1757 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1757 lines
		
	
	
		
			56 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/**
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): Brecht Van Lommel.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#include <string.h>
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#include "GL/glew.h"
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#include "BLI_math.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_view3d_types.h"
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BKE_bmfont.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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#include "BLI_threads.h"
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#include "BLI_blenlib.h"
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#include "GPU_buffers.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_material.h"
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#include "smoke_API.h"
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/* These are some obscure rendering functions shared between the
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 * game engine and the blender, in this module to avoid duplicaten
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 * and abstract them away from the rest a bit */
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/* Text Rendering */
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static void gpu_mcol(unsigned int ucol)
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{
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	/* mcol order is swapped */
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	char *cp= (char *)&ucol;
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	glColor3ub(cp[3], cp[2], cp[1]);
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}
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void GPU_render_text(MTFace *tface, int mode,
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	const char *textstr, int textlen, unsigned int *col,
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	float *v1, float *v2, float *v3, float *v4, int glattrib)
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{
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	if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) {
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		Image* ima = (Image*)tface->tpage;
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		int index, character;
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		float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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		float advance_tab;
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		/* multiline */
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		float line_start= 0.0f, line_height;
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		if (v4)
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			line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]);
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		else
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			line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
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		line_height *= 1.2; /* could be an option? */
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		/* end multiline */
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		/* color has been set */
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		if (tface->mode & TF_OBCOL)
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			col= NULL;
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		else if (!col)
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			glColor3f(1.0f, 1.0f, 1.0f);
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		glPushMatrix();
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		/* get the tab width */
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		matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery,
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			&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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		advance_tab= advance * 4; /* tab width could also be an option */
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		for (index = 0; index < textlen; index++) {
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			float uv[4][2];
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			// lets calculate offset stuff
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			character = textstr[index];
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			if (character=='\n') {
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				glTranslatef(line_start, -line_height, 0.0);
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				line_start = 0.0f;
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				continue;
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			}
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			else if (character=='\t') {
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				glTranslatef(advance_tab, 0.0, 0.0);
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				line_start -= advance_tab; /* so we can go back to the start of the line */
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				continue;
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			}
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			// space starts at offset 1
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			// character = character - ' ' + 1;
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			matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery,
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				&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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			uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
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			uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
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			uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
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			uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
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			uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
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			uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
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			glBegin(GL_POLYGON);
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			if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
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			else glTexCoord2fv(uv[0]);
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			if(col) gpu_mcol(col[0]);
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			glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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			if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
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			else glTexCoord2fv(uv[1]);
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			if(col) gpu_mcol(col[1]);
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			glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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			if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
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			else glTexCoord2fv(uv[2]);
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			if(col) gpu_mcol(col[2]);
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			glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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			if(v4) {
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				uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
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				uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
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				if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
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				else glTexCoord2fv(uv[3]);
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				if(col) gpu_mcol(col[3]);
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				glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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			}
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			glEnd();
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			glTranslatef(advance, 0.0, 0.0);
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			line_start -= advance; /* so we can go back to the start of the line */
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		}
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		glPopMatrix();
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	}
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}
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/* Checking powers of two for images since opengl 1.x requires it */
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static int is_pow2(int num)
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{
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	/* (n&(n-1)) zeros the least significant bit of n */
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	return ((num)&(num-1))==0;
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}
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static int smaller_pow2(int num)
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{
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	while (!is_pow2(num))
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		num= num&(num-1);
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	return num;	
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}
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static int is_pow2_limit(int num)
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{
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	/* take texture clamping into account */
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	/* XXX: texturepaint not global!
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	   if (G.f & G_TEXTUREPAINT)
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	   return 1;*/
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	if (U.glreslimit != 0 && num > U.glreslimit)
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		return 0;
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	return ((num)&(num-1))==0;
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}
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static int smaller_pow2_limit(int num)
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{
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	/* XXX: texturepaint not global!
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	   if (G.f & G_TEXTUREPAINT)
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	   return 1;*/
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	/* take texture clamping into account */
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	if (U.glreslimit != 0 && num > U.glreslimit)
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		return U.glreslimit;
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	return smaller_pow2(num);
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}
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/* Current OpenGL state caching for GPU_set_tpage */
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static struct GPUTextureState {
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	int curtile, tile;
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	int curtilemode, tilemode;
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	int curtileXRep, tileXRep;
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	int curtileYRep, tileYRep;
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	Image *ima, *curima;
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	int domipmap, linearmipmap;
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	int alphamode;
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	MTFace *lasttface;
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} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL};
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/* Mipmap settings */
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void GPU_set_mipmap(int mipmap)
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{
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	if (GTS.domipmap != (mipmap != 0)) {
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		GPU_free_images();
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		GTS.domipmap = mipmap != 0;
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	}
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}
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void GPU_set_linear_mipmap(int linear)
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{
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	if (GTS.linearmipmap != (linear != 0)) {
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		GPU_free_images();
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		GTS.linearmipmap = linear != 0;
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	}
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}
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static int gpu_get_mipmap(void)
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{
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	return GTS.domipmap;
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}
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static GLenum gpu_get_mipmap_filter(int mag)
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{
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	/* linearmipmap is off by default *when mipmapping is off,
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	 * use unfiltered display */
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	if(mag) {
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		if(GTS.linearmipmap || GTS.domipmap)
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			return GL_LINEAR;
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		else
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			return GL_NEAREST;
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	}
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	else {
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		if(GTS.linearmipmap)
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			return GL_LINEAR_MIPMAP_LINEAR;
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		else if(GTS.domipmap)
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			return GL_LINEAR_MIPMAP_NEAREST;
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		else
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			return GL_NEAREST;
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	}
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}
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/* Set OpenGL state for an MTFace */
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static void gpu_make_repbind(Image *ima)
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{
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	ImBuf *ibuf;
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	ibuf = BKE_image_get_ibuf(ima, NULL);
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	if(ibuf==NULL)
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		return;
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	if(ima->repbind) {
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		glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
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		MEM_freeN(ima->repbind);
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		ima->repbind= 0;
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		ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
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	}
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	ima->totbind= ima->xrep*ima->yrep;
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	if(ima->totbind>1)
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		ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
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}
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static void gpu_clear_tpage()
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{
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	if(GTS.lasttface==0)
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		return;
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	GTS.lasttface= 0;
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	GTS.curtile= 0;
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	GTS.curima= 0;
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	if(GTS.curtilemode!=0) {
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		glMatrixMode(GL_TEXTURE);
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		glLoadIdentity();
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		glMatrixMode(GL_MODELVIEW);
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	}
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	GTS.curtilemode= 0;
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	GTS.curtileXRep=0;
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	GTS.curtileYRep=0;
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	GTS.alphamode= -1;
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	glDisable(GL_BLEND);
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	glDisable(GL_TEXTURE_2D);
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	glDisable(GL_TEXTURE_GEN_S);
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	glDisable(GL_TEXTURE_GEN_T);
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	glDisable(GL_ALPHA_TEST);
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}
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static void gpu_set_blend_mode(GPUBlendMode blendmode)
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{
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	if(blendmode == GPU_BLEND_SOLID) {
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		glDisable(GL_BLEND);
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		glDisable(GL_ALPHA_TEST);
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		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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	}
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	else if(blendmode==GPU_BLEND_ADD) {
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		glEnable(GL_BLEND);
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		glBlendFunc(GL_ONE, GL_ONE);
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		glDisable(GL_ALPHA_TEST);
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	}
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						|
	else if(blendmode==GPU_BLEND_ALPHA) {
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		glEnable(GL_BLEND);
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		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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						|
		
