* Started porting over to python, menus nearly done, header WIP. * Game Properties panel is in python too * Deprecated "Tiles" as a per face flag here, now it's always on the image, used to be both, working in a very confusing way. Unlikely someone actually had a purpose for this being per face. * Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore, so I don't want to bother updating it. * Fix crash in image painting (own mistake in porting over bugfix from 2.4x).
		
			
				
	
	
		
			1227 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1227 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/**
 | 
						|
 * $Id$
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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
 | 
						|
 * 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. The Blender
 | 
						|
 * Foundation also sells licenses for use in proprietary software under
 | 
						|
 * the Blender License.  See http://www.blender.org/BL/ for information
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						|
 * about this.
 | 
						|
 *
 | 
						|
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 | 
						|
 *
 | 
						|
 * 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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 | 
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#include <string.h>
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						|
 | 
						|
#include "GL/glew.h"
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						|
 | 
						|
#include "DNA_image_types.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_node_types.h"
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						|
#include "DNA_object_types.h"
 | 
						|
#include "DNA_scene_types.h"
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						|
#include "DNA_userdef_types.h"
 | 
						|
#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"
 | 
						|
#include "BKE_utildefines.h"
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						|
 | 
						|
#include "GPU_extensions.h"
 | 
						|
#include "GPU_material.h"
 | 
						|
#include "GPU_draw.h"
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						|
 | 
						|
/* These are some obscure rendering functions shared between the
 | 
						|
 * game engine and the blender, in this module to avoid duplicaten
 | 
						|
 * and abstract them away from the rest a bit */
 | 
						|
 | 
						|
/* Text Rendering */
 | 
						|
 | 
						|
static void gpu_mcol(unsigned int ucol)
 | 
						|
{
 | 
						|
	/* mcol order is swapped */
 | 
						|
	char *cp= (char *)&ucol;
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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,
 | 
						|
	float *v1, float *v2, float *v3, float *v4, int glattrib)
 | 
						|
{
 | 
						|
	if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) {
 | 
						|
		Image* ima = (Image*)tface->tpage;
 | 
						|
		int index, character;
 | 
						|
		float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
 | 
						|
		float advance_tab;
 | 
						|
		
 | 
						|
		/* multiline */
 | 
						|
		float line_start= 0.0f, line_height;
 | 
						|
		
 | 
						|
		if (v4)
 | 
						|
			line_height= 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? */
 | 
						|
		/* end multiline */
 | 
						|
 | 
						|
		
 | 
						|
		/* color has been set */
 | 
						|
		if (tface->mode & TF_OBCOL)
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						|
			col= NULL;
 | 
						|
		else if (!col)
 | 
						|
			glColor3f(1.0f, 1.0f, 1.0f);
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						|
 | 
						|
		glPushMatrix();
 | 
						|
		
 | 
						|
		/* get the tab width */
 | 
						|
		matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery,
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						|
			&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
 | 
						|
		
 | 
						|
		advance_tab= advance * 4; /* tab width could also be an option */
 | 
						|
		
 | 
						|
		
 | 
						|
		for (index = 0; index < textlen; index++) {
 | 
						|
			float uv[4][2];
 | 
						|
 | 
						|
			// lets calculate offset stuff
 | 
						|
			character = textstr[index];
 | 
						|
			
 | 
						|
			if (character=='\n') {
 | 
						|
				glTranslatef(line_start, -line_height, 0.0);
 | 
						|
				line_start = 0.0f;
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
			else if (character=='\t') {
 | 
						|
				glTranslatef(advance_tab, 0.0, 0.0);
 | 
						|
				line_start -= advance_tab; /* so we can go back to the start of the line */
 | 
						|
				continue;
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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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						|
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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;
 | 
						|
			uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
 | 
						|
			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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						|
			
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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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						|
			
