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blender-archive/source/blender/gpu/intern/gpu_draw.c
Brecht Van Lommel 3fbd8abcfd OpenGL VBO's: free VBO pool before redraw, otherwise this just holds onto memory
after objects are deleted until another big object is added. There's no good reason
to do this, or to think that our pool is somehow much faster than using the OpenGL
API to allocate and free buffers.
2013-08-09 19:55:43 +00:00

2276 lines
65 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_draw.c
* \ingroup gpu
*/
#include <string.h>
#include "GL/glew.h"
#include "BLI_blenlib.h"
#include "BLI_linklist.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BKE_bmfont.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "smoke_API.h"
extern Material defmaterial; /* from material.c */
/* These are some obscure rendering functions shared between the
* game engine and the blender, in this module to avoid duplicaten
* and abstract them away from the rest a bit */
/* Text Rendering */
static void gpu_mcol(unsigned int ucol)
{
/* mcol order is swapped */
char *cp= (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void GPU_render_text(MTFace *tface, int mode,
const char *textstr, int textlen, unsigned int *col,
float *v1, float *v2, float *v3, float *v4, int glattrib)
{
if ((mode & GEMAT_TEXT) && (textlen>0) && tface->tpage) {
Image* ima = (Image *)tface->tpage;
int index, character;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
float advance_tab;
/* multiline */
float line_start= 0.0f, line_height;
if (v4)
line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
else
line_height = max_fff(v1[1], v2[1], v3[1]) - min_fff(v1[1], v2[1], v3[1]);
line_height *= 1.2f; /* could be an option? */
/* end multiline */
/* color has been set */
if (tface->mode & TF_OBCOL)
col= NULL;
else if (!col)
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
/* get the tab width */
matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
advance_tab= advance * 4; /* tab width could also be an option */
for (index = 0; index < textlen; index++) {
float uv[4][2];
// lets calculate offset stuff
character = textstr[index];
if (character=='\n') {
glTranslatef(line_start, -line_height, 0.0);
line_start = 0.0f;
continue;
}
else if (character=='\t') {
glTranslatef(advance_tab, 0.0, 0.0);
line_start -= advance_tab; /* so we can go back to the start of the line */
continue;
}
// space starts at offset 1
// character = character - ' ' + 1;
matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
glBegin(GL_POLYGON);
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
else glTexCoord2fv(uv[0]);
if (col) gpu_mcol(col[0]);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
else glTexCoord2fv(uv[1]);
if (col) gpu_mcol(col[1]);
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
else glTexCoord2fv(uv[2]);
if (col) gpu_mcol(col[2]);
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
if (v4) {
uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
else glTexCoord2fv(uv[3]);
if (col) gpu_mcol(col[3]);
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
}
glEnd();
glTranslatef(advance, 0.0, 0.0);
line_start -= advance; /* so we can go back to the start of the line */
}
glPopMatrix();
}
}
/* Checking powers of two for images since opengl 1.x requires it */
static bool is_power_of_2_resolution(int w, int h)
{
return is_power_of_2_i(w) && is_power_of_2_i(h);
}
static bool is_over_resolution_limit(int w, int h)
{
int reslimit = (U.glreslimit != 0)?
min_ii(U.glreslimit, GPU_max_texture_size()) :
GPU_max_texture_size();
return (w > reslimit || h > reslimit);
}
static int smaller_power_of_2_limit(int num)
{
int reslimit = (U.glreslimit != 0)?
min_ii(U.glreslimit, GPU_max_texture_size()) :
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;
int domipmap, linearmipmap;
int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */
int alphablend;
float anisotropic;
int gpu_mipmap;
MTFace *lasttface;
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, 0, NULL};
/* Mipmap settings */
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)
{
int 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(int mipmap)
{
if (GTS.domipmap != (mipmap != 0)) {
GPU_free_images();
GTS.domipmap = mipmap != 0;
}
}
void GPU_set_linear_mipmap(int linear)
{
if (GTS.linearmipmap != (linear != 0)) {
GPU_free_images();
GTS.linearmipmap = linear != 0;
}
}
int GPU_get_mipmap(void)
{
return GTS.domipmap && !GTS.texpaint;
}
int GPU_get_linear_mipmap(void)
{
return GTS.linearmipmap;
}
static GLenum gpu_get_mipmap_filter(int mag)
{
/* linearmipmap is off by default *when mipmapping is off,
* use unfiltered display */
if (mag) {
if (GTS.linearmipmap || GTS.domipmap)
return GL_LINEAR;
else
return GL_NEAREST;
}
else {
if (GTS.linearmipmap)
return GL_LINEAR_MIPMAP_LINEAR;
else if (GTS.domipmap)
return GL_LINEAR_MIPMAP_NEAREST;
else
return GL_NEAREST;
}
}
/* 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);
}
static void gpu_clear_tpage(void)
{
if (GTS.lasttface==NULL)
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);
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);
}
else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
glEnable(GL_BLEND);
/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
if (GLEW_VERSION_1_4)
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* if U.glalphaclip == 1.0, some cards go bonkers...