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						|
		/* if U.glalphaclip == 1.0, some cards go bonkers...
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						|
		 * turn off alpha test in this case */
 | 
						|
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						|
		/* added after 2.45 to clip alpha */
 | 
						|
		if(U.glalphaclip == 1.0) {
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			glDisable(GL_ALPHA_TEST);
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						|
		}
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		else {
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			glEnable(GL_ALPHA_TEST);
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			glAlphaFunc(GL_GREATER, U.glalphaclip);
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		}
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	}
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						|
	else if(blendmode==GPU_BLEND_CLIP) {
 | 
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		glDisable(GL_BLEND); 
 | 
						|
		glEnable(GL_ALPHA_TEST);
 | 
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		glAlphaFunc(GL_GREATER, 0.5f);
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	}
 | 
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}
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						|
static void gpu_verify_alpha_mode(MTFace *tface)
 | 
						|
{
 | 
						|
	/* verify alpha blending modes */
 | 
						|
	if(GTS.alphamode == tface->transp)
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		return;
 | 
						|
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						|
	gpu_set_blend_mode(tface->transp);
 | 
						|
	GTS.alphamode= tface->transp;
 | 
						|
}
 | 
						|
 | 
						|
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);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
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int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int tfmode, int compare, int mipmap)
 | 
						|
{
 | 
						|
	ImBuf *ibuf = NULL;
 | 
						|
	unsigned int *bind = NULL;
 | 
						|
	int rectw, recth, tpx=0, tpy=0, y;
 | 
						|
	unsigned int *rectrow, *tilerectrow;
 | 
						|
	unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
 | 
						|
	short texwindx, texwindy, texwinsx, texwinsy;
 | 
						|
 | 
						|
	/* 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!=0);
 | 
						|
 | 
						|
	/* 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_get_ibuf(ima, iuser);
 | 
						|
 | 
						|
	if(ibuf==NULL)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	/* ensure we have a char buffer and not only float */
 | 
						|
	if ((ibuf->rect==NULL) && ibuf->rect_float)
 | 
						|
		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==0) 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;
 | 
						|
 | 
						|
			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(*bind != 0) {
 | 
						|
		/* enable opengl drawing with textures */
 | 
						|
		glBindTexture(GL_TEXTURE_2D, *bind);
 | 
						|
		return *bind;
 | 
						|
	}
 | 
						|
 | 
						|
	rectw = tpx;
 | 
						|
	recth = tpy;
 | 
						|
 | 
						|
	/* for tiles, copy only part of image into buffer */
 | 
						|
	if (GTS.tilemode) {
 | 
						|
		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;
 | 
						|
	}
 | 
						|
 | 
						|
	/* scale if not a power of two */
 | 
						|
	if (!mipmap && (!is_pow2_limit(rectw) || !is_pow2_limit(recth))) {
 | 
						|
		rectw= smaller_pow2_limit(rectw);
 | 
						|
		recth= smaller_pow2_limit(recth);
 | 
						|
		
