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blender-archive/source/blender/gpu/intern/gpu_draw.c
Lukas Tönne 6ecab6dd8e Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be912 and b4a721af69.

Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
2016-12-28 17:30:58 +01:00

2541 lines
68 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
*
* Utility functions for dealing with OpenGL texture & material context,
* mipmap generation and light objects.
*
* These are some obscure rendering functions shared between the
* game engine and the blender, in this module to avoid duplication
* and abstract them away from the rest a bit.
*/
#include <string.h>
#include "GPU_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_mesh_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 "DNA_particle_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_scene.h"
#include "BKE_DerivedMesh.h"
#ifdef WITH_GAMEENGINE
# include "BKE_object.h"
#endif
#include "GPU_basic_shader.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "PIL_time.h"
#ifdef WITH_SMOKE
# include "smoke_API.h"
#endif
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
# include "BKE_editmesh.h"
# include "gpu_codegen.h"
#endif
extern Material defmaterial; /* from material.c */
/* Text Rendering */
static void gpu_mcol(unsigned int ucol)
{
/* mcol order is swapped */
const char *cp = (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void GPU_render_text(
MTexPoly *mtexpoly, int mode,
const char *textstr, int textlen, unsigned int *col,
const float *v_quad[4], const float *uv_quad[4],
int glattrib)
{
if ((mode & GEMAT_TEXT) && (textlen > 0) && mtexpoly->tpage) {
const float *v1 = v_quad[0];
const float *v2 = v_quad[1];
const float *v3 = v_quad[2];
const float *v4 = v_quad[3];
Image *ima = (Image *)mtexpoly->tpage;
const size_t textlen_st = textlen;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
/* 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 (mtexpoly->mode & TF_OBCOL)
col = NULL;
else if (!col)
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
/* get the tab width */
ImBuf *first_ibuf = BKE_image_get_first_ibuf(ima);
matrixGlyph(first_ibuf, ' ', &centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
float advance_tab = advance * 4; /* tab width could also be an option */
for (size_t index = 0; index < textlen_st; ) {
unsigned int character;
float uv[4][2];
/* lets calculate offset stuff */
character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
if (character == '\n') {
glTranslatef(line_start, -line_height, 0.0f);
line_start = 0.0f;
continue;
}
else if (character == '\t') {
glTranslatef(advance_tab, 0.0f, 0.0f);
line_start -= advance_tab; /* so we can go back to the start of the line */
continue;
}
else if (character > USHRT_MAX) {
/* not much we can do here bmfonts take ushort */
character = '?';
}
/* space starts at offset 1 */
/* character = character - ' ' + 1; */
matrixGlyph(first_ibuf, character, & centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
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;
uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
glBegin(GL_POLYGON);
if (glattrib >= 0) glVertexAttrib2fv(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) glVertexAttrib2fv(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) glVertexAttrib2fv(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] = (uv_quad[3][0] - centerx) * sizex + transx;
uv[3][1] = (uv_quad[3][1] - centery) * sizey + transy;
if (glattrib >= 0) glVertexAttrib2fv(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, 0.0f, 0.0f);
line_start -= advance; /* so we can go back to the start of the line */
}
glPopMatrix();
BKE_image_release_ibuf(ima, first_ibuf, NULL);
}
}
/* Checking powers of two for images since OpenGL ES 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(GLenum textarget, int w, int h)
{
int size = (textarget == GL_TEXTURE_2D) ?
GPU_max_texture_size() : GPU_max_cube_map_size();
int reslimit = (U.glreslimit != 0) ?