* turn off alpha test in this case */
/* added after 2.45 to clip alpha */
if (U.glalphaclip == 1.0f) {
glDisable(GL_ALPHA_TEST);
}
else {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, U.glalphaclip);
}
}
else if (alphablend==GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
}
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, int compare, int 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 */
int 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, 1.0);
glMatrixMode(GL_MODELVIEW);
}
/* check if we have a valid image */
if (ima==NULL || ima->ok==0)
return 0;
/* check if we have a valid image buffer */
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;
}
/* 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 & 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 *pix, float *frect, int rectw, int recth, int mipmap, int use_high_bit_depth, Image *ima)
{
unsigned int *scalerect = NULL;
float *fscalerect = 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_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) {
fscalerect= MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect");
gluScaleImage(GL_RGBA, tpx, tpy, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect);
frect = fscalerect;
}
else {
scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, pix, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
pix= scalerect;
}
}
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture(GL_TEXTURE_2D, *bind);
if (!(GPU_get_mipmap() && mipmap)) {
if (use_high_bit_depth)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
else {
if (GTS.gpu_mipmap) {
if (use_high_bit_depth)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
gpu_generate_mipmap(GL_TEXTURE_2D);
}
else {
if (use_high_bit_depth)
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, recth, GL_RGBA, GL_FLOAT, frect);
else
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, pix);
}
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 (ima)
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
/* set to modulate with vertex color */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (scalerect)
MEM_freeN(scalerect);
if (fscalerect)
MEM_freeN(fscalerect);
}
/**
* 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
*/
int 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) {
printf("Unable to find a suitable DXT compression, falling back to uncompressed\n");
return FALSE;
}
if (!is_power_of_2_resolution(width, height)) {
printf("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));
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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(MTFace *tface, int mipmap, int alphablend)
{
Image *ima;
/* check if we need to clear the state */
if (tface==NULL) {
gpu_clear_tpage();
return 0;
}
ima= tface->tpage;
GTS.lasttface= tface;
gpu_verify_alpha_blend(alphablend);
gpu_verify_reflection(ima);
if (GPU_verify_image(ima, NULL, tface->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(int 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_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 gluScaleImage */
if (frect) {
float *fscalerect = MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect");
gluScaleImage(GL_RGBA, w, h, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect);
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
GL_FLOAT, fscalerect);
MEM_freeN(fscalerect);
}
/* 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, int x, int y, int w, int h)
{
ImBuf *ibuf;
ibuf = BKE_image_acquire_ibuf(ima, NULL, 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;
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &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");
int is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA);
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);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
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)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
BKE_image_release_ibuf(ima, ibuf, NULL);
return;
}
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
GL_UNSIGNED_BYTE, ibuf->rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
/* 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_append(&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 (ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
GPU_free_image(ima);
}
/* OpenGL Materials */
#define FIXEDMAT 8
/* OpenGL state caching for materials */
typedef struct GPUMaterialFixed {
float diff[4];
float spec[4];
int hard;
} GPUMaterialFixed;
