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blender-archive/source/blender/gpu/intern/gpu_extensions.c
Ton Roosendaal b673f7318c Added support for animated texture draw, GLSL textures.
Note, this is not like GE ffmpg, but Blender Image Texture
display for GLSL materials. Speed can be disappointing,
use smaller images for realtime edits.
2010-02-13 13:09:30 +00:00

1224 lines
28 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "GL/glew.h"
#include "DNA_listBase.h"
#include "DNA_image_types.h"
#include "DNA_userdef_types.h"
#include "MEM_guardedalloc.h"
#include "BKE_image.h"
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BLI_blenlib.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
/* Extensions support */
/* extensions used:
- texture border clamp: 1.3 core
- fragement shader: 2.0 core
- framebuffer object: ext specification
- multitexture 1.3 core
- arb non power of two: 2.0 core
- pixel buffer objects? 2.1 core
- arb draw buffers? 2.0 core
*/
static struct GPUGlobal {
GLint maxtextures;
GLuint currentfb;
int glslsupport;
int extdisabled;
GPUDeviceType device;
GPUOSType os;
GPUDriverType driver;
} GG = {1, 0, 0, 0};
/* GPU Types */
int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
{
return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
}
/* GPU Extensions */
void GPU_extensions_disable()
{
GG.extdisabled = 1;
}
void GPU_extensions_init()
{
const char *vendor, *renderer;
glewInit();
/* glewIsSupported("GL_VERSION_2_0") */
if (GLEW_ARB_multitexture)
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
GG.glslsupport = 1;
if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
vendor = (const char*)glGetString(GL_VENDOR);
renderer = (const char*)glGetString(GL_RENDERER);
if(strstr(vendor, "ATI")) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if(strstr(vendor, "NVIDIA")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if(strstr(vendor, "Intel") || strstr(renderer, "Mesa DRI Intel")) {
GG.device = GPU_DEVICE_INTEL;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if(strstr(renderer, "Mesa DRI R")) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if(strstr(renderer, "Nouveau")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if(strstr(vendor, "Mesa")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if(strstr(vendor, "Microsoft")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if(strstr(renderer, "Apple Software Renderer")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else {
GG.device = GPU_DEVICE_UNKNOWN;
GG.driver = GPU_DRIVER_UNKNOWN;
}
GG.os = GPU_OS_UNIX;
#ifdef _WIN32
GG.os = GPU_OS_WIN;
#endif
#ifdef __APPLE__
GG.os = GPU_OS_MAC;
#endif
}
int GPU_glsl_support()
{
return !GG.extdisabled && GG.glslsupport;
}
int GPU_non_power_of_two_support()
{
/* Exception for buggy ATI/Apple driver in Mac OS X 10.5/10.6,
* they claim to support this but can cause system freeze */
if(GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL))
return 0;
return GLEW_ARB_texture_non_power_of_two;
}
int GPU_print_error(char *str)
{
GLenum errCode;
if (G.f & G_DEBUG) {
if ((errCode = glGetError()) != GL_NO_ERROR) {
fprintf(stderr, "%s opengl error: %s\n", str, gluErrorString(errCode));
return 1;
}
}
return 0;
}
static void GPU_print_framebuffer_error(GLenum status)
{
fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d\n",
(int)status);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
fprintf(stderr, "Incomplete attachment.\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
fprintf(stderr, "Unsupported framebuffer format.\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
fprintf(stderr, "Missing attachment.\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
fprintf(stderr, "Attached images must have same dimensions.\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
fprintf(stderr, "Attached images must have same format.\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
fprintf(stderr, "Missing draw buffer.\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
fprintf(stderr, "Missing read buffer.\n");
break;
default:
fprintf(stderr, "Unknown.\n");
break;
}
}
/* GPUTexture */
struct GPUTexture {
int w, h; /* width/height */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLuint bindcode; /* opengl identifier for texture */
int fromblender; /* we got the texture from Blender */
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int depth; /* is a depth texture? */