min_ii(U.glreslimit, size) : 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;
/* 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};
/* 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;
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);
}
glGenerateMipmap(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 */
const float max = GPU_max_texture_anisotropy();
if (value > max)
value = max;
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 = 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 unsigned int *gpu_get_image_bindcode(Image *ima, GLenum textarget)
{
unsigned int *bind = 0;
if (textarget == GL_TEXTURE_2D)
bind = &ima->bindcode[TEXTARGET_TEXTURE_2D];
else if (textarget == GL_TEXTURE_CUBE_MAP)
bind = &ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP];
return bind;
}
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);
}
}
typedef struct VerifyThreadData {
ImBuf *ibuf;
float *srgb_frect;
} VerifyThreadData;
static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect,
ImBuf *ibuf,
const int start_line,
const int height)
{
size_t offset = ibuf->channels * start_line * ibuf->x;
float *current_srgb_frect = srgb_frect + offset;
float *current_rect_float = ibuf->rect_float + offset;
IMB_buffer_float_from_float(current_srgb_frect,
current_rect_float,
ibuf->channels,
IB_PROFILE_SRGB,
IB_PROFILE_LINEAR_RGB, true,
ibuf->x, height,
ibuf->x, ibuf->x);
IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
/* Clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images. */
IMB_buffer_float_clamp(current_srgb_frect, ibuf->x, height);
}
static void verify_thread_do(void *data_v,
int start_scanline,
int num_scanlines)
{
VerifyThreadData *data = (VerifyThreadData *)data_v;
gpu_verify_high_bit_srgb_buffer_slice(data->srgb_frect,
data->ibuf,
start_scanline,
num_scanlines);
}
static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect,
ImBuf *ibuf)
{
if (ibuf->y < 64) {
gpu_verify_high_bit_srgb_buffer_slice(srgb_frect,
ibuf,
0, ibuf->y);
}
else {
VerifyThreadData data;
data.ibuf = ibuf;
data.srgb_frect = srgb_frect;
IMB_processor_apply_threaded_scanlines(ibuf->y, verify_thread_do, &data);
}
}
int GPU_verify_image(
Image *ima, ImageUser *iuser,
int textarget, int tftile, bool compare, bool mipmap, bool is_data)
{
unsigned int *bind = NULL;
int tpx = 0, tpy = 0;
unsigned int *rect = NULL;
float *frect = NULL;
float *srgb_frect = NULL;
/* flag to determine whether deep 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 */
ImBuf *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;
}
else if (ibuf->rect == NULL) {
IMB_rect_from_float(ibuf);
}
/* 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;
}
}
/* 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 && textarget == GL_TEXTURE_2D) bind = &ima->repbind[GTS.tile];
else bind = gpu_get_image_bindcode(ima, textarget);
if (*bind == 0) {
short texwindx = ibuf->x / ima->xrep;
short texwindy = ibuf->y / ima->yrep;
if (GTS.tile >= ima->xrep * ima->yrep)
GTS.tile = ima->xrep * ima->yrep - 1;
short texwinsy = GTS.tile / ima->xrep;
short 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");
gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
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 = gpu_get_image_bindcode(ima, textarget);
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");
gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
}
else
frect = ibuf->rect_float;
}
}
}
if (*bind != 0) {
/* enable opengl drawing with textures */
glBindTexture(textarget, *bind);
BKE_image_release_ibuf(ima, ibuf, NULL);
return *bind;
}
const int rectw = tpx;
const int recth = tpy;
unsigned *tilerect = NULL;
float *ftilerect = NULL;
/* for tiles, copy only part of image into buffer */
if (GTS.tilemode) {
if (use_high_bit_depth) {
ftilerect = MEM_mallocN(rectw * recth * sizeof(*ftilerect), "tilerect");
for (int y = 0; y < recth; y++) {
const float *frectrow = &frect[y * ibuf->x];
float *ftilerectrow = &ftilerect[y * rectw];
memcpy(ftilerectrow, frectrow, tpx * sizeof(*frectrow));
}
frect = ftilerect;
}
else {
tilerect = MEM_mallocN(rectw * recth * sizeof(*tilerect), "tilerect");
for (int y = 0; y < recth; y++) {
const unsigned *rectrow = &rect[y * ibuf->x];
unsigned *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, textarget, mipmap, ima, ibuf);
else
#endif
GPU_create_gl_tex(bind, rect, frect, rectw, recth, textarget, 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;
}
static void **gpu_gen_cube_map(unsigned int *rect, float *frect, int rectw, int recth, bool use_high_bit_depth)
{
size_t block_size = use_high_bit_depth ? sizeof(float) * 4 : sizeof(unsigned char) * 4;
void **sides = NULL;
int h = recth / 2;
int w = rectw / 3;
if ((use_high_bit_depth && frect == NULL) || (!use_high_bit_depth && rect == NULL) || w != h)
return sides;
/* PosX, NegX, PosY, NegY, PosZ, NegZ */
sides = MEM_mallocN(sizeof(void *) * 6, "");
for (int i = 0; i < 6; i++)
sides[i] = MEM_mallocN(block_size * w * h, "");
/* divide image into six parts */
/* ______________________
* | | | |
* | NegX | NegY | PosX |
* |______|______|______|
* | | | |
* | NegZ | PosZ | PosY |
* |______|______|______|
*/
if (use_high_bit_depth) {
float (*frectb)[4] = (float(*)[4])frect;
float (**fsides)[4] = (float(**)[4])sides;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
memcpy(&fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
}
memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
}
}
else {
unsigned int **isides = (unsigned int **)sides;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
}
memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
}
}
return sides;
}