static struct GPUMaterialState {
GPUMaterialFixed (*matbuf);
GPUMaterialFixed matbuf_fixed[FIXEDMAT];
int totmat;
Material **gmatbuf;
Material *gmatbuf_fixed[FIXEDMAT];
Material *gboundmat;
Object *gob;
Scene *gscene;
int glay;
float (*gviewmat)[4];
float (*gviewinv)[4];
int backface_culling;
GPUBlendMode *alphablend;
GPUBlendMode alphablend_fixed[FIXEDMAT];
int use_alpha_pass, is_alpha_pass;
int lastmatnr, lastretval;
GPUBlendMode lastalphablend;
} 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)
{
if (new_shading_nodes || bmat->mode & MA_SHLESS) {
copy_v3_v3(smat->diff, &bmat->r);
smat->diff[3]= 1.0;
if (gamma)
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
zero_v4(smat->spec);
smat->hard= 0;
}
else {
mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
if (bmat->shade_flag & MA_OBCOLOR)
mul_v3_v3(smat->diff, ob->col);
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
smat->spec[3]= 1.0; /* always 1 */
smat->hard= CLAMPIS(bmat->har, 0, 128);
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_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, bool glsl, bool *do_alpha_after)
{
Material *ma;
GPUMaterial *gpumat;
GPUBlendMode alphablend;
int a;
int gamma = BKE_scene_check_color_management_enabled(scene);
int new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
int use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP); /* assumes v3d->defmaterial->preview is set */
/* initialize state */
memset(&GMS, 0, sizeof(GMS));
GMS.lastmatnr = -1;
GMS.lastretval = -1;
GMS.lastalphablend = GPU_BLEND_SOLID;
GMS.backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING);
GMS.gob = ob;
GMS.gscene = scene;
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.gviewmat= rv3d->viewmat;
GMS.gviewinv= rv3d->viewinv;
/* 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);
/* 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);
/* 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.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): 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);
if (GMS.use_alpha_pass) {
GMS.matbuf[a].diff[3]= ma->alpha;
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
}
else {
GMS.matbuf[a].diff[3]= 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 (ELEM3(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_disable_material();
}
int GPU_enable_material(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
GPUMaterial *gpumat;
GPUBlendMode alphablend;
/* no GPU_begin_object_materials, use default material */
if (!GMS.matbuf) {
float diff[4], spec[4];
memset(&GMS, 0, sizeof(GMS));
mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
diff[3]= 1.0;
mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
spec[3]= 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
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.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];
float auto_bump_scale;
gpumat = GPU_material_from_blender(GMS.gscene, mat);
GPU_material_vertex_attributes(gpumat, gattribs);
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv);
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);
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);
}
}
else {
/* or do fixed function opengl material */
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
}
/* set (alpha) blending mode */
GPU_set_material_alpha_blend(alphablend);
}
return GMS.lastretval;
}
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_disable_material(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.gboundmat= NULL;
}
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_v4_v4(diff, GMS.matbuf[nr].diff);
}
}
void GPU_end_object_materials(void)
{
GPU_disable_material();
if (GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
MEM_freeN(GMS.matbuf);
MEM_freeN(GMS.gmatbuf);
MEM_freeN(GMS.alphablend);
}
GMS.matbuf= NULL;
GMS.gmatbuf= NULL;
GMS.alphablend= NULL;
/* 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)
{
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
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;
}
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
for (a=0; a<8; a++) {
if (a<3) {
if (U.light[a].flag) {
glEnable(GL_LIGHT0+a);
normalize_v3_v3(position, U.light[a].vec);
position[3]= 0.0f;
glLightfv(GL_LIGHT0+a, GL_POSITION, position);
glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col);
glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec);
count++;
}
else {
glDisable(GL_LIGHT0+a);
glLightfv(GL_LIGHT0+a, GL_POSITION, zero);
glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero);
glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero);
}
// clear stuff from other opengl lamp usage
glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
}
else
glDisable(GL_LIGHT0+a);
}
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
return count;
}
int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][4], int ortho)
{
Base *base;
Lamp *la;
int count;
float position[4], direction[4], energy[4];
/* disable all lights */
for (count=0; count<8; count++)
glDisable(GL_LIGHT0+count);
/* view direction for specular is not compute correct by default in
* opengl, so we set the settings ourselfs */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
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);
BKE_object_where_is_calc_simul(scene, base->object);
if (la->type==LA_SUN) {
/* sun lamp */
copy_v3_v3(direction, base->object->obmat[2]);
direction[3]= 0.0;
glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
}
else {
/* other lamps with attenuation */
copy_v3_v3(position, base->object->obmat[3]);
position[3]= 1.0f;
glLightfv(GL_LIGHT0+count, GL_POSITION, position);
glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
if (la->type==LA_SPOT) {
/* spot lamp */
negate_v3_v3(direction, base->object->obmat[2]);
glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f);
glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
}
else
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
}
/* setup energy */
mul_v3_v3fl(energy, &la->r, la->energy);
energy[3]= 1.0;
glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy);
glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
glEnable(GL_LIGHT0+count);
glPopMatrix();
count++;
if (count==8)
break;
}
return count;
}
/* Default OpenGL State */
void GPU_state_init(void)
{
/* also called when doing opengl rendering and in the game engine */
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
GPU_default_lights();
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
glShadeModel(GL_FLAT);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
/* 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);
a= 0;
for (x=0; x<32; x++) {
for (y=0; y<4; y++) {
if ( (x) & 1) pat[a++]= 0x88;
else pat[a++]= 0x22;
}
}
glPolygonStipple(patc);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
/* calling this makes drawing very slow when AA is not set up in ghost
* on Linux/NVIDIA. */
// glDisable(GL_MULTISAMPLE);
}
#ifdef DEBUG
/* debugging aid */
static void gpu_state_print_fl_ex(const char *name, GLenum type)
{
const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff};
float value[32];
int a;
memset(value, 0xff, sizeof(value));
glGetFloatv(type, value);
printf("%s: ", name);
for (a = 0; a < 32; a++) {
if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) {
break;
}
printf("%.2f ", value[a]);
}
printf("\n");
}
#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val)
void GPU_state_print(void)
{
gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE);
gpu_state_print_fl(GL_ACCUM_GREEN_BITS);
gpu_state_print_fl(GL_ACCUM_RED_BITS);
gpu_state_print_fl(GL_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_ALPHA_BIAS);
gpu_state_print_fl(GL_ALPHA_BITS);
gpu_state_print_fl(GL_ALPHA_SCALE);
gpu_state_print_fl(GL_ALPHA_TEST);
gpu_state_print_fl(GL_ALPHA_TEST_FUNC);
gpu_state_print_fl(GL_ALPHA_TEST_REF);
gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_AUTO_NORMAL);
gpu_state_print_fl(GL_AUX_BUFFERS);
gpu_state_print_fl(GL_BLEND);
gpu_state_print_fl(GL_BLEND_COLOR);
gpu_state_print_fl(GL_BLEND_DST_ALPHA);
gpu_state_print_fl(GL_BLEND_DST_RGB);
gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA);
gpu_state_print_fl(GL_BLEND_EQUATION_RGB);
gpu_state_print_fl(GL_BLEND_SRC_ALPHA);
gpu_state_print_fl(GL_BLEND_SRC_RGB);
gpu_state_print_fl(GL_BLUE_BIAS);
gpu_state_print_fl(GL_BLUE_BITS);
gpu_state_print_fl(GL_BLUE_SCALE);
gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_CLIP_PLANE0);
gpu_state_print_fl(GL_COLOR_ARRAY);
gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_COLOR_CLEAR_VALUE);
gpu_state_print_fl(GL_COLOR_LOGIC_OP);
gpu_state_print_fl(GL_COLOR_MATERIAL);
gpu_state_print_fl(GL_COLOR_MATERIAL_FACE);
gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER);
gpu_state_print_fl(GL_COLOR_MATRIX);
gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_COLOR_SUM);
gpu_state_print_fl(GL_COLOR_TABLE);
gpu_state_print_fl(GL_COLOR_WRITEMASK);
gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_CONVOLUTION_1D);
gpu_state_print_fl(GL_CONVOLUTION_2D);
gpu_state_print_fl(GL_CULL_FACE);
