
}
|
2015-03-16 15:45:34 +01:00
|
|
|
}
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
|
|
|
|
|
|
if (ima)
|
|
|
|
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
|
2015-03-16 15:45:34 +01:00
|
|
|
}
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
else {
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
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
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
gpu_del_cube_map(cube_map);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
printf("Incorrect envmap size\n");
|
|
|
|
}
|
2015-03-16 15:45:34 +01:00
|
|
|
}
|
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
|
|
|
|
2011-06-15 18:59:22 +00:00
|
|
|
if (GLEW_EXT_texture_filter_anisotropic)
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
2012-06-30 04:34:34 +00:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
glBindTexture(textarget, 0);
|
|
|
|
|
2015-02-23 16:33:18 +01:00
|
|
|
if (ibuf)
|
|
|
|
IMB_freeImBuf(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
|
|
|
}
|
|
|
|
|
2012-06-30 04:34:34 +00:00
|
|
|
/**
|
|
|
|
* GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
|
|
|
|
* This is so the viewport and the BGE can share some code.
|
2014-04-01 11:34:00 +11:00
|
|
|
* Returns false if the provided ImBuf doesn't have a supported DXT compression format
|
2012-06-30 04:34:34 +00:00
|
|
|
*/
|
2014-04-01 11:34:00 +11:00
|
|
|
bool GPU_upload_dxt_texture(ImBuf *ibuf)
|
2012-06-30 04:34:34 +00:00
|
|
|
{
|
2012-09-16 23:24:26 +00:00
|
|
|
#ifdef WITH_DDS
|
2012-07-01 02:47:34 +00:00
|
|
|
GLint format = 0;
|
2012-06-30 04:34:34 +00:00
|
|
|
int blocksize, height, width, i, size, offset = 0;
|
|
|
|
|
2012-12-02 08:25:53 +00:00
|
|
|
width = ibuf->x;
|
|
|
|
height = ibuf->y;
|
2012-07-01 02:47:34 +00:00
|
|
|
|
|
|
|
if (GLEW_EXT_texture_compression_s3tc) {
|
|
|
|
if (ibuf->dds_data.fourcc == FOURCC_DXT1)
|
|
|
|
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
|
|
|
|
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
|
|
|
|
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (format == 0) {
|
2015-02-16 21:19:12 +01:00
|
|
|
fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
|
2014-04-01 11:34:00 +11:00
|
|
|
return false;
|
2012-06-30 04:34:34 +00:00
|
|
|
}
|
|
|
|
|
2013-03-15 16:16:11 +00:00
|
|
|
if (!is_power_of_2_resolution(width, height)) {
|
2015-02-16 21:19:12 +01:00
|
|
|
fprintf(stderr, "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
|
2014-04-01 11:34:00 +11:00
|
|
|
return false;
|
2012-10-25 12:54:16 +00:00
|
|
|
}
|
|
|
|
|
2012-12-20 15:49:59 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
2012-08-18 03:32:28 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
|
2012-12-21 02:49:15 +00:00
|
|
|
if (GLEW_EXT_texture_filter_anisotropic)
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
|
|
|
2012-10-25 12:54:16 +00:00
|
|
|
blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
|
2016-01-10 07:12:10 +11:00
|
|
|
for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
|
2012-06-30 04:34:34 +00:00
|
|
|
if (width == 0)
|
|
|
|
width = 1;
|
|
|
|
if (height == 0)
|
|
|
|
height = 1;
|
|
|
|
|
2016-01-10 07:12:10 +11:00
|
|
|
size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
|
2012-06-30 04:34:34 +00:00
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
glCompressedTexImage2D(
|
|
|
|
GL_TEXTURE_2D, i, format, width, height,
|
|
|
|
0, size, ibuf->dds_data.data + offset);
|
2012-06-30 04:34:34 +00:00
|
|
|
|
|
|
|
offset += size;
|
|
|
|
width >>= 1;
|
|
|
|
height >>= 1;
|
|
|
|
}
|
|
|
|
|
2013-04-08 15:39:38 +00:00
|
|
|
/* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
|
2015-03-23 15:29:42 -04:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
|
2013-04-08 15:39:38 +00:00
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
return true;
|
2012-06-30 10:31:25 +00:00
|
|
|
#else
|
2012-06-30 16:56:23 +00:00
|
|
|
(void)ibuf;
|
2014-04-01 11:34:00 +11:00
|
|
|
return false;
|
2012-06-30 10:31:25 +00:00
|
|
|
#endif
|
2012-06-30 04:34:34 +00:00
|
|
|
}
|
|
|
|
|
2016-01-10 07:12:10 +11:00
|
|
|
void GPU_create_gl_tex_compressed(
|
2018-09-12 12:18:35 +10:00
|
|
|
uint *bind, uint *pix, int x, int y,
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
int textarget, int mipmap, Image *ima, ImBuf *ibuf)
|
2012-06-30 04:34:34 +00:00
|
|
|
{
|
|
|
|
#ifndef WITH_DDS
|
2012-06-30 16:56:23 +00:00
|
|
|
(void)ibuf;
|
|
|
|
/* Fall back to uncompressed if DDS isn't enabled */
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
|
2012-06-30 04:34:34 +00:00
|
|
|
#else
|
|
|
|
glGenTextures(1, (GLuint *)bind);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glBindTexture(textarget, *bind);
|
2012-06-30 04:34:34 +00:00
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf) == 0) {
|
2012-12-28 14:19:05 +00:00
|
|
|
glDeleteTextures(1, (GLuint *)bind);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
|
2012-06-30 04:34:34 +00:00
|
|
|
}
|
2018-06-11 22:30:59 +02:00
|
|
|
|
|
|
|
glBindTexture(textarget, 0);
|
2012-06-30 04:34:34 +00:00
|
|
|
#endif
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
/* these two functions are called on entering and exiting texture paint mode,
|
2012-03-09 18:28:30 +00:00
|
|
|
* temporary disabling/enabling mipmapping on all images for quick texture
|
|
|
|
* updates with glTexSubImage2D. images that didn't change don't have to be
|
|
|
|
* re-uploaded to OpenGL */
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2012-03-24 06:38:07 +00:00
|
|
|
if (!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
