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blender-archive/source/blender/gpu/intern/gpu_draw.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_draw.c
* \ingroup gpu
*
* Utility functions for dealing with OpenGL texture & material context,
* mipmap generation and light objects.
*
* These are some obscure rendering functions shared between the
* game engine and the blender, in this module to avoid duplication
* and abstract them away from the rest a bit.
*/
#include <string.h>
#include "GL/glew.h"
#include "BLI_blenlib.h"
#include "BLI_linklist.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BKE_bmfont.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "smoke_API.h"
extern Material defmaterial; /* from material.c */
/* Text Rendering */
static void gpu_mcol(unsigned int ucol)
{
/* mcol order is swapped */
const char *cp= (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void GPU_render_text(MTFace *tface, int mode,
const char *textstr, int textlen, unsigned int *col,
float *v1, float *v2, float *v3, float *v4, int glattrib)
{
if ((mode & GEMAT_TEXT) && (textlen>0) && tface->tpage) {
Image* ima = (Image *)tface->tpage;
ImBuf *first_ibuf;
const size_t textlen_st = textlen;
size_t index;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
float advance_tab;
/* multiline */
float line_start= 0.0f, line_height;
if (v4)
line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
else
line_height = max_fff(v1[1], v2[1], v3[1]) - min_fff(v1[1], v2[1], v3[1]);
line_height *= 1.2f; /* could be an option? */
/* end multiline */
/* color has been set */
if (tface->mode & TF_OBCOL)
col= NULL;
else if (!col)
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
/* get the tab width */
first_ibuf = BKE_image_get_first_ibuf(ima);
matrixGlyph(first_ibuf, ' ', &centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
advance_tab= advance * 4; /* tab width could also be an option */
for (index = 0; index < textlen_st; ) {
unsigned int character;
float uv[4][2];
// lets calculate offset stuff
character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
if (character=='\n') {
glTranslatef(line_start, -line_height, 0.0);
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;
}
else if (character > USHRT_MAX) {
/* not much we can do here bmfonts take ushort */
character = '?';
}
// space starts at offset 1
// character = character - ' ' + 1;
matrixGlyph(first_ibuf, character, & centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
glBegin(GL_POLYGON);
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
else glTexCoord2fv(uv[0]);
if (col) gpu_mcol(col[0]);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
else glTexCoord2fv(uv[1]);
if (col) gpu_mcol(col[1]);
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
else glTexCoord2fv(uv[2]);
if (col) gpu_mcol(col[2]);
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
if (v4) {
uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
else glTexCoord2fv(uv[3]);
if (col) gpu_mcol(col[3]);
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
}
glEnd();
glTranslatef(advance, 0.0, 0.0);
line_start -= advance; /* so we can go back to the start of the line */
}
glPopMatrix();
BKE_image_release_ibuf(ima, first_ibuf, NULL);
}
}
/* Checking powers of two for images since opengl 1.x requires it */
static bool is_power_of_2_resolution(int w, int h)
{
return is_power_of_2_i(w) && is_power_of_2_i(h);
}
static bool is_over_resolution_limit(int w, int h)
{
int reslimit = (U.glreslimit != 0)?
min_ii(U.glreslimit, GPU_max_texture_size()) :
GPU_max_texture_size();
return (w > reslimit || h > reslimit);
}
static int smaller_power_of_2_limit(int num)
{
int reslimit = (U.glreslimit != 0)?
min_ii(U.glreslimit, GPU_max_texture_size()) :
GPU_max_texture_size();
/* take texture clamping into account */
if (num > reslimit)
return reslimit;
return power_of_2_min_i(num);
}
/* Current OpenGL state caching for GPU_set_tpage */
static struct GPUTextureState {
int curtile, tile;
int curtilemode, tilemode;
int curtileXRep, tileXRep;
int curtileYRep, tileYRep;
Image *ima, *curima;
int domipmap, linearmipmap;
int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */
int alphablend;
float anisotropic;
int gpu_mipmap;
MTFace *lasttface;
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, 0, NULL};
/* Mipmap settings */
void GPU_set_gpu_mipmapping(int gpu_mipmap)
{
int old_value = GTS.gpu_mipmap;
/* only actually enable if it's supported */
GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object;
if (old_value != GTS.gpu_mipmap) {
GPU_free_images();
}
}
static void gpu_generate_mipmap(GLenum target)
{
const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY);
int target_enabled = 0;
/* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled
* http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */
if (is_ati) {
target_enabled = glIsEnabled(target);
if (!target_enabled)
glEnable(target);
}
glGenerateMipmapEXT(target);
if (is_ati && !target_enabled)
glDisable(target);
}
void GPU_set_mipmap(int mipmap)
{
if (GTS.domipmap != (mipmap != 0)) {
GPU_free_images();
