1663 lines
46 KiB
C
1663 lines
46 KiB
C
/*
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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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* of the License, or (at your option) any later version.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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/** \file
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* \ingroup gpu
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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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* 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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* and abstract them away from the rest a bit.
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*/
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#include <string.h>
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#include "BLI_blenlib.h"
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#include "BLI_linklist.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "DNA_light_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_particle_types.h"
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#include "MEM_guardedalloc.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BKE_colorband.h"
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#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_movieclip.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_glew.h"
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#include "GPU_platform.h"
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#include "GPU_texture.h"
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#include "PIL_time.h"
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#ifdef WITH_SMOKE
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# include "smoke_API.h"
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#endif
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static void gpu_free_image_immediate(Image *ima);
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//* Checking powers of two for images since OpenGL ES requires it */
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#ifdef WITH_DDS
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static bool is_power_of_2_resolution(int w, int h)
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{
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return is_power_of_2_i(w) && is_power_of_2_i(h);
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}
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#endif
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static bool is_over_resolution_limit(GLenum textarget, int w, int h)
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{
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int size = (textarget == GL_TEXTURE_2D) ? GPU_max_texture_size() : GPU_max_cube_map_size();
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int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
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return (w > reslimit || h > reslimit);
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}
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static int smaller_power_of_2_limit(int num)
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{
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int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) :
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GPU_max_texture_size();
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/* take texture clamping into account */
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if (num > reslimit) {
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return reslimit;
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}
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return power_of_2_min_i(num);
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}
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/* Current OpenGL state caching for GPU_set_tpage */
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static struct GPUTextureState {
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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;
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float anisotropic;
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} GTS = {1, 0, 0, 1.0f};
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/* Mipmap settings */
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void GPU_set_mipmap(Main *bmain, bool mipmap)
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{
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if (GTS.domipmap != mipmap) {
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GPU_free_images(bmain);
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GTS.domipmap = mipmap;
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}
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}
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void GPU_set_linear_mipmap(bool linear)
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{
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if (GTS.linearmipmap != linear) {
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GTS.linearmipmap = linear;
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}
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}
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bool GPU_get_mipmap(void)
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{
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return GTS.domipmap && !GTS.texpaint;
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}
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bool GPU_get_linear_mipmap(void)
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{
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return GTS.linearmipmap;
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}
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static GLenum gpu_get_mipmap_filter(bool mag)
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{
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/* linearmipmap is off by default *when mipmapping is off,
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* use unfiltered display */
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if (mag) {
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if (GTS.domipmap) {
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return GL_LINEAR;
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}
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else {
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return GL_NEAREST;
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}
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}
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else {
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if (GTS.domipmap) {
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if (GTS.linearmipmap) {
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return GL_LINEAR_MIPMAP_LINEAR;
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}
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else {
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return GL_LINEAR_MIPMAP_NEAREST;
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}
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}
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else {
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return GL_NEAREST;
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}
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}
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}
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/* Anisotropic filtering settings */
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void GPU_set_anisotropic(Main *bmain, float value)
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{
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if (GTS.anisotropic != value) {
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GPU_free_images(bmain);
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/* Clamp value to the maximum value the graphics card supports */
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const float max = GPU_max_texture_anisotropy();
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if (value > max) {
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value = max;
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}
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GTS.anisotropic = value;
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}
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}
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float GPU_get_anisotropic(void)
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{
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return GTS.anisotropic;
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}
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/* Set OpenGL state for an MTFace */
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static GPUTexture **gpu_get_tile_gputexture(ImageTile *tile, GLenum textarget)
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{
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if (textarget == GL_TEXTURE_2D) {
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return &tile->gputexture[TEXTARGET_TEXTURE_2D];
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}
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else if (textarget == GL_TEXTURE_CUBE_MAP) {
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return &tile->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
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}
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return NULL;
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}
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static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, int textarget)
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{
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uint bindcode = 0;
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const bool mipmap = GPU_get_mipmap();
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#ifdef WITH_DDS
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if (ibuf->ftype == IMB_FTYPE_DDS) {
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/* DDS is loaded directly in compressed form. */
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GPU_create_gl_tex_compressed(&bindcode, textarget, ima, ibuf);
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return bindcode;
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}
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#endif
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/* Regular uncompressed texture. */
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float *rect_float = ibuf->rect_float;
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uchar *rect = (uchar *)ibuf->rect;
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bool compress_as_srgb = false;
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if (rect_float == NULL) {
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/* Byte image is in original colorspace from the file. If the file is sRGB
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* scene linear, or non-color data no conversion is needed. Otherwise we
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* compress as scene linear + sRGB transfer function to avoid precision loss
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* in common cases.