|
|
|
return;
|
|
|
|
|
Index: source/blender/gpu/intern/gpu_draw.c
===================================================================
--- source/blender/gpu/intern/gpu_draw.c (revision 47568)
+++ source/blender/gpu/intern/gpu_draw.c (working copy)
@@ -230,11 +230,12 @@
Image *ima, *curima;
int domipmap, linearmipmap;
+ int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */
int alphablend;
float anisotropic;
MTFace *lasttface;
-} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
+} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, NULL};
/* Mipmap settings */
@@ -256,7 +257,7 @@
static int gpu_get_mipmap(void)
{
- return GTS.domipmap;
+ return GTS.domipmap && !GTS.texpaint;
}
static GLenum gpu_get_mipmap_filter(int mag)
@@ -730,6 +731,8 @@
if (!GTS.domipmap)
return;
+ GTS.texpaint = !mipmap;
+
if (mipmap) {
for (ima=G.main->image.first; ima; ima=ima->id.next) {
if (ima->bindcode) {
2012-06-08 13:06:06 +00:00
|
|
|
GTS.texpaint = !mipmap;
|
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (mipmap) {
|
2018-06-25 12:32:48 +02:00
|
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
2018-06-11 22:30:59 +02:00
|
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
|
2018-06-11 22:30:59 +02:00
|
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
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));
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
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);
|
|
|
|
}
|
2012-02-13 21:12:14 +00:00
|
|
|
else
|
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else {
|
2018-06-25 12:32:48 +02:00
|
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
2018-06-11 22:30:59 +02:00
|
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
2012-02-13 21:12:14 +00:00
|
|
|
else
|
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-06-25 13:27:43 +00:00
|
|
|
|
|
|
|
/* check if image has been downscaled and do scaled partial update */
|
2017-04-12 20:18:44 +10:00
|
|
|
static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
|
2013-06-25 13:27:43 +00:00
|
|
|
{
|
2017-01-31 02:52:43 -05:00
|
|
|
if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y)) {
|
2013-06-25 13:27:43 +00:00
|
|
|
int x_limit = smaller_power_of_2_limit(ibuf->x);
|
|
|
|
int y_limit = smaller_power_of_2_limit(ibuf->y);
|
|
|
|
|
2013-06-25 20:52:33 +00:00
|
|
|
float xratio = x_limit / (float)ibuf->x;
|
|
|
|
float yratio = y_limit / (float)ibuf->y;
|
2013-06-25 13:27:43 +00:00
|
|
|
|
|
|
|
/* find new width, height and x,y gpu texture coordinates */
|
|
|
|
|
|
|
|
/* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */
|
|
|
|
int rectw = (int)ceil(xratio * w);
|
|
|
|
int recth = (int)ceil(yratio * h);
|
|
|
|
|
|
|
|
x *= xratio;
|
|
|
|
y *= yratio;
|
|
|
|
|
|
|
|
/* ...but take back if we are over the limit! */
|
|
|
|
if (rectw + x > x_limit) rectw--;
|
|
|
|
if (recth + y > y_limit) recth--;
|
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
|
|
|
2015-02-27 14:47:39 +01:00
|
|
|
/* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */
|
2013-06-25 13:27:43 +00:00
|
|
|
if (frect) {
|
2015-11-23 11:45:54 +11:00
|
|
|
ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
|
|
|
|
IMB_scaleImBuf(ibuf_scale, rectw, recth);
|
2013-06-25 13:27:43 +00:00
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
glTexSubImage2D(
|
|
|
|
GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
|
|
|
|
GL_FLOAT, ibuf_scale->rect_float);
|
2013-06-25 13:27:43 +00:00
|
|
|
|
2015-11-23 11:45:54 +11:00
|
|
|
IMB_freeImBuf(ibuf_scale);
|
2013-06-25 13:27:43 +00:00
|
|
|
}
|
|
|
|
/* byte images are not continuous in memory so do manual interpolation */
|
|
|
|
else {
|
2018-09-12 12:18:35 +10:00
|
|
|
uchar *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
|
|
|
|
uint *p = (uint *)scalerect;
|
2013-06-25 13:27:43 +00:00
|
|
|
int i, j;
|
2013-06-25 20:52:33 +00:00
|
|
|
float inv_xratio = 1.0f / xratio;
|
|
|
|
float inv_yratio = 1.0f / yratio;
|
2013-06-25 13:27:43 +00:00
|
|
|
for (i = 0; i < rectw; i++) {
|
2013-06-25 20:52:33 +00:00
|
|
|
float u = (x + i) * inv_xratio;
|
2013-06-25 13:27:43 +00:00
|
|
|
for (j = 0; j < recth; j++) {
|
2013-06-25 20:52:33 +00:00
|
|
|
float v = (y + j) * inv_yratio;
|
2018-09-12 12:18:35 +10:00
|
|
|
bilinear_interpolation_color_wrap(ibuf, (uchar *)(p + i + j * (rectw)), NULL, u, v);
|
2013-06-25 13:27:43 +00:00
|
|
|
}
|
|
|
|
}
|
2018-06-11 22:30:59 +02:00
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
glTexSubImage2D(
|
|
|
|
GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
|
|
|
|
GL_UNSIGNED_BYTE, scalerect);
|
2013-06-25 13:27:43 +00:00
|
|
|
|
|
|
|
MEM_freeN(scalerect);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (GPU_get_mipmap()) {
|
2017-04-27 11:24:35 -04:00
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
2013-06-25 13:27:43 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
|
|
}
|
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
|
|
|
2013-06-25 13:27:43 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2015-04-06 10:40:12 -03:00
|
|
|
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2016-01-07 13:05:53 -05:00
|
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
2016-03-02 06:57:26 +11:00
|
|
|
|
2018-04-17 15:53:36 +02:00
|
|
|
if ((!GTS.gpu_mipmap && GPU_get_mipmap()) ||
|
2018-06-11 22:30:59 +02:00
|
|
|
(ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) ||
|
2016-03-02 06:57:26 +11:00
|
|
|
(ibuf == NULL) ||
|
2016-01-10 07:12:10 +11:00
|
|
|
(w == 0) || (h == 0))
|
2012-05-24 16:35:45 +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