 | 
						|
		scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
 | 
						|
		gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
 | 
						|
		rect= scalerect;
 | 
						|
	}
 | 
						|
 | 
						|
	/* create image */
 | 
						|
	glGenTextures(1, (GLuint *)bind);
 | 
						|
	glBindTexture( GL_TEXTURE_2D, *bind);
 | 
						|
 | 
						|
	if (!(gpu_get_mipmap() && mipmap)) {
 | 
						|
		glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
 | 
						|
		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));
 | 
						|
 | 
						|
		ima->tpageflag |= IMA_MIPMAP_COMPLETE;
 | 
						|
	}
 | 
						|
 | 
						|
	/* set to modulate with vertex color */
 | 
						|
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 | 
						|
		
 | 
						|
	/* clean up */
 | 
						|
	if (tilerect)
 | 
						|
		MEM_freeN(tilerect);
 | 
						|
	if (scalerect)
 | 
						|
		MEM_freeN(scalerect);
 | 
						|
 | 
						|
	return *bind;
 | 
						|
}
 | 
						|
 | 
						|
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)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
	
 | 
						|
	/* check if we need to clear the state */
 | 
						|
	if(tface==0) {
 | 
						|
		gpu_clear_tpage();
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	ima= tface->tpage;
 | 
						|
	GTS.lasttface= tface;
 | 
						|
 | 
						|
	gpu_verify_alpha_mode(tface);
 | 
						|
	gpu_verify_reflection(ima);
 | 
						|
 | 
						|
	if(GPU_verify_image(ima, NULL, tface->tile, tface->mode, 1, mipmap)) {
 | 
						|
		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= 0;
 | 
						|
		GTS.curtilemode= 0;
 | 
						|
		GTS.curtileXRep = 0;
 | 
						|
		GTS.curtileYRep = 0;
 | 
						|
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
	
 | 
						|
	gpu_verify_repeat(ima);
 | 
						|
	
 | 
						|
	/* Did this get lost in the image recode? */
 | 
						|
	/* tag_image_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;
 | 
						|
 | 
						|
	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 {
 | 
						|
		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));
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
 | 
						|
{
 | 
						|
	ImBuf *ibuf;
 | 
						|
	