};
static unsigned char *GPU_texture_convert_pixels(int length, float *fpixels)
{
unsigned char *pixels, *p;
float *fp;
int a, len;
len = 4*length;
fp = fpixels;
p = pixels = MEM_callocN(sizeof(unsigned char)*len, "GPUTexturePixels");
for (a=0; a<len; a++, p++, fp++)
*p = FTOCHAR((*fp));
return pixels;
}
static int is_pow2(int n)
{
return ((n)&(n-1))==0;
}
static int larger_pow2(int n)
{
if (is_pow2(n))
return n;
while(!is_pow2(n))
n= n&(n-1);
return n*2;
}
static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
{
void *pixels = MEM_callocN(sizeof(char)*4*w*h, "GPUTextureEmptyPixels");
if (target == GL_TEXTURE_1D)
glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
else
glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
MEM_freeN(pixels);
}
static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth)
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
if(depth && !GLEW_ARB_depth_texture)
return NULL;
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->number = -1;
tex->refcount = 1;
tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
tex->depth = depth;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = larger_pow2(tex->w);
tex->h = larger_pow2(tex->h);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
if(depth) {
type = GL_UNSIGNED_BYTE;
format = GL_DEPTH_COMPONENT;
internalformat = GL_DEPTH_COMPONENT;
}
else {
type = GL_UNSIGNED_BYTE;
format = GL_RGBA;
internalformat = GL_RGBA8;
if (fpixels)
pixels = GPU_texture_convert_pixels(w*h, fpixels);
}
if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, 0);
if (fpixels) {
glTexSubImage1D(tex->target, 0, 0, w, format, type,
pixels? pixels: fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0,
tex->w-w, 1);
}
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
format, type, 0);
if (fpixels) {
glTexSubImage2D(tex->target, 0, 0, 0, w, h,
format, type, pixels? pixels: fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
if (tex->h > h)
GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
}
}
if (pixels)
MEM_freeN(pixels);
if(depth) {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
glTexParameteri(tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
}
else {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (tex->target != GL_TEXTURE_1D) {
/* CLAMP_TO_BORDER is an OpenGL 1.3 core feature */
GLenum wrapmode = (depth)? GL_CLAMP_TO_EDGE: GL_CLAMP_TO_BORDER;
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, wrapmode);
glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, wrapmode);
#if 0
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
#endif
}
else
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
return tex;
}
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels)
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->depth = depth;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_3D;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = larger_pow2(tex->w);
tex->h = larger_pow2(tex->h);
tex->depth = larger_pow2(tex->depth);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
GPU_print_error("3D glBindTexture");
type = GL_FLOAT; // GL_UNSIGNED_BYTE
format = GL_RED;
internalformat = GL_INTENSITY;
//if (fpixels)
// pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, 0);
GPU_print_error("3D glTexImage3D");
if (fpixels) {
if(!GPU_non_power_of_two_support() && (w != tex->w || h != tex->h || depth != tex->depth)) {
/* clear first to avoid unitialized pixels */
float *zero= MEM_callocN(sizeof(float)*tex->w*tex->h*tex->depth, "zero");
glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->depth, format, type, zero);
MEM_freeN(zero);
}
glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
GPU_print_error("3D glTexSubImage3D");
}
glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
GPU_print_error("3D GL_TEXTURE_BORDER_COLOR");
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GPU_print_error("3D GL_LINEAR");
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GPU_print_error("3D GL_CLAMP_TO_BORDER");
if (pixels)
MEM_freeN(pixels);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, double time, int mipmap)
{
GPUTexture *tex;
GLint w, h, border, lastbindcode, bindcode;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
GPU_update_image_time(ima, time);
bindcode = GPU_verify_image(ima, iuser, 0, 0, 0, mipmap);
if(ima->gputexture) {