|
|
|
/* 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;
|
|
|
|
|
2012-01-17 16:31:13 +00:00
|
|
|
/* if color correction is needed, we must update the part that needs updating. */
|
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
|
|
|
if (ibuf->rect_float) {
|
2014-08-12 13:49:27 +02:00
|
|
|
float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
|
2014-04-11 11:25:41 +10:00
|
|
|
bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
|
2012-10-25 15:25:28 +00:00
|
|
|
IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
|
2017-04-04 20:33:23 +02:00
|
|
|
|
2017-04-12 20:18:44 +10:00
|
|
|
if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
|
2013-06-25 13:27:43 +00:00
|
|
|
MEM_freeN(buffer);
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
2015-03-23 15:29:42 -04:00
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer);
|
2012-01-17 16:31:13 +00:00
|
|
|
|
|
|
|
MEM_freeN(buffer);
|
|
|
|
|
2012-09-18 15:58:07 +00:00
|
|
|
/* we have already accounted for the case where GTS.gpu_mipmap is false
|
|
|
|
* so we will be using GPU mipmap generation here */
|
|
|
|
if (GPU_get_mipmap()) {
|
2017-04-27 11:24:35 -04:00
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
2012-09-20 12:29:28 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-01-17 16:31:13 +00:00
|
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
2012-09-18 15:58:07 +00:00
|
|
|
}
|
2012-01-17 16:31:13 +00:00
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
|
|
|
2012-11-15 15:59:58 +00:00
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
2012-01-17 16:31:13 +00:00
|
|
|
return;
|
2011-06-06 22:10:05 +00:00
|
|
|
}
|
2013-06-25 13:27:43 +00:00
|
|
|
|
2017-04-12 20:18:44 +10:00
|
|
|
if (gpu_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
|
2013-06-25 13:27:43 +00:00
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2018-06-11 22:30:59 +02:00
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 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
|
|
|
|
2014-08-12 13:49:27 +02:00
|
|
|
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
|
|
|
|
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
|
|
|
|
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
|
|
|
|
|
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
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
|
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
glTexSubImage2D(
|
|
|
|
GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
|
|
|
|
GL_UNSIGNED_BYTE, ibuf->rect);
|
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
|
|
|
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
|
|
|
|
|
2012-09-18 15:58:07 +00:00
|
|
|
/* see comment above as to why we are using gpu mipmap generation here */
|
|
|
|
if (GPU_get_mipmap()) {
|
2017-04-27 11:24:35 -04:00
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
2012-09-20 12:29:28 +00:00
|
|
|
}
|
|
|
|
else {
|
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;
|
2012-09-18 15:58:07 +00:00
|
|
|
}
|
2018-06-11 22:30:59 +02:00
|
|
|
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
2012-11-15 15:59:58 +00:00
|
|
|
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2018-10-08 17:20:02 +02:00
|
|
|
/* *************************** Transfer functions *************************** */
|
|
|
|
|
|
|
|
enum {
|
|
|
|
TFUNC_FLAME_SPECTRUM = 0,
|
|
|
|
TFUNC_COLOR_RAMP = 1,
|
|
|
|
};
|
|
|
|
|
|
|
|
#define TFUNC_WIDTH 256
|
|
|
|
|
2018-10-09 10:40:09 +11:00
|
|
|
#ifdef WITH_SMOKE
|
2018-10-08 17:20:02 +02:00
|
|
|
static void create_flame_spectrum_texture(float *data)
|
|
|
|
{
|
|
|
|
#define FIRE_THRESH 7
|
|
|
|
#define MAX_FIRE_ALPHA 0.06f
|
|
|
|
#define FULL_ON_FIRE 100
|
|
|
|
|
|
|
|
float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
|
|
|
|
|
|
|
|
blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
|
|
|
|
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
|
|
for (int j = 0; j < 16; j++) {
|
|
|
|
for (int k = 0; k < TFUNC_WIDTH; k++) {
|
|
|
|
int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
|
|
|
|
if (k >= FIRE_THRESH) {
|
|
|
|
spec_pixels[index] = (data[k * 4]);
|
|
|
|
spec_pixels[index + 1] = (data[k * 4 + 1]);
|
|
|
|
spec_pixels[index + 2] = (data[k * 4 + 2]);
|
|
|
|
spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
|
|
|
|
(k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
zero_v4(&spec_pixels[index]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
|
|
|
|
|
|
|
|
MEM_freeN(spec_pixels);
|
|
|
|
|
|
|
|
#undef FIRE_THRESH
|
|
|
|
#undef MAX_FIRE_ALPHA
|
|
|
|
#undef FULL_ON_FIRE
|
|
|
|
}
|
|
|
|
|
|
|
|
static void create_color_ramp(const ColorBand *coba, float *data)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < TFUNC_WIDTH; i++) {
|
|
|
|
BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
|
|
|
|
{
|
|
|
|
float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
case TFUNC_FLAME_SPECTRUM:
|
|
|
|
create_flame_spectrum_texture(data);
|
|
|
|
break;
|
|
|
|
case TFUNC_COLOR_RAMP:
|
|
|
|
create_color_ramp(coba, data);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
|
|
|
|
|
|
|
|
MEM_freeN(data);
|
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
2018-10-09 11:13:00 +02:00
|
|
|
static void swizzle_texture_channel_rrrr(GPUTexture *tex)
|
|
|
|
{
|
|
|
|
GPU_texture_bind(tex, 0);
|
|
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
|
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
|
|
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
|
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
|
|
