Removed reference to GL 1.x since we no longer support that. ES is likely in our future though!
		
			
				
	
	
		
			2176 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2176 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
 * ***** 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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						|
 * 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
 | 
						|
 * 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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						|
 * 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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/** \file blender/gpu/intern/gpu_draw.c
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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 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 "GPU_glew.h"
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						|
#include "GPU_debug.h"
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						|
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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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						|
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						|
#include "DNA_lamp_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_imbuf.h"
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						|
#include "IMB_imbuf_types.h"
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						|
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						|
#include "BKE_bmfont.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_node.h"
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						|
#include "BKE_object.h"
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						|
#include "BKE_scene.h"
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						|
#include "BKE_subsurf.h"
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						|
#include "BKE_DerivedMesh.h"
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						|
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						|
#include "GPU_basic_shader.h"
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						|
#include "GPU_buffers.h"
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						|
#include "GPU_draw.h"
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						|
#include "GPU_extensions.h"
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						|
#include "GPU_material.h"
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						|
#include "GPU_shader.h"
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						|
#include "GPU_texture.h"
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						|
 | 
						|
#include "PIL_time.h"
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						|
 | 
						|
#include "smoke_API.h"
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						|
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#ifdef WITH_OPENSUBDIV
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#  include "DNA_mesh_types.h"
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#  include "BKE_editmesh.h"
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						|
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#  include "gpu_codegen.h"
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#endif
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extern Material defmaterial; /* from material.c */
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/* Text Rendering */
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						|
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static void gpu_mcol(unsigned int ucol)
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{
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						|
	/* mcol order is swapped */
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	const char *cp = (char *)&ucol;
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	glColor3ub(cp[3], cp[2], cp[1]);
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}
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void GPU_render_text(
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        MTexPoly *mtexpoly, int mode,
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        const char *textstr, int textlen, unsigned int *col,
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        const float *v_quad[4], const float *uv_quad[4],
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        int glattrib)
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{
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						|
	if ((mode & GEMAT_TEXT) && (textlen > 0) && mtexpoly->tpage) {
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						|
		const float *v1 = v_quad[0];
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						|
		const float *v2 = v_quad[1];
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						|
		const float *v3 = v_quad[2];
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		const float *v4 = v_quad[3];
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		Image *ima = (Image *)mtexpoly->tpage;
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						|
		ImBuf *first_ibuf;
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						|
		const size_t textlen_st = textlen;
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						|
		size_t index;
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						|
		float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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						|
		float advance_tab;
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						|
		
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		/* multiline */
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						|
		float line_start = 0.0f, line_height;
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						|
		
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						|
		if (v4)
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			line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
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						|
		else
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			line_height = max_fff(v1[1], v2[1], v3[1]) - min_fff(v1[1], v2[1], v3[1]);
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						|
		line_height *= 1.2f; /* could be an option? */
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						|
		/* end multiline */
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						|
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						|
		
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						|
		/* color has been set */
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						|
		if (mtexpoly->mode & TF_OBCOL)
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			col = NULL;
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						|
		else if (!col)
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			glColor3f(1.0f, 1.0f, 1.0f);
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						|
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		glPushMatrix();
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						|
		
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						|
		/* get the tab width */
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						|
		first_ibuf = BKE_image_get_first_ibuf(ima);
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						|
		matrixGlyph(first_ibuf, ' ', ¢erx, ¢ery,
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			&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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						|
		
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						|
		advance_tab = advance * 4; /* tab width could also be an option */
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						|
		
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						|
		
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						|
		for (index = 0; index < textlen_st; ) {
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						|
			unsigned int character;
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						|
			float uv[4][2];
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						|
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						|
			/* lets calculate offset stuff */
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						|
			character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
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						|
			
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						|
			if (character == '\n') {
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						|
				glTranslatef(line_start, -line_height, 0.0f);
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						|
				line_start = 0.0f;
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						|
				continue;
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						|
			}
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						|
			else if (character == '\t') {
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						|
				glTranslatef(advance_tab, 0.0f, 0.0f);
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						|
				line_start -= advance_tab; /* so we can go back to the start of the line */
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						|
				continue;
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						|
				
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						|
			}
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						|
			else if (character > USHRT_MAX) {
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						|
				/* not much we can do here bmfonts take ushort */
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						|
				character = '?';
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						|
			}
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						|
			
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						|
			/* space starts at offset 1 */
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						|
			/* character = character - ' ' + 1; */
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						|
			matrixGlyph(first_ibuf, character, & centerx, ¢ery,
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						|
				&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
 | 
						|
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						|
			uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
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						|
			uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy;
 | 
						|
			uv[1][0] = (uv_quad[1][0] - centerx) * sizex + transx;
 | 
						|
			uv[1][1] = (uv_quad[1][1] - centery) * sizey + transy;
 | 
						|
			uv[2][0] = (uv_quad[2][0] - centerx) * sizex + transx;
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						|
			uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
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						|
			
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			glBegin(GL_POLYGON);
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						|
			if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[0]);
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			else glTexCoord2fv(uv[0]);
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						|
			if (col) gpu_mcol(col[0]);
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						|
			glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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						|
			
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			if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[1]);
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			else glTexCoord2fv(uv[1]);
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			if (col) gpu_mcol(col[1]);
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			glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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						|
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						|
			if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[2]);
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			else glTexCoord2fv(uv[2]);
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						|
			if (col) gpu_mcol(col[2]);
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			glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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						|
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			if (v4) {
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				uv[3][0] = (uv_quad[3][0] - centerx) * sizex + transx;
 | 
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				uv[3][1] = (uv_quad[3][1] - centery) * sizey + transy;
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						|
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				if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[3]);
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				else glTexCoord2fv(uv[3]);
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				if (col) gpu_mcol(col[3]);
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				glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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						|
			}
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			glEnd();
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						|
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			glTranslatef(advance, 0.0f, 0.0f);
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			line_start -= advance; /* so we can go back to the start of the line */
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						|
		}
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		glPopMatrix();
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						|
 | 
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		BKE_image_release_ibuf(ima, first_ibuf, NULL);
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	}
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}
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						|
/* Checking powers of two for images since OpenGL ES requires it */
 | 
						|
 | 
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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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static bool is_over_resolution_limit(int w, int h)
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						|
{
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						|
	int reslimit = (U.glreslimit != 0)?
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						|
		min_ii(U.glreslimit, GPU_max_texture_size()) :
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		GPU_max_texture_size();
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						|
 | 
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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)
 | 
						|
{
 | 
						|
	int reslimit = (U.glreslimit != 0)?
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						|
		min_ii(U.glreslimit, GPU_max_texture_size()) :
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						|
		GPU_max_texture_size();
 | 
						|
	/* take texture clamping into account */
 | 
						|
	if (num > reslimit)
 | 
						|
		return reslimit;
 | 
						|
 | 
						|
	return power_of_2_min_i(num);
 | 
						|
}
 | 
						|
 | 
						|
/* Current OpenGL state caching for GPU_set_tpage */
 | 
						|
 | 
						|
static struct GPUTextureState {
 | 
						|
	int curtile, tile;
 | 
						|
	int curtilemode, tilemode;
 | 
						|
	int curtileXRep, tileXRep;
 | 
						|
	int curtileYRep, tileYRep;
 | 
						|
	Image *ima, *curima;
 | 
						|
 | 
						|
	/* also controls min/mag filtering */
 | 
						|
	bool domipmap;
 | 
						|
	/* only use when 'domipmap' is set */
 | 
						|
	bool linearmipmap;
 | 
						|
	/* store this so that new images created while texture painting won't be set to mipmapped */
 | 
						|
	bool texpaint;
 | 
						|
 | 
						|
	int alphablend;
 | 
						|
	float anisotropic;
 | 
						|
	int gpu_mipmap;
 | 
						|
	MTexPoly *lasttface;
 | 
						|
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0, NULL};
 | 
						|
 | 
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/* Mipmap settings */
 | 
						|
 | 
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void GPU_set_gpu_mipmapping(int gpu_mipmap)
 | 
						|
{
 | 
						|
	int old_value = GTS.gpu_mipmap;
 | 
						|
 | 
						|
	/* only actually enable if it's supported */
 | 
						|
	GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object;
 | 
						|
 | 
						|
	if (old_value != GTS.gpu_mipmap) {
 | 
						|
		GPU_free_images();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_generate_mipmap(GLenum target)
 | 
						|
{
 | 
						|
	const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY);
 | 
						|
	int target_enabled = 0;
 | 
						|
 | 
						|
	/* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled
 | 
						|
	 * http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */
 | 
						|
	if (is_ati) {
 | 
						|
		target_enabled = glIsEnabled(target);
 | 
						|
		if (!target_enabled)
 | 
						|
			glEnable(target);
 | 
						|
	}
 | 
						|
 | 
						|
	glGenerateMipmapEXT(target);
 | 
						|
 | 
						|
	if (is_ati && !target_enabled)
 | 
						|
		glDisable(target);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_set_mipmap(bool mipmap)
 | 
						|
{
 | 
						|
	if (GTS.domipmap != mipmap) {
 | 
						|
		GPU_free_images();
 | 
						|
		GTS.domipmap = mipmap;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_set_linear_mipmap(bool linear)
 | 
						|
{
 | 
						|
	if (GTS.linearmipmap != linear) {
 | 
						|
		GTS.linearmipmap = linear;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_get_mipmap(void)
 | 
						|
{
 | 
						|
	return GTS.domipmap && !GTS.texpaint;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_get_linear_mipmap(void)
 | 
						|
{
 | 
						|
	return GTS.linearmipmap;
 | 
						|
}
 | 
						|
 | 
						|
static GLenum gpu_get_mipmap_filter(bool mag)
 | 
						|
{
 | 
						|
	/* linearmipmap is off by default *when mipmapping is off,
 | 
						|
	 * use unfiltered display */
 | 
						|
	if (mag) {
 | 
						|
		if (GTS.domipmap)
 | 
						|
			return GL_LINEAR;
 | 
						|
		else
 | 
						|
			return GL_NEAREST;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if (GTS.domipmap) {
 | 
						|
			if (GTS.linearmipmap) {
 | 
						|
				return GL_LINEAR_MIPMAP_LINEAR;
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				return GL_LINEAR_MIPMAP_NEAREST;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			return GL_NEAREST;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Anisotropic filtering settings */
 | 
						|
void GPU_set_anisotropic(float value)
 | 
						|
{
 | 
						|
	if (GTS.anisotropic != value) {
 | 
						|
		GPU_free_images();
 | 
						|
 | 
						|
		/* Clamp value to the maximum value the graphics card supports */
 | 
						|
		if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
 | 
						|
			value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
 | 
						|
 | 
						|
		GTS.anisotropic = value;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
float GPU_get_anisotropic(void)
 | 
						|
{
 | 
						|
	return GTS.anisotropic;
 | 
						|
}
 | 
						|
 | 
						|
/* Set OpenGL state for an MTFace */
 | 
						|
 | 
						|
static void gpu_make_repbind(Image *ima)
 | 
						|
{
 | 
						|
	ImBuf *ibuf;
 | 
						|
	