GTS.domipmap = mipmap != 0;
}
}
void GPU_set_linear_mipmap(int linear)
{
if (GTS.linearmipmap != (linear != 0)) {
GPU_free_images();
GTS.linearmipmap = linear != 0;
}
}
int GPU_get_mipmap(void)
{
return GTS.domipmap && !GTS.texpaint;
}
int GPU_get_linear_mipmap(void)
{
return GTS.linearmipmap;
}
static GLenum gpu_get_mipmap_filter(int mag)
{
/* linearmipmap is off by default *when mipmapping is off,
* use unfiltered display */
if (mag) {
if (GTS.linearmipmap || GTS.domipmap)
return GL_LINEAR;
else
return GL_NEAREST;
}
else {
if (GTS.linearmipmap)
return GL_LINEAR_MIPMAP_LINEAR;
else if (GTS.domipmap)
return GL_LINEAR_MIPMAP_NEAREST;
else
return GL_NEAREST;
}
}
/* Anisotropic filtering settings */
void GPU_set_anisotropic(float value)
{
if (GTS.anisotropic != value) {
GPU_free_images();
/* Clamp value to the maximum value the graphics card supports */
if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
GTS.anisotropic = value;
}
}
float GPU_get_anisotropic(void)
{
return GTS.anisotropic;
}
/* Set OpenGL state for an MTFace */
static void gpu_make_repbind(Image *ima)
{
ImBuf *ibuf;
ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
if (ibuf==NULL)
return;
if (ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
MEM_freeN(ima->repbind);
ima->repbind= NULL;
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
ima->totbind= ima->xrep*ima->yrep;
if (ima->totbind>1)
ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
BKE_image_release_ibuf(ima, ibuf, NULL);
}
static void gpu_clear_tpage(void)
{
if (GTS.lasttface==NULL)
return;
GTS.lasttface= NULL;
GTS.curtile= 0;
GTS.curima= NULL;
if (GTS.curtilemode!=0) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
GTS.curtilemode= 0;
GTS.curtileXRep=0;
GTS.curtileYRep=0;
GTS.alphablend= -1;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_ALPHA_TEST);
}
static void gpu_set_alpha_blend(GPUBlendMode alphablend)
{
if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (alphablend==GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_ALPHA_TEST);
}
else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
glEnable(GL_BLEND);
/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
if (GLEW_VERSION_1_4)
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* if U.glalphaclip == 1.0, some cards go bonkers...
* turn off alpha test in this case */
/* added after 2.45 to clip alpha */
if (U.glalphaclip == 1.0f) {
glDisable(GL_ALPHA_TEST);
}
else {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, U.glalphaclip);
}
}
else if (alphablend==GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
}
static void gpu_verify_alpha_blend(int alphablend)
{
/* verify alpha blending modes */
if (GTS.alphablend == alphablend)
return;
gpu_set_alpha_blend(alphablend);
GTS.alphablend= alphablend;
}
static void gpu_verify_reflection(Image *ima)
{
if (ima && (ima->flag & IMA_REFLECT)) {
/* enable reflection mapping */
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
}
else {
/* disable reflection mapping */
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
}
int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, bool mipmap, bool is_data)
{
ImBuf *ibuf = NULL;
unsigned int *bind = NULL;
int rectw, recth, tpx=0, tpy=0, y;
unsigned int *tilerect= NULL, *rect= NULL;
float *ftilerect= NULL, *frect = NULL;
float *srgb_frect = NULL;
short texwindx, texwindy, texwinsx, texwinsy;
/* flag to determine whether high resolution format is used */
bool use_high_bit_depth = false, do_color_management = false;
/* initialize tile mode and number of repeats */
GTS.ima = ima;
GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
GTS.tileXRep = 0;
GTS.tileYRep = 0;
/* setting current tile according to frame */
if (ima && (ima->tpageflag & IMA_TWINANIM))
GTS.tile= ima->lastframe;
else
GTS.tile= tftile;
GTS.tile = MAX2(0, GTS.tile);
if (ima) {
GTS.tileXRep = ima->xrep;
GTS.tileYRep = ima->yrep;
}
/* if same image & tile, we're done */
if (compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
GTS.curtileYRep == GTS.tileYRep)
{
return (ima != NULL);
}
/* if tiling mode or repeat changed, change texture matrix to fit */
if (GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
GTS.curtileYRep != GTS.tileYRep)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if (ima && (ima->tpageflag & IMA_TILES))
glScalef(ima->xrep, ima->yrep, 1.0);
glMatrixMode(GL_MODELVIEW);
}
/* check if we have a valid image */
if (ima==NULL || ima->ok==0)
return 0;
/* check if we have a valid image buffer */
ibuf= BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf==NULL)
return 0;
if (ibuf->rect_float) {
if (U.use_16bit_textures) {
/* use high precision textures. This is relatively harmless because OpenGL gives us
* a high precision format only if it is available */
use_high_bit_depth = true;
}
/* TODO unneeded when float images are correctly treated as linear always */
if (!is_data)
do_color_management = true;
if (ibuf->rect==NULL)
IMB_rect_from_float(ibuf);
}
/* currently, tpage refresh is used by ima sequences */
if (ima->tpageflag & IMA_TPAGE_REFRESH) {
GPU_free_image(ima);