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*
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* We must also convert to premultiplied for correct texture interpolation
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* and consistency with float images. */
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if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
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compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace);
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rect = MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
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if (rect == NULL) {
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return bindcode;
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}
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/* Texture storage of images is defined by the alpha mode of the image. The
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* downside of this is that there can be artifacts near alpha edges. However,
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* this allows us to use sRGB texture formats and preserves color values in
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* zero alpha areas, and appears generally closer to what game engines that we
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* want to be compatible with do. */
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const bool store_premultiplied = ima ? (ima->alpha_mode == IMA_ALPHA_PREMUL) : true;
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IMB_colormanagement_imbuf_to_byte_texture(
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rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb, store_premultiplied);
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}
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}
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else {
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/* Float image is already in scene linear colorspace or non-color data by
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* convention, no colorspace conversion needed. But we do require 4 channels
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* currently. */
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const bool store_premultiplied = ima ? (ima->alpha_mode != IMA_ALPHA_STRAIGHT) : false;
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if (ibuf->channels != 4 || !store_premultiplied) {
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rect_float = MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
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if (rect_float == NULL) {
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return bindcode;
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}
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IMB_colormanagement_imbuf_to_float_texture(
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rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
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}
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}
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/* Create OpenGL texture. */
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GPU_create_gl_tex(&bindcode,
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(uint *)rect,
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rect_float,
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ibuf->x,
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ibuf->y,
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textarget,
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mipmap,
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compress_as_srgb,
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ima);
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/* Free buffers if needed. */
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if (rect && rect != (uchar *)ibuf->rect) {
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MEM_freeN(rect);
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}
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if (rect_float && rect_float != ibuf->rect_float) {
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MEM_freeN(rect_float);
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}
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return bindcode;
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}
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static GPUTexture **gpu_get_movieclip_gputexture(MovieClip *clip,
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MovieClipUser *cuser,
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GLenum textarget)
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{
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MovieClip_RuntimeGPUTexture *tex;
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for (tex = clip->runtime.gputextures.first; tex; tex = tex->next) {
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if (memcmp(&tex->user, cuser, sizeof(MovieClipUser)) == 0) {
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break;
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}
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}
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if (tex == NULL) {
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tex = MEM_mallocN(sizeof(MovieClip_RuntimeGPUTexture), __func__);
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for (int i = 0; i < TEXTARGET_COUNT; i++) {
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tex->gputexture[i] = NULL;
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}
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memcpy(&tex->user, cuser, sizeof(MovieClipUser));
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BLI_addtail(&clip->runtime.gputextures, tex);
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}
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if (textarget == GL_TEXTURE_2D) {
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return &tex->gputexture[TEXTARGET_TEXTURE_2D];
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}
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else if (textarget == GL_TEXTURE_CUBE_MAP) {
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return &tex->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
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}
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return NULL;
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}
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static void gpu_texture_update_scaled(
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uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h)
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{
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/* Partial update with scaling. */
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int limit_w = smaller_power_of_2_limit(full_w);
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int limit_h = smaller_power_of_2_limit(full_h);
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float xratio = limit_w / (float)full_w;
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float yratio = limit_h / (float)full_h;
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/* Find sub coordinates in scaled image. Take ceiling because we will be
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* losing 1 pixel due to rounding errors in x,y. */
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int sub_x = x * xratio;
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int sub_y = y * yratio;
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int sub_w = (int)ceil(xratio * w);
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int sub_h = (int)ceil(yratio * h);
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/* ...but take back if we are over the limit! */
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if (sub_w + sub_x > limit_w) {
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sub_w--;
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}
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if (sub_h + sub_y > limit_h) {
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sub_h--;
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}
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/* Scale pixels. */
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ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, w, h, 4);
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IMB_scaleImBuf(ibuf, sub_w, sub_h);
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if (ibuf->rect_float) {
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glTexSubImage2D(
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GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_FLOAT, ibuf->rect_float);
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}
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else {
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glTexSubImage2D(
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GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
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}
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IMB_freeImBuf(ibuf);
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}
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static void gpu_texture_update_unscaled(
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uchar *rect, float *rect_float, int x, int y, int w, int h, GLint tex_stride, GLint tex_offset)
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{
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/* Partial update without scaling. Stride and offset are used to copy only a
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* subset of a possible larger buffer than what we are updating. */
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GLint row_length;
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glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, tex_stride);
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if (rect_float == NULL) {
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset);
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}
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else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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}
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static void gpu_texture_update_from_ibuf(Image *ima, ImBuf *ibuf, int x, int y, int w, int h)
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{
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/* Partial update of texture for texture painting. This is often much
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* quicker than fully updating the texture for high resolution images.