 | 
						|
	ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
 | 
						|
	if (ibuf == NULL)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (ima->repbind) {
 | 
						|
		glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
 | 
						|
		MEM_freeN(ima->repbind);
 | 
						|
		ima->repbind = NULL;
 | 
						|
		ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
	}
 | 
						|
 | 
						|
	ima->totbind = ima->xrep*ima->yrep;
 | 
						|
 | 
						|
	if (ima->totbind>1)
 | 
						|
		ima->repbind = MEM_callocN(sizeof(int) * ima->totbind, "repbind");
 | 
						|
 | 
						|
	BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_clear_tpage(bool force)
 | 
						|
{
 | 
						|
	if (GTS.lasttface == NULL && !force)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	GTS.lasttface = NULL;
 | 
						|
	GTS.curtile = 0;
 | 
						|
	GTS.curima = NULL;
 | 
						|
	if (GTS.curtilemode != 0) {
 | 
						|
		glMatrixMode(GL_TEXTURE);
 | 
						|
		glLoadIdentity();
 | 
						|
		glMatrixMode(GL_MODELVIEW);
 | 
						|
	}
 | 
						|
	GTS.curtilemode = 0;
 | 
						|
	GTS.curtileXRep = 0;
 | 
						|
	GTS.curtileYRep = 0;
 | 
						|
	GTS.alphablend = -1;
 | 
						|
	
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	glDisable(GL_TEXTURE_2D);
 | 
						|
	glDisable(GL_TEXTURE_GEN_S);
 | 
						|
	glDisable(GL_TEXTURE_GEN_T);
 | 
						|
	glDisable(GL_ALPHA_TEST);
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_set_alpha_blend(GPUBlendMode alphablend)
 | 
						|
{
 | 
						|
	if (alphablend == GPU_BLEND_SOLID) {
 | 
						|
		glDisable(GL_BLEND);
 | 
						|
		glDisable(GL_ALPHA_TEST);
 | 
						|
		glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
 | 
						|
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
	}
 | 
						|
	else if (alphablend == GPU_BLEND_ADD) {
 | 
						|
		glEnable(GL_BLEND);
 | 
						|
		glBlendFunc(GL_ONE, GL_ONE);
 | 
						|
		glDisable(GL_ALPHA_TEST);
 | 
						|
		glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
 | 
						|
	}
 | 
						|
	else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
 | 
						|
		glEnable(GL_BLEND);
 | 
						|
		glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
 | 
						|
 | 
						|
		/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
 | 
						|
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
		
 | 
						|
		/* if U.glalphaclip == 1.0, some cards go bonkers...
 | 
						|
		 * turn off alpha test in this case */
 | 
						|
 | 
						|
		/* added after 2.45 to clip alpha */
 | 
						|
		if (U.glalphaclip == 1.0f) {
 | 
						|
			glDisable(GL_ALPHA_TEST);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			glEnable(GL_ALPHA_TEST);
 | 
						|
			glAlphaFunc(GL_GREATER, U.glalphaclip);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else if (alphablend == GPU_BLEND_CLIP) {
 | 
						|
		glDisable(GL_BLEND);
 | 
						|
		glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
 | 
						|
		glEnable(GL_ALPHA_TEST);
 | 
						|
		glAlphaFunc(GL_GREATER, 0.5f);
 | 
						|
	}
 | 
						|
	else if (alphablend == GPU_BLEND_ALPHA_TO_COVERAGE) {
 | 
						|
		glEnable(GL_ALPHA_TEST);
 | 
						|
		glAlphaFunc(GL_GREATER, U.glalphaclip);
 | 
						|
		glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_verify_alpha_blend(int alphablend)
 | 
						|
{
 | 
						|
	/* verify alpha blending modes */
 | 
						|
	if (GTS.alphablend == alphablend)
 | 
						|
		return;
 | 
						|
 | 
						|
	gpu_set_alpha_blend(alphablend);
 | 
						|
	GTS.alphablend = alphablend;
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_verify_reflection(Image *ima)
 | 
						|
{
 | 
						|
	if (ima && (ima->flag & IMA_REFLECT)) {
 | 
						|
		/* enable reflection mapping */
 | 
						|
		glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
 | 
						|
		glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
 | 
						|
 | 
						|
		glEnable(GL_TEXTURE_GEN_S);
 | 
						|
		glEnable(GL_TEXTURE_GEN_T);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* disable reflection mapping */
 | 
						|
		glDisable(GL_TEXTURE_GEN_S);
 | 
						|
		glDisable(GL_TEXTURE_GEN_T);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, bool mipmap, bool is_data)
 | 
						|
{
 | 
						|
	ImBuf *ibuf = NULL;
 | 
						|
	unsigned int *bind = NULL;
 | 
						|
	int rectw, recth, tpx = 0, tpy = 0, y;
 | 
						|
	unsigned int *tilerect = NULL, *rect = NULL;
 | 
						|
	float *ftilerect = NULL, *frect = NULL;
 | 
						|
	float *srgb_frect = NULL;
 | 
						|
	short texwindx, texwindy, texwinsx, texwinsy;
 | 
						|
	/* flag to determine whether high resolution format is used */
 | 
						|
	bool use_high_bit_depth = false, do_color_management = false;
 | 
						|
 | 
						|
	/* initialize tile mode and number of repeats */
 | 
						|
	GTS.ima = ima;
 | 
						|
	GTS.tilemode = (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
 | 
						|
	GTS.tileXRep = 0;
 | 
						|
	GTS.tileYRep = 0;
 | 
						|
 | 
						|
	/* setting current tile according to frame */
 | 
						|
	if (ima && (ima->tpageflag & IMA_TWINANIM))
 | 
						|
		GTS.tile = ima->lastframe;
 | 
						|
	else
 | 
						|
		GTS.tile = tftile;
 | 
						|
 | 
						|
	GTS.tile = MAX2(0, GTS.tile);
 | 
						|
 | 
						|
	if (ima) {
 | 
						|
		GTS.tileXRep = ima->xrep;
 | 
						|
		GTS.tileYRep = ima->yrep;
 | 
						|
	}
 | 
						|
 | 
						|
	/* if same image & tile, we're done */
 | 
						|
	if (compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
 | 
						|
	    GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
 | 
						|
	    GTS.curtileYRep == GTS.tileYRep)
 | 
						|
	{
 | 
						|
		return (ima != NULL);
 | 
						|
	}
 | 
						|
 | 
						|
	/* if tiling mode or repeat changed, change texture matrix to fit */
 | 
						|
	if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep ||
 | 
						|
	    GTS.curtileYRep != GTS.tileYRep)
 | 
						|
	{
 | 
						|
		glMatrixMode(GL_TEXTURE);
 | 
						|
		glLoadIdentity();
 | 
						|
 | 
						|
		if (ima && (ima->tpageflag & IMA_TILES))
 | 
						|
			glScalef(ima->xrep, ima->yrep, 1.0f);
 | 
						|
 | 
						|
		glMatrixMode(GL_MODELVIEW);
 | 
						|
	}
 | 
						|
 | 
						|
	/* check if we have a valid image */
 | 
						|
	if (ima == NULL || ima->ok == 0)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	/* check if we have a valid image buffer */
 | 
						|
	ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
 | 
						|
 | 
						|
	if (ibuf == NULL)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	if (ibuf->rect_float) {
 | 
						|
		if (U.use_16bit_textures) {
 | 
						|
			/* use high precision textures. This is relatively harmless because OpenGL gives us
 | 
						|
			 * a high precision format only if it is available */
 | 
						|
			use_high_bit_depth = true;
 | 
						|
		}
 | 
						|
		/* we may skip this in high precision, but if not, we need to have a valid buffer here */
 | 
						|
		else if (ibuf->userflags & IB_RECT_INVALID) {
 | 
						|
			IMB_rect_from_float(ibuf);
 | 
						|
		}
 | 
						|
 | 
						|
		/* TODO unneeded when float images are correctly treated as linear always */
 | 
						|
		if (!is_data)
 | 
						|
			do_color_management = true;
 | 
						|
 | 
						|
		if (ibuf->rect == NULL)
 | 
						|
			IMB_rect_from_float(ibuf);
 | 
						|
	}
 | 
						|
 | 
						|
	/* currently, tpage refresh is used by ima sequences */
 | 
						|
	if (ima->tpageflag & IMA_TPAGE_REFRESH) {
 | 
						|
		GPU_free_image(ima);
 | 
						|
		ima->tpageflag &= ~IMA_TPAGE_REFRESH;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (GTS.tilemode) {
 | 
						|
		/* tiled mode */
 | 
						|
		if (ima->repbind == NULL) gpu_make_repbind(ima);
 | 
						|
		if (GTS.tile >= ima->totbind) GTS.tile = 0;
 | 
						|
		