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
}
if (GTS.tilemode) {
/* tiled mode */
if (ima->repbind==NULL) gpu_make_repbind(ima);
if (GTS.tile>=ima->totbind) GTS.tile= 0;
/* this happens when you change repeat buttons */
if (ima->repbind) bind= &ima->repbind[GTS.tile];
else bind= &ima->bindcode;
if (*bind==0) {
texwindx= ibuf->x/ima->xrep;
texwindy= ibuf->y/ima->yrep;
if (GTS.tile>=ima->xrep*ima->yrep)
GTS.tile= ima->xrep*ima->yrep-1;
texwinsy= GTS.tile / ima->xrep;
texwinsx= GTS.tile - texwinsy*ima->xrep;
texwinsx*= texwindx;
texwinsy*= texwindy;
tpx= texwindx;
tpy= texwindy;
if (use_high_bit_depth) {
if (do_color_management) {
srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(float)*4, "floar_buf_col_cor");
IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true,
ibuf->x, ibuf->y, ibuf->x, ibuf->x);
IMB_buffer_float_unpremultiply(srgb_frect, ibuf->x, ibuf->y);
/* clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images */
IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
frect= srgb_frect + texwinsy*ibuf->x + texwinsx;
}
else
frect= ibuf->rect_float + texwinsy*ibuf->x + texwinsx;
}
else
rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
}
}
else {
/* regular image mode */
bind= &ima->bindcode;
if (*bind==0) {
tpx= ibuf->x;
tpy= ibuf->y;
rect= ibuf->rect;
if (use_high_bit_depth) {
if (do_color_management) {
frect = srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(*srgb_frect)*4, "floar_buf_col_cor");
IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true,
ibuf->x, ibuf->y, ibuf->x, ibuf->x);
IMB_buffer_float_unpremultiply(srgb_frect, ibuf->x, ibuf->y);
/* clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images */
IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
}
else
frect= ibuf->rect_float;
}
}
}
if (*bind != 0) {
/* enable opengl drawing with textures */
glBindTexture(GL_TEXTURE_2D, *bind);
BKE_image_release_ibuf(ima, ibuf, NULL);
return *bind;
}
rectw = tpx;
recth = tpy;
/* for tiles, copy only part of image into buffer */
if (GTS.tilemode) {
if (use_high_bit_depth) {
float *frectrow, *ftilerectrow;
ftilerect= MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect");
for (y=0; y<recth; y++) {
frectrow= &frect[y*ibuf->x];
ftilerectrow= &ftilerect[y*rectw];
memcpy(ftilerectrow, frectrow, tpx*sizeof(*frectrow));
}
frect= ftilerect;
}
else {
unsigned int *rectrow, *tilerectrow;
tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
for (y=0; y<recth; y++) {
rectrow= &rect[y*ibuf->x];
tilerectrow= &tilerect[y*rectw];
memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
}
rect= tilerect;
}
}
#ifdef WITH_DDS
if (ibuf->ftype & DDS)
GPU_create_gl_tex_compressed(bind, rect, rectw, recth, mipmap, ima, ibuf);
else
#endif
GPU_create_gl_tex(bind, rect, frect, rectw, recth, mipmap, use_high_bit_depth, ima);
/* mark as non-color data texture */
if (*bind) {
if (is_data)
ima->tpageflag |= IMA_GLBIND_IS_DATA;
else
ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
}
/* clean up */
if (tilerect)
MEM_freeN(tilerect);
if (ftilerect)
MEM_freeN(ftilerect);
if (srgb_frect)
MEM_freeN(srgb_frect);
BKE_image_release_ibuf(ima, ibuf, NULL);
return *bind;
}
/* Image *ima can be NULL */
void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int rectw, int recth,
bool mipmap, bool use_high_bit_depth, Image *ima)
{
unsigned int *scalerect = NULL;
float *fscalerect = NULL;
int tpx = rectw;
int tpy = recth;
/* scale if not a power of two. this is not strictly necessary for newer
* GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures
* Then don't bother scaling for hardware that supports NPOT textures! */
if ((!GPU_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) ||
is_over_resolution_limit(rectw, recth)) {
rectw= smaller_power_of_2_limit(rectw);
recth= smaller_power_of_2_limit(recth);
if (use_high_bit_depth) {
fscalerect= MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect");
gluScaleImage(GL_RGBA, tpx, tpy, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect);
frect = fscalerect;
}
else {
scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, pix, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
pix= scalerect;
}
}
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture(GL_TEXTURE_2D, *bind);
if (!(GPU_get_mipmap() && mipmap)) {
if (use_high_bit_depth)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
else {
if (GTS.gpu_mipmap) {
if (use_high_bit_depth)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
gpu_generate_mipmap(GL_TEXTURE_2D);
}
else {
if (use_high_bit_depth)
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, recth, GL_RGBA, GL_FLOAT, frect);
else
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, pix);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
if (ima)
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
/* set to modulate with vertex color */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (scalerect)
MEM_freeN(scalerect);
if (fscalerect)
MEM_freeN(fscalerect);
}
/**
* GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
* This is so the viewport and the BGE can share some code.