|
|
GPU_texture_unbind(tex);
|
|
|
|
}
|
|
|
|
|
2018-10-08 17:20:02 +02:00
|
|
|
static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
|
|
|
|
{
|
|
|
|
float *field = NULL;
|
|
|
|
|
|
|
|
switch (sds->coba_field) {
|
|
|
|
case FLUID_FIELD_DENSITY: field = smoke_get_density(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_HEAT: field = smoke_get_heat(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_FUEL: field = smoke_get_fuel(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_REACT: field = smoke_get_react(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_FLAME: field = smoke_get_flame(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_VELOCITY_X: field = smoke_get_velocity_x(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_VELOCITY_Y: field = smoke_get_velocity_y(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_VELOCITY_Z: field = smoke_get_velocity_z(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_COLOR_R: field = smoke_get_color_r(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_COLOR_G: field = smoke_get_color_g(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_COLOR_B: field = smoke_get_color_b(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_FORCE_X: field = smoke_get_force_x(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_FORCE_Y: field = smoke_get_force_y(sds->fluid); break;
|
|
|
|
case FLUID_FIELD_FORCE_Z: field = smoke_get_force_z(sds->fluid); break;
|
|
|
|
default: return NULL;
|
|
|
|
}
|
|
|
|
|
2018-10-09 11:13:00 +02:00
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
|
|
sds->res[0], sds->res[1], sds->res[2], 3,
|
|
|
|
field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
|
|
|
|
{
|
|
|
|
float *data = NULL, *source;
|
|
|
|
int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
|
|
|
|
const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) : smoke_has_colors(sds->fluid);
|
|
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
|
|
|
GPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
|
|
|
|
|
|
|
|
if (has_color) {
|
|
|
|
data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (highres) {
|
|
|
|
if (has_color) {
|
|
|
|
smoke_turbulence_get_rgba(sds->wt, data, 0);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
source = smoke_turbulence_get_density(sds->wt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (has_color) {
|
|
|
|
smoke_get_rgba(sds->fluid, data, 0);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
source = smoke_get_density(sds->fluid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
|
|
dim[0], dim[1], dim[2], 3,
|
2018-10-18 12:19:06 +02:00
|
|
|
(has_color) ? data : source,
|
2018-10-09 11:13:00 +02:00
|
|
|
format, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
if (data) {
|
|
|
|
MEM_freeN(data);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (format == GPU_R8) {
|
|
|
|
/* Swizzle the RGBA components to read the Red channel so
|
|
|
|
* that the shader stay the same for colored and non color
|
|
|
|
* density textures. */
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
|
|
}
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
|
|
|
|
{
|
|
|
|
float *source = NULL;
|
|
|
|
const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) : smoke_has_fuel(sds->fluid);
|
|
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
|
|
|
|
|
|
|
if (!has_fuel)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
if (highres) {
|
|
|
|
source = smoke_turbulence_get_flame(sds->wt);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
source = smoke_get_flame(sds->fluid);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
|
|
dim[0], dim[1], dim[2], 3,
|
|
|
|
source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
|
|
|
|
|
|
return tex;
|
2018-10-08 17:20:02 +02:00
|
|
|
}
|
2018-10-09 10:40:09 +11:00
|
|
|
#endif /* WITH_SMOKE */
|
2018-10-08 17:20:02 +02:00
|
|
|
|
2009-08-20 00:33:59 +00:00
|
|
|
void GPU_free_smoke(SmokeModifierData *smd)
|
|
|
|
{
|
2012-03-24 06:38:07 +00:00
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
|
|
|
if (smd->domain->tex)
|
2011-11-11 13:09:14 +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
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (smd->domain->tex_shadow)
|
2011-11-11 13:09:14 +00:00
|
|
|
GPU_texture_free(smd->domain->tex_shadow);
|
2009-09-09 18:39:40 +00:00
|
|
|
smd->domain->tex_shadow = NULL;
|
2012-10-10 13:18:07 +00:00
|
|
|
|
|
|
|
if (smd->domain->tex_flame)
|
|
|
|
GPU_texture_free(smd->domain->tex_flame);
|
|
|
|
smd->domain->tex_flame = NULL;
|
2018-10-08 17:20:02 +02:00
|
|
|
|
|
|
|
if (smd->domain->tex_flame_coba)
|
|
|
|
GPU_texture_free(smd->domain->tex_flame_coba);
|
|
|
|
smd->domain->tex_flame_coba = NULL;
|
2018-10-09 11:19:54 +02:00
|
|
|
|
|
|
|
if (smd->domain->tex_coba)
|
|
|
|
GPU_texture_free(smd->domain->tex_coba);
|
|
|
|
smd->domain->tex_coba = NULL;
|
|
|
|
|
|
|
|
if (smd->domain->tex_field)
|
|
|
|
GPU_texture_free(smd->domain->tex_field);
|
|
|
|
smd->domain->tex_field = NULL;
|
2009-08-20 00:33:59 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-10-09 11:19:54 +02:00
|
|
|
void GPU_create_smoke_coba_field(SmokeModifierData *smd)
|
|
|
|
{
|
|
|
|
#ifdef WITH_SMOKE
|
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
|
|
|
|
if (!sds->tex_field) {
|
|
|
|
sds->tex_field = create_field_texture(sds);
|
|
|
|
}
|
|
|
|
if (!sds->tex_coba) {
|
|
|
|
sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else // WITH_SMOKE
|
|
|
|
smd->domain->tex_field = NULL;
|
|
|
|
#endif // WITH_SMOKE
|
|
|
|
}
|
|
|
|
|