static void gpu_del_cube_map(void **cube_map)
{
int i;
if (cube_map == NULL)
return;
for (i = 0; i < 6; i++)
MEM_freeN(cube_map[i]);
MEM_freeN(cube_map);
}
/* Image *ima can be NULL */
void GPU_create_gl_tex(
unsigned int *bind, unsigned int *rect, float *frect, int rectw, int recth,
int textarget, bool mipmap, bool use_high_bit_depth, Image *ima)
{
ImBuf *ibuf = NULL;
int tpx = rectw;
int tpy = recth;
#if 0 /* NPOT support should be a compile-time check */
/* 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 (textarget == GL_TEXTURE_2D &&
((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) ||
is_over_resolution_limit(textarget, 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;
}
}
#endif
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
if (textarget == GL_TEXTURE_2D) {
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);
}
}
else if (textarget == GL_TEXTURE_CUBE_MAP) {
int w = rectw / 3, h = recth / 2;
if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth, use_high_bit_depth);
GLenum informat = use_high_bit_depth ? (GLEW_ARB_texture_float ? GL_RGBA16F_ARB : GL_RGBA16) : GL_RGBA8;
GLenum type = use_high_bit_depth ? GL_FLOAT : GL_UNSIGNED_BYTE;
if (cube_map)
for (int i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, informat, w, h, 0, GL_RGBA, type, cube_map[i]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
if (GPU_get_mipmap() && mipmap) {
if (GTS.gpu_mipmap) {
gpu_generate_mipmap(GL_TEXTURE_CUBE_MAP);
}
else {
if (!ibuf) {
if (use_high_bit_depth) {
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
}
else {
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
}
}
IMB_makemipmap(ibuf, true);
for (int i = 1; i < ibuf->miptot; i++) {
ImBuf *mip = ibuf->mipmap[i - 1];
void **mip_cube_map = gpu_gen_cube_map(
mip->rect, mip->rect_float,
mip->x, mip->y, use_high_bit_depth);
int mipw = mip->x / 3, miph = mip->y / 2;
if (mip_cube_map) {
for (int j = 0; j < 6; j++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
}
}
gpu_del_cube_map(mip_cube_map);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
if (ima)
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
}
else {
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
gpu_del_cube_map(cube_map);
}
else {
printf("Incorrect envmap size\n");
}
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
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 textarget, 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, textarget, mipmap, 0, ima);
#else
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf) == 0) {
glDeleteTextures(1, (GLuint *)bind);
GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, 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)
{
/* check if we need to clear the state */
if (mtexpoly == NULL) {
GPU_clear_tpage(false);
return 0;
}
Image *ima = mtexpoly->tpage;
GTS.lasttface = mtexpoly;
gpu_verify_alpha_blend(alphablend);
gpu_verify_reflection(ima);
if (GPU_verify_image(ima, NULL, GL_TEXTURE_2D, 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)
{
if (!GTS.domipmap)
return;
GTS.texpaint = !mipmap;
if (mipmap) {
for (Image *ima = G.main->image.first; ima; ima = ima->id.next) {
if (BKE_image_has_bindcode(ima)) {
if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
if (ima->bindcode[TEXTARGET_TEXTURE_2D]) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
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->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]) {
glBindTexture(GL_TEXTURE_CUBE_MAP, ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
}
else
GPU_free_image(ima);
}
else
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
else {
for (Image *ima = G.main->image.first; ima; ima = ima->id.next) {
if (BKE_image_has_bindcode(ima)) {
if (ima->bindcode[TEXTARGET_TEXTURE_2D]) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
if (ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]) {
glBindTexture(GL_TEXTURE_CUBE_MAP, ima->bindcode[TEXTARGET_TEXTURE_CUBE_MAP]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, 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 0 /* NPOT suport should be a compile-time check */
if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
#else
if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
#endif
{
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[TEXTARGET_TEXTURE_2D]);
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[TEXTARGET_TEXTURE_2D]);
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 = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ima->repbind ||
(!GTS.gpu_mipmap && GPU_get_mipmap()) ||
(ima->bindcode[TEXTARGET_TEXTURE_2D] == 0) ||
(ibuf == NULL) ||
(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[TEXTARGET_TEXTURE_2D]);
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[TEXTARGET_TEXTURE_2D]);
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)
{
for (Image *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)
{
if (!ima)
return 0;
if (ima->lastupdate < 0)
ima->lastupdate = 0;
if (ima->lastupdate > (float)time)
ima->lastupdate = (float)time;
int inc = 0;
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) */
float diff = (float)((float)time - ima->lastupdate);
inc = (int)(diff * (float)ima->animspeed);
ima->lastupdate += ((float)inc / (float)ima->animspeed);
int 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)
{
if (!BLI_thread_is_main())
return;
BLI_lock_thread(LOCK_OPENGL);
/* images */
for (LinkNode *node = image_free_queue; node; node = node->next) {
Image *ima = node->link;
/* check in case it was freed in the meantime */
if (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;
}