* Returns false if the provided ImBuf doesn't have a supported DXT compression format
*/
bool GPU_upload_dxt_texture(ImBuf *ibuf)
{
#ifdef WITH_DDS
GLint format = 0;
int blocksize, height, width, i, size, offset = 0;
width = ibuf->x;
height = ibuf->y;
if (GLEW_EXT_texture_compression_s3tc) {
if (ibuf->dds_data.fourcc == FOURCC_DXT1)
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
if (format == 0) {
printf("Unable to find a suitable DXT compression, falling back to uncompressed\n");
return false;
}
if (!is_power_of_2_resolution(width, height)) {
printf("Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
return false;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
for (i=0; i<ibuf->dds_data.nummipmaps && (width||height); ++i) {
if (width == 0)
width = 1;
if (height == 0)
height = 1;
size = ((width+3)/4)*((height+3)/4)*blocksize;
glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
0, size, ibuf->dds_data.data + offset);
offset += size;
width >>= 1;
height >>= 1;
}
/* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i-1);
return true;
#else
(void)ibuf;
return false;
#endif
}
void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, Image *ima, ImBuf *ibuf)
{
#ifndef WITH_DDS
(void)ibuf;
/* Fall back to uncompressed if DDS isn't enabled */
GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
#else
glGenTextures(1, (GLuint *)bind);
glBindTexture(GL_TEXTURE_2D, *bind);
if (GPU_upload_dxt_texture(ibuf) == 0) {
glDeleteTextures(1, (GLuint *)bind);
GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima);
}
#endif
}
static void gpu_verify_repeat(Image *ima)
{
/* set either clamp or repeat in X/Y */
if (ima->tpageflag & IMA_CLAMP_U)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
if (ima->tpageflag & IMA_CLAMP_V)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
{
Image *ima;
/* check if we need to clear the state */
if (tface==NULL) {
gpu_clear_tpage();
return 0;
}
ima= tface->tpage;
GTS.lasttface= tface;
gpu_verify_alpha_blend(alphablend);
gpu_verify_reflection(ima);
if (GPU_verify_image(ima, NULL, tface->tile, 1, mipmap, false)) {
GTS.curtile= GTS.tile;
GTS.curima= GTS.ima;
GTS.curtilemode= GTS.tilemode;
GTS.curtileXRep = GTS.tileXRep;
GTS.curtileYRep = GTS.tileYRep;
glEnable(GL_TEXTURE_2D);
}
else {
glDisable(GL_TEXTURE_2D);
GTS.curtile= 0;
GTS.curima= NULL;
GTS.curtilemode= 0;
GTS.curtileXRep = 0;
GTS.curtileYRep = 0;
return 0;
}
gpu_verify_repeat(ima);
/* Did this get lost in the image recode? */
/* BKE_image_tag_time(ima);*/
return 1;
}
/* these two functions are called on entering and exiting texture paint mode,
* temporary disabling/enabling mipmapping on all images for quick texture
* updates with glTexSubImage2D. images that didn't change don't have to be
* re-uploaded to OpenGL */
void GPU_paint_set_mipmap(int mipmap)
{
Image* ima;
if (!GTS.domipmap)
return;
GTS.texpaint = !mipmap;
if (mipmap) {
for (ima=G.main->image.first; ima; ima=ima->id.next) {
if (ima->bindcode) {
if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
else
GPU_free_image(ima);
}
else
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
else {
for (ima=G.main->image.first; ima; ima=ima->id.next) {
if (ima->bindcode) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
else
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
}
/* check if image has been downscaled and do scaled partial update */
static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
{
if ((!GPU_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
is_over_resolution_limit(ibuf->x, ibuf->y))
{
int x_limit = smaller_power_of_2_limit(ibuf->x);
int y_limit = smaller_power_of_2_limit(ibuf->y);
float xratio = x_limit / (float)ibuf->x;
float yratio = y_limit / (float)ibuf->y;
/* find new width, height and x,y gpu texture coordinates */
/* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */
int rectw = (int)ceil(xratio * w);
int recth = (int)ceil(yratio * h);
x *= xratio;
y *= yratio;
/* ...but take back if we are over the limit! */
if (rectw + x > x_limit) rectw--;
if (recth + y > y_limit) recth--;
/* float rectangles are already continuous in memory so we can use gluScaleImage */
if (frect) {
float *fscalerect = MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect");
gluScaleImage(GL_RGBA, w, h, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect);
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
GL_FLOAT, fscalerect);
MEM_freeN(fscalerect);
}
/* byte images are not continuous in memory so do manual interpolation */
else {
unsigned char *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
unsigned int *p = (unsigned int *)scalerect;
int i, j;
float inv_xratio = 1.0f / xratio;
float inv_yratio = 1.0f / yratio;
for (i = 0; i < rectw; i++) {
float u = (x + i) * inv_xratio;
for (j = 0; j < recth; j++) {
float v = (y + j) * inv_yratio;
bilinear_interpolation_color_wrap(ibuf, (unsigned char *)(p + i + j * (rectw)), NULL, u, v);
}
}
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
GL_UNSIGNED_BYTE, scalerect);
MEM_freeN(scalerect);
}
if (GPU_get_mipmap()) {
gpu_generate_mipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
return true;
}
return false;
}
void GPU_paint_update_image(Image *ima, int x, int y, int w, int h)
{
ImBuf *ibuf;
ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