2009-09-09 18:39:40 +00:00
|
|
|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
|
2009-08-20 00:33:59 +00:00
|
|
|
{
|
2011-07-13 18:40:21 +00:00
|
|
|
#ifdef WITH_SMOKE
|
2012-10-10 13:18:07 +00:00
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
|
|
SmokeDomainSettings *sds = smd->domain;
|
2018-10-09 11:13:00 +02:00
|
|
|
|
|
|
|
if (!sds->tex) {
|
|
|
|
sds->tex = create_density_texture(sds, highres);
|
2012-10-10 13:18:07 +00:00
|
|
|
}
|
2018-10-09 11:13:00 +02:00
|
|
|
if (!sds->tex_flame) {
|
|
|
|
sds->tex_flame = create_flame_texture(sds, highres);
|
2012-10-10 13:18:07 +00:00
|
|
|
}
|
2018-10-09 11:13:00 +02:00
|
|
|
if (!sds->tex_flame_coba && sds->tex_flame) {
|
2018-10-08 17:20:02 +02:00
|
|
|
sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
|
|
|
|
}
|
2018-10-09 11:13:00 +02:00
|
|
|
if (!sds->tex_shadow) {
|
|
|
|
sds->tex_shadow = GPU_texture_create_nD(
|
|
|
|
sds->res[0], sds->res[1], sds->res[2], 3,
|
|
|
|
sds->shadow,
|
|
|
|
GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
}
|
2012-10-10 13:18:07 +00:00
|
|
|
}
|
2011-07-13 18:40:21 +00:00
|
|
|
#else // WITH_SMOKE
|
|
|
|
(void)highres;
|
2015-03-23 15:29:42 -04:00
|
|
|
smd->domain->tex = NULL;
|
|
|
|
smd->domain->tex_flame = NULL;
|
2018-10-08 17:20:02 +02:00
|
|
|
smd->domain->tex_flame_coba = NULL;
|
2015-03-23 15:29:42 -04:00
|
|
|
smd->domain->tex_shadow = NULL;
|
2011-07-13 18:40:21 +00:00
|
|
|
#endif // WITH_SMOKE
|
2009-08-20 00:33:59 +00:00
|
|
|
}
|
|
|
|
|
2018-07-16 15:01:44 +02:00
|
|
|
void GPU_create_smoke_velocity(SmokeModifierData *smd)
|
|
|
|
{
|
|
|
|
#ifdef WITH_SMOKE
|
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
|
|
|
|
const float *vel_x = smoke_get_velocity_x(sds->fluid);
|
|
|
|
const float *vel_y = smoke_get_velocity_y(sds->fluid);
|
|
|
|
const float *vel_z = smoke_get_velocity_z(sds->fluid);
|
|
|
|
|
|
|
|
if (ELEM(NULL, vel_x, vel_y, vel_z)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!sds->tex_velocity_x) {
|
|
|
|
sds->tex_velocity_x = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
|
|
|
|
sds->tex_velocity_y = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
|
|
|
|
sds->tex_velocity_z = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else // WITH_SMOKE
|
|
|
|
smd->domain->tex_velocity_x = NULL;
|
|
|
|
smd->domain->tex_velocity_y = NULL;
|
|
|
|
smd->domain->tex_velocity_z = NULL;
|
|
|
|
#endif // WITH_SMOKE
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO Unify with the other GPU_free_smoke. */
|
|
|
|
void GPU_free_smoke_velocity(SmokeModifierData *smd)
|
|
|
|
{
|
|
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
|
|
|
if (smd->domain->tex_velocity_x)
|
|
|
|
GPU_texture_free(smd->domain->tex_velocity_x);
|
|
|
|
|
|
|
|
if (smd->domain->tex_velocity_y)
|
|
|
|
GPU_texture_free(smd->domain->tex_velocity_y);
|
|
|
|
|
|
|
|
if (smd->domain->tex_velocity_z)
|
|
|
|
GPU_texture_free(smd->domain->tex_velocity_z);
|
|
|
|
|
|
|
|
smd->domain->tex_velocity_x = NULL;
|
|
|
|
smd->domain->tex_velocity_y = NULL;
|
|
|
|
smd->domain->tex_velocity_z = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-06-15 14:01:16 +00:00
|
|
|
static LinkNode *image_free_queue = 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
|
|
|
{
|
2018-02-16 01:13:46 +11:00
|
|
|
BLI_thread_lock(LOCK_OPENGL);
|
2013-08-16 13:06:40 +00:00
|
|
|
BLI_linklist_prepend(&image_free_queue, ima);
|
2018-02-16 01:13:46 +11:00
|
|
|
BLI_thread_unlock(LOCK_OPENGL);
|
2010-04-13 12:51:03 +00:00
|
|
|
}
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_unused_buffers(Main *bmain)
|
2010-04-13 12:51:03 +00:00
|
|
|
{
|
2012-03-24 06:38:07 +00:00
|
|
|
if (!BLI_thread_is_main())
|
2010-05-05 17:14:43 +00:00
|
|
|
return;
|
|
|
|
|
2018-02-16 01:13:46 +11:00
|
|
|
BLI_thread_lock(LOCK_OPENGL);
|
2010-04-25 10:49:13 +00:00
|
|
|
|
2010-07-13 13:31:43 +00:00
|
|
|
/* images */
|
2016-01-07 13:05:53 -05:00
|
|
|
for (LinkNode *node = image_free_queue; node; node = node->next) {
|
|
|
|
Image *ima = node->link;
|
2013-06-15 14:01:16 +00:00
|
|
|
|
|
|
|
/* check in case it was freed in the meantime */
|
2018-06-25 12:32:48 +02:00
|
|
|
if (bmain && BLI_findindex(&bmain->image, ima) != -1)
|
2013-06-15 14:01:16 +00:00
|
|
|
GPU_free_image(ima);
|
|
|
|
}
|
2010-04-25 10:49:13 +00:00
|
|
|
|
2013-06-15 14:01:16 +00:00
|
|
|
BLI_linklist_free(image_free_queue, NULL);
|
|
|
|
image_free_queue = NULL;
|
2010-04-25 10:49:13 +00:00
|
|
|
|
2018-02-16 01:13:46 +11:00
|
|
|
BLI_thread_unlock(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)
|
|
|
|
{
|
2012-03-24 06:38:07 +00:00
|
|
|
if (!BLI_thread_is_main()) {
|
2010-04-25 10:49:13 +00:00
|
|
|
gpu_queue_image_for_free(ima);
|
2010-04-13 12:51:03 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
for (int i = 0; i < TEXTARGET_COUNT; i++) {
|
|
|
|
/* free glsl image binding */
|
|
|
|
if (ima->gputexture[i]) {
|
|
|
|
GPU_texture_free(ima->gputexture[i]);
|
|
|
|
ima->gputexture[i] = NULL;
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2016-01-10 07:12:10 +11:00
|
|
|
ima->tpageflag &= ~(IMA_MIPMAP_COMPLETE | IMA_GLBIND_IS_DATA);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_images(Main *bmain)
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
{
|
2018-06-25 12:32:48 +02:00
|
|
|
if (bmain) {
|
|
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
2008-09-12 16:06:17 +00:00
|
|
|
GPU_free_image(ima);
|
2018-06-25 12:32:48 +02:00
|
|
|
}
|
|
|
|
}
|
2010-05-20 16:08:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* same as above but only free animated images */