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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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						|
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						|
			if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
 | 
						|
			else glTexCoord2fv(uv[2]);
 | 
						|
			if(col) gpu_mcol(col[2]);
 | 
						|
			glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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						|
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						|
			if(v4) {
 | 
						|
				uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
 | 
						|
				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]);
 | 
						|
				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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						|
			}
 | 
						|
			glEnd();
 | 
						|
 | 
						|
			glTranslatef(advance, 0.0, 0.0);
 | 
						|
			line_start -= advance; /* so we can go back to the start of the line */
 | 
						|
		}
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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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						|
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						|
static int is_pow2(int num)
 | 
						|
{
 | 
						|
	/* (n&(n-1)) zeros the least significant bit of n */
 | 
						|
	return ((num)&(num-1))==0;
 | 
						|
}
 | 
						|
 | 
						|
static int smaller_pow2(int num)
 | 
						|
{
 | 
						|
	while (!is_pow2(num))
 | 
						|
		num= num&(num-1);
 | 
						|
 | 
						|
	return num;	
 | 
						|
}
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						|
 | 
						|
static int is_pow2_limit(int num)
 | 
						|
{
 | 
						|
	/* take texture clamping into account */
 | 
						|
	if (G.f & G_TEXTUREPAINT)
 | 
						|
		return 1;
 | 
						|
	if (U.glreslimit != 0 && num > U.glreslimit)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	return ((num)&(num-1))==0;
 | 
						|
}
 | 
						|
 | 
						|
static int smaller_pow2_limit(int num)
 | 
						|
{
 | 
						|
	if (G.f & G_TEXTUREPAINT)
 | 
						|
		return 1;
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						|
	
 | 
						|
	/* take texture clamping into account */
 | 
						|
	if (U.glreslimit != 0 && num > U.glreslimit)
 | 
						|
		return U.glreslimit;
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						|
 | 
						|
	return smaller_pow2(num);
 | 
						|
}
 | 
						|
 | 
						|
/* Current OpenGL state caching for GPU_set_tpage */
 | 
						|
 | 
						|
static struct GPUTextureState {
 | 
						|
	int curtile, tile;
 | 
						|
	int curtilemode, tilemode;
 | 
						|
	int curtileXRep, tileXRep;
 | 
						|
	int curtileYRep, tileYRep;
 | 
						|
	Image *ima, *curima;
 | 
						|
 | 
						|
	int domipmap, linearmipmap;
 | 
						|
 | 
						|
	int alphamode;
 | 
						|
	MTFace *lasttface;
 | 
						|
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL};
 | 
						|
 | 
						|
/* Mipmap settings */
 | 
						|
 | 
						|
void GPU_set_mipmap(int mipmap)
 | 
						|
{
 | 
						|
	if (GTS.domipmap != (mipmap != 0)) {
 | 
						|
		GPU_free_images();
 | 
						|
		GTS.domipmap = mipmap != 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_set_linear_mipmap(int linear)
 | 
						|
{
 | 
						|
	if (GTS.linearmipmap != (linear != 0)) {
 | 
						|
		GPU_free_images();
 | 
						|
		GTS.linearmipmap = linear != 0;
 | 
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	}
 | 
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}
 | 
						|
 | 
						|
static int gpu_get_mipmap(void)
 | 
						|
{
 | 
						|
	return GTS.domipmap && (!(G.f & G_TEXTUREPAINT));
 | 
						|
}
 | 
						|
 | 
						|
static GLenum gpu_get_mipmap_filter(int mag)
 | 
						|
{
 | 
						|
	/* linearmipmap is off by default *when mipmapping is off,
 | 
						|
	 * use unfiltered display */
 | 
						|
	if(mag) {
 | 
						|
		if(GTS.linearmipmap || GTS.domipmap)
 | 
						|
			return GL_LINEAR;
 | 
						|
		else
 | 
						|
			return GL_NEAREST;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if(GTS.linearmipmap)
 | 
						|
			return GL_LINEAR_MIPMAP_LINEAR;
 | 
						|
		else if(GTS.domipmap)
 | 
						|
			return GL_LINEAR_MIPMAP_NEAREST;
 | 
						|
		else
 | 
						|
			return GL_NEAREST;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Set OpenGL state for an MTFace */
 | 
						|
 | 
						|
static void gpu_make_repbind(Image *ima)
 | 
						|
{
 | 
						|
	ImBuf *ibuf;
 | 
						|
	