if (ima->repbind || (GPU_get_mipmap() && !GTS.gpu_mipmap) || !ima->bindcode || !ibuf ||
(w == 0) || (h == 0))
{
/* these cases require full reload still */
GPU_free_image(ima);
}
else {
/* for the special case, we can do a partial update
* which is much quicker for painting */
GLint row_length, skip_pixels, skip_rows;
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
/* if color correction is needed, we must update the part that needs updating. */
if (ibuf->rect_float) {
float *buffer = MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf");
bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
if (GPU_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
MEM_freeN(buffer);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
BKE_image_release_ibuf(ima, ibuf, NULL);
return;
}
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
GL_FLOAT, buffer);
MEM_freeN(buffer);
/* we have already accounted for the case where GTS.gpu_mipmap is false
* so we will be using GPU mipmap generation here */
if (GPU_get_mipmap()) {
gpu_generate_mipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
BKE_image_release_ibuf(ima, ibuf, NULL);
return;
}
if (GPU_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
BKE_image_release_ibuf(ima, ibuf, NULL);
return;
}
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
GL_UNSIGNED_BYTE, ibuf->rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
/* see comment above as to why we are using gpu mipmap generation here */
if (GPU_get_mipmap()) {
gpu_generate_mipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
BKE_image_release_ibuf(ima, ibuf, NULL);
}
void GPU_update_images_framechange(void)
{
Image *ima;
for (ima=G.main->image.first; ima; ima=ima->id.next) {
if (ima->tpageflag & IMA_TWINANIM) {
if (ima->twend >= ima->xrep*ima->yrep)
ima->twend= ima->xrep*ima->yrep-1;
/* check: is bindcode not in the array? free. (to do) */
ima->lastframe++;
if (ima->lastframe > ima->twend)
ima->lastframe= ima->twsta;
}
}
}
int GPU_update_image_time(Image *ima, double time)
{
int inc = 0;
float diff;
int newframe;
if (!ima)
return 0;
if (ima->lastupdate<0)
ima->lastupdate = 0;
if (ima->lastupdate > (float)time)
ima->lastupdate=(float)time;
if (ima->tpageflag & IMA_TWINANIM) {
if (ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
/* check: is the bindcode not in the array? Then free. (still to do) */
diff = (float)((float)time - ima->lastupdate);
inc = (int)(diff*(float)ima->animspeed);
ima->lastupdate+=((float)inc/(float)ima->animspeed);
newframe = ima->lastframe+inc;
if (newframe > (int)ima->twend) {
if (ima->twend-ima->twsta != 0)
newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
else
newframe = ima->twsta;
}
ima->lastframe = newframe;
}
return inc;
}
void GPU_free_smoke(SmokeModifierData *smd)
{
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
if (smd->domain->tex)
GPU_texture_free(smd->domain->tex);
smd->domain->tex = NULL;
if (smd->domain->tex_shadow)
GPU_texture_free(smd->domain->tex_shadow);
smd->domain->tex_shadow = NULL;
if (smd->domain->tex_flame)
GPU_texture_free(smd->domain->tex_flame);
smd->domain->tex_flame = NULL;
}
}
void GPU_create_smoke(SmokeModifierData *smd, int highres)
{
#ifdef WITH_SMOKE
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
SmokeDomainSettings *sds = smd->domain;
if (!sds->tex && !highres) {
/* rgba texture for color + density */
if (smoke_has_colors(sds->fluid)) {
float *data = MEM_callocN(sizeof(float)*sds->total_cells*4, "smokeColorTexture");
smoke_get_rgba(sds->fluid, data, 0);
sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 4, data);
MEM_freeN(data);
}
/* density only */
else {
sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid));
}
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL;
}
else if (!sds->tex && highres) {
/* rgba texture for color + density */
if (smoke_turbulence_has_colors(sds->wt)) {
float *data = MEM_callocN(sizeof(float)*smoke_turbulence_get_cells(sds->wt)*4, "smokeColorTexture");
smoke_turbulence_get_rgba(sds->wt, data, 0);
sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data);
MEM_freeN(data);
}
/* density only */
else {
sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt));
}
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL;
}
sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow);
}
#else // WITH_SMOKE
(void)highres;
smd->domain->tex= NULL;
smd->domain->tex_flame= NULL;
smd->domain->tex_shadow= NULL;
#endif // WITH_SMOKE
}
static LinkNode *image_free_queue = NULL;
static void gpu_queue_image_for_free(Image *ima)
{
BLI_lock_thread(LOCK_OPENGL);
BLI_linklist_prepend(&image_free_queue, ima);
BLI_unlock_thread(LOCK_OPENGL);
}
void GPU_free_unused_buffers(void)
{
LinkNode *node;
Image *ima;
if (!BLI_thread_is_main())
return;
BLI_lock_thread(LOCK_OPENGL);
/* images */
for (node=image_free_queue; node; node=node->next) {
ima = node->link;
/* check in case it was freed in the meantime */
if (G.main && BLI_findindex(&G.main->image, ima) != -1)
GPU_free_image(ima);
}
BLI_linklist_free(image_free_queue, NULL);
image_free_queue = NULL;
/* vbo buffers */
GPU_global_buffer_pool_free_unused();
BLI_unlock_thread(LOCK_OPENGL);
}
void GPU_free_image(Image *ima)
{
if (!BLI_thread_is_main()) {
gpu_queue_image_for_free(ima);
return;
}
/* free regular image binding */
if (ima->bindcode) {