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* Assumes the OpenGL texture is bound to 0. */
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const bool scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y);
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if (scaled) {
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/* Extra padding to account for bleed from neighboring pixels. */
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const int padding = 4;
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const int xmax = min_ii(x + w + padding, ibuf->x);
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const int ymax = min_ii(y + h + padding, ibuf->y);
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x = max_ii(x - padding, 0);
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y = max_ii(y - padding, 0);
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w = xmax - x;
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h = ymax - y;
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}
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/* Get texture data pointers. */
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float *rect_float = ibuf->rect_float;
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uchar *rect = (uchar *)ibuf->rect;
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GLint tex_stride = ibuf->x;
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GLint tex_offset = ibuf->channels * (y * ibuf->x + x);
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if (rect_float == NULL) {
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/* Byte pixels. */
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if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
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const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
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ibuf->rect_colorspace);
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rect = MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__);
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if (rect == NULL) {
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return;
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}
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tex_stride = w;
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tex_offset = 0;
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/* Convert to scene linear with sRGB compression, and premultiplied for
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* correct texture interpolation. */
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const bool store_premultiplied = (ima->alpha_mode == IMA_ALPHA_PREMUL);
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IMB_colormanagement_imbuf_to_byte_texture(
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rect, x, y, w, h, ibuf, compress_as_srgb, store_premultiplied);
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}
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}
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else {
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/* Float pixels. */
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const bool store_premultiplied = (ima->alpha_mode != IMA_ALPHA_STRAIGHT);
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if (ibuf->channels != 4 || scaled || !store_premultiplied) {
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rect_float = MEM_mallocN(sizeof(float) * 4 * w * h, __func__);
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if (rect_float == NULL) {
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return;
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}
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tex_stride = w;
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tex_offset = 0;
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IMB_colormanagement_imbuf_to_float_texture(
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rect_float, x, y, w, h, ibuf, store_premultiplied);
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}
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}
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if (scaled) {
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/* Slower update where we first have to scale the input pixels. */
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gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h);
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}
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else {
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/* Fast update at same resolution. */
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gpu_texture_update_unscaled(rect, rect_float, x, y, w, h, tex_stride, tex_offset);
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}
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/* Free buffers if needed. */
|
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if (rect && rect != (uchar *)ibuf->rect) {
|
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MEM_freeN(rect);
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}
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if (rect_float && rect_float != ibuf->rect_float) {
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MEM_freeN(rect_float);
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}
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|
}
|
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|
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GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget)
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{
|
|
if (ima == NULL) {
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return NULL;
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}
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|
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/* currently, gpu refresh tagging is used by ima sequences */
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|
if (ima->gpuflag & IMA_GPU_REFRESH) {
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gpu_free_image_immediate(ima);
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ima->gpuflag &= ~IMA_GPU_REFRESH;
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}
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|
|
/* Tag as in active use for garbage collector. */
|
|
BKE_image_tag_time(ima);
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|
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ImageTile *tile = BKE_image_get_tile_from_iuser(ima, iuser);
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|
|
|
if (tile == NULL) {
|
|
/* TODO(lukas): When a tile gets deleted, the materials using the image
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* aren't rebuilt and therefore continue to use it.