 | 
						|
	ibuf = BKE_image_get_ibuf(ima, NULL);
 | 
						|
	if(ibuf==NULL)
 | 
						|
		return;
 | 
						|
 | 
						|
	if(ima->repbind) {
 | 
						|
		glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
 | 
						|
		MEM_freeN(ima->repbind);
 | 
						|
		ima->repbind= 0;
 | 
						|
		ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | 
						|
	}
 | 
						|
 | 
						|
	ima->totbind= ima->xrep*ima->yrep;
 | 
						|
 | 
						|
	if(ima->totbind>1)
 | 
						|
		ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_clear_tpage()
 | 
						|
{
 | 
						|
	if(GTS.lasttface==0)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	GTS.lasttface= 0;
 | 
						|
	GTS.curtile= 0;
 | 
						|
	GTS.curima= 0;
 | 
						|
	if(GTS.curtilemode!=0) {
 | 
						|
		glMatrixMode(GL_TEXTURE);
 | 
						|
		glLoadIdentity();
 | 
						|
		glMatrixMode(GL_MODELVIEW);
 | 
						|
	}
 | 
						|
	GTS.curtilemode= 0;
 | 
						|
	GTS.curtileXRep=0;
 | 
						|
	GTS.curtileYRep=0;
 | 
						|
	GTS.alphamode= -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_blend_mode(GPUBlendMode blendmode)
 | 
						|
{
 | 
						|
	if(blendmode == GPU_BLEND_SOLID) {
 | 
						|
		glDisable(GL_BLEND);
 | 
						|
		glDisable(GL_ALPHA_TEST);
 | 
						|
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
	}
 | 
						|
	else if(blendmode==GPU_BLEND_ADD) {
 | 
						|
		glEnable(GL_BLEND);
 | 
						|
		glBlendFunc(GL_ONE, GL_ONE);
 | 
						|
		glDisable(GL_ALPHA_TEST);
 | 
						|
	}
 | 
						|
	else if(blendmode==GPU_BLEND_ALPHA) {
 | 
						|
		glEnable(GL_BLEND);
 | 
						|
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
		
 | 
						|
		/* if U.glalphaclip == 1.0, some cards go bonkers...
 | 
						|
		 * turn off alpha test in this case */
 | 
						|
 | 
						|
		/* added after 2.45 to clip alpha */
 | 
						|
		if(U.glalphaclip == 1.0) {
 | 
						|
			glDisable(GL_ALPHA_TEST);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			glEnable(GL_ALPHA_TEST);
 | 
						|
			glAlphaFunc(GL_GREATER, U.glalphaclip);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else if(blendmode==GPU_BLEND_CLIP) {
 | 
						|
		glDisable(GL_BLEND); 
 | 
						|
		glEnable(GL_ALPHA_TEST);
 | 
						|
		glAlphaFunc(GL_GREATER, 0.5f);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_verify_alpha_mode(MTFace *tface)
 | 
						|
{
 | 
						|
	/* verify alpha blending modes */
 | 
						|
	if(GTS.alphamode == tface->transp)
 | 
						|
		return;
 | 
						|
 | 
						|
	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);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
int GPU_verify_image(Image *ima, int tftile, int tfmode, int compare)
 | 
						|
{
 | 
						|
	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, NULL);
 | 
						|
 | 
						|
	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);
 | 
						|
 | 
						|
	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 (!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()) {
 | 
						|
		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)
 | 
						|
{
 | 
						|
	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, tface->tile, tface->mode, 1)) {
 | 
						|
		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)
 | 
						|
{
 | 
						|
	ImBuf *ibuf;
 | 
						|
	
 | 
						|
	ibuf = BKE_image_get_ibuf(ima, NULL);
 | 
						|
	
 | 
						|
	if (ima->repbind || gpu_get_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_image(Image *ima)
 | 
						|
{
 | 
						|
	/* 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);
 | 
						|
}
 | 
						|
 | 
						|
/* OpenGL Materials */
 | 
						|
 | 
						|
/* materials start counting at # one.... */
 | 
						|
#define MAXMATBUF (MAXMAT+1)
 | 
						|
 | 
						|
/* OpenGL state caching for materials */
 | 
						|
 | 
						|
static struct GPUMaterialState {
 | 
						|
	float matbuf[MAXMATBUF][2][4];
 | 
						|
	int totmat;
 | 
						|
 | 
						|
	Material *gmatbuf[MAXMATBUF];
 | 
						|
	Material *gboundmat;
 | 
						|
	Object *gob;
 | 
						|
	Scene *gscene;
 | 
						|
	int glay;
 | 
						|
	float (*gviewmat)[4];
 | 
						|
	float (*gviewinv)[4];
 | 
						|
 | 
						|
	GPUBlendMode blendmode[MAXMATBUF];
 | 
						|
	int alphapass;
 | 
						|
 | 
						|
	int lastmatnr, lastretval;
 | 
						|
	GPUBlendMode lastblendmode;
 | 
						|
} GMS;
 | 
						|
 | 
						|
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_set_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;
 | 
						|
	