glDeleteTextures(1, (GLuint *)&ima->bindcode);
ima->bindcode= 0;
}
/* free glsl image binding */
if (ima->gputexture) {
GPU_texture_free(ima->gputexture);
ima->gputexture= NULL;
}
/* free repeated image binding */
if (ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
MEM_freeN(ima->repbind);
ima->repbind= NULL;
}
ima->tpageflag &= ~(IMA_MIPMAP_COMPLETE|IMA_GLBIND_IS_DATA);
}
void GPU_free_images(void)
{
Image* ima;
if (G.main)
for (ima=G.main->image.first; ima; ima=ima->id.next)
GPU_free_image(ima);
}
/* same as above but only free animated images */
void GPU_free_images_anim(void)
{
Image* ima;
if (G.main)
for (ima=G.main->image.first; ima; ima=ima->id.next)
if (BKE_image_is_animated(ima))
GPU_free_image(ima);
}
/* OpenGL Materials */
#define FIXEDMAT 8
/* OpenGL state caching for materials */
typedef struct GPUMaterialFixed {
float diff[4];
float spec[4];
int hard;
} GPUMaterialFixed;
static struct GPUMaterialState {
GPUMaterialFixed (*matbuf);
GPUMaterialFixed matbuf_fixed[FIXEDMAT];
int totmat;
Material **gmatbuf;
Material *gmatbuf_fixed[FIXEDMAT];
Material *gboundmat;
Object *gob;
Scene *gscene;
int glay;
float (*gviewmat)[4];
float (*gviewinv)[4];
bool backface_culling;
GPUBlendMode *alphablend;
GPUBlendMode alphablend_fixed[FIXEDMAT];
bool use_alpha_pass, is_alpha_pass;
bool use_matcaps;
int lastmatnr, lastretval;
GPUBlendMode lastalphablend;
} GMS = {NULL};
/* fixed function material, alpha handed by caller */
static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes)
{
if (new_shading_nodes || bmat->mode & MA_SHLESS) {
copy_v3_v3(smat->diff, &bmat->r);
smat->diff[3]= 1.0;
if (gamma)
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
zero_v4(smat->spec);
smat->hard= 0;
}
else {
mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
if (bmat->shade_flag & MA_OBCOLOR)
mul_v3_v3(smat->diff, ob->col);
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
smat->spec[3]= 1.0; /* always 1 */
smat->hard= CLAMPIS(bmat->har, 0, 128);
if (gamma) {
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
}
}
}
static Material *gpu_active_node_material(Material *ma)
{
if (ma && ma->use_nodes && ma->nodetree) {
bNode *node = nodeGetActiveID(ma->nodetree, ID_MA);
if (node)
return (Material *)node->id;
else
return NULL;
}
return ma;
}
void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, bool glsl, bool *do_alpha_after)
{
Material *ma;
GPUMaterial *gpumat;
GPUBlendMode alphablend;
int a;
const bool gamma = BKE_scene_check_color_management_enabled(scene);
const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
const bool use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP) != 0; /* assumes v3d->defmaterial->preview is set */
#ifdef WITH_GAMEENGINE
if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
ob = BKE_object_lod_matob_get(ob, scene);
}
#endif
/* initialize state */
memset(&GMS, 0, sizeof(GMS));
GMS.lastmatnr = -1;
GMS.lastretval = -1;
GMS.lastalphablend = GPU_BLEND_SOLID;
GMS.use_matcaps = use_matcap;
GMS.backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
GMS.gob = ob;
GMS.gscene = scene;
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
GMS.glay= (v3d->localvd)? v3d->localvd->lay: v3d->lay; /* keep lamps visible in local view */
GMS.gviewmat= rv3d->viewmat;
GMS.gviewinv= rv3d->viewinv;
/* alpha pass setup. there's various cases to handle here:
* - object transparency on: only solid materials draw in the first pass,
* and only transparent in the second 'alpha' pass.
* - object transparency off: for glsl we draw both in a single pass, and
* for solid we don't use transparency at all. */
GMS.use_alpha_pass = (do_alpha_after != NULL);
GMS.is_alpha_pass = (v3d->transp != false);
if (GMS.use_alpha_pass)
*do_alpha_after = false;
if (GMS.totmat > FIXEDMAT) {
GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf");
}
else {
GMS.matbuf= GMS.matbuf_fixed;
GMS.gmatbuf= GMS.gmatbuf_fixed;
GMS.alphablend= GMS.alphablend_fixed;
}
/* viewport material, setup in space_view3d, defaults to matcap using ma->preview now */
if (use_matcap) {
GMS.gmatbuf[0] = v3d->defmaterial;
GPU_material_matcap(scene, v3d->defmaterial);
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
GMS.alphablend[0]= GPU_BLEND_SOLID;
}
else {
/* no materials assigned? */
if (ob->totcol==0) {
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes);
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
if (glsl) {
GMS.gmatbuf[0]= &defmaterial;
GPU_material_from_blender(GMS.gscene, &defmaterial);
}
GMS.alphablend[0]= GPU_BLEND_SOLID;
}
/* setup materials */
for (a=1; a<=ob->totcol; a++) {
/* find a suitable material */
ma= give_current_material(ob, a);
if (!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma);
if (ma==NULL) ma= &defmaterial;
/* create glsl material if requested */
gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
if (gpumat) {
/* do glsl only if creating it succeed, else fallback */
GMS.gmatbuf[a]= ma;
alphablend = GPU_material_alpha_blend(gpumat, ob->col);
}
else {
/* fixed function opengl materials */
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
if (GMS.use_alpha_pass && ((ma->mode & MA_TRANSP) || (new_shading_nodes && ma->alpha != 1.0f))) {
GMS.matbuf[a].diff[3]= ma->alpha;
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
}
else {
GMS.matbuf[a].diff[3]= 1.0f;