 | 
						|
	ibuf = BKE_image_get_ibuf(ima, NULL);
 | 
						|
	
 | 
						|
	if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
 | 
						|
		(!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
 | 
						|
		(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 ((ibuf->rect==NULL) && ibuf->rect_float)
 | 
						|
			IMB_rect_from_float(ibuf);
 | 
						|
 | 
						|
		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);
 | 
						|
 | 
						|
		if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
 | 
						|
			ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
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>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)(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;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
 | 
						|
{
 | 
						|
	if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && !highres)
 | 
						|
		smd->domain->tex = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smoke_get_density(smd->domain->fluid));
 | 
						|
	else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && highres)
 | 
						|
		smd->domain->tex = GPU_texture_create_3D(smd->domain->res_wt[0], smd->domain->res_wt[1], smd->domain->res_wt[2], smoke_turbulence_get_density(smd->domain->wt));
 | 
						|
 | 
						|
	smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
 | 
						|
}
 | 
						|
 | 
						|
static ListBase image_free_queue = {NULL, NULL};
 | 
						|
 | 
						|
static void gpu_queue_image_for_free(Image *ima)
 | 
						|
{
 | 
						|
    Image *cpy = MEM_dupallocN(ima);
 | 
						|
 | 
						|
	BLI_lock_thread(LOCK_OPENGL);
 | 
						|
	BLI_addtail(&image_free_queue, cpy);
 | 
						|
	BLI_unlock_thread(LOCK_OPENGL);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_unused_buffers(void)
 | 
						|
{
 | 
						|
	Image *ima;
 | 
						|
 | 
						|
	if(!BLI_thread_is_main())
 | 
						|
		return;
 | 
						|
 | 
						|
	BLI_lock_thread(LOCK_OPENGL);
 | 
						|
 | 
						|
	/* images */
 | 
						|
	for(ima=image_free_queue.first; ima; ima=ima->id.next)
 | 
						|
		GPU_free_image(ima);
 | 
						|
 | 
						|
	BLI_freelistN(&image_free_queue);
 | 
						|
 | 
						|
	/* vbo buffers */
 | 
						|
	GPU_buffer_pool_free_unused(0);
 | 
						|
 | 
						|
	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;
 | 
						|
		ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
	}
 | 
						|
 | 
						|
	/* 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;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
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];
 | 
						|
} 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];
 | 
						|
 | 
						|
	GPUBlendMode *blendmode;
 | 
						|
	GPUBlendMode blendmode_fixed[FIXEDMAT];
 | 
						|
	int alphapass;
 | 
						|
 | 
						|
	int lastmatnr, lastretval;
 | 
						|
	GPUBlendMode lastblendmode;
 | 
						|
} GMS = {NULL};
 | 
						|
 | 
						|
/* fixed function material, alpha handed by caller */
 | 
						|
static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma)
 | 
						|
{
 | 
						|
	if (bmat->mode & MA_SHLESS) {
 | 
						|
		smat->diff[0]= bmat->r;
 | 
						|
		smat->diff[1]= bmat->g;
 | 
						|
		smat->diff[2]= bmat->b;
 | 
						|
		smat->diff[3]= 1.0;
 | 
						|
 | 
						|
		if(gamma) {
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
 | 
						|
		}	
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		smat->diff[0]= (bmat->ref + bmat->emit) * bmat->r;
 | 
						|
		smat->diff[1]= (bmat->ref + bmat->emit) * bmat->g;
 | 
						|
		smat->diff[2]= (bmat->ref + bmat->emit) * bmat->b;
 | 
						|
		smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
 | 
						|
 | 
						|
		smat->spec[0]= bmat->spec * bmat->specr;
 | 
						|
		smat->spec[1]= bmat->spec * bmat->specg;
 | 
						|
		smat->spec[2]= bmat->spec * bmat->specb;
 | 
						|
		smat->spec[3]= 1.0; /* always 1 */
 | 
						|
		
 | 
						|
		if(gamma) {
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
 | 
						|
			linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
 | 
						|
		}	
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
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, int glsl, int *do_alpha_pass)
 | 
						|
{
 | 
						|
	extern Material defmaterial; /* from material.c */
 | 
						|
	Material *ma;
 | 
						|
	GPUMaterial *gpumat;
 | 
						|
	GPUBlendMode blendmode;
 | 
						|
	int a;
 | 
						|
	int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
 | 
						|
	
 | 
						|
	/* initialize state */
 | 
						|
	memset(&GMS, 0, sizeof(GMS));
 | 
						|
	GMS.lastmatnr = -1;
 | 
						|
	GMS.lastretval = -1;
 | 
						|
	GMS.lastblendmode = GPU_BLEND_SOLID;
 | 
						|
 | 
						|
	GMS.gob = ob;
 | 
						|
	GMS.gscene = scene;
 | 
						|
	GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
 | 
						|
	GMS.glay= v3d->lay;
 | 
						|
	GMS.gviewmat= rv3d->viewmat;
 | 
						|
	GMS.gviewinv= rv3d->viewinv;
 | 
						|
 | 
						|
	GMS.alphapass = (v3d && v3d->transp);
 | 
						|
	if(do_alpha_pass)
 | 
						|
		*do_alpha_pass = 0;
 | 
						|
	