 | 
						|
		/* this happens when you change repeat buttons */
 | 
						|
		if (ima->repbind) bind = &ima->repbind[GTS.tile];
 | 
						|
		else bind = &ima->bindcode;
 | 
						|
		
 | 
						|
		if (*bind == 0) {
 | 
						|
			texwindx = ibuf->x / ima->xrep;
 | 
						|
			texwindy = ibuf->y / ima->yrep;
 | 
						|
			
 | 
						|
			if (GTS.tile >= ima->xrep * ima->yrep)
 | 
						|
				GTS.tile = ima->xrep * ima->yrep - 1;
 | 
						|
	
 | 
						|
			texwinsy = GTS.tile / ima->xrep;
 | 
						|
			texwinsx = GTS.tile - texwinsy * ima->xrep;
 | 
						|
	
 | 
						|
			texwinsx *= texwindx;
 | 
						|
			texwinsy *= texwindy;
 | 
						|
	
 | 
						|
			tpx = texwindx;
 | 
						|
			tpy = texwindy;
 | 
						|
 | 
						|
			if (use_high_bit_depth) {
 | 
						|
				if (do_color_management) {
 | 
						|
					srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(float) * 4, "floar_buf_col_cor");
 | 
						|
					IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
 | 
						|
						ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true,
 | 
						|
						ibuf->x, ibuf->y, ibuf->x, ibuf->x);
 | 
						|
					IMB_buffer_float_unpremultiply(srgb_frect, ibuf->x, ibuf->y);
 | 
						|
					/* clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images */
 | 
						|
					IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
 | 
						|
					frect = srgb_frect + texwinsy*ibuf->x + texwinsx;
 | 
						|
				}
 | 
						|
				else
 | 
						|
					frect = ibuf->rect_float + texwinsy*ibuf->x + texwinsx;
 | 
						|
			}
 | 
						|
			else
 | 
						|
				rect = ibuf->rect + texwinsy*ibuf->x + texwinsx;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* regular image mode */
 | 
						|
		bind= &ima->bindcode;
 | 
						|
 | 
						|
		if (*bind == 0) {
 | 
						|
			tpx = ibuf->x;
 | 
						|
			tpy = ibuf->y;
 | 
						|
			rect = ibuf->rect;
 | 
						|
			if (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");
 | 
						|
					IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
 | 
						|
							ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true,
 | 
						|
							ibuf->x, ibuf->y, ibuf->x, ibuf->x);
 | 
						|
					IMB_buffer_float_unpremultiply(srgb_frect, ibuf->x, ibuf->y);
 | 
						|
					/* clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images */
 | 
						|
					IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
 | 
						|
				}
 | 
						|
				else
 | 
						|
					frect = ibuf->rect_float;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (*bind != 0) {
 | 
						|
		/* enable opengl drawing with textures */
 | 
						|
		glBindTexture(GL_TEXTURE_2D, *bind);
 | 
						|
		BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
		return *bind;
 | 
						|
	}
 | 
						|
 | 
						|
	rectw = tpx;
 | 
						|
	recth = tpy;
 | 
						|
 | 
						|
	/* for tiles, copy only part of image into buffer */
 | 
						|
	if (GTS.tilemode) {
 | 
						|
		if (use_high_bit_depth) {
 | 
						|
			float *frectrow, *ftilerectrow;
 | 
						|
 | 
						|
			ftilerect = MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect");
 | 
						|
 | 
						|
			for (y = 0; y < recth; y++) {
 | 
						|
				frectrow = &frect[y * ibuf->x];
 | 
						|
				ftilerectrow = &ftilerect[y * rectw];
 | 
						|
 | 
						|
				memcpy(ftilerectrow, frectrow, tpx * sizeof(*frectrow));
 | 
						|
			}
 | 
						|
 | 
						|
			frect = ftilerect;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			unsigned int *rectrow, *tilerectrow;
 | 
						|
 | 
						|
			tilerect = MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
 | 
						|
 | 
						|
			for (y = 0; y < recth; y++) {
 | 
						|
				rectrow = &rect[y * ibuf->x];
 | 
						|
				tilerectrow = &tilerect[y * rectw];
 | 
						|
 | 
						|
				memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow));
 | 
						|
			}
 | 
						|
			
 | 
						|
			rect = tilerect;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
#ifdef WITH_DDS
 | 
						|
	if (ibuf->ftype == IMB_FTYPE_DDS)
 | 
						|
		GPU_create_gl_tex_compressed(bind, rect, rectw, recth, mipmap, ima, ibuf);
 | 
						|
	else
 | 
						|
#endif
 | 
						|
		GPU_create_gl_tex(bind, rect, frect, rectw, recth, mipmap, use_high_bit_depth, ima);
 | 
						|
	
 | 
						|
	/* mark as non-color data texture */
 | 
						|
	if (*bind) {
 | 
						|
		if (is_data)
 | 
						|
			ima->tpageflag |= IMA_GLBIND_IS_DATA;	
 | 
						|
		else
 | 
						|
			ima->tpageflag &= ~IMA_GLBIND_IS_DATA;	
 | 
						|
	}
 | 
						|
 | 
						|
	/* clean up */
 | 
						|
	if (tilerect)
 | 
						|
		MEM_freeN(tilerect);
 | 
						|
	if (ftilerect)
 | 
						|
		MEM_freeN(ftilerect);
 | 
						|
	if (srgb_frect)
 | 
						|
		MEM_freeN(srgb_frect);
 | 
						|
 | 
						|
	BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
 | 
						|
	return *bind;
 | 
						|
}
 | 
						|
 | 
						|
/* Image *ima can be NULL */
 | 
						|
void GPU_create_gl_tex(unsigned int *bind, unsigned int *rect, float *frect, int rectw, int recth,
 | 
						|
                       bool mipmap, bool use_high_bit_depth, Image *ima)
 | 
						|
{
 | 
						|
	ImBuf *ibuf = NULL;
 | 
						|
 | 
						|
	int tpx = rectw;
 | 
						|
	int tpy = recth;
 | 
						|
 | 
						|
	/* scale if not a power of two. this is not strictly necessary for newer
 | 
						|
	 * GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures 
 | 
						|
	 * Then don't bother scaling for hardware that supports NPOT textures! */
 | 
						|
	if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) ||
 | 
						|
		is_over_resolution_limit(rectw, recth)) {
 | 
						|
		rectw = smaller_power_of_2_limit(rectw);
 | 
						|
		recth = smaller_power_of_2_limit(recth);
 | 
						|
		
 | 
						|
		if (use_high_bit_depth) {
 | 
						|
			ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
 | 
						|
			IMB_scaleImBuf(ibuf, rectw, recth);
 | 
						|
 | 
						|
			frect = ibuf->rect_float;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
 | 
						|
			IMB_scaleImBuf(ibuf, rectw, recth);
 | 
						|
 | 
						|
			rect = ibuf->rect;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* create image */
 | 
						|
	glGenTextures(1, (GLuint *)bind);
 | 
						|
	glBindTexture(GL_TEXTURE_2D, *bind);
 | 
						|
 | 
						|
	if (use_high_bit_depth) {
 | 
						|
		if (GLEW_ARB_texture_float)
 | 
						|
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
 | 
						|
		else
 | 
						|
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
 | 
						|
	}
 | 
						|
	else
 | 
						|
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
 | 
						|
 | 
						|
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
 | 
						|
	if (GPU_get_mipmap() && mipmap) {
 | 
						|
		if (GTS.gpu_mipmap) {
 | 
						|
			gpu_generate_mipmap(GL_TEXTURE_2D);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			int i;
 | 
						|
 | 
						|
			if (!ibuf) {
 | 
						|
				if (use_high_bit_depth) {
 | 
						|
					ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			IMB_makemipmap(ibuf, true);
 | 
						|
 | 
						|
			for (i = 1; i < ibuf->miptot; i++) {
 | 
						|
				ImBuf *mip = ibuf->mipmap[i - 1];
 | 
						|
				if (use_high_bit_depth) {
 | 
						|
					if (GLEW_ARB_texture_float)
 | 
						|
						glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16F_ARB, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float);
 | 
						|
					else
 | 
						|
						glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float);
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | 
						|
 | 
						|
		if (ima)
 | 
						|
			ima->tpageflag |= IMA_MIPMAP_COMPLETE;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
	}
 | 
						|
 | 
						|
	if (GLEW_EXT_texture_filter_anisotropic)
 | 
						|
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
 | 
						|
 | 
						|
	if (ibuf)
 | 
						|
		IMB_freeImBuf(ibuf);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
 | 
						|
 * This is so the viewport and the BGE can share some code.
 | 
						|
 * Returns false if the provided ImBuf doesn't have a supported DXT compression format
 | 
						|
 */
 | 
						|
bool GPU_upload_dxt_texture(ImBuf *ibuf)
 | 
						|
{
 | 
						|
#ifdef WITH_DDS
 | 
						|
	GLint format = 0;
 | 
						|
	int blocksize, height, width, i, size, offset = 0;
 | 
						|
 | 
						|
	width = ibuf->x;
 | 
						|
	height = ibuf->y;
 | 
						|
 | 
						|
	if (GLEW_EXT_texture_compression_s3tc) {
 | 
						|
		if (ibuf->dds_data.fourcc == FOURCC_DXT1)
 | 
						|
			format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
 | 
						|
		else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
 | 
						|
			format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
 | 
						|
		else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
 | 
						|
			format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
 | 
						|
	}
 | 
						|
 | 
						|
	if (format == 0) {
 | 
						|
		fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!is_power_of_2_resolution(width, height)) {
 | 
						|
		fprintf(stderr, "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | 
						|
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
 | 
						|
	if (GLEW_EXT_texture_filter_anisotropic)
 | 
						|
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
 | 
						|
 | 
						|
	blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
 | 
						|
	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
 | 
						|
	(void)ibuf;
 | 
						|
	return false;
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, Image *ima, ImBuf *ibuf)
 | 
						|
{
 | 
						|
#ifndef WITH_DDS
 | 
						|
	(void)ibuf;
 | 
						|
	/* Fall back to uncompressed if DDS isn't enabled */
 | 
						|
	GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
 | 
						|
#else
 | 
						|
 | 
						|
 | 
						|
	glGenTextures(1, (GLuint *)bind);
 | 
						|
	glBindTexture(GL_TEXTURE_2D, *bind);
 | 
						|
 | 
						|
	if (GPU_upload_dxt_texture(ibuf) == 0) {
 | 
						|
		glDeleteTextures(1, (GLuint *)bind);
 | 
						|
		GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
 | 
						|
	}
 | 
						|
#endif
 | 
						|
}
 | 
						|
static void gpu_verify_repeat(Image *ima)
 | 
						|
{
 | 
						|
	/* set either clamp or repeat in X/Y */
 | 
						|
	if (ima->tpageflag & IMA_CLAMP_U)
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | 
						|
	else
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 | 
						|
 | 
						|
	if (ima->tpageflag & IMA_CLAMP_V)
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
						|
	else
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 | 
						|
}
 | 
						|
 | 
						|
int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
	