alphablend = GPU_BLEND_SOLID;
}
}
/* setting 'do_alpha_after = true' indicates this object needs to be
* drawn in a second alpha pass for improved blending */
if (do_alpha_after && !GMS.is_alpha_pass)
if (ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
*do_alpha_after = true;
GMS.alphablend[a]= alphablend;
}
}
/* let's start with a clean state */
GPU_disable_material();
}
int GPU_enable_material(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
GPUMaterial *gpumat;
GPUBlendMode alphablend;
/* no GPU_begin_object_materials, use default material */
if (!GMS.matbuf) {
float diff[4], spec[4];
memset(&GMS, 0, sizeof(GMS));
mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
diff[3]= 1.0;
mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
spec[3]= 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
return 0;
}
/* prevent index to use un-initialized array items */
if (nr>=GMS.totmat)
nr= 0;
if (gattribs)
memset(gattribs, 0, sizeof(*gattribs));
/* keep current material */
if (nr==GMS.lastmatnr)
return GMS.lastretval;
/* unbind glsl material */
if (GMS.gboundmat) {
if (GMS.is_alpha_pass) glDepthMask(0);
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
GMS.gboundmat= NULL;
}
/* draw materials with alpha in alpha pass */
GMS.lastmatnr = nr;
GMS.lastretval = 1;
if (GMS.use_alpha_pass) {
GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
if (GMS.is_alpha_pass)
GMS.lastretval = !GMS.lastretval;
}
else
GMS.lastretval = !GMS.is_alpha_pass;
if (GMS.lastretval) {
/* for alpha pass, use alpha blend */
alphablend = GMS.alphablend[nr];
if (gattribs && GMS.gmatbuf[nr]) {
/* bind glsl material and get attributes */
Material *mat = GMS.gmatbuf[nr];
float auto_bump_scale;
gpumat = GPU_material_from_blender(GMS.gscene, mat);
GPU_material_vertex_attributes(gpumat, gattribs);
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale);
GMS.gboundmat= mat;
/* for glsl use alpha blend mode, unless it's set to solid and
* we are already drawing in an alpha pass */
if (mat->game.alpha_blend != GPU_BLEND_SOLID)
alphablend= mat->game.alpha_blend;
if (GMS.is_alpha_pass) glDepthMask(1);
if (GMS.backface_culling) {
if (mat->game.flag)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
}
if (GMS.use_matcaps)
glColor3f(1.0, 1.0, 1.0f);
}
else {
/* or do fixed function opengl material */
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
}
/* set (alpha) blending mode */
GPU_set_material_alpha_blend(alphablend);
}
return GMS.lastretval;
}
void GPU_set_material_alpha_blend(int alphablend)
{
if (GMS.lastalphablend == alphablend)
return;
gpu_set_alpha_blend(alphablend);
GMS.lastalphablend = alphablend;
}
int GPU_get_material_alpha_blend(void)
{
return GMS.lastalphablend;
}
void GPU_disable_material(void)
{
GMS.lastmatnr= -1;
GMS.lastretval= 1;
if (GMS.gboundmat) {
if (GMS.backface_culling)
glDisable(GL_CULL_FACE);
if (GMS.is_alpha_pass) glDepthMask(0);
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
GMS.gboundmat= NULL;
}
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
}
void GPU_material_diffuse_get(int nr, float diff[4])
{
/* prevent index to use un-initialized array items */
if (nr >= GMS.totmat)
nr = 0;
/* no GPU_begin_object_materials, use default material */
if (!GMS.matbuf) {
mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
}
else {
copy_v4_v4(diff, GMS.matbuf[nr].diff);
}
}
bool GPU_material_use_matcaps_get(void)
{
return GMS.use_matcaps;
}
void GPU_end_object_materials(void)
{
GPU_disable_material();
if (GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
MEM_freeN(GMS.matbuf);
MEM_freeN(GMS.gmatbuf);
MEM_freeN(GMS.alphablend);
}
GMS.matbuf= NULL;
GMS.gmatbuf= NULL;
GMS.alphablend= NULL;
/* resetting the texture matrix after the scaling needed for tiled textures */
if (GTS.tilemode) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
}
/* Lights */
int GPU_default_lights(void)
{
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
int a, count = 0;
/* initialize */
if (U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
U.light[0].flag= 1;
U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
U.light[0].spec[3]= 1.0;
U.light[1].flag= 0;
U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
U.light[1].spec[3]= 1.0;
U.light[2].flag= 0;
U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
U.light[2].spec[3]= 1.0;
}
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
for (a=0; a<8; a++) {
if (a<3) {
if (U.light[a].flag) {
glEnable(GL_LIGHT0+a);
normalize_v3_v3(position, U.light[a].vec);
position[3]= 0.0f;
glLightfv(GL_LIGHT0+a, GL_POSITION, position);
glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col);
glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec);
count++;
}
else {
glDisable(GL_LIGHT0+a);
glLightfv(GL_LIGHT0+a, GL_POSITION, zero);
glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero);
glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero);
}
// clear stuff from other opengl lamp usage
glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
}
else
glDisable(GL_LIGHT0+a);
}
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
return count;
}
int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][4], int ortho)
{
Base *base;
Lamp *la;
int count;
float position[4], direction[4], energy[4];
/* disable all lights */
for (count=0; count<8; count++)