|
|
* This workaround isn't ideal, the result should be a pink color
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* (for a missing tile). With the current behavior, new tiles also won't
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* be detected. */
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tile = BKE_image_get_tile(ima, 0);
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|
}
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|
|
/* Test if we already have a texture. */
|
|
GPUTexture **tex = gpu_get_tile_gputexture(tile, textarget);
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|
if (*tex) {
|
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return *tex;
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}
|
|
|
|
/* Check if we have a valid image. If not, we return a dummy
|
|
* texture with zero bindcode so we don't keep trying. */
|
|
uint bindcode = 0;
|
|
if (tile->ok == 0) {
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
return *tex;
|
|
}
|
|
|
|
/* check if we have a valid image buffer */
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
if (ibuf == NULL) {
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
return *tex;
|
|
}
|
|
|
|
bindcode = gpu_texture_create_from_ibuf(ima, ibuf, textarget);
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
|
|
GPU_texture_orig_size_set(*tex, ibuf->x, ibuf->y);
|
|
|
|
return *tex;
|
|
}
|
|
|
|
GPUTexture *GPU_texture_from_movieclip(MovieClip *clip, MovieClipUser *cuser, int textarget)
|
|
{
|
|
if (clip == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
GPUTexture **tex = gpu_get_movieclip_gputexture(clip, cuser, textarget);
|
|
if (*tex) {
|
|
return *tex;
|
|
}
|
|
|
|
/* check if we have a valid image buffer */
|
|
uint bindcode = 0;
|
|
ImBuf *ibuf = BKE_movieclip_get_ibuf(clip, cuser);
|
|
if (ibuf == NULL) {
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
return *tex;
|
|
}
|
|
|
|
bindcode = gpu_texture_create_from_ibuf(NULL, ibuf, textarget);
|
|
IMB_freeImBuf(ibuf);
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
return *tex;
|
|
}
|
|
|
|
void GPU_free_texture_movieclip(struct MovieClip *clip)
|
|
{
|
|
/* number of gpu textures to keep around as cache
|
|
* We don't want to keep too many GPU textures for
|
|
* movie clips around, as they can be large.*/
|
|
const int MOVIECLIP_NUM_GPUTEXTURES = 1;
|
|
|
|
while (BLI_listbase_count(&clip->runtime.gputextures) > MOVIECLIP_NUM_GPUTEXTURES) {
|
|
MovieClip_RuntimeGPUTexture *tex = BLI_pophead(&clip->runtime.gputextures);
|
|
for (int i = 0; i < TEXTARGET_COUNT; i++) {
|
|
/* free glsl image binding */
|
|
if (tex->gputexture[i]) {
|
|
GPU_texture_free(tex->gputexture[i]);
|
|
tex->gputexture[i] = NULL;
|
|
}
|
|
}
|
|
MEM_freeN(tex);
|
|
}
|
|
}
|
|
|
|
static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth)
|
|
{
|
|
size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]);
|
|
void **sides = NULL;
|
|
int h = recth / 2;
|
|
int w = rectw / 3;
|
|
|
|
if (w != h) {
|
|
return sides;
|
|
}
|
|
|
|
/* PosX, NegX, PosY, NegY, PosZ, NegZ */
|
|
sides = MEM_mallocN(sizeof(void *) * 6, "");
|
|
for (int i = 0; i < 6; i++) {
|
|
sides[i] = MEM_mallocN(block_size * w * h, "");
|
|
}
|
|
|
|
/* divide image into six parts */
|
|
/* ______________________
|
|
* | | | |
|
|
* | NegX | NegY | PosX |
|
|
* |______|______|______|
|
|
* | | | |
|
|
* | NegZ | PosZ | PosY |
|
|
* |______|______|______|
|
|
*/
|
|
if (frect) {
|
|
float(*frectb)[4] = (float(*)[4])frect;
|
|
float(**fsides)[4] = (float(**)[4])sides;
|
|
|
|
for (int y = 0; y < h; y++) {
|
|
for (int x = 0; x < w; x++) {
|
|
memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
|
|
memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
|
|
memcpy(
|
|
&fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
|
|
memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
|
|
}
|
|
memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
|
|
memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
|
|
}
|
|
}
|
|
else {
|
|
uint **isides = (uint **)sides;
|
|
|
|
for (int y = 0; y < h; y++) {
|
|
for (int x = 0; x < w; x++) {
|
|
isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
|
|
isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
|
|
isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
|
|
isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
|
|
}
|
|
memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
|
|
memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
|
|
}
|
|
}
|
|
|
|
return sides;
|
|
}
|
|
|
|
static void gpu_del_cube_map(void **cube_map)
|
|
{
|
|
int i;
|
|
if (cube_map == NULL) {
|
|
return;
|
|
}
|
|
for (i = 0; i < 6; i++) {
|
|
MEM_freeN(cube_map[i]);
|
|
}
|
|
MEM_freeN(cube_map);
|
|
}
|
|
|
|
/* Image *ima can be NULL */
|
|
void GPU_create_gl_tex(uint *bind,
|
|
uint *rect,
|
|
float *frect,
|
|
int rectw,
|
|
int recth,
|
|
int textarget,
|
|
bool mipmap,
|
|
bool use_srgb,
|
|
Image *ima)
|
|
{
|
|
ImBuf *ibuf = NULL;
|
|
|
|
if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) {
|
|
int tpx = rectw;
|
|
int tpy = recth;
|
|
rectw = smaller_power_of_2_limit(rectw);
|
|
recth = smaller_power_of_2_limit(recth);
|
|
|
|
if (frect) {
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy, 4);
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
frect = ibuf->rect_float;
|
|
}
|
|
else {
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy, 4);
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
rect = ibuf->rect;
|
|
}
|
|
}
|
|
|
|
/* create image */
|
|
glGenTextures(1, (GLuint *)bind);
|
|
glBindTexture(textarget, *bind);
|
|
|
|
GLenum internal_format = (frect) ? GL_RGBA16F : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
|
|
|
|
if (textarget == GL_TEXTURE_2D) {
|
|
if (frect) {
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
|
|
}
|
|
else {
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
if (ima) {
|
|
ima->gpuflag |= IMA_GPU_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);
|
|
GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE;
|
|
|
|
if (cube_map) {
|
|
for (int i = 0; i < 6; i++) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
0,
|
|
internal_format,
|
|
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) {
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
|
|
if (ima) {
|
|
ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
else {
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
gpu_del_cube_map(cube_map);
|
|
}
|
|
else {
|
|
printf("Incorrect envmap size\n");
|
|
}
|
|
}
|
|
|
|
if (GLEW_EXT_texture_filter_anisotropic) {
|
|
glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
}
|
|
|
|
glBindTexture(textarget, 0);
|
|
|
|
if (ibuf) {
|
|
IMB_freeImBuf(ibuf);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
|
|
* This is so the viewport and the BGE can share some code.
|
|
* Returns false if the provided ImBuf doesn't have a supported DXT compression format
|
|
*/
|
|
bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb)
|
|
{
|
|
#ifdef WITH_DDS
|
|
GLint format = 0;
|
|
int blocksize, height, width, i, size, offset = 0;
|
|
|
|
width = ibuf->x;
|
|
height = ibuf->y;
|
|
|
|
if (GLEW_EXT_texture_compression_s3tc) {
|
|
if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT :
|
|
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
}
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT :
|
|
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
}
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT :
|
|
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
}
|
|
}
|
|
|
|
if (format == 0) {
|
|
fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
|
|
return false;
|
|
}
|
|
|
|
if (!is_power_of_2_resolution(width, height)) {
|
|
fprintf(
|
|
stderr,
|
|
"Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
|
|
return false;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GLEW_EXT_texture_filter_anisotropic) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
}
|
|
|
|
blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
|
|
for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); i++) {
|
|
if (width == 0) {
|
|
width = 1;
|
|
}
|
|
if (height == 0) {
|
|
height = 1;
|
|
}
|
|
|
|
size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
|
|
|
|
glCompressedTexImage2D(
|
|
GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset);
|
|
|
|
offset += size;
|
|
width >>= 1;
|
|
height >>= 1;
|
|
}
|
|
|
|
/* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
|
|
|
|
return true;
|
|
#else
|
|
UNUSED_VARS(ibuf, use_srgb);