 | 
						|
	/* check if we need to clear the state */
 | 
						|
	if (mtexpoly == NULL) {
 | 
						|
		GPU_clear_tpage(false);
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	ima = mtexpoly->tpage;
 | 
						|
	GTS.lasttface = mtexpoly;
 | 
						|
 | 
						|
	gpu_verify_alpha_blend(alphablend);
 | 
						|
	gpu_verify_reflection(ima);
 | 
						|
 | 
						|
	if (GPU_verify_image(ima, NULL, mtexpoly->tile, 1, mipmap, false)) {
 | 
						|
		GTS.curtile = GTS.tile;
 | 
						|
		GTS.curima = GTS.ima;
 | 
						|
		GTS.curtilemode = GTS.tilemode;
 | 
						|
		GTS.curtileXRep = GTS.tileXRep;
 | 
						|
		GTS.curtileYRep = GTS.tileYRep;
 | 
						|
 | 
						|
		glEnable(GL_TEXTURE_2D);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glDisable(GL_TEXTURE_2D);
 | 
						|
		
 | 
						|
		GTS.curtile = 0;
 | 
						|
		GTS.curima = NULL;
 | 
						|
		GTS.curtilemode = 0;
 | 
						|
		GTS.curtileXRep = 0;
 | 
						|
		GTS.curtileYRep = 0;
 | 
						|
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
	
 | 
						|
	gpu_verify_repeat(ima);
 | 
						|
	
 | 
						|
	/* Did this get lost in the image recode? */
 | 
						|
	/* BKE_image_tag_time(ima);*/
 | 
						|
 | 
						|
	return 1;
 | 
						|
}
 | 
						|
 | 
						|
/* these two functions are called on entering and exiting texture paint mode,
 | 
						|
 * temporary disabling/enabling mipmapping on all images for quick texture
 | 
						|
 * updates with glTexSubImage2D. images that didn't change don't have to be
 | 
						|
 * re-uploaded to OpenGL */
 | 
						|
void GPU_paint_set_mipmap(bool mipmap)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
	
 | 
						|
	if (!GTS.domipmap)
 | 
						|
		return;
 | 
						|
 | 
						|
	GTS.texpaint = !mipmap;
 | 
						|
 | 
						|
	if (mipmap) {
 | 
						|
		for (ima = G.main->image.first; ima; ima = ima->id.next) {
 | 
						|
			if (ima->bindcode) {
 | 
						|
				if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
 | 
						|
					glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | 
						|
					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));
 | 
						|
				}
 | 
						|
				else
 | 
						|
					GPU_free_image(ima);
 | 
						|
			}
 | 
						|
			else
 | 
						|
				ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		for (ima = G.main->image.first; ima; ima = ima->id.next) {
 | 
						|
			if (ima->bindcode) {
 | 
						|
				glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | 
						|
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
			}
 | 
						|
			else
 | 
						|
				ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* check if image has been downscaled and do scaled partial update */
 | 
						|
static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
 | 
						|
{
 | 
						|
	if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
 | 
						|
	    is_over_resolution_limit(ibuf->x, ibuf->y))
 | 
						|
	{
 | 
						|
		int x_limit = smaller_power_of_2_limit(ibuf->x);
 | 
						|
		int y_limit = smaller_power_of_2_limit(ibuf->y);
 | 
						|
 | 
						|
		float xratio = x_limit / (float)ibuf->x;
 | 
						|
		float yratio = y_limit / (float)ibuf->y;
 | 
						|
 | 
						|
		/* find new width, height and x,y gpu texture coordinates */
 | 
						|
 | 
						|
		/* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */
 | 
						|
		int rectw = (int)ceil(xratio * w);
 | 
						|
		int recth = (int)ceil(yratio * h);
 | 
						|
 | 
						|
		x *= xratio;
 | 
						|
		y *= yratio;
 | 
						|
 | 
						|
		/* ...but take back if we are over the limit! */
 | 
						|
		if (rectw + x > x_limit) rectw--;
 | 
						|
		if (recth + y > y_limit) recth--;
 | 
						|
 | 
						|
		/* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */
 | 
						|
		if (frect) {
 | 
						|
			ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
 | 
						|
			IMB_scaleImBuf(ibuf_scale, rectw, recth);
 | 
						|
 | 
						|
			glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | 
						|
			glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
 | 
						|
			                GL_FLOAT, ibuf_scale->rect_float);
 | 
						|
 | 
						|
			IMB_freeImBuf(ibuf_scale);
 | 
						|
		}
 | 
						|
		/* byte images are not continuous in memory so do manual interpolation */
 | 
						|
		else {
 | 
						|
			unsigned char *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
 | 
						|
			unsigned int *p = (unsigned int *)scalerect;
 | 
						|
			int i, j;
 | 
						|
			float inv_xratio = 1.0f / xratio;
 | 
						|
			float inv_yratio = 1.0f / yratio;
 | 
						|
			for (i = 0; i < rectw; i++) {
 | 
						|
				float u = (x + i) * inv_xratio;
 | 
						|
				for (j = 0; j < recth; j++) {
 | 
						|
					float v = (y + j) * inv_yratio;
 | 
						|
					bilinear_interpolation_color_wrap(ibuf, (unsigned char *)(p + i + j * (rectw)), NULL, u, v);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | 
						|
			glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
 | 
						|
			                GL_UNSIGNED_BYTE, scalerect);
 | 
						|
 | 
						|
			MEM_freeN(scalerect);
 | 
						|
		}
 | 
						|
 | 
						|
		if (GPU_get_mipmap()) {
 | 
						|
			gpu_generate_mipmap(GL_TEXTURE_2D);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
		}
 | 
						|
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
 | 
						|
{
 | 
						|
	ImBuf *ibuf;
 | 
						|
	
 | 
						|
	ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
 | 
						|
	
 | 
						|
	if (ima->repbind || (GPU_get_mipmap() && !GTS.gpu_mipmap) || !ima->bindcode || !ibuf ||
 | 
						|
		(w == 0) || (h == 0))
 | 
						|
	{
 | 
						|
		/* these cases require full reload still */
 | 
						|
		GPU_free_image(ima);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* for the special case, we can do a partial update
 | 
						|
		 * which is much quicker for painting */
 | 
						|
		GLint row_length, skip_pixels, skip_rows;
 | 
						|
 | 
						|
		/* if color correction is needed, we must update the part that needs updating. */
 | 
						|
		if (ibuf->rect_float) {
 | 
						|
			float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
 | 
						|
			bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
 | 
						|
			IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
 | 
						|
			
 | 
						|
			if (GPU_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
 | 
						|
				MEM_freeN(buffer);
 | 
						|
				BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
				return;
 | 
						|
			}
 | 
						|
 | 
						|
			glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | 
						|
			glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer);
 | 
						|
 | 
						|
			MEM_freeN(buffer);
 | 
						|
 | 
						|
			/* we have already accounted for the case where GTS.gpu_mipmap is false
 | 
						|
			 * so we will be using GPU mipmap generation here */
 | 
						|
			if (GPU_get_mipmap()) {
 | 
						|
				gpu_generate_mipmap(GL_TEXTURE_2D);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
			}
 | 
						|
 | 
						|
			BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		if (GPU_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
 | 
						|
			BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | 
						|
 | 
						|
		glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
 | 
						|
		glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
 | 
						|
		glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
 | 
						|
 | 
						|
		glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
 | 
						|
		glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
 | 
						|
		glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
 | 
						|
 | 
						|
		glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
 | 
						|
			GL_UNSIGNED_BYTE, ibuf->rect);
 | 
						|
 | 
						|
		glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
 | 
						|
		glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
 | 
						|
		glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
 | 
						|
 | 
						|
		/* see comment above as to why we are using gpu mipmap generation here */
 | 
						|
		if (GPU_get_mipmap()) {
 | 
						|
			gpu_generate_mipmap(GL_TEXTURE_2D);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_update_images_framechange(void)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
	
 | 
						|
	for (ima = G.main->image.first; ima; ima = ima->id.next) {
 | 
						|
		if (ima->tpageflag & IMA_TWINANIM) {
 | 
						|
			if (ima->twend >= ima->xrep * ima->yrep)
 | 
						|
				ima->twend = ima->xrep * ima->yrep - 1;
 | 
						|
		
 | 
						|
			/* check: is bindcode not in the array? free. (to do) */
 | 
						|
			
 | 
						|
			ima->lastframe++;
 | 
						|
			if (ima->lastframe > ima->twend)
 | 
						|
				ima->lastframe = ima->twsta;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
int GPU_update_image_time(Image *ima, double time)
 | 
						|
{
 | 
						|
	int	inc = 0;
 | 
						|
	float diff;
 | 
						|
	int	newframe;
 | 
						|
 | 
						|
	if (!ima)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	if (ima->lastupdate < 0)
 | 
						|
		ima->lastupdate = 0;
 | 
						|
 | 
						|
	if (ima->lastupdate > (float)time)
 | 
						|
		ima->lastupdate = (float)time;
 | 
						|
 | 
						|
	if (ima->tpageflag & IMA_TWINANIM) {
 | 
						|
		if (ima->twend >= ima->xrep * ima->yrep) ima->twend = ima->xrep * ima->yrep - 1;
 | 
						|
		