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_images_anim(Main *bmain)
|
2010-05-20 16:08:06 +00:00
|
|
|
{
|
2018-06-25 12:32:48 +02:00
|
|
|
if (bmain) {
|
|
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
|
|
|
if (BKE_image_is_animated(ima)) {
|
2010-05-20 16:08:06 +00:00
|
|
|
GPU_free_image(ima);
|
2018-06-25 12:32:48 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
}
|
|
|
|
|
2014-05-22 11:58:07 +10:00
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
void GPU_free_images_old(Main *bmain)
|
2014-05-22 11:58:07 +10:00
|
|
|
{
|
|
|
|
static int lasttime = 0;
|
2015-07-20 16:08:06 +02:00
|
|
|
int ctime = (int)PIL_check_seconds_timer();
|
2014-05-22 11:58:07 +10:00
|
|
|
|
|
|
|
/*
|
|
|
|
* Run garbage collector once for every collecting period of time
|
|
|
|
* if textimeout is 0, that's the option to NOT run the collector
|
|
|
|
*/
|
|
|
|
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* of course not! */
|
|
|
|
if (G.is_rendering)
|
|
|
|
return;
|
|
|
|
|
|
|
|
lasttime = ctime;
|
|
|
|
|
2018-06-25 12:32:48 +02:00
|
|
|
Image *ima = bmain->image.first;
|
2014-05-22 11:58:07 +10:00
|
|
|
while (ima) {
|
|
|
|
if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
|
|
|
|
/* If it's in GL memory, deallocate and set time tag to current time
|
|
|
|
* This gives textures a "second chance" to be used before dying. */
|
2018-06-11 22:30:59 +02:00
|
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
2014-05-22 11:58:07 +10:00
|
|
|
GPU_free_image(ima);
|
|
|
|
ima->lastused = ctime;
|
|
|
|
}
|
|
|
|
/* Otherwise, just kill the buffers */
|
|
|
|
else {
|
2014-05-22 17:40:35 +10:00
|
|
|
BKE_image_free_buffers(ima);
|
2014-05-22 11:58:07 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
ima = ima->id.next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-02-15 18:03:55 +11:00
|
|
|
static void gpu_disable_multisample(void)
|
2014-10-07 15:46:19 -05:00
|
|
|
{
|
|
|
|
#ifdef __linux__
|
2015-11-24 02:20:38 -05:00
|
|
|
/* changing multisample from the default (enabled) causes problems on some
|
|
|
|
* systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */
|
|
|
|
bool toggle_ok = true;
|
2014-10-07 15:46:19 -05:00
|
|
|
|
2015-11-24 02:20:38 -05:00
|
|
|
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
|
|
|
int samples = 0;
|
|
|
|
glGetIntegerv(GL_SAMPLES, &samples);
|
2014-10-07 15:46:19 -05:00
|
|
|
|
2015-11-24 02:20:38 -05:00
|
|
|
if (samples == 0)
|
|
|
|
toggle_ok = false;
|
|
|
|
}
|
2014-10-07 15:46:19 -05:00
|
|
|
|
2015-11-24 02:20:38 -05:00
|
|
|
if (toggle_ok) {
|
2018-02-13 19:15:34 +01:00
|
|
|
glDisable(GL_MULTISAMPLE);
|
2014-10-07 15:46:19 -05:00
|
|
|
}
|
2015-11-24 02:20:38 -05:00
|
|
|
#else
|
2018-02-13 19:15:34 +01:00
|
|
|
glDisable(GL_MULTISAMPLE);
|
2015-11-24 02:20:38 -05:00
|
|
|
#endif
|
2014-10-07 15:46:19 -05:00
|
|
|
}
|
|
|
|
|
2015-11-28 01:09:13 +01:00
|
|
|
/* Default OpenGL State
|
|
|
|
*
|
2018-04-16 14:07:42 +02:00
|
|
|
* This is called on startup, for opengl offscreen render.
|
|
|
|
* Generally we should always return to this state when
|
2015-11-28 01:09:13 +01:00
|
|
|
* temporarily modifying the state for drawing, though that are (undocumented)
|
|
|
|
* exceptions that we should try to get rid of. */
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
void GPU_state_init(void)
|
|
|
|
{
|
2016-09-30 19:51:04 -04:00
|
|
|
GPU_disable_program_point_size();
|
2016-10-01 17:34:41 -04:00
|
|
|
|
2017-04-18 12:50:09 +02:00
|
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
2016-09-30 19:51:04 -04:00
|
|
|
|
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
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
2017-04-27 14:18:33 -04:00
|
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
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
|
|
|
glDisable(GL_STENCIL_TEST);
|
2017-04-27 14:32:47 -04:00
|
|
|
|
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
|
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
|
|
|
|
glFrontFace(GL_CCW);
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
glDisable(GL_CULL_FACE);
|
2010-01-08 09:30:36 +00:00
|
|
|
|
2018-02-13 19:15:34 +01:00
|
|
|
gpu_disable_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
|
|
|
}
|
|
|
|
|
2017-02-09 02:28:55 +11:00
|
|
|
void GPU_enable_program_point_size(void)
|
2016-09-30 19:51:04 -04:00
|
|
|
{
|
|
|
|
glEnable(GL_PROGRAM_POINT_SIZE);
|
|
|
|
}
|
|
|
|
|
2017-02-09 02:28:55 +11:00
|
|
|
void GPU_disable_program_point_size(void)
|
2016-09-30 19:51:04 -04:00
|
|
|
{
|
|
|
|
glDisable(GL_PROGRAM_POINT_SIZE);
|
|
|
|
}
|
|
|
|
|
2016-06-25 20:16:33 +10:00
|
|
|
/** \name Framebuffer color depth, for selection codes
|
|
|
|
* \{ */
|
|
|
|
|
|
|
|
#ifdef __APPLE__
|
|
|
|
|
|
|
|
/* apple seems to round colors to below and up on some configs */
|
|
|
|
|
2018-09-12 12:18:35 +10:00
|
|
|
static uint index_to_framebuffer(int index)
|
2016-06-25 20:16:33 +10:00
|
|
|
{
|
2018-09-12 12:18:35 +10:00
|
|
|
uint i = index;
|
2016-06-25 20:16:33 +10:00
|
|
|
|
|
|
|
switch (GPU_color_depth()) {
|
|
|
|
case 12:
|
|
|
|
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
|
|
|
|
/* sometimes dithering subtracts! */
|
|
|
|
i |= 0x070707;
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
case 16:
|
|
|
|
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
|
|
|
|
i |= 0x030303;
|
|
|
|
break;
|
|
|
|
case 24:
|
|
|
|
break;
|
|
|
|
default: /* 18 bits... */
|
|
|
|
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
|
|
|
|
i |= 0x010101;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