 | 
						|
	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.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf");
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GMS.matbuf= GMS.matbuf_fixed;
 | 
						|
		GMS.gmatbuf= GMS.gmatbuf_fixed;
 | 
						|
		GMS.blendmode= GMS.blendmode_fixed;
 | 
						|
	}
 | 
						|
 | 
						|
	/* no materials assigned? */
 | 
						|
	if(ob->totcol==0) {
 | 
						|
		gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0);
 | 
						|
 | 
						|
		/* 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.blendmode[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) 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;
 | 
						|
			blendmode = GPU_material_blend_mode(gpumat, ob->col);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* fixed function opengl materials */
 | 
						|
			gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma);
 | 
						|
 | 
						|
			blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
 | 
						|
			if(do_alpha_pass && GMS.alphapass)
 | 
						|
				GMS.matbuf[a].diff[3]= ma->alpha;
 | 
						|
			else
 | 
						|
				GMS.matbuf[a].diff[3]= 1.0f;
 | 
						|
		}
 | 
						|
 | 
						|
		/* setting do_alpha_pass = 1 indicates this object needs to be
 | 
						|
		 * drawn in a second alpha pass for improved blending */
 | 
						|
		if(do_alpha_pass) {
 | 
						|
			GMS.blendmode[a]= blendmode;
 | 
						|
			if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass)
 | 
						|
				*do_alpha_pass= 1;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* let's start with a clean state */
 | 
						|
	GPU_disable_material();
 | 
						|
}
 | 
						|
 | 
						|
int GPU_enable_material(int nr, void *attribs)
 | 
						|
{
 | 
						|
	extern Material defmaterial; /* from material.c */
 | 
						|
	GPUVertexAttribs *gattribs = attribs;
 | 
						|
	GPUMaterial *gpumat;
 | 
						|
	GPUBlendMode blendmode;
 | 
						|
 | 
						|
	/* no GPU_begin_object_materials, use default material */
 | 
						|
	if(!GMS.matbuf) {
 | 
						|
		float diff[4], spec[4];
 | 
						|
 | 
						|
		memset(&GMS, 0, sizeof(GMS));
 | 
						|
 | 
						|
		diff[0]= (defmaterial.ref+defmaterial.emit)*defmaterial.r;
 | 
						|
		diff[1]= (defmaterial.ref+defmaterial.emit)*defmaterial.g;
 | 
						|
		diff[2]= (defmaterial.ref+defmaterial.emit)*defmaterial.b;
 | 
						|
		diff[3]= 1.0;
 | 
						|
 | 
						|
		spec[0]= defmaterial.spec*defmaterial.specr;
 | 
						|
		spec[1]= defmaterial.spec*defmaterial.specg;
 | 
						|
		spec[2]= defmaterial.spec*defmaterial.specb;
 | 
						|
		spec[3]= 1.0;
 | 
						|
 | 
						|
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
 | 
						|
		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
 | 
						|
 | 
						|
		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.alphapass) 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 = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
 | 
						|
	if(GMS.alphapass)
 | 
						|
		GMS.lastretval = !GMS.lastretval;
 | 
						|
 | 
						|
	if(GMS.lastretval) {
 | 
						|
		if(gattribs && GMS.gmatbuf[nr]) {
 | 
						|
			/* bind glsl material and get attributes */
 | 
						|
			Material *mat = GMS.gmatbuf[nr];
 | 
						|
 | 
						|
			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));
 | 
						|
			GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
 | 
						|
			GMS.gboundmat= mat;
 | 
						|
 | 
						|
			if(GMS.alphapass) glDepthMask(1);
 | 
						|
		}
 | 
						|
		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);
 | 
						|
		}
 | 
						|
 | 
						|
		/* set (alpha) blending mode */
 | 
						|
		blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
 | 
						|
		GPU_set_material_blend_mode(blendmode);
 | 
						|
	}
 | 
						|
 | 
						|
	return GMS.lastretval;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_set_material_blend_mode(int blendmode)
 | 
						|
{
 | 
						|
	if(GMS.lastblendmode == blendmode)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	gpu_set_blend_mode(blendmode);
 | 
						|
	GMS.lastblendmode = blendmode;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_get_material_blend_mode(void)
 | 
						|
{
 | 
						|
	return GMS.lastblendmode;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_disable_material(void)
 | 
						|
{
 | 
						|
	GMS.lastmatnr= -1;
 | 
						|
	GMS.lastretval= 1;
 | 
						|
 | 
						|
	if(GMS.gboundmat) {
 | 
						|
		if(GMS.alphapass) glDepthMask(0);
 | 
						|
		GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
 | 
						|
		GMS.gboundmat= NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_set_material_blend_mode(GPU_BLEND_SOLID);
 | 
						|
}
 | 
						|
 | 
						|
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.blendmode);
 | 
						|
	}
 | 
						|
 | 
						|
	GMS.matbuf= NULL;
 | 
						|
	GMS.gmatbuf= NULL;
 | 
						|
	GMS.blendmode= NULL;
 | 
						|
 | 
						|
	/* resetting the texture matrix after the glScale needed for tiled textures */
 | 
						|
	if(GTS.tilemode)
 | 
						|
	{
 | 
						|
		glMatrixMode(GL_TEXTURE);
 | 
						|
		glLoadIdentity();
 | 
						|
		glMatrixMode(GL_MODELVIEW);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Lights */
 | 
						|
 | 
						|
int GPU_default_lights(void)
 | 
						|
{
 | 
						|
	int a, count = 0;
 | 
						|
	