 | 
						|
		/* check: is the bindcode not in the array? Then free. (still to do) */
 | 
						|
		
 | 
						|
		diff = (float)((float)time - ima->lastupdate);
 | 
						|
		inc = (int)(diff * (float)ima->animspeed);
 | 
						|
 | 
						|
		ima->lastupdate += ((float)inc / (float)ima->animspeed);
 | 
						|
 | 
						|
		newframe = ima->lastframe + inc;
 | 
						|
 | 
						|
		if (newframe > (int)ima->twend) {
 | 
						|
			if (ima->twend - ima->twsta != 0)
 | 
						|
				newframe = (int)ima->twsta - 1 + (newframe - ima->twend) % (ima->twend - ima->twsta);
 | 
						|
			else
 | 
						|
				newframe = ima->twsta;
 | 
						|
		}
 | 
						|
 | 
						|
		ima->lastframe = newframe;
 | 
						|
	}
 | 
						|
 | 
						|
	return inc;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void GPU_free_smoke(SmokeModifierData *smd)
 | 
						|
{
 | 
						|
	if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
 | 
						|
		if (smd->domain->tex)
 | 
						|
			GPU_texture_free(smd->domain->tex);
 | 
						|
		smd->domain->tex = NULL;
 | 
						|
 | 
						|
		if (smd->domain->tex_shadow)
 | 
						|
			GPU_texture_free(smd->domain->tex_shadow);
 | 
						|
		smd->domain->tex_shadow = NULL;
 | 
						|
 | 
						|
		if (smd->domain->tex_flame)
 | 
						|
			GPU_texture_free(smd->domain->tex_flame);
 | 
						|
		smd->domain->tex_flame = NULL;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
 | 
						|
{
 | 
						|
#ifdef WITH_SMOKE
 | 
						|
	if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
 | 
						|
		SmokeDomainSettings *sds = smd->domain;
 | 
						|
		if (!sds->tex && !highres) {
 | 
						|
			/* rgba texture for color + density */
 | 
						|
			if (smoke_has_colors(sds->fluid)) {
 | 
						|
				float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
 | 
						|
				smoke_get_rgba(sds->fluid, data, 0);
 | 
						|
				sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 4, data);
 | 
						|
				MEM_freeN(data);
 | 
						|
			}
 | 
						|
			/* density only */
 | 
						|
			else {
 | 
						|
				sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid));
 | 
						|
			}
 | 
						|
			sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL;
 | 
						|
		}
 | 
						|
		else if (!sds->tex && highres) {
 | 
						|
			/* rgba texture for color + density */
 | 
						|
			if (smoke_turbulence_has_colors(sds->wt)) {
 | 
						|
				float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
 | 
						|
				smoke_turbulence_get_rgba(sds->wt, data, 0);
 | 
						|
				sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data);
 | 
						|
				MEM_freeN(data);
 | 
						|
			}
 | 
						|
			/* density only */
 | 
						|
			else {
 | 
						|
				sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt));
 | 
						|
			}
 | 
						|
			sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL;
 | 
						|
		}
 | 
						|
 | 
						|
		sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow);
 | 
						|
	}
 | 
						|
#else // WITH_SMOKE
 | 
						|
	(void)highres;
 | 
						|
	smd->domain->tex = NULL;
 | 
						|
	smd->domain->tex_flame = NULL;
 | 
						|
	smd->domain->tex_shadow = NULL;
 | 
						|
#endif // WITH_SMOKE
 | 
						|
}
 | 
						|
 | 
						|
static LinkNode *image_free_queue = NULL;
 | 
						|
 | 
						|
static void gpu_queue_image_for_free(Image *ima)
 | 
						|
{
 | 
						|
	BLI_lock_thread(LOCK_OPENGL);
 | 
						|
	BLI_linklist_prepend(&image_free_queue, ima);
 | 
						|
	BLI_unlock_thread(LOCK_OPENGL);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_unused_buffers(void)
 | 
						|
{
 | 
						|
	LinkNode *node;
 | 
						|
	Image *ima;
 | 
						|
 | 
						|
	if (!BLI_thread_is_main())
 | 
						|
		return;
 | 
						|
 | 
						|
	BLI_lock_thread(LOCK_OPENGL);
 | 
						|
 | 
						|
	/* images */
 | 
						|
	for (node = image_free_queue; node; node = node->next) {
 | 
						|
		ima = node->link;
 | 
						|
 | 
						|
		/* check in case it was freed in the meantime */
 | 
						|
		if (G.main && BLI_findindex(&G.main->image, ima) != -1)
 | 
						|
			GPU_free_image(ima);
 | 
						|
	}
 | 
						|
 | 
						|
	BLI_linklist_free(image_free_queue, NULL);
 | 
						|
	image_free_queue = NULL;
 | 
						|
 | 
						|
	/* vbo buffers */
 | 
						|
	GPU_global_buffer_pool_free_unused();
 | 
						|
 | 
						|
	BLI_unlock_thread(LOCK_OPENGL);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_image(Image *ima)
 | 
						|
{
 | 
						|
	if (!BLI_thread_is_main()) {
 | 
						|
		gpu_queue_image_for_free(ima);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* free regular image binding */
 | 
						|
	if (ima->bindcode) {
 | 
						|
		glDeleteTextures(1, (GLuint *)&ima->bindcode);
 | 
						|
		ima->bindcode = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	/* free glsl image binding */
 | 
						|
	if (ima->gputexture) {
 | 
						|
		GPU_texture_free(ima->gputexture);
 | 
						|
		ima->gputexture = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	/* free repeated image binding */
 | 
						|
	if (ima->repbind) {
 | 
						|
		glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
 | 
						|
	
 | 
						|
		MEM_freeN(ima->repbind);
 | 
						|
		ima->repbind = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	ima->tpageflag &= ~(IMA_MIPMAP_COMPLETE|IMA_GLBIND_IS_DATA);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_images(void)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
 | 
						|
	if (G.main)
 | 
						|
		for (ima = G.main->image.first; ima; ima = ima->id.next)
 | 
						|
			GPU_free_image(ima);
 | 
						|
}
 | 
						|
 | 
						|
/* same as above but only free animated images */
 | 
						|
void GPU_free_images_anim(void)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
 | 
						|
	if (G.main)
 | 
						|
		for (ima = G.main->image.first; ima; ima = ima->id.next)
 | 
						|
			if (BKE_image_is_animated(ima))
 | 
						|
				GPU_free_image(ima);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void GPU_free_images_old(void)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
	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;
 | 
						|
 | 
						|
	ima = G.main->image.first;
 | 
						|
	while (ima) {
 | 
						|
		if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
 | 
						|
			/* If it's in GL memory, deallocate and set time tag to current time
 | 
						|
			 * This gives textures a "second chance" to be used before dying. */
 | 
						|
			if (ima->bindcode || ima->repbind) {
 | 
						|
				GPU_free_image(ima);
 | 
						|
				ima->lastused = ctime;
 | 
						|
			}
 | 
						|
			/* Otherwise, just kill the buffers */
 | 
						|
			else {
 | 
						|
				BKE_image_free_buffers(ima);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		ima = ima->id.next;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* OpenGL Materials */
 | 
						|
 | 
						|
#define FIXEDMAT 8
 | 
						|
 | 
						|
/* OpenGL state caching for materials */
 | 
						|
 | 
						|
typedef struct GPUMaterialFixed {
 | 
						|
	float diff[3];
 | 
						|
	float spec[3];
 | 
						|
	int hard;
 | 
						|
	float alpha;
 | 
						|
} GPUMaterialFixed; 
 | 
						|
 | 
						|
static struct GPUMaterialState {
 | 
						|
	GPUMaterialFixed (*matbuf);
 | 
						|
	GPUMaterialFixed matbuf_fixed[FIXEDMAT];
 | 
						|
	int totmat;
 | 
						|
 | 
						|
	/* set when called inside GPU_begin_object_materials / GPU_end_object_materials
 | 
						|
	 * otherwise calling GPU_object_material_bind returns zero */
 | 
						|
	bool is_enabled;
 | 
						|
 | 
						|
	Material **gmatbuf;
 | 
						|
	Material *gmatbuf_fixed[FIXEDMAT];
 | 
						|
	Material *gboundmat;
 | 
						|
	Object *gob;
 | 
						|
	DupliObject *dob;
 | 
						|
	Scene *gscene;
 | 
						|
	int glay;
 | 
						|
	bool gscenelock;
 | 
						|
	float (*gviewmat)[4];
 | 
						|
	float (*gviewinv)[4];
 | 
						|
	float (*gviewcamtexcofac);
 | 
						|
 | 
						|
	bool backface_culling;
 | 
						|
	bool two_sided_lighting;
 | 
						|
 | 
						|
	GPUBlendMode *alphablend;
 | 
						|
	GPUBlendMode alphablend_fixed[FIXEDMAT];
 | 
						|
	bool use_alpha_pass, is_alpha_pass;
 | 
						|
	bool use_matcaps;
 | 
						|
 | 
						|
	int lastmatnr, lastretval;
 | 
						|
	GPUBlendMode lastalphablend;
 | 
						|
	bool is_opensubdiv;
 | 
						|
} GMS = {NULL};
 | 
						|
 | 
						|
/* fixed function material, alpha handed by caller */
 | 
						|
static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes, 
 | 
						|
                                  const bool dimdown)
 | 
						|
{
 | 
						|
	if (bmat->mode & MA_SHLESS) {
 | 
						|
		copy_v3_v3(smat->diff, &bmat->r);
 | 
						|
 | 
						|
		if (gamma)
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
 | 
						|
 | 
						|
		zero_v3(smat->spec);
 | 
						|
		smat->alpha = 1.0f;
 | 
						|
		smat->hard = 0;
 | 
						|
	}
 | 
						|
	else if (new_shading_nodes) {
 | 
						|
		copy_v3_v3(smat->diff, &bmat->r);
 | 
						|
		copy_v3_v3(smat->spec, &bmat->specr);
 | 
						|
		smat->alpha = 1.0f;
 | 
						|
		smat->hard = CLAMPIS(bmat->har, 0, 128);
 | 
						|
		