|
|
|
|
|
2018-09-12 12:18:35 +10:00
|
|
|
static uint index_to_framebuffer(int index)
|
2016-06-25 20:16:33 +10:00
|
|
|
{
|
2018-09-12 12:18:35 +10:00
|
|
|
uint i = index;
|
2016-06-25 20:16:33 +10:00
|
|
|
|
|
|
|
switch (GPU_color_depth()) {
|
|
|
|
case 8:
|
|
|
|
i = ((i & 48) << 18) + ((i & 12) << 12) + ((i & 3) << 6);
|
|
|
|
i |= 0x3F3F3F;
|
|
|
|
break;
|
|
|
|
case 12:
|
|
|
|
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
|
|
|
|
/* sometimes dithering subtracts! */
|
|
|
|
i |= 0x0F0F0F;
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
case 16:
|
|
|
|
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
|
|
|
|
i |= 0x070707;
|
|
|
|
break;
|
|
|
|
case 24:
|
|
|
|
break;
|
|
|
|
default: /* 18 bits... */
|
|
|
|
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
|
|
|
|
i |= 0x030303;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
void GPU_select_index_set(int index)
|
|
|
|
{
|
|
|
|
const int col = index_to_framebuffer(index);
|
|
|
|
glColor3ub(( (col) & 0xFF),
|
|
|
|
(((col) >> 8) & 0xFF),
|
|
|
|
(((col) >> 16) & 0xFF));
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_select_index_get(int index, int *r_col)
|
|
|
|
{
|
|
|
|
const int col = index_to_framebuffer(index);
|
|
|
|
char *c_col = (char *)r_col;
|
|
|
|
c_col[0] = (col & 0xFF); /* red */
|
|
|
|
c_col[1] = ((col >> 8) & 0xFF); /* green */
|
|
|
|
c_col[2] = ((col >> 16) & 0xFF); /* blue */
|
|
|
|
c_col[3] = 0xFF; /* alpha */
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#define INDEX_FROM_BUF_8(col) ((((col) & 0xC00000) >> 18) + (((col) & 0xC000) >> 12) + (((col) & 0xC0) >> 6))
|
|
|
|
#define INDEX_FROM_BUF_12(col) ((((col) & 0xF00000) >> 12) + (((col) & 0xF000) >> 8) + (((col) & 0xF0) >> 4))
|
|
|
|
#define INDEX_FROM_BUF_15_16(col) ((((col) & 0xF80000) >> 9) + (((col) & 0xF800) >> 6) + (((col) & 0xF8) >> 3))
|
|
|
|
#define INDEX_FROM_BUF_18(col) ((((col) & 0xFC0000) >> 6) + (((col) & 0xFC00) >> 4) + (((col) & 0xFC) >> 2))
|
|
|
|
#define INDEX_FROM_BUF_24(col) ((col) & 0xFFFFFF)
|
|
|
|
|
2018-09-12 12:18:35 +10:00
|
|
|
int GPU_select_to_index(uint col)
|
2016-06-25 20:16:33 +10:00
|
|
|
{
|
|
|
|
if (col == 0) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (GPU_color_depth()) {
|
|
|
|
case 8: return INDEX_FROM_BUF_8(col);
|
|
|
|
case 12: return INDEX_FROM_BUF_12(col);
|
|
|
|
case 15:
|
|
|
|
case 16: return INDEX_FROM_BUF_15_16(col);
|
|
|
|
case 24: return INDEX_FROM_BUF_24(col);
|
|
|
|
default: return INDEX_FROM_BUF_18(col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-09-12 12:18:35 +10:00
|
|
|
void GPU_select_to_index_array(uint *col, const uint size)
|
2016-06-25 20:16:33 +10:00
|
|
|
{
|
|
|
|
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
|
|
|
|
for (i = size; i--; col++) { \
|
2018-07-18 23:09:31 +10:00
|
|
|
if ((c = *col)) { \
|
|
|
|
*col = INDEX_FROM_BUF_BITS(c); \
|
|
|
|
} \
|
|
|
|
} ((void)0)
|
2016-06-25 20:16:33 +10:00
|
|
|
|
|
|
|
if (size > 0) {
|
2018-09-12 12:18:35 +10:00
|
|
|
uint i, c;
|
2016-06-25 20:16:33 +10:00
|
|
|
|
|
|
|
switch (GPU_color_depth()) {
|
|
|
|
case 8:
|
|
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_8);
|
|
|
|
break;
|
|
|
|
case 12:
|
|
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_12);
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
case 16:
|
|
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_15_16);
|
|
|
|
break;
|
|
|
|
case 24:
|
|
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_24);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_18);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#undef INDEX_BUF_ARRAY
|
|
|
|
}
|
|
|
|
|
2017-05-09 15:09:39 +02:00
|
|
|
#define STATE_STACK_DEPTH 16
|
|
|
|
|
|
|
|
typedef struct {
|
|
|
|
eGPUAttribMask mask;
|
|
|
|
|
|
|
|
/* GL_ENABLE_BIT */
|
2018-09-12 12:18:35 +10:00
|
|
|
uint is_blend : 1;
|
|
|
|
uint is_cull_face : 1;
|
|
|
|
uint is_depth_test : 1;
|
|
|
|
uint is_dither : 1;
|
|
|
|
uint is_lighting : 1;
|
|
|
|
uint is_line_smooth : 1;
|
|
|
|
uint is_color_logic_op : 1;
|
|
|
|
uint is_multisample : 1;
|
|
|
|
uint is_polygon_offset_line : 1;
|
|
|
|
uint is_polygon_offset_fill : 1;
|
|
|
|
uint is_polygon_smooth : 1;
|
|
|
|
uint is_sample_alpha_to_coverage : 1;
|
|
|
|
uint is_scissor_test : 1;
|
|
|
|
uint is_stencil_test : 1;
|
2017-05-09 15:09:39 +02:00
|
|
|
|
|
|
|
bool is_clip_plane[6];
|
|
|
|
|
|
|
|
/* GL_DEPTH_BUFFER_BIT */
|
2018-09-12 12:18:35 +10:00
|
|
|
/* uint is_depth_test : 1; */
|
2017-05-09 15:09:39 +02:00
|
|
|
int depth_func;
|
|
|
|
double depth_clear_value;
|
|
|
|
bool depth_write_mask;
|
|
|
|
|
|
|
|
/* GL_SCISSOR_BIT */
|
|
|
|
int scissor_box[4];
|
2018-09-12 12:18:35 +10:00
|
|
|
/* uint is_scissor_test : 1; */
|
2017-05-09 15:09:39 +02:00
|
|
|
|
|
|
|
/* GL_VIEWPORT_BIT */
|
|
|
|
int viewport[4];
|
|
|
|
double near_far[2];
|
|
|
|
} GPUAttribValues;
|
|
|
|
|
|
|
|
typedef struct {
|
|
|
|
GPUAttribValues attrib_stack[STATE_STACK_DEPTH];
|
2018-09-12 12:18:35 +10:00
|
|
|
uint top;
|
2017-05-09 15:09:39 +02:00
|
|
|
} GPUAttribStack;
|
|
|
|
|
|
|
|
static GPUAttribStack state = {
|
2019-01-07 00:06:58 +11:00
|
|
|
.top = 0,
|
2017-05-09 15:09:39 +02:00
|
|
|
};
|
|
|
|
|
|
|
|
#define AttribStack state
|
2018-03-23 23:51:24 +01:00
|
|
|
#define Attrib state.attrib_stack[state.top]
|
2017-05-09 15:09:39 +02:00
|
|
|
|
2017-04-04 20:33:23 +02:00
|
|
|
/**
|
|
|
|
* Replacement for glPush/PopAttributes
|
|
|
|
*
|
|
|
|
* We don't need to cover all the options of legacy OpenGL
|
|
|
|
* but simply the ones used by Blender.