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void GPU_create_gl_tex_compressed(unsigned int *bind, int textarget, Image *ima, ImBuf *ibuf)
|
|
{
|
|
/* For DDS we only support data, scene linear and sRGB. Converting to
|
|
* different colorspace would break the compression. */
|
|
const bool use_srgb = !(IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
|
|
IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
|
|
const bool mipmap = GPU_get_mipmap();
|
|
|
|
#ifndef WITH_DDS
|
|
(void)ibuf;
|
|
/* Fall back to uncompressed if DDS isn't enabled */
|
|
GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
|
|
#else
|
|
glGenTextures(1, (GLuint *)bind);
|
|
glBindTexture(textarget, *bind);
|
|
|
|
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf, use_srgb) == 0) {
|
|
glDeleteTextures(1, (GLuint *)bind);
|
|
GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
|
|
}
|
|
|
|
glBindTexture(textarget, 0);
|
|
#endif
|
|
}
|
|
|
|
/* these two functions are called on entering and exiting texture paint mode,
|
|
* temporary disabling/enabling mipmapping on all images for quick texture
|
|
* updates with glTexSubImage2D. images that didn't change don't have to be
|
|
* re-uploaded to OpenGL */
|
|
void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
|
|
{
|
|
if (!GTS.domipmap) {
|
|
return;
|
|
}
|
|
|
|
GTS.texpaint = !mipmap;
|
|
|
|
if (mipmap) {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
|
|
LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
|
|
GPUTexture *tex = tile->gputexture[TEXTARGET_TEXTURE_2D];
|
|
if (tex != NULL) {
|
|
GPU_texture_bind(tex, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
GPU_texture_unbind(tex);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
|
|
GPUTexture *tex = tile->gputexture[TEXTARGET_TEXTURE_2D];
|
|
if (tex != NULL) {
|
|
GPU_texture_bind(tex, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
GPU_texture_unbind(tex);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
|
|
{
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
ImageTile *tile = BKE_image_get_tile_from_iuser(ima, iuser);
|
|
GPUTexture *tex = tile->gputexture[TEXTARGET_TEXTURE_2D];
|
|
|
|
if ((tex == NULL) || (ibuf == NULL) || (w == 0) || (h == 0)) {
|
|
/* Full reload of texture. */
|
|
GPU_free_image(ima);
|
|
}
|
|
else {
|
|
/* Partial update of texture. */
|
|
GPU_texture_bind(tex, 0);
|
|
|
|
gpu_texture_update_from_ibuf(ima, ibuf, x, y, w, h);
|
|
|
|
if (GPU_get_mipmap()) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
GPU_texture_unbind(tex);
|
|
}
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
}
|
|
|
|
/* *************************** Transfer functions *************************** */
|
|
|
|
enum {
|
|
TFUNC_FLAME_SPECTRUM = 0,
|
|
TFUNC_COLOR_RAMP = 1,
|
|
};
|
|
|
|
#define TFUNC_WIDTH 256
|
|
|
|
#ifdef WITH_SMOKE
|
|
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;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
eGPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
|
|
|
|
if (has_color) {
|
|
data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
|
|
}
|
|
|
|
if (highres) {
|
|
if (has_color) {
|
|
smoke_turbulence_get_rgba(sds->wt, data, 0);
|
|
}
|
|
else {
|
|
source = smoke_turbulence_get_density(sds->wt);
|
|
}
|
|
}
|
|
else {
|
|
if (has_color) {
|
|
smoke_get_rgba(sds->fluid, data, 0);
|
|
}
|
|
else {
|
|
source = smoke_get_density(sds->fluid);
|
|
}
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(dim[0],
|
|
dim[1],
|
|
dim[2],
|
|
3,
|
|
(has_color) ? data : source,
|
|
format,
|
|
GPU_DATA_FLOAT,
|
|
0,
|
|
true,
|
|
NULL);
|
|
if (data) {
|
|
MEM_freeN(data);
|
|
}
|
|
|
|
if (format == GPU_R8) {
|
|
/* Swizzle the RGBA components to read the Red channel so
|
|
* that the shader stay the same for colored and non color
|
|
* density textures. */
|
|
swizzle_texture_channel_rrrr(tex);
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
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;
|
|
}
|
|
#endif /* WITH_SMOKE */
|
|
|
|
void GPU_free_smoke(SmokeModifierData *smd)
|
|
{
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
|
if (smd->domain->tex) {
|
|
GPU_texture_free(smd->domain->tex);
|
|
}
|
|
smd->domain->tex = NULL;
|
|
|
|
if (smd->domain->tex_shadow) {
|
|
GPU_texture_free(smd->domain->tex_shadow);