 | 
						|
	/* 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;
 | 
						|
	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;
 | 
						|
 | 
						|
	/* no materials assigned? */
 | 
						|
	if(ob->totcol==0) {
 | 
						|
		GMS.matbuf[0][0][0]= defmaterial.r;
 | 
						|
		GMS.matbuf[0][0][1]= defmaterial.g;
 | 
						|
		GMS.matbuf[0][0][2]= defmaterial.b;
 | 
						|
		GMS.matbuf[0][0][3]= 1.0;
 | 
						|
 | 
						|
		GMS.matbuf[0][1][0]= defmaterial.specr;
 | 
						|
		GMS.matbuf[0][1][1]= defmaterial.specg;
 | 
						|
		GMS.matbuf[0][1][2]= defmaterial.specb;
 | 
						|
		GMS.matbuf[0][1][3]= 1.0;
 | 
						|
		
 | 
						|
		/* do material 1 too, for displists! */
 | 
						|
		QUATCOPY(GMS.matbuf[1][0], GMS.matbuf[0][0]);
 | 
						|
		QUATCOPY(GMS.matbuf[1][1], GMS.matbuf[0][1]);
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		/* this shouldn't happen .. */
 | 
						|
		if(a>=MAXMATBUF)
 | 
						|
			continue;
 | 
						|
 | 
						|
		/* 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 */
 | 
						|
			if (ma->mode & MA_SHLESS) {
 | 
						|
				GMS.matbuf[a][0][0]= ma->r;
 | 
						|
				GMS.matbuf[a][0][1]= ma->g;
 | 
						|
				GMS.matbuf[a][0][2]= ma->b;
 | 
						|
			} else {
 | 
						|
				GMS.matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r;
 | 
						|
				GMS.matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g;
 | 
						|
				GMS.matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b;
 | 
						|
 | 
						|
				GMS.matbuf[a][1][0]= ma->spec*ma->specr;
 | 
						|
				GMS.matbuf[a][1][1]= ma->spec*ma->specg;
 | 
						|
				GMS.matbuf[a][1][2]= ma->spec*ma->specb;
 | 
						|
				GMS.matbuf[a][1][3]= 1.0;
 | 
						|
			}
 | 
						|
 | 
						|
			blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
 | 
						|
			if(do_alpha_pass && GMS.alphapass)
 | 
						|
				GMS.matbuf[a][0][3]= ma->alpha;
 | 
						|
			else
 | 
						|
				GMS.matbuf[a][0][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)
 | 
						|
{
 | 
						|
	GPUVertexAttribs *gattribs = attribs;
 | 
						|
	GPUMaterial *gpumat;
 | 
						|
	GPUBlendMode blendmode;
 | 
						|
 | 
						|
	/* prevent index to use un-initialized array items */
 | 
						|
	if(nr>GMS.totmat)
 | 
						|
		nr= GMS.totmat;
 | 
						|
 | 
						|
	if(gattribs)
 | 
						|
		memset(gattribs, 0, sizeof(*gattribs));
 | 
						|
 | 
						|
	/* keep current material */
 | 
						|
	if(nr>=MAXMATBUF || 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);
 | 
						|
			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][0]);
 | 
						|
			glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr][1]);
 | 
						|
		}
 | 
						|
 | 
						|
		/* 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);
 | 
						|
}
 | 
						|
 | 
						|
/* 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 on, disable/enable should be local per function */
 | 
						|
	glEnableClientState(GL_VERTEX_ARRAY);
 | 
						|
	glEnableClientState(GL_NORMAL_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);
 | 
						|
}
 | 
						|
 |