for (int i = 0; i < TEXTARGET_COUNT; i++) {
/* free regular image binding */
if (ima->bindcode[i]) {
glDeleteTextures(1, (GLuint *)&ima->bindcode[i]);
ima->bindcode[i] = 0;
}
/* free glsl image binding */
if (ima->gputexture[i]) {
GPU_texture_free(ima->gputexture[i]);
ima->gputexture[i] = 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)
{
if (G.main)
for (Image *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)
{
if (G.main)
for (Image *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)
{
static int lasttime = 0;
int ctime = (int)PIL_check_seconds_timer();
/*
* Run garbage collector once for every collecting period of time
* if textimeout is 0, that's the option to NOT run the collector
*/
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime)
return;
/* of course not! */
if (G.is_rendering)
return;
lasttime = ctime;
Image *ima = 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 (BKE_image_has_bindcode(ima) || 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)
{
DupliObject *dob = GMS.dob;
if (dob->particle_system) {
int ind;
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) {
ParticleData *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;
/* 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 */
GPUBlendMode 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;
GPUMaterial *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.gviewmat, 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)
{
/* 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);
int count = 0;
for (int 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)
{
/* disable all lights */
for (int 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);
int count = 0;
for (Base *base = scene->base.first; base; base = base->next) {
if (base->object->type != OB_LAMP)
continue;
if (!(base->lay & lay) || !(base->lay & ob->lay))
continue;
Lamp *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();
GPU_disable_program_point_size();
/* TODO: remove this when we switch to core profile */
glEnable(GL_POINT_SPRITE);
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
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);
}
void GPU_enable_program_point_size()
{
#ifdef __APPLE__
/* TODO: remove this when we switch to core profile */
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#else
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
}
void GPU_disable_program_point_size()
{
#ifdef __APPLE__
/* TODO: remove this when we switch to core profile */
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
#else
glDisable(GL_PROGRAM_POINT_SIZE);
#endif
}
#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)
{
/* 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 (int 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
/** \name Framebuffer color depth, for selection codes
* \{ */
#ifdef __APPLE__
/* apple seems to round colors to below and up on some configs */
static unsigned int index_to_framebuffer(int index)
{
unsigned int i = index;
switch (GPU_color_depth()) {
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x070707;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x030303;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x010101;
break;
}
return i;
}
#else
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
static unsigned int index_to_framebuffer(int index)
{
unsigned int i = index;
switch (GPU_color_depth()) {
case 8:
i = ((i & 48) << 18) + ((i & 12) << 12) + ((i & 3) << 6);
i |= 0x3F3F3F;
break;
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x0F0F0F;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x070707;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x030303;
break;
}
return i;
}
#endif
void GPU_select_index_set(int index)
{
const int col = index_to_framebuffer(index);
glColor3ub(( (col) & 0xFF),
(((col) >> 8) & 0xFF),
(((col) >> 16) & 0xFF));
}
void GPU_select_index_get(int index, int *r_col)
{
const int col = index_to_framebuffer(index);
char *c_col = (char *)r_col;
c_col[0] = (col & 0xFF); /* red */
c_col[1] = ((col >> 8) & 0xFF); /* green */
c_col[2] = ((col >> 16) & 0xFF); /* blue */
c_col[3] = 0xFF; /* alpha */
}
#define INDEX_FROM_BUF_8(col) ((((col) & 0xC00000) >> 18) + (((col) & 0xC000) >> 12) + (((col) & 0xC0) >> 6))
#define INDEX_FROM_BUF_12(col) ((((col) & 0xF00000) >> 12) + (((col) & 0xF000) >> 8) + (((col) & 0xF0) >> 4))
#define INDEX_FROM_BUF_15_16(col) ((((col) & 0xF80000) >> 9) + (((col) & 0xF800) >> 6) + (((col) & 0xF8) >> 3))
#define INDEX_FROM_BUF_18(col) ((((col) & 0xFC0000) >> 6) + (((col) & 0xFC00) >> 4) + (((col) & 0xFC) >> 2))
#define INDEX_FROM_BUF_24(col) ((col) & 0xFFFFFF)
int GPU_select_to_index(unsigned int col)
{
if (col == 0) {
return 0;
}
switch (GPU_color_depth()) {
case 8: return INDEX_FROM_BUF_8(col);
case 12: return INDEX_FROM_BUF_12(col);
case 15:
case 16: return INDEX_FROM_BUF_15_16(col);
case 24: return INDEX_FROM_BUF_24(col);
default: return INDEX_FROM_BUF_18(col);
}
}
void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
{
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
for (i = size; i--; col++) { \
if ((c = *col)) { \
*col = INDEX_FROM_BUF_BITS(c); \
} \
} ((void)0)
if (size > 0) {
unsigned int i, c;
switch (GPU_color_depth()) {
case 8:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_8);
break;
case 12:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_12);
break;
case 15:
case 16:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_15_16);
break;
case 24:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_24);
break;
default:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_18);
break;
}
}
#undef INDEX_BUF_ARRAY
}
/** \} */