 | 
						|
		if (dimdown) {
 | 
						|
			mul_v3_fl(smat->diff, 0.8f);
 | 
						|
			mul_v3_fl(smat->spec, 0.5f);
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (gamma) {
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
 | 
						|
 | 
						|
		if (bmat->shade_flag & MA_OBCOLOR)
 | 
						|
			mul_v3_v3(smat->diff, ob->col);
 | 
						|
		
 | 
						|
		mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
 | 
						|
		smat->hard = CLAMPIS(bmat->har, 1, 128);
 | 
						|
		smat->alpha = 1.0f;
 | 
						|
 | 
						|
		if (gamma) {
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static Material *gpu_active_node_material(Material *ma)
 | 
						|
{
 | 
						|
	if (ma && ma->use_nodes && ma->nodetree) {
 | 
						|
		bNode *node = nodeGetActiveID(ma->nodetree, ID_MA);
 | 
						|
 | 
						|
		if (node)
 | 
						|
			return (Material *)node->id;
 | 
						|
		else
 | 
						|
			return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	return ma;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_begin_dupli_object(DupliObject *dob)
 | 
						|
{
 | 
						|
	GMS.dob = dob;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_end_dupli_object(void)
 | 
						|
{
 | 
						|
	GMS.dob = NULL;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, bool glsl, bool *do_alpha_after)
 | 
						|
{
 | 
						|
	Material *ma;
 | 
						|
	GPUMaterial *gpumat;
 | 
						|
	GPUBlendMode alphablend;
 | 
						|
	DupliObject *dob;
 | 
						|
	int a;
 | 
						|
	const bool gamma = BKE_scene_check_color_management_enabled(scene);
 | 
						|
	const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
 | 
						|
	const bool use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP) != 0;  /* assumes v3d->defmaterial->preview is set */
 | 
						|
	bool use_opensubdiv = false;
 | 
						|
 | 
						|
#ifdef WITH_OPENSUBDIV
 | 
						|
	{
 | 
						|
		DerivedMesh *derivedFinal = NULL;
 | 
						|
		if (ob->type == OB_MESH) {
 | 
						|
			Mesh *me = ob->data;
 | 
						|
			BMEditMesh *em = me->edit_btmesh;
 | 
						|
			if (em != NULL) {
 | 
						|
				derivedFinal = em->derivedFinal;
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				derivedFinal = ob->derivedFinal;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			derivedFinal = ob->derivedFinal;
 | 
						|
		}
 | 
						|
 | 
						|
		if (derivedFinal != NULL && derivedFinal->type == DM_TYPE_CCGDM) {
 | 
						|
			CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) derivedFinal;
 | 
						|
			use_opensubdiv = ccgdm->useGpuBackend;
 | 
						|
		}
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
#ifdef WITH_GAMEENGINE
 | 
						|
	if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
 | 
						|
		ob = BKE_object_lod_matob_get(ob, scene);
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
	/* initialize state */
 | 
						|
	/* DupliObject must be restored */
 | 
						|
	dob = GMS.dob;
 | 
						|
	memset(&GMS, 0, sizeof(GMS));
 | 
						|
	GMS.is_enabled = true;
 | 
						|
	GMS.dob = dob;
 | 
						|
	GMS.lastmatnr = -1;
 | 
						|
	GMS.lastretval = -1;
 | 
						|
	GMS.lastalphablend = GPU_BLEND_SOLID;
 | 
						|
	GMS.use_matcaps = use_matcap;
 | 
						|
 | 
						|
	GMS.backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
 | 
						|
 | 
						|
	GMS.two_sided_lighting = false;
 | 
						|
	if (ob && ob->type == OB_MESH)
 | 
						|
		GMS.two_sided_lighting = (((Mesh*)ob->data)->flag & ME_TWOSIDED) != 0;
 | 
						|
 | 
						|
	GMS.gob = ob;
 | 
						|
	GMS.gscene = scene;
 | 
						|
	GMS.is_opensubdiv = use_opensubdiv;
 | 
						|
	GMS.totmat = use_matcap ? 1 : ob->totcol + 1;  /* materials start from 1, default material is 0 */
 | 
						|
	GMS.glay = (v3d->localvd)? v3d->localvd->lay: v3d->lay; /* keep lamps visible in local view */
 | 
						|
	GMS.gscenelock = (v3d->scenelock != 0);
 | 
						|
	GMS.gviewmat = rv3d->viewmat;
 | 
						|
	GMS.gviewinv = rv3d->viewinv;
 | 
						|
	GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
 | 
						|
 | 
						|
	/* alpha pass setup. there's various cases to handle here:
 | 
						|
	 * - object transparency on: only solid materials draw in the first pass,
 | 
						|
	 * and only transparent in the second 'alpha' pass.
 | 
						|
	 * - object transparency off: for glsl we draw both in a single pass, and
 | 
						|
	 * for solid we don't use transparency at all. */
 | 
						|
	GMS.use_alpha_pass = (do_alpha_after != NULL);
 | 
						|
	GMS.is_alpha_pass = (v3d->transp != false);
 | 
						|
	if (GMS.use_alpha_pass)
 | 
						|
		*do_alpha_after = false;
 | 
						|
	
 | 
						|
	if (GMS.totmat > FIXEDMAT) {
 | 
						|
		GMS.matbuf = MEM_callocN(sizeof(GPUMaterialFixed) * GMS.totmat, "GMS.matbuf");
 | 
						|
		GMS.gmatbuf = MEM_callocN(sizeof(*GMS.gmatbuf) * GMS.totmat, "GMS.matbuf");
 | 
						|
		GMS.alphablend = MEM_callocN(sizeof(*GMS.alphablend) * GMS.totmat, "GMS.matbuf");
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GMS.matbuf = GMS.matbuf_fixed;
 | 
						|
		GMS.gmatbuf = GMS.gmatbuf_fixed;
 | 
						|
		GMS.alphablend = GMS.alphablend_fixed;
 | 
						|
	}
 | 
						|
 | 
						|
	/* viewport material, setup in space_view3d, defaults to matcap using ma->preview now */
 | 
						|
	if (use_matcap) {
 | 
						|
		GMS.gmatbuf[0] = v3d->defmaterial;
 | 
						|
		GPU_material_matcap(scene, v3d->defmaterial, use_opensubdiv);
 | 
						|
 | 
						|
		/* do material 1 too, for displists! */
 | 
						|
		memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
 | 
						|
	
 | 
						|
		GMS.alphablend[0] = GPU_BLEND_SOLID;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
	