|
|
|
|
*/
|
2017-05-09 15:09:39 +02:00
|
|
|
void gpuPushAttrib(eGPUAttribMask mask)
|
2017-04-04 20:33:23 +02:00
|
|
|
{
|
2018-03-23 23:51:24 +01:00
|
|
|
Attrib.mask = mask;
|
2017-04-04 20:33:23 +02:00
|
|
|
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
|
|
glGetIntegerv(GL_DEPTH_FUNC, &Attrib.depth_func);
|
|
|
|
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attrib.depth_clear_value);
|
|
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attrib.depth_write_mask);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
Attrib.is_blend = glIsEnabled(GL_BLEND);
|
2017-04-04 20:33:23 +02:00
|
|
|
|
|
|
|
for (int i = 0; i < 6; i++) {
|
2018-03-23 23:51:24 +01:00
|
|
|
Attrib.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
2018-03-23 23:51:24 +01:00
|
|
|
Attrib.is_cull_face = glIsEnabled(GL_CULL_FACE);
|
|
|
|
Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
|
|
Attrib.is_dither = glIsEnabled(GL_DITHER);
|
|
|
|
Attrib.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
|
|
|
|
Attrib.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
|
|
|
|
Attrib.is_multisample = glIsEnabled(GL_MULTISAMPLE);
|
|
|
|
Attrib.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
|
|
|
|
Attrib.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
|
|
|
|
Attrib.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
|
|
|
|
Attrib.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
|
Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
|
|
Attrib.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
|
|
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attrib.scissor_box);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attrib.near_far);
|
|
|
|
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attrib.viewport);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
Attrib.is_blend = glIsEnabled(GL_BLEND);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
2017-05-09 15:09:39 +02:00
|
|
|
|
|
|
|
BLI_assert(AttribStack.top < STATE_STACK_DEPTH);
|
|
|
|
AttribStack.top++;
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
2017-10-07 15:57:14 +11:00
|
|
|
static void restore_mask(GLenum cap, const bool value)
|
|
|
|
{
|
2017-04-04 20:33:23 +02:00
|
|
|
if (value) {
|
|
|
|
glEnable(cap);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glDisable(cap);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-05-21 09:39:31 +10:00
|
|
|
void gpuPopAttrib(void)
|
2017-04-04 20:33:23 +02:00
|
|
|
{
|
2017-05-09 15:09:39 +02:00
|
|
|
BLI_assert(AttribStack.top > 0);
|
|
|
|
AttribStack.top--;
|
|
|
|
|
2018-03-23 23:51:24 +01:00
|
|
|
GLint mask = Attrib.mask;
|
2017-04-04 20:33:23 +02:00
|
|
|
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test);
|
|
|
|
glDepthFunc(Attrib.depth_func);
|
|
|
|
glClearDepth(Attrib.depth_clear_value);
|
|
|
|
glDepthMask(Attrib.depth_write_mask);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
restore_mask(GL_BLEND, Attrib.is_blend);
|
2017-04-04 20:33:23 +02:00
|
|
|
|
|
|
|
for (int i = 0; i < 6; i++) {
|
2018-03-23 23:51:24 +01:00
|
|
|
restore_mask(GL_CLIP_PLANE0 + i, Attrib.is_clip_plane[i]);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
2018-03-23 23:51:24 +01:00
|
|
|
restore_mask(GL_CULL_FACE, Attrib.is_cull_face);
|
|
|
|
restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test);
|
|
|
|
restore_mask(GL_DITHER, Attrib.is_dither);
|
|
|
|
restore_mask(GL_LINE_SMOOTH, Attrib.is_line_smooth);
|
|
|
|
restore_mask(GL_COLOR_LOGIC_OP, Attrib.is_color_logic_op);
|
|
|
|
restore_mask(GL_MULTISAMPLE, Attrib.is_multisample);
|
|
|
|
restore_mask(GL_POLYGON_OFFSET_LINE, Attrib.is_polygon_offset_line);
|
|
|
|
restore_mask(GL_POLYGON_OFFSET_FILL, Attrib.is_polygon_offset_fill);
|
|
|
|
restore_mask(GL_POLYGON_SMOOTH, Attrib.is_polygon_smooth);
|
|
|
|
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attrib.is_sample_alpha_to_coverage);
|
|
|
|
restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test);
|
|
|
|
restore_mask(GL_STENCIL_TEST, Attrib.is_stencil_test);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
glViewport(Attrib.viewport[0], Attrib.viewport[1], Attrib.viewport[2], Attrib.viewport[3]);
|
|
|
|
glDepthRange(Attrib.near_far[0], Attrib.near_far[1]);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test);
|
|
|
|
glScissor(Attrib.scissor_box[0], Attrib.scissor_box[1], Attrib.scissor_box[2], Attrib.scissor_box[3]);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
2018-03-23 23:51:24 +01:00
|
|
|
restore_mask(GL_BLEND, Attrib.is_blend);
|
2017-04-04 20:33:23 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-03-23 23:51:24 +01:00
|
|
|
#undef Attrib
|
2017-05-09 15:09:39 +02:00
|
|
|
#undef AttribStack
|
|
|
|
|
2016-06-25 20:16:33 +10:00
|
|
|
/** \} */
|