|
|
}
|
|
smd->domain->tex_shadow = NULL;
|
|
|
|
if (smd->domain->tex_flame) {
|
|
GPU_texture_free(smd->domain->tex_flame);
|
|
}
|
|
smd->domain->tex_flame = NULL;
|
|
|
|
if (smd->domain->tex_flame_coba) {
|
|
GPU_texture_free(smd->domain->tex_flame_coba);
|
|
}
|
|
smd->domain->tex_flame_coba = NULL;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
if (!sds->tex) {
|
|
sds->tex = create_density_texture(sds, highres);
|
|
}
|
|
if (!sds->tex_flame) {
|
|
sds->tex_flame = create_flame_texture(sds, highres);
|
|
}
|
|
if (!sds->tex_flame_coba && sds->tex_flame) {
|
|
sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
|
|
}
|
|
if (!sds->tex_shadow) {
|
|
sds->tex_shadow = GPU_texture_create_nD(sds->res[0],
|
|
sds->res[1],
|
|
sds->res[2],
|
|
3,
|
|
sds->shadow,
|
|
GPU_R8,
|
|
GPU_DATA_FLOAT,
|
|
0,
|
|
true,
|
|
NULL);
|
|
}
|
|
}
|
|
#else // WITH_SMOKE
|
|
(void)highres;
|
|
smd->domain->tex = NULL;
|
|
smd->domain->tex_flame = NULL;
|
|
smd->domain->tex_flame_coba = NULL;
|
|
smd->domain->tex_shadow = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
static LinkNode *image_free_queue = NULL;
|
|
static ThreadMutex img_queue_mutex = BLI_MUTEX_INITIALIZER;
|
|
|
|
static void gpu_queue_image_for_free(Image *ima)
|
|
{
|
|
BLI_mutex_lock(&img_queue_mutex);
|
|
BLI_linklist_prepend(&image_free_queue, ima);
|
|
BLI_mutex_unlock(&img_queue_mutex);
|
|
}
|
|
|
|
void GPU_free_unused_buffers(Main *bmain)
|
|
{
|
|
if (!BLI_thread_is_main()) {
|
|
return;
|
|
}
|
|
|
|
BLI_mutex_lock(&img_queue_mutex);
|
|
|
|
/* images */
|
|
for (LinkNode *node = image_free_queue; node; node = node->next) {
|
|
Image *ima = node->link;
|
|
|
|
/* check in case it was freed in the meantime */
|
|
if (bmain && BLI_findindex(&bmain->images, ima) != -1) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
|
|
BLI_linklist_free(image_free_queue, NULL);
|
|
image_free_queue = NULL;
|
|
|
|
BLI_mutex_unlock(&img_queue_mutex);
|
|
}
|
|
|
|
static void gpu_free_image_immediate(Image *ima)
|
|
{
|
|
LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
|
|
for (int i = 0; i < TEXTARGET_COUNT; i++) {
|
|
/* free glsl image binding */
|
|
if (tile->gputexture[i] != NULL) {
|
|
GPU_texture_free(tile->gputexture[i]);
|
|
tile->gputexture[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE);
|
|
}
|
|
|
|
void GPU_free_image(Image *ima)
|
|
{
|
|
if (!BLI_thread_is_main()) {
|
|
gpu_queue_image_for_free(ima);
|
|
return;
|
|
}
|
|
|
|
gpu_free_image_immediate(ima);
|
|
}
|
|
|
|
void GPU_free_images(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* same as above but only free animated images */
|
|
void GPU_free_images_anim(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_is_animated(ima)) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_free_images_old(Main *bmain)
|
|
{
|
|
static int lasttime = 0;
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
/*
|
|
* Run garbage collector once for every collecting period of time
|
|
* if textimeout is 0, that's the option to NOT run the collector
|
|
*/
|
|
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) {
|
|
return;
|
|
}
|
|
|
|
/* of course not! */
|
|
if (G.is_rendering) {
|
|
return;
|
|
}
|
|
|
|
lasttime = ctime;
|
|
|
|
Image *ima = bmain->images.first;
|
|
while (ima) {
|
|
if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
|
|
/* If it's in GL memory, deallocate and set time tag to current time
|
|
* This gives textures a "second chance" to be used before dying. */
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
GPU_free_image(ima);
|
|
ima->lastused = ctime;
|
|
}
|
|
/* Otherwise, just kill the buffers */
|
|
else {
|
|
BKE_image_free_buffers(ima);
|
|
}
|
|
}
|
|
ima = ima->id.next;
|
|
}
|
|
}
|
|
|
|
static void gpu_disable_multisample(void)
|
|
{
|
|
#ifdef __linux__
|
|
/* 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;
|
|
|
|
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
|
int samples = 0;
|
|
glGetIntegerv(GL_SAMPLES, &samples);
|
|
|
|
if (samples == 0) {
|
|
toggle_ok = false;
|
|
}
|
|
}
|
|
|
|
if (toggle_ok) {
|
|
glDisable(GL_MULTISAMPLE);
|
|
}
|
|
#else
|
|
glDisable(GL_MULTISAMPLE);
|
|
#endif
|
|
}
|
|
|
|
/* Default OpenGL State
|
|
*
|
|
* This is called on startup, for opengl offscreen render.