 | 
						|
		/* no materials assigned? */
 | 
						|
		if (ob->totcol == 0) {
 | 
						|
			gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes, true);
 | 
						|
 | 
						|
			/* do material 1 too, for displists! */
 | 
						|
			memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
 | 
						|
 | 
						|
			if (glsl) {
 | 
						|
				GMS.gmatbuf[0] = &defmaterial;
 | 
						|
				GPU_material_from_blender(GMS.gscene, &defmaterial, GMS.is_opensubdiv);
 | 
						|
			}
 | 
						|
 | 
						|
			GMS.alphablend[0] = GPU_BLEND_SOLID;
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* setup materials */
 | 
						|
		for (a = 1; a <= ob->totcol; a++) {
 | 
						|
			/* find a suitable material */
 | 
						|
			ma = give_current_material(ob, a);
 | 
						|
			if (!glsl && !new_shading_nodes) ma = gpu_active_node_material(ma);
 | 
						|
			if (ma == NULL) ma = &defmaterial;
 | 
						|
 | 
						|
			/* create glsl material if requested */
 | 
						|
			gpumat = glsl? GPU_material_from_blender(GMS.gscene, ma, GMS.is_opensubdiv): NULL;
 | 
						|
 | 
						|
			if (gpumat) {
 | 
						|
				/* do glsl only if creating it succeed, else fallback */
 | 
						|
				GMS.gmatbuf[a] = ma;
 | 
						|
				alphablend = GPU_material_alpha_blend(gpumat, ob->col);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* fixed function opengl materials */
 | 
						|
				gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes, false);
 | 
						|
 | 
						|
				if (GMS.use_alpha_pass && ((ma->mode & MA_TRANSP) || (new_shading_nodes && ma->alpha != 1.0f))) {
 | 
						|
					GMS.matbuf[a].alpha = ma->alpha;
 | 
						|
					alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					GMS.matbuf[a].alpha = 1.0f;
 | 
						|
					alphablend = GPU_BLEND_SOLID;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			/* setting 'do_alpha_after = true' indicates this object needs to be
 | 
						|
			 * drawn in a second alpha pass for improved blending */
 | 
						|
			if (do_alpha_after && !GMS.is_alpha_pass)
 | 
						|
				if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
 | 
						|
					*do_alpha_after = true;
 | 
						|
 | 
						|
			GMS.alphablend[a] = alphablend;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* let's start with a clean state */
 | 
						|
	GPU_object_material_unbind();
 | 
						|
}
 | 
						|
 | 
						|
static int GPU_get_particle_info(GPUParticleInfo *pi)
 | 
						|
{
 | 
						|
	ParticleData *p;
 | 
						|
	DupliObject *dob = GMS.dob;
 | 
						|
	int ind;
 | 
						|
	if (dob->particle_system) {
 | 
						|
		if (dob->persistent_id[0] < dob->particle_system->totpart)
 | 
						|
			ind = dob->persistent_id[0];
 | 
						|
		else {
 | 
						|
			ind = dob->particle_system->child[dob->persistent_id[0] - dob->particle_system->totpart].parent;
 | 
						|
		}
 | 
						|
		if (ind >= 0) {
 | 
						|
			p = &dob->particle_system->particles[ind];
 | 
						|
 | 
						|
			pi->scalprops[0] = ind;
 | 
						|
			pi->scalprops[1] = GMS.gscene->r.cfra - p->time;
 | 
						|
			pi->scalprops[2] = p->lifetime;
 | 
						|
			pi->scalprops[3] = p->size;
 | 
						|
 | 
						|
			copy_v3_v3(pi->location, p->state.co);
 | 
						|
			copy_v3_v3(pi->velocity, p->state.vel);
 | 
						|
			copy_v3_v3(pi->angular_velocity, p->state.ave);
 | 
						|
			return 1;
 | 
						|
		}
 | 
						|
		else return 0;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		return 0;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_object_material_bind(int nr, void *attribs)
 | 
						|
{
 | 
						|
	GPUVertexAttribs *gattribs = attribs;
 | 
						|
	GPUMaterial *gpumat;
 | 
						|
	GPUBlendMode alphablend;
 | 
						|
 | 
						|
	/* no GPU_begin_object_materials, use default material */
 | 
						|
	if (!GMS.matbuf) {
 | 
						|
		memset(&GMS, 0, sizeof(GMS));
 | 
						|
 | 
						|
		float diffuse[3], specular[3];
 | 
						|
		mul_v3_v3fl(diffuse, &defmaterial.r, defmaterial.ref + defmaterial.emit);
 | 
						|
		mul_v3_v3fl(specular, &defmaterial.specr, defmaterial.spec);
 | 
						|
		GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
 | 
						|
 | 
						|
		if (GMS.two_sided_lighting)
 | 
						|
			GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
 | 
						|
		else
 | 
						|
			GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
 | 
						|
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	/* prevent index to use un-initialized array items */
 | 
						|
	if (nr >= GMS.totmat)
 | 
						|
		nr = 0;
 | 
						|
 | 
						|
	if (gattribs)
 | 
						|
		memset(gattribs, 0, sizeof(*gattribs));
 | 
						|
 | 
						|
	/* keep current material */
 | 
						|
	if (nr == GMS.lastmatnr)
 | 
						|
		return GMS.lastretval;
 | 
						|
 | 
						|
	/* unbind glsl material */
 | 
						|
	if (GMS.gboundmat) {
 | 
						|
		if (GMS.is_alpha_pass) glDepthMask(0);
 | 
						|
		GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv));
 | 
						|
		GMS.gboundmat = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	/* draw materials with alpha in alpha pass */
 | 
						|
	GMS.lastmatnr = nr;
 | 
						|
	GMS.lastretval = 1;
 | 
						|
 | 
						|
	if (GMS.use_alpha_pass) {
 | 
						|
		GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
 | 
						|
		if (GMS.is_alpha_pass)
 | 
						|
			GMS.lastretval = !GMS.lastretval;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		GMS.lastretval = !GMS.is_alpha_pass;
 | 
						|
 | 
						|
	if (GMS.lastretval) {
 | 
						|
		/* for alpha pass, use alpha blend */
 | 
						|
		alphablend = GMS.alphablend[nr];
 | 
						|
 | 
						|
		if (gattribs && GMS.gmatbuf[nr]) {
 | 
						|
			/* bind glsl material and get attributes */
 | 
						|
			Material *mat = GMS.gmatbuf[nr];
 | 
						|
			GPUParticleInfo partile_info;
 | 
						|
 | 
						|
			float auto_bump_scale;
 | 
						|
 | 
						|
			gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv);
 | 
						|
			GPU_material_vertex_attributes(gpumat, gattribs);
 | 
						|
 | 
						|
			if (GMS.dob)
 | 
						|
				GPU_get_particle_info(&partile_info);
 | 
						|
 | 
						|
			GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
 | 
						|
 | 
						|
			auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
 | 
						|
			GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale, &partile_info);
 | 
						|
			GMS.gboundmat = mat;
 | 
						|
 | 
						|
			/* for glsl use alpha blend mode, unless it's set to solid and
 | 
						|
			 * we are already drawing in an alpha pass */
 | 
						|
			if (mat->game.alpha_blend != GPU_BLEND_SOLID)
 | 
						|
				alphablend= mat->game.alpha_blend;
 | 
						|
 | 
						|
			if (GMS.is_alpha_pass) glDepthMask(1);
 | 
						|
 | 
						|
			if (GMS.backface_culling) {
 | 
						|
				if (mat->game.flag)
 | 
						|
					glEnable(GL_CULL_FACE);
 | 
						|
				else
 | 
						|
					glDisable(GL_CULL_FACE);
 | 
						|
			}
 | 
						|
 | 
						|
			if (GMS.use_matcaps)
 | 
						|
				glColor3f(1.0f, 1.0f, 1.0f);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* or do fixed function opengl material */
 | 
						|
			GPU_basic_shader_colors(GMS.matbuf[nr].diff,
 | 
						|
				GMS.matbuf[nr].spec, GMS.matbuf[nr].hard, GMS.matbuf[nr].alpha);
 | 
						|
 | 
						|
			if (GMS.two_sided_lighting)
 | 
						|
				GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
 | 
						|
			else
 | 
						|
				GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
 | 
						|
		}
 | 
						|
 | 
						|
		/* set (alpha) blending mode */
 | 
						|
		GPU_set_material_alpha_blend(alphablend);
 | 
						|
	}
 | 
						|
 | 
						|
	return GMS.lastretval;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_object_material_visible(int nr, void *attribs)
 | 
						|
{
 | 
						|
	GPUVertexAttribs *gattribs = attribs;
 | 
						|
	int visible;
 | 
						|
 | 
						|
	if (!GMS.matbuf)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	if (gattribs)
 | 
						|
		memset(gattribs, 0, sizeof(*gattribs));
 | 
						|
 | 
						|
	if (nr>=GMS.totmat)
 | 
						|
		nr = 0;
 | 
						|
 | 
						|
	if (GMS.use_alpha_pass) {
 | 
						|
		visible = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
 | 
						|
		if (GMS.is_alpha_pass)
 | 
						|
			visible = !visible;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		visible = !GMS.is_alpha_pass;
 | 
						|
 | 
						|
	return visible;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_set_material_alpha_blend(int alphablend)
 | 
						|
{
 | 
						|
	if (GMS.lastalphablend == alphablend)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	gpu_set_alpha_blend(alphablend);
 | 
						|
	GMS.lastalphablend = alphablend;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_get_material_alpha_blend(void)
 | 
						|
{
 | 
						|
	return GMS.lastalphablend;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_object_material_unbind(void)
 | 
						|
{
 | 
						|
	GMS.lastmatnr = -1;
 | 
						|
	GMS.lastretval = 1;
 | 
						|
 | 
						|
	if (GMS.gboundmat) {
 | 
						|
		if (GMS.backface_culling)
 | 
						|
			glDisable(GL_CULL_FACE);
 | 
						|
 | 
						|
		if (GMS.is_alpha_pass) glDepthMask(0);
 | 
						|
		GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv));
 | 
						|
		GMS.gboundmat = NULL;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
 | 
						|
 | 
						|
	GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_material_diffuse_get(int nr, float diff[4])
 | 
						|
{
 | 
						|
	/* prevent index to use un-initialized array items */
 | 
						|
	if (nr >= GMS.totmat)
 | 
						|
		nr = 0;
 | 
						|
 | 
						|
	/* no GPU_begin_object_materials, use default material */
 | 
						|
	if (!GMS.matbuf) {
 | 
						|
		mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		copy_v3_v3(diff, GMS.matbuf[nr].diff);
 | 
						|
		diff[3] = GMS.matbuf[nr].alpha;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_material_use_matcaps_get(void)
 | 
						|
{
 | 
						|
	return GMS.use_matcaps;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_object_materials_check(void)
 | 
						|
{
 | 
						|
	return GMS.is_enabled;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_end_object_materials(void)
 | 
						|
{
 | 
						|
	GPU_object_material_unbind();
 | 
						|
 | 
						|
	GMS.is_enabled = false;
 | 
						|
 | 
						|
	if (GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
 | 
						|
		MEM_freeN(GMS.matbuf);
 | 
						|
		MEM_freeN(GMS.gmatbuf);
 | 
						|
		MEM_freeN(GMS.alphablend);
 | 
						|
	}
 | 
						|
 | 
						|
	GMS.matbuf = NULL;
 | 
						|
	GMS.gmatbuf = NULL;
 | 
						|
	GMS.alphablend = NULL;
 | 
						|
	GMS.two_sided_lighting = false;
 | 
						|
 | 
						|
	/* resetting the texture matrix after the scaling needed for tiled textures */
 | 
						|
	if (GTS.tilemode) {
 | 
						|
		glMatrixMode(GL_TEXTURE);
 | 
						|
		glLoadIdentity();
 | 
						|
		glMatrixMode(GL_MODELVIEW);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Lights */
 | 
						|
 | 
						|
int GPU_default_lights(void)
 | 
						|
{
 | 
						|
	int a, count = 0;
 | 
						|
	
 | 
						|
	/* initialize */
 | 
						|
	if (U.light[0].flag == 0 && U.light[1].flag == 0 && U.light[2].flag == 0) {
 | 
						|
		U.light[0].flag = 1;
 | 
						|
		U.light[0].vec[0] = -0.3; U.light[0].vec[1] = 0.3; U.light[0].vec[2] = 0.9;
 | 
						|
		U.light[0].col[0] = 0.8; U.light[0].col[1] = 0.8; U.light[0].col[2] = 0.8;
 | 
						|
		U.light[0].spec[0] = 0.5; U.light[0].spec[1] = 0.5; U.light[0].spec[2] = 0.5;
 | 
						|
		U.light[0].spec[3] = 1.0;
 | 
						|
		