gpu_state_print_fl(GL_CULL_FACE_MODE);
gpu_state_print_fl(GL_CURRENT_COLOR);
gpu_state_print_fl(GL_CURRENT_FOG_COORD);
gpu_state_print_fl(GL_CURRENT_INDEX);
gpu_state_print_fl(GL_CURRENT_NORMAL);
gpu_state_print_fl(GL_CURRENT_PROGRAM);
gpu_state_print_fl(GL_CURRENT_RASTER_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE);
gpu_state_print_fl(GL_CURRENT_RASTER_INDEX);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID);
gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS);
gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS);
gpu_state_print_fl(GL_DEPTH_BIAS);
gpu_state_print_fl(GL_DEPTH_BITS);
gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE);
gpu_state_print_fl(GL_DEPTH_FUNC);
gpu_state_print_fl(GL_DEPTH_RANGE);
gpu_state_print_fl(GL_DEPTH_SCALE);
gpu_state_print_fl(GL_DEPTH_TEST);
gpu_state_print_fl(GL_DEPTH_WRITEMASK);
gpu_state_print_fl(GL_DITHER);
gpu_state_print_fl(GL_DOUBLEBUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER0);
gpu_state_print_fl(GL_EDGE_FLAG);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE);
gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE);
gpu_state_print_fl(GL_FOG);
gpu_state_print_fl(GL_FOG_COLOR);
gpu_state_print_fl(GL_FOG_COORD_ARRAY);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_FOG_COORD_SRC);
gpu_state_print_fl(GL_FOG_DENSITY);
gpu_state_print_fl(GL_FOG_END);
gpu_state_print_fl(GL_FOG_HINT);
gpu_state_print_fl(GL_FOG_INDEX);
gpu_state_print_fl(GL_FOG_MODE);
gpu_state_print_fl(GL_FOG_START);
gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB);
gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
gpu_state_print_fl(GL_FRONT_FACE);
gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT);
gpu_state_print_fl(GL_GREEN_BIAS);
gpu_state_print_fl(GL_GREEN_BITS);
gpu_state_print_fl(GL_GREEN_SCALE);
gpu_state_print_fl(GL_HISTOGRAM);
gpu_state_print_fl(GL_INDEX_ARRAY);
gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_INDEX_ARRAY_TYPE);
gpu_state_print_fl(GL_INDEX_BITS);
gpu_state_print_fl(GL_INDEX_CLEAR_VALUE);
gpu_state_print_fl(GL_INDEX_LOGIC_OP);
gpu_state_print_fl(GL_INDEX_MODE);
gpu_state_print_fl(GL_INDEX_OFFSET);
gpu_state_print_fl(GL_INDEX_SHIFT);
gpu_state_print_fl(GL_INDEX_WRITEMASK);
gpu_state_print_fl(GL_LIGHT0);
gpu_state_print_fl(GL_LIGHT1);
gpu_state_print_fl(GL_LIGHT2);
gpu_state_print_fl(GL_LIGHT3);
gpu_state_print_fl(GL_LIGHT4);
gpu_state_print_fl(GL_LIGHT5);
gpu_state_print_fl(GL_LIGHT6);
gpu_state_print_fl(GL_LIGHT7);
gpu_state_print_fl(GL_LIGHTING);
gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT);
gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL);
gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER);
gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE);
gpu_state_print_fl(GL_LINE_SMOOTH);
gpu_state_print_fl(GL_LINE_SMOOTH_HINT);
gpu_state_print_fl(GL_LINE_STIPPLE);
gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN);
gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT);
gpu_state_print_fl(GL_LINE_WIDTH);
gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_LIST_BASE);
gpu_state_print_fl(GL_LIST_INDEX);
gpu_state_print_fl(GL_LIST_MODE);
gpu_state_print_fl(GL_LOGIC_OP);
gpu_state_print_fl(GL_LOGIC_OP_MODE);
gpu_state_print_fl(GL_MAP1_COLOR_4);
gpu_state_print_fl(GL_MAP1_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP1_INDEX);
gpu_state_print_fl(GL_MAP1_NORMAL);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP1_VERTEX_3);
gpu_state_print_fl(GL_MAP1_VERTEX_4);
gpu_state_print_fl(GL_MAP2_COLOR_4);
gpu_state_print_fl(GL_MAP2_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP2_INDEX);
gpu_state_print_fl(GL_MAP2_NORMAL);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP2_VERTEX_3);
gpu_state_print_fl(GL_MAP2_VERTEX_4);
gpu_state_print_fl(GL_MAP_COLOR);
gpu_state_print_fl(GL_MAP_STENCIL);
gpu_state_print_fl(GL_MATRIX_MODE);
gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIP_PLANES);
gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_DRAW_BUFFERS);
gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES);
gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES);
gpu_state_print_fl(GL_MAX_EVAL_ORDER);
gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_LIGHTS);
gpu_state_print_fl(GL_MAX_LIST_NESTING);
gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE);
gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_COORDS);
gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS);
gpu_state_print_fl(GL_MAX_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_UNITS);
gpu_state_print_fl(GL_MAX_VARYING_FLOATS);
gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS);
gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS);
gpu_state_print_fl(GL_MINMAX);
gpu_state_print_fl(GL_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MULTISAMPLE);
gpu_state_print_fl(GL_MULTISAMPLE_ARB);
gpu_state_print_fl(GL_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_NORMALIZE);
gpu_state_print_fl(GL_NORMAL_ARRAY);
gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE);
gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE);
gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_PACK_ALIGNMENT);
gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_PACK_LSB_FIRST);
gpu_state_print_fl(GL_PACK_ROW_LENGTH);
gpu_state_print_fl(GL_PACK_SKIP_IMAGES);
gpu_state_print_fl(GL_PACK_SKIP_PIXELS);
gpu_state_print_fl(GL_PACK_SKIP_ROWS);
gpu_state_print_fl(GL_PACK_SWAP_BYTES);
gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT);
gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE);
gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING);
gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING);
gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION);
gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE);
gpu_state_print_fl(GL_POINT_SIZE);
gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_POINT_SIZE_MAX);
gpu_state_print_fl(GL_POINT_SIZE_MIN);
gpu_state_print_fl(GL_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_POINT_SMOOTH);
gpu_state_print_fl(GL_POINT_SMOOTH_HINT);
gpu_state_print_fl(GL_POINT_SPRITE);
gpu_state_print_fl(GL_POLYGON_MODE);
gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR);
gpu_state_print_fl(GL_POLYGON_OFFSET_FILL);
gpu_state_print_fl(GL_POLYGON_OFFSET_LINE);
gpu_state_print_fl(GL_POLYGON_OFFSET_POINT);
gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS);
gpu_state_print_fl(GL_POLYGON_SMOOTH);
gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT);
gpu_state_print_fl(GL_POLYGON_STIPPLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE);
gpu_state_print_fl(GL_PROJECTION_MATRIX);
gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_READ_BUFFER);
gpu_state_print_fl(GL_RED_BIAS);
gpu_state_print_fl(GL_RED_BITS);
gpu_state_print_fl(GL_RED_SCALE);
gpu_state_print_fl(GL_RENDER_MODE);
gpu_state_print_fl(GL_RESCALE_NORMAL);
gpu_state_print_fl(GL_RGBA_MODE);
gpu_state_print_fl(GL_SAMPLES);
gpu_state_print_fl(GL_SAMPLE_BUFFERS);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE);
gpu_state_print_fl(GL_SCISSOR_BOX);
gpu_state_print_fl(GL_SCISSOR_TEST);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE);
gpu_state_print_fl(GL_SEPARABLE_2D);
gpu_state_print_fl(GL_SHADE_MODEL);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_STENCIL_BACK_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_FUNC);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_BACK_REF);
gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK);
gpu_state_print_fl(GL_STENCIL_BITS);
gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE);
gpu_state_print_fl(GL_STENCIL_FAIL);
gpu_state_print_fl(GL_STENCIL_FUNC);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_REF);
gpu_state_print_fl(GL_STENCIL_TEST);
gpu_state_print_fl(GL_STENCIL_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_WRITEMASK);
gpu_state_print_fl(GL_STEREO);
gpu_state_print_fl(GL_SUBPIXEL_BITS);
gpu_state_print_fl(GL_TEXTURE_1D);
gpu_state_print_fl(GL_TEXTURE_2D);
gpu_state_print_fl(GL_TEXTURE_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_1D);
gpu_state_print_fl(GL_TEXTURE_BINDING_2D);
gpu_state_print_fl(GL_TEXTURE_BINDING_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP_ARB);
gpu_state_print_fl(GL_TEXTURE_GEN_Q);
gpu_state_print_fl(GL_TEXTURE_GEN_R);
gpu_state_print_fl(GL_TEXTURE_GEN_S);
gpu_state_print_fl(GL_TEXTURE_GEN_T);
gpu_state_print_fl(GL_TEXTURE_MATRIX);
gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX);
gpu_state_print_fl(GL_UNPACK_ALIGNMENT);
gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_UNPACK_LSB_FIRST);
gpu_state_print_fl(GL_UNPACK_ROW_LENGTH);
gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES);
gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS);
gpu_state_print_fl(GL_UNPACK_SKIP_ROWS);
gpu_state_print_fl(GL_UNPACK_SWAP_BYTES);
gpu_state_print_fl(GL_VERTEX_ARRAY);
gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE);
gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE);
gpu_state_print_fl(GL_VIEWPORT);
gpu_state_print_fl(GL_ZOOM_X);
gpu_state_print_fl(GL_ZOOM_Y);
}
#undef gpu_state_print_fl
#endif