 | 
						|
	/* initialize */
 | 
						|
	if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
 | 
						|
		U.light[0].flag= 1;
 | 
						|
		U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
 | 
						|
		U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
 | 
						|
		U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
 | 
						|
		U.light[0].spec[3]= 1.0;
 | 
						|
		
 | 
						|
		U.light[1].flag= 0;
 | 
						|
		U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
 | 
						|
		U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
 | 
						|
		U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
 | 
						|
		U.light[1].spec[3]= 1.0;
 | 
						|
	
 | 
						|
		U.light[2].flag= 0;
 | 
						|
		U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
 | 
						|
		U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
 | 
						|
		U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
 | 
						|
		U.light[2].spec[3]= 1.0;
 | 
						|
	}
 | 
						|
 | 
						|
	glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
 | 
						|
 | 
						|
	glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); 
 | 
						|
	glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); 
 | 
						|
	glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); 
 | 
						|
 | 
						|
	glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); 
 | 
						|
	glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); 
 | 
						|
	glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); 
 | 
						|
 | 
						|
	glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); 
 | 
						|
	glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); 
 | 
						|
	glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); 
 | 
						|
 | 
						|
	for(a=0; a<8; a++) {
 | 
						|
		if(a<3) {
 | 
						|
			if(U.light[a].flag) {
 | 
						|
				glEnable(GL_LIGHT0+a);
 | 
						|
				count++;
 | 
						|
			}
 | 
						|
			else
 | 
						|
				glDisable(GL_LIGHT0+a);
 | 
						|
			
 | 
						|
			// 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], 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);
 | 
						|
		
 | 
						|
		where_is_object_simul(scene, base->object);
 | 
						|
		
 | 
						|
		if(la->type==LA_SUN) {
 | 
						|
			/* sun lamp */
 | 
						|
			VECCOPY(direction, base->object->obmat[2]);
 | 
						|
			direction[3]= 0.0;
 | 
						|
 | 
						|
			glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* other lamps with attenuation */
 | 
						|
			VECCOPY(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 */
 | 
						|
				direction[0]= -base->object->obmat[2][0];
 | 
						|
				direction[1]= -base->object->obmat[2][1];
 | 
						|
				direction[2]= -base->object->obmat[2][2];
 | 
						|
				glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
 | 
						|
				glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0);
 | 
						|
				glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend);
 | 
						|
			}
 | 
						|
			else
 | 
						|
				glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* setup energy */
 | 
						|
		energy[0]= la->energy*la->r;
 | 
						|
		energy[1]= la->energy*la->g;
 | 
						|
		energy[2]= la->energy*la->b;
 | 
						|
		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 };
 | 
						|
	float mat_shininess[] = { 35.0 };
 | 
						|
	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);
 | 
						|
	glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
 | 
						|
 | 
						|
	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); */
 | 
						|
}
 | 
						|
 | 
						|
/* debugging aid */
 | 
						|
static void gpu_get_print(const char *name, GLenum type)
 | 
						|
{
 | 
						|
	float value[16];
 | 
						|
	int a;
 | 
						|
	