 | 
						|
		U.light[1].flag = 0;
 | 
						|
		U.light[1].vec[0] = 0.5; U.light[1].vec[1] = 0.5; U.light[1].vec[2] = 0.1;
 | 
						|
		U.light[1].col[0] = 0.4; U.light[1].col[1] = 0.4; U.light[1].col[2] = 0.8;
 | 
						|
		U.light[1].spec[0] = 0.3; U.light[1].spec[1] = 0.3; U.light[1].spec[2] = 0.5;
 | 
						|
		U.light[1].spec[3] = 1.0;
 | 
						|
	
 | 
						|
		U.light[2].flag = 0;
 | 
						|
		U.light[2].vec[0] = 0.3; U.light[2].vec[1] = -0.3; U.light[2].vec[2] = -0.2;
 | 
						|
		U.light[2].col[0] = 0.8; U.light[2].col[1] = 0.5; U.light[2].col[2] = 0.4;
 | 
						|
		U.light[2].spec[0] = 0.5; U.light[2].spec[1] = 0.4; U.light[2].spec[2] = 0.3;
 | 
						|
		U.light[2].spec[3] = 1.0;
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_basic_shader_light_set_viewer(false);
 | 
						|
 | 
						|
	for (a = 0; a < 8; a++) {
 | 
						|
		if (a < 3 && U.light[a].flag) {
 | 
						|
			GPULightData light = {0};
 | 
						|
 | 
						|
			light.type = GPU_LIGHT_SUN;
 | 
						|
 | 
						|
			normalize_v3_v3(light.direction, U.light[a].vec);
 | 
						|
			copy_v3_v3(light.diffuse, U.light[a].col);
 | 
						|
			copy_v3_v3(light.specular, U.light[a].spec);
 | 
						|
 | 
						|
			GPU_basic_shader_light_set(a, &light);
 | 
						|
 | 
						|
			count++;
 | 
						|
		}
 | 
						|
		else
 | 
						|
			GPU_basic_shader_light_set(a, NULL);
 | 
						|
	}
 | 
						|
 | 
						|
	return count;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][4], int ortho)
 | 
						|
{
 | 
						|
	Base *base;
 | 
						|
	Lamp *la;
 | 
						|
	int count;
 | 
						|
	
 | 
						|
	/* disable all lights */
 | 
						|
	for (count = 0; count < 8; count++)
 | 
						|
		GPU_basic_shader_light_set(count, NULL);
 | 
						|
	
 | 
						|
	/* view direction for specular is not computed correct by default in
 | 
						|
	 * opengl, so we set the settings ourselfs */
 | 
						|
	GPU_basic_shader_light_set_viewer(!ortho);
 | 
						|
 | 
						|
	count = 0;
 | 
						|
 | 
						|
	for (base = scene->base.first; base; base = base->next) {
 | 
						|
		if (base->object->type != OB_LAMP)
 | 
						|
			continue;
 | 
						|
 | 
						|
		if (!(base->lay & lay) || !(base->lay & ob->lay))
 | 
						|
			continue;
 | 
						|
 | 
						|
		la = base->object->data;
 | 
						|
		
 | 
						|
		/* setup lamp transform */
 | 
						|
		glPushMatrix();
 | 
						|
		glLoadMatrixf((float *)viewmat);
 | 
						|
		
 | 
						|
		/* setup light */
 | 
						|
		GPULightData light = {0};
 | 
						|
 | 
						|
		mul_v3_v3fl(light.diffuse, &la->r, la->energy);
 | 
						|
		mul_v3_v3fl(light.specular, &la->r, la->energy);
 | 
						|
 | 
						|
		if (la->type == LA_SUN) {
 | 
						|
			/* directional sun light */
 | 
						|
			light.type = GPU_LIGHT_SUN;
 | 
						|
			normalize_v3_v3(light.direction, base->object->obmat[2]);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* other lamps with position attenuation */
 | 
						|
			copy_v3_v3(light.position, base->object->obmat[3]);
 | 
						|
 | 
						|
			light.constant_attenuation = 1.0f;
 | 
						|
			light.linear_attenuation = la->att1 / la->dist;
 | 
						|
			light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
 | 
						|
			
 | 
						|
			if (la->type == LA_SPOT) {
 | 
						|
				light.type = GPU_LIGHT_SPOT;
 | 
						|
				negate_v3_v3(light.direction, base->object->obmat[2]);
 | 
						|
				normalize_v3(light.direction);
 | 
						|
				light.spot_cutoff = RAD2DEGF(la->spotsize * 0.5f);
 | 
						|
				light.spot_exponent = 128.0f * la->spotblend;
 | 
						|
			}
 | 
						|
			else
 | 
						|
				light.type = GPU_LIGHT_POINT;
 | 
						|
		}
 | 
						|
		
 | 
						|
		GPU_basic_shader_light_set(count, &light);
 | 
						|
		
 | 
						|
		glPopMatrix();
 | 
						|
		
 | 
						|
		count++;
 | 
						|
		if (count == 8)
 | 
						|
			break;
 | 
						|
	}
 | 
						|
 | 
						|
	return count;
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_multisample(bool enable)
 | 
						|
{
 | 
						|
#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) {
 | 
						|
		if (enable)
 | 
						|
			glEnable(GL_MULTISAMPLE);
 | 
						|
		else
 | 
						|
			glDisable(GL_MULTISAMPLE);
 | 
						|
	}
 | 
						|
#else
 | 
						|
	if (enable)
 | 
						|
		glEnable(GL_MULTISAMPLE);
 | 
						|
	else
 | 
						|
		glDisable(GL_MULTISAMPLE);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
/* Default OpenGL State
 | 
						|
 *
 | 
						|
 * This is called on startup, for opengl offscreen render and to restore state
 | 
						|
 * for the game engine. Generally we should always return to this state when
 | 
						|
 * temporarily modifying the state for drawing, though that are (undocumented)
 | 
						|
 * exceptions that we should try to get rid of. */
 | 
						|
 | 
						|
void GPU_state_init(void)
 | 
						|
{
 | 
						|
	float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
 | 
						|
	float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
 | 
						|
	
 | 
						|
	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
 | 
						|
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
 | 
						|
	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
 | 
						|
	glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
 | 
						|
	glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
 | 
						|
 | 
						|
	GPU_default_lights();
 | 
						|
	
 | 
						|
	glDepthFunc(GL_LEQUAL);
 | 
						|
	/* scaling matrices */
 | 
						|
	glEnable(GL_NORMALIZE);
 | 
						|
 | 
						|
	glShadeModel(GL_FLAT);
 | 
						|
 | 
						|
	glDisable(GL_ALPHA_TEST);
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	glDisable(GL_DEPTH_TEST);
 | 
						|
	glDisable(GL_FOG);
 | 
						|
	glDisable(GL_LIGHTING);
 | 
						|
	glDisable(GL_COLOR_MATERIAL);
 | 
						|
	glDisable(GL_LOGIC_OP);
 | 
						|
	glDisable(GL_STENCIL_TEST);
 | 
						|
	glDisable(GL_TEXTURE_1D);
 | 
						|
	glDisable(GL_TEXTURE_2D);
 | 
						|
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 | 
						|
 | 
						|
	/* default disabled, enable should be local per function */
 | 
						|
	glDisableClientState(GL_VERTEX_ARRAY);
 | 
						|
	glDisableClientState(GL_NORMAL_ARRAY);
 | 
						|
	glDisableClientState(GL_COLOR_ARRAY);
 | 
						|
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
 | 
						|
	
 | 
						|
	glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
 | 
						|
	glPixelTransferi(GL_RED_SCALE, 1);
 | 
						|
	glPixelTransferi(GL_RED_BIAS, 0);
 | 
						|
	glPixelTransferi(GL_GREEN_SCALE, 1);
 | 
						|
	glPixelTransferi(GL_GREEN_BIAS, 0);
 | 
						|
	glPixelTransferi(GL_BLUE_SCALE, 1);
 | 
						|
	glPixelTransferi(GL_BLUE_BIAS, 0);
 | 
						|
	glPixelTransferi(GL_ALPHA_SCALE, 1);
 | 
						|
	glPixelTransferi(GL_ALPHA_BIAS, 0);
 | 
						|
	
 | 
						|
	glPixelTransferi(GL_DEPTH_BIAS, 0);
 | 
						|
	glPixelTransferi(GL_DEPTH_SCALE, 1);
 | 
						|
	glDepthRange(0.0, 1.0);
 | 
						|
 | 
						|
	glMatrixMode(GL_TEXTURE);
 | 
						|
	glLoadIdentity();
 | 
						|
	glMatrixMode(GL_MODELVIEW);
 | 
						|
 | 
						|
	glFrontFace(GL_CCW);
 | 
						|
	glCullFace(GL_BACK);
 | 
						|
	glDisable(GL_CULL_FACE);
 | 
						|
 | 
						|
	gpu_multisample(false);
 | 
						|
 | 
						|
	GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
 | 
						|
}
 | 
						|
 | 
						|
#ifdef WITH_OPENSUBDIV
 | 
						|
/* Update face-varying variables offset which might be
 | 
						|
 * different from mesh to mesh sharing the same material.
 | 
						|
 */
 | 
						|
void GPU_draw_update_fvar_offset(DerivedMesh *dm)
 | 
						|
{
 | 
						|
	int i;
 | 
						|
 | 
						|
	/* Sanity check to be sure we only do this for OpenSubdiv draw. */
 | 
						|
	BLI_assert(dm->type == DM_TYPE_CCGDM);
 | 
						|
	BLI_assert(GMS.is_opensubdiv);
 | 
						|
 | 
						|
	for (i = 0; i < GMS.totmat; ++i) {
 | 
						|
		Material *material = GMS.gmatbuf[i];
 | 
						|
		GPUMaterial *gpu_material;
 | 
						|
 | 
						|
		if (material == NULL) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		gpu_material = GPU_material_from_blender(GMS.gscene,
 | 
						|
		                                         material,
 | 
						|
		                                         GMS.is_opensubdiv);
 | 
						|
 | 
						|
		GPU_material_update_fvar_offset(gpu_material, dm);
 | 
						|
	}
 | 
						|
}
 | 
						|
#endif
 |