ima->gputexture->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return ima->gputexture;
}
if(!bindcode) {
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return NULL;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
tex->fromblender = 1;
ima->gputexture= tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error("Blender Texture");
}
else {
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border);
tex->w = w - border;
tex->h = h - border;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
GPUTexture *GPU_texture_create_1D(int w, float *fpixels)
{
GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels)
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_depth(int w, int h)
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
void GPU_texture_bind(GPUTexture *tex, int number)
{
GLenum arbnumber;
if (number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if(number == -1)
return;
GPU_print_error("Pre Texture Bind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
if (number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, tex->bindcode);
glEnable(tex->target);
if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = number;
GPU_print_error("Post Texture Bind");
}
void GPU_texture_unbind(GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if(tex->number == -1)
return;
GPU_print_error("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, 0);
glDisable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = -1;
GPU_print_error("Post Texture Unbind");
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
if (tex->fb)
GPU_framebuffer_texture_detach(tex->fb, tex);
if (tex->bindcode && !tex->fromblender)
glDeleteTextures(1, &tex->bindcode);
MEM_freeN(tex);
}
}
void GPU_texture_ref(GPUTexture *tex)
{
tex->refcount++;
}
int GPU_texture_target(GPUTexture *tex)
{
return tex->target;
}
int GPU_texture_opengl_width(GPUTexture *tex)
{
return tex->w;
}
int GPU_texture_opengl_height(GPUTexture *tex)
{
return tex->h;
}
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
{
return tex->fb;
}
/* GPUFrameBuffer */
struct GPUFrameBuffer {
GLuint object;
GPUTexture *colortex;
GPUTexture *depthtex;
};
GPUFrameBuffer *GPU_framebuffer_create()
{
GPUFrameBuffer *fb;
if (!GLEW_EXT_framebuffer_object)
return NULL;
fb= MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
glGenFramebuffersEXT(1, &fb->object);
if (!fb->object) {
fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
(int)glGetError());
GPU_framebuffer_free(fb);
return NULL;
}
return fb;
}
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex)
{
GLenum status;
GLenum attachment;
if(tex->depth)
attachment = GL_DEPTH_ATTACHMENT_EXT;
else
attachment = GL_COLOR_ATTACHMENT0_EXT;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = fb->object;
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
tex->target, tex->bindcode, 0);
if(tex->depth) {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
else {
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(status);
return 0;
}
if(tex->depth)
fb->depthtex = tex;
else
fb->colortex = tex;
tex->fb= fb;
return 1;
}
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
{
GLenum attachment;
if(!tex->fb)
return;
if(GG.currentfb != tex->fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
GG.currentfb = tex->fb->object;
}
if(tex->depth) {
fb->depthtex = NULL;
attachment = GL_DEPTH_ATTACHMENT_EXT;
}
else {
fb->colortex = NULL;
attachment = GL_COLOR_ATTACHMENT0_EXT;
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
tex->target, 0, 0);
tex->fb = NULL;
}
void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex)
{
/* push attributes */
glPushAttrib(GL_ENABLE_BIT);
glPushAttrib(GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, tex->w, tex->h);
GG.currentfb = tex->fb->object;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex)
{
/* restore matrix */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
/* restore attributes */
glPopAttrib();
glPopAttrib();
glEnable(GL_SCISSOR_TEST);
}
void GPU_framebuffer_free(GPUFrameBuffer *fb)
{
if(fb->depthtex)
GPU_framebuffer_texture_detach(fb, fb->depthtex);
if(fb->colortex)
GPU_framebuffer_texture_detach(fb, fb->colortex);
if(fb->object) {
glDeleteFramebuffersEXT(1, &fb->object);
if (GG.currentfb == fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
MEM_freeN(fb);
}
void GPU_framebuffer_restore()
{
if (GG.currentfb != 0) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