 | 
						|
	memset(value, 0, sizeof(value));
 | 
						|
	glGetFloatv(type, value);
 | 
						|
 | 
						|
	printf("%s: ", name);
 | 
						|
	for(a=0; a<16; a++)
 | 
						|
		printf("%.2f ", value[a]);
 | 
						|
	printf("\n");
 | 
						|
}
 | 
						|
 | 
						|
void GPU_state_print(void)
 | 
						|
{
 | 
						|
	gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
 | 
						|
	gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
 | 
						|
	gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
 | 
						|
	gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
 | 
						|
	gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
 | 
						|
	gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
 | 
						|
	gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
 | 
						|
	gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
 | 
						|
	gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
 | 
						|
	gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
 | 
						|
	gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
 | 
						|
	gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
 | 
						|
	gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
 | 
						|
	gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
 | 
						|
	gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
 | 
						|
	gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
 | 
						|
	gpu_get_print("GL_BLEND", GL_BLEND);
 | 
						|
	gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
 | 
						|
	gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
 | 
						|
	gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
 | 
						|
	gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
 | 
						|
	gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
 | 
						|
	gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
 | 
						|
	gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
 | 
						|
	gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
 | 
						|
	gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
 | 
						|
	gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
 | 
						|
	gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
 | 
						|
	gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
 | 
						|
	gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
 | 
						|
	gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
 | 
						|
	gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
 | 
						|
	gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
 | 
						|
	gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
 | 
						|
	gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
 | 
						|
	gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
 | 
						|
	gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
 | 
						|
	gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
 | 
						|
	gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
 | 
						|
	gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
 | 
						|
	gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
 | 
						|
	gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
 | 
						|
	gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
 | 
						|
	gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
 | 
						|
	gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
 | 
						|
	gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
 | 
						|
	gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
 | 
						|
	gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
 | 
						|
	gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
 | 
						|
	gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
 | 
						|
	gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
 | 
						|
	gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
 | 
						|
	gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
 | 
						|
	gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
 | 
						|
	gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
 | 
						|
	gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
 | 
						|
	gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
 | 
						|
	gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
 | 
						|
	gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
 | 
						|
	gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
 | 
						|
	gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
 | 
						|
	gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
 | 
						|
	gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
 | 
						|
	gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
 | 
						|
	gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
 | 
						|
	gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
 | 
						|
	gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
 | 
						|
	gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
 | 
						|
	gpu_get_print("GL_DITHER", GL_DITHER);
 | 
						|
	gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
 | 
						|
	gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
 | 
						|
	gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
 | 
						|
	gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
 | 
						|
	gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
 | 
						|
	gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
 | 
						|
	gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
 | 
						|
	gpu_get_print("GL_FOG", GL_FOG);
 | 
						|
	gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
 | 
						|
	gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
 | 
						|
	gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
 | 
						|
	gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
 | 
						|
	gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
 | 
						|
	gpu_get_print("GL_FOG_END", GL_FOG_END);
 | 
						|
	gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
 | 
						|
	gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
 | 
						|
	gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
 | 
						|
	gpu_get_print("GL_FOG_START", GL_FOG_START);
 | 
						|
	gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
 | 
						|
	gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
 | 
						|
	gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
 | 
						|
	gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
 | 
						|
	gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
 | 
						|
	gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
 | 
						|
	gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
 | 
						|
	gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
 | 
						|
	gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
 | 
						|
	gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
 | 
						|
	gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
 | 
						|
	gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
 | 
						|
	gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
 | 
						|
	gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
 | 
						|
	gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
 | 
						|
	gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
 | 
						|
	gpu_get_print("GL_LIGHT0", GL_LIGHT0);
 | 
						|
	gpu_get_print("GL_LIGHTING", GL_LIGHTING);
 | 
						|
	gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
 | 
						|
	gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
 | 
						|
	gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
 | 
						|
	gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
 | 
						|
	gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
 | 
						|
	gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
 | 
						|
	gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
 | 
						|
	gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
 | 
						|
	gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
 | 
						|
	gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
 | 
						|
	gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
 | 
						|
	gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
 | 
						|
	gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
 | 
						|
	gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
 | 
						|
	gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
 | 
						|
	gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
 | 
						|
	gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
 | 
						|
	gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
 | 
						|
	gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
 | 
						|
	gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
 | 
						|
	gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
 | 
						|
	gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
 | 
						|
	gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
 | 
						|
	gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
 | 
						|
	gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
 | 
						|
	gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
 | 
						|
	gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
 | 
						|
	gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
 | 
						|
	gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
 | 
						|
	gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
 | 
						|
	gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
 | 
						|
	gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
 | 
						|
	gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
 | 
						|
	gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
 | 
						|
	gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
 | 
						|
	gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
 | 
						|
	gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