|
|
* Generally we should always return to this state when
|
|
* temporarily modifying the state for drawing, though that are (undocumented)
|
|
* exceptions that we should try to get rid of. */
|
|
|
|
void GPU_state_init(void)
|
|
{
|
|
GPU_program_point_size(false);
|
|
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
glFrontFace(GL_CCW);
|
|
glCullFace(GL_BACK);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
gpu_disable_multisample();
|
|
|
|
/* This is a bit dangerous since addons could change this. */
|
|
glEnable(GL_PRIMITIVE_RESTART);
|
|
glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
|
|
|
|
/* TODO: Should become default. But needs at least GL 4.3 */
|
|
if (GLEW_ARB_ES3_compatibility) {
|
|
/* Takes predecence over GL_PRIMITIVE_RESTART */
|
|
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
|
|
}
|
|
}
|
|
|
|
/** \name Framebuffer color depth, for selection codes
|
|
* \{ */
|
|
|
|
#define STATE_STACK_DEPTH 16
|
|
|
|
typedef struct {
|
|
eGPUAttrMask mask;
|
|
|
|
/* GL_ENABLE_BIT */
|
|
uint is_blend : 1;
|
|
uint is_cull_face : 1;
|
|
uint is_depth_test : 1;
|
|
uint is_dither : 1;
|
|
uint is_lighting : 1;
|
|
uint is_line_smooth : 1;
|
|
uint is_color_logic_op : 1;
|
|
uint is_multisample : 1;
|
|
uint is_polygon_offset_line : 1;
|
|
uint is_polygon_offset_fill : 1;
|
|
uint is_polygon_smooth : 1;
|
|
uint is_sample_alpha_to_coverage : 1;
|
|
uint is_scissor_test : 1;
|
|
uint is_stencil_test : 1;
|
|
|
|
bool is_clip_plane[6];
|
|
|
|
/* GL_DEPTH_BUFFER_BIT */
|
|
/* uint is_depth_test : 1; */
|
|
int depth_func;
|
|
double depth_clear_value;
|
|
bool depth_write_mask;
|
|
|
|
/* GL_SCISSOR_BIT */
|
|
int scissor_box[4];
|
|
/* uint is_scissor_test : 1; */
|
|
|
|
/* GL_VIEWPORT_BIT */
|
|
int viewport[4];
|
|
double near_far[2];
|
|
} GPUAttrValues;
|
|
|
|
typedef struct {
|
|
GPUAttrValues attr_stack[STATE_STACK_DEPTH];
|
|
uint top;
|
|
} GPUAttrStack;
|
|
|
|
static GPUAttrStack state = {
|
|
.top = 0,
|
|
};
|
|
|
|
#define AttrStack state
|
|
#define Attr state.attr_stack[state.top]
|
|
|
|
/**
|
|
* Replacement for glPush/PopAttributes
|
|
*
|
|
* We don't need to cover all the options of legacy OpenGL
|
|
* but simply the ones used by Blender.
|
|
*/
|
|
void gpuPushAttr(eGPUAttrMask mask)
|
|
{
|
|
Attr.mask = mask;
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
|
|
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
|
|
}
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
Attr.is_blend = glIsEnabled(GL_BLEND);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
|
|
}
|
|
|
|
Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
|
|
Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
Attr.is_dither = glIsEnabled(GL_DITHER);
|
|
Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
|
|
Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
|
|
Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
|
|
Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
|
|
Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
|
|
Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
|
|
Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
|
}
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
|
|
}
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
|
|
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
|
|
}
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
Attr.is_blend = glIsEnabled(GL_BLEND);
|
|
}
|
|
|
|
BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
|
|
AttrStack.top++;
|
|
}
|
|
|
|
static void restore_mask(GLenum cap, const bool value)
|
|
{
|
|
if (value) {
|
|
glEnable(cap);
|
|
}
|
|
else {
|
|
glDisable(cap);
|
|
}
|
|
}
|
|
|
|
void gpuPopAttr(void)
|
|
{
|
|
BLI_assert(AttrStack.top > 0);
|
|
AttrStack.top--;
|
|
|
|
GLint mask = Attr.mask;
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
|
|
glDepthFunc(Attr.depth_func);
|
|
glClearDepth(Attr.depth_clear_value);
|
|
glDepthMask(Attr.depth_write_mask);
|
|
}
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
restore_mask(GL_BLEND, Attr.is_blend);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
|
|
}
|
|
|
|
restore_mask(GL_CULL_FACE, Attr.is_cull_face);
|
|
restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
|
|
restore_mask(GL_DITHER, Attr.is_dither);
|
|
restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
|
|
restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
|
|
restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
|
|
restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
|
|
restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
|
|
restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
|
|
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
|
|
restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
|
|
restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
|
|
}
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
|
|
glDepthRange(Attr.near_far[0], Attr.near_far[1]);
|
|
}
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
|
|
glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
|
|
}
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
restore_mask(GL_BLEND, Attr.is_blend);
|
|
}
|
|
}
|
|
|
|
#undef Attr
|
|
#undef AttrStack
|
|
|
|
/** \} */
|