/* GPUOffScreen */
struct GPUOffScreen {
GPUFrameBuffer *fb;
GPUTexture *color;
GPUTexture *depth;
};
GPUOffScreen *GPU_offscreen_create(int width, int height)
{
GPUOffScreen *ofs;
ofs= MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
ofs->fb = GPU_framebuffer_create();
if(!ofs->fb) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->depth = GPU_texture_create_depth(width, height);
if(!ofs->depth) {
GPU_offscreen_free(ofs);
return NULL;
}
if(!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth)) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->color = GPU_texture_create_2D(width, height, NULL);
if(!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
}
if(!GPU_framebuffer_texture_attach(ofs->fb, ofs->color)) {
GPU_offscreen_free(ofs);
return NULL;
}
GPU_framebuffer_restore();
return ofs;
}
void GPU_offscreen_free(GPUOffScreen *ofs)
{
if(ofs->fb)
GPU_framebuffer_free(ofs->fb);
if(ofs->color)
GPU_texture_free(ofs->color);
if(ofs->depth)
GPU_texture_free(ofs->depth);
MEM_freeN(ofs);
}
void GPU_offscreen_bind(GPUOffScreen *ofs)
{
glDisable(GL_SCISSOR_TEST);
GPU_framebuffer_texture_bind(ofs->fb, ofs->color);
}
void GPU_offscreen_unbind(GPUOffScreen *ofs)
{
GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
/* GPUShader */
struct GPUShader {
GLhandleARB object; /* handle for full shader */
GLhandleARB vertex; /* handle for vertex shader */
GLhandleARB fragment; /* handle for fragment shader */
GLhandleARB lib; /* handle for libment shader */
int totattrib; /* total number of attributes */
};
static void shader_print_errors(char *task, char *log, const char *code)
{
const char *c, *pos, *end = code + strlen(code);
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
if(G.f & G_DEBUG) {
c = code;
while ((c < end) && (pos = strchr(c, '\n'))) {
fprintf(stderr, "%2d ", line);
fwrite(c, (pos+1)-c, 1, stderr);
c = pos+1;
line++;
}
fprintf(stderr, "%s", c);
}
fprintf(stderr, "%s\n", log);
}
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, /*GPUShader *lib,*/ const char *libcode)
{
GLint status;
GLcharARB log[5000];
const char *fragsource[2];
GLsizei length = 0;
GLint count;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
if(vertexcode)
shader->vertex = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if(fragcode)
shader->fragment = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
shader->object = glCreateProgramObjectARB();
if (!shader->object ||
(vertexcode && !shader->vertex) ||
(fragcode && !shader->fragment)) {
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
if(vertexcode) {
glAttachObjectARB(shader->object, shader->vertex);
glShaderSourceARB(shader->vertex, 1, (const char**)&vertexcode, NULL);
glCompileShaderARB(shader->vertex);
glGetObjectParameterivARB(shader->vertex, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->vertex, sizeof(log), &length, log);
shader_print_errors("compile", log, vertexcode);
GPU_shader_free(shader);
return NULL;
}
}
if(fragcode) {
count = 0;
if(libcode) fragsource[count++] = libcode;
if(fragcode) fragsource[count++] = fragcode;
glAttachObjectARB(shader->object, shader->fragment);
glShaderSourceARB(shader->fragment, count, fragsource, NULL);
glCompileShaderARB(shader->fragment);
glGetObjectParameterivARB(shader->fragment, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->fragment, sizeof(log), &length, log);
shader_print_errors("compile", log, fragcode);
GPU_shader_free(shader);
return NULL;
}
}
/*if(lib && lib->lib)
glAttachObjectARB(shader->object, lib->lib);*/
glLinkProgramARB(shader->object);
glGetObjectParameterivARB(shader->object, GL_OBJECT_LINK_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->object, sizeof(log), &length, log);
if (fragcode) shader_print_errors("linking", log, fragcode);
else if (vertexcode) shader_print_errors("linking", log, vertexcode);
else if (libcode) shader_print_errors("linking", log, libcode);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#if 0
GPUShader *GPU_shader_create_lib(const char *code)
{
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
shader->lib = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!shader->lib) {
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
glShaderSourceARB(shader->lib, 1, (const char**)&code, NULL);
glCompileShaderARB(shader->lib);
glGetObjectParameterivARB(shader->lib, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->lib, sizeof(log), &length, log);