 | 
						|
	gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
 | 
						|
	gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
 | 
						|
	gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
 | 
						|
	gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
 | 
						|
	gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
 | 
						|
	gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
 | 
						|
	gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
 | 
						|
	gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
 | 
						|
	gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
 | 
						|
	gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
 | 
						|
	gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
 | 
						|
	gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
 | 
						|
	gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
 | 
						|
	gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
 | 
						|
	gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
 | 
						|
	gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
 | 
						|
	gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
 | 
						|
	gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
 | 
						|
	gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
 | 
						|
	gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
 | 
						|
	gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
 | 
						|
	gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
 | 
						|
	gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
 | 
						|
	gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
 | 
						|
	gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
 | 
						|
	gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
 | 
						|
	gpu_get_print("GL_MINMAX", GL_MINMAX);
 | 
						|
	gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
 | 
						|
	gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
 | 
						|
	gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
 | 
						|
	gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
 | 
						|
	gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
 | 
						|
	gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
 | 
						|
	gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
 | 
						|
	gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
 | 
						|
	gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
 | 
						|
	gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
 | 
						|
	gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
 | 
						|
	gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
 | 
						|
	gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
 | 
						|
	gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
 | 
						|
	gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
 | 
						|
	gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
 | 
						|
	gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
 | 
						|
	gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
 | 
						|
	gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
 | 
						|
	gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
 | 
						|
	gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
 | 
						|
	gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
 | 
						|
	gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
 | 
						|
	gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
 | 
						|
	gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
 | 
						|
	gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
 | 
						|
	gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
 | 
						|
	gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
 | 
						|
	gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
 | 
						|
	gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
 | 
						|
	gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
 | 
						|
	gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
 | 
						|
	gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
 | 
						|
	gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
 | 
						|
	gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
 | 
						|
	gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
 | 
						|
	gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
 | 
						|
	gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
 | 
						|
	gpu_get_print("GL_RED_BITS", GL_RED_BITS);
 | 
						|
	gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
 | 
						|
	gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
 | 
						|
	gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
 | 
						|
	gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
 | 
						|
	gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
 | 
						|
	gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
 | 
						|
	gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
 | 
						|
	gpu_get_print("GL_SAMPLES", GL_SAMPLES);
 | 
						|
	gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
 | 
						|
	gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
 | 
						|
	gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
 | 
						|
	gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
 | 
						|
	gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
 | 
						|
	gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
 | 
						|
	gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
 | 
						|
	gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
 | 
						|
	gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
 | 
						|
	gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
 | 
						|
	gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
 | 
						|
	gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
 | 
						|
	gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
 | 
						|
	gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
 | 
						|
	gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
 | 
						|
	gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
 | 
						|
	gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
 | 
						|
	gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
 | 
						|
	gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
 | 
						|
	gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
 | 
						|
	gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
 | 
						|
	gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
 | 
						|
	gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
 | 
						|
	gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
 | 
						|
	gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
 | 
						|
	gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
 | 
						|
	gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
 | 
						|
	gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
 | 
						|
	gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
 | 
						|
	gpu_get_print("GL_STEREO", GL_STEREO);
 | 
						|
	gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
 | 
						|
	gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
 | 
						|
	gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
 | 
						|
	gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
 | 
						|
	gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
 | 
						|
	gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
 | 
						|
	gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
 | 
						|
	gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
 | 
						|
	gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
 | 
						|
	gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
 | 
						|
	gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
 | 
						|
	gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
 | 
						|
	gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
 | 
						|
	gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
 | 
						|
	gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
 | 
						|
	gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
 | 
						|
	gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
 | 
						|
	gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
 | 
						|
	gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
 | 
						|
	gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
 | 
						|
	gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
 | 
						|
	gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
 | 
						|
	gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
 | 
						|
	gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
 | 
						|
	gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
 | 
						|
	gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
 | 
						|
	gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
 | 
						|
	gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
 | 
						|
	gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
 | 
						|
	gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
 | 
						|
	gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
 | 
						|
	gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
 | 
						|
	gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
 | 
						|
	gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
 | 
						|
	gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
 | 
						|
	gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
 | 
						|
	gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
 | 
						|
	gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
 | 
						|
	gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
 | 
						|
	gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
 | 
						|
	gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
 | 
						|
}
 | 
						|
 |