shader_print_errors("compile", log, code);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#endif
void GPU_shader_bind(GPUShader *shader)
{
GPU_print_error("Pre Shader Bind");
glUseProgramObjectARB(shader->object);
GPU_print_error("Post Shader Bind");
}
void GPU_shader_unbind()
{
GPU_print_error("Pre Shader Unbind");
glUseProgramObjectARB(0);
GPU_print_error("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
if (shader->lib)
glDeleteObjectARB(shader->lib);
if (shader->vertex)
glDeleteObjectARB(shader->vertex);
if (shader->fragment)
glDeleteObjectARB(shader->fragment);
if (shader->object)
glDeleteObjectARB(shader->object);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, char *name)
{
return glGetUniformLocationARB(shader->object, name);
}
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, int arraysize, float *value)
{
if(location == -1)
return;
GPU_print_error("Pre Uniform Vector");
if (length == 1) glUniform1fvARB(location, arraysize, value);
else if (length == 2) glUniform2fvARB(location, arraysize, value);
else if (length == 3) glUniform3fvARB(location, arraysize, value);
else if (length == 4) glUniform4fvARB(location, arraysize, value);
else if (length == 9) glUniformMatrix3fvARB(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fvARB(location, arraysize, 0, value);
GPU_print_error("Post Uniform Vector");
}
void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if(tex->number == -1)
return;
if(location == -1)
return;
GPU_print_error("Pre Uniform Texture");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, tex->bindcode);
glUniform1iARB(location, tex->number);
glEnable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
GPU_print_error("Post Uniform Texture");
}
int GPU_shader_get_attribute(GPUShader *shader, char *name)
{
int index;
GPU_print_error("Pre Get Attribute");
index = glGetAttribLocationARB(shader->object, name);
GPU_print_error("Post Get Attribute");
return index;
}
#if 0
/* GPUPixelBuffer */
typedef struct GPUPixelBuffer {
GLuint bindcode[2];
GLuint current;
int datasize;
int numbuffers;
int halffloat;
} GPUPixelBuffer;
void GPU_pixelbuffer_free(GPUPixelBuffer *pb)
{
if (pb->bindcode[0])
glDeleteBuffersARB(pb->numbuffers, pb->bindcode);
MEM_freeN(pb);
}
GPUPixelBuffer *gpu_pixelbuffer_create(int x, int y, int halffloat, int numbuffers)
{
GPUPixelBuffer *pb;
if (!GLEW_ARB_multitexture || !GLEW_EXT_pixel_buffer_object)
return NULL;
pb = MEM_callocN(sizeof(GPUPixelBuffer), "GPUPBO");
pb->datasize = x*y*4*((halffloat)? 16: 8);
pb->numbuffers = numbuffers;
pb->halffloat = halffloat;
glGenBuffersARB(pb->numbuffers, pb->bindcode);
if (!pb->bindcode[0]) {
fprintf(stderr, "GPUPixelBuffer allocation failed\n");
GPU_pixelbuffer_free(pb);
return NULL;
}
return pb;
}
void GPU_pixelbuffer_texture(GPUTexture *tex, GPUPixelBuffer *pb)
{
void *pixels;
int i;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
for (i = 0; i < pb->numbuffers; i++) {
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->bindcode[pb->current]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->datasize, NULL,
GL_STREAM_DRAW_ARB);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
/*memcpy(pixels, _oImage.data(), pb->datasize);*/
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap opengl PBO\n");
break;
}
}
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
static int pixelbuffer_map_into_gpu(GLuint bindcode)
{
void *pixels;
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
/* do stuff in pixels */
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap opengl PBO\n");
return 0;
}
return 1;
}
static void pixelbuffer_copy_to_texture(GPUTexture *tex, GPUPixelBuffer *pb, GLuint bindcode)
{
GLenum type = (pb->halffloat)? GL_HALF_FLOAT_NV: GL_UNSIGNED_BYTE;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, tex->w, tex->h,
GL_RGBA, type, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
void GPU_pixelbuffer_async_to_gpu(GPUTexture *tex, GPUPixelBuffer *pb)
{
int newbuffer;
if (pb->numbuffers == 1) {
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[0]);
pixelbuffer_map_into_gpu(pb->bindcode[0]);
}
else {
pb->current = (pb->current+1)%pb->numbuffers;
newbuffer = (pb->current+1)%pb->numbuffers;
pixelbuffer_map_into_gpu(pb->bindcode[newbuffer]);
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[pb->current]);
}
}
#endif