glDisable(GL_LIGHT0+count);
/* view direction for specular is not compute correct by default in
* opengl, so we set the settings ourselfs */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
count= 0;
for (base=scene->base.first; base; base=base->next) {
if (base->object->type!=OB_LAMP)
continue;
if (!(base->lay & lay) || !(base->lay & ob->lay))
continue;
la= base->object->data;
/* setup lamp transform */
glPushMatrix();
glLoadMatrixf((float *)viewmat);
if (la->type==LA_SUN) {
/* sun lamp */
copy_v3_v3(direction, base->object->obmat[2]);
direction[3]= 0.0;
glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
}
else {
/* other lamps with attenuation */
copy_v3_v3(position, base->object->obmat[3]);
position[3]= 1.0f;
glLightfv(GL_LIGHT0+count, GL_POSITION, position);
glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
if (la->type==LA_SPOT) {
/* spot lamp */
negate_v3_v3(direction, base->object->obmat[2]);
glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, RAD2DEGF(la->spotsize * 0.5f));
glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
}
else
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
}
/* setup energy */
mul_v3_v3fl(energy, &la->r, la->energy);
energy[3]= 1.0;
glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy);
glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
glEnable(GL_LIGHT0+count);
glPopMatrix();
count++;
if (count==8)
break;
}
return count;
}
/* Default OpenGL State */
void GPU_state_init(void)
{
/* also called when doing opengl rendering and in the game engine */
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
GPU_default_lights();
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
glShadeModel(GL_FLAT);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
/* default disabled, enable should be local per function */
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1);
glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1);
glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
glPixelTransferi(GL_DEPTH_BIAS, 0);
glPixelTransferi(GL_DEPTH_SCALE, 1);
glDepthRange(0.0, 1.0);
a= 0;
for (x=0; x<32; x++) {
for (y=0; y<4; y++) {
if ( (x) & 1) pat[a++]= 0x88;
else pat[a++]= 0x22;
}
}
glPolygonStipple(patc);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
/* calling this makes drawing very slow when AA is not set up in ghost
* on Linux/NVIDIA. */
// glDisable(GL_MULTISAMPLE);
}
#ifdef DEBUG
/* debugging aid */
static void gpu_state_print_fl_ex(const char *name, GLenum type)
{
const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff};
float value[32];
int a;
memset(value, 0xff, sizeof(value));
glGetFloatv(type, value);
printf("%s: ", name);
for (a = 0; a < 32; a++) {
if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) {
break;
}
printf("%.2f ", value[a]);
}
printf("\n");
}
#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val)
void GPU_state_print(void)
{
gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE);
gpu_state_print_fl(GL_ACCUM_GREEN_BITS);
gpu_state_print_fl(GL_ACCUM_RED_BITS);
gpu_state_print_fl(GL_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_ALPHA_BIAS);
gpu_state_print_fl(GL_ALPHA_BITS);
gpu_state_print_fl(GL_ALPHA_SCALE);
gpu_state_print_fl(GL_ALPHA_TEST);
gpu_state_print_fl(GL_ALPHA_TEST_FUNC);
gpu_state_print_fl(GL_ALPHA_TEST_REF);
gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_AUTO_NORMAL);
gpu_state_print_fl(GL_AUX_BUFFERS);
gpu_state_print_fl(GL_BLEND);
gpu_state_print_fl(GL_BLEND_COLOR);
gpu_state_print_fl(GL_BLEND_DST_ALPHA);
gpu_state_print_fl(GL_BLEND_DST_RGB);
gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA);
gpu_state_print_fl(GL_BLEND_EQUATION_RGB);
gpu_state_print_fl(GL_BLEND_SRC_ALPHA);
gpu_state_print_fl(GL_BLEND_SRC_RGB);
gpu_state_print_fl(GL_BLUE_BIAS);
gpu_state_print_fl(GL_BLUE_BITS);
gpu_state_print_fl(GL_BLUE_SCALE);
gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_CLIP_PLANE0);
gpu_state_print_fl(GL_COLOR_ARRAY);
gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_COLOR_CLEAR_VALUE);
gpu_state_print_fl(GL_COLOR_LOGIC_OP);
gpu_state_print_fl(GL_COLOR_MATERIAL);
gpu_state_print_fl(GL_COLOR_MATERIAL_FACE);
gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER);
gpu_state_print_fl(GL_COLOR_MATRIX);
gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_COLOR_SUM);
gpu_state_print_fl(GL_COLOR_TABLE);
gpu_state_print_fl(GL_COLOR_WRITEMASK);
gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_CONVOLUTION_1D);
gpu_state_print_fl(GL_CONVOLUTION_2D);
gpu_state_print_fl(GL_CULL_FACE);
gpu_state_print_fl(GL_CULL_FACE_MODE);
gpu_state_print_fl(GL_CURRENT_COLOR);
gpu_state_print_fl(GL_CURRENT_FOG_COORD);
gpu_state_print_fl(GL_CURRENT_INDEX);
gpu_state_print_fl(GL_CURRENT_NORMAL);
gpu_state_print_fl(GL_CURRENT_PROGRAM);
gpu_state_print_fl(GL_CURRENT_RASTER_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE);
gpu_state_print_fl(GL_CURRENT_RASTER_INDEX);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID);
gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS);
gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS);
gpu_state_print_fl(GL_DEPTH_BIAS);
gpu_state_print_fl(GL_DEPTH_BITS);
gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE);
gpu_state_print_fl(GL_DEPTH_FUNC);
gpu_state_print_fl(GL_DEPTH_RANGE);
gpu_state_print_fl(GL_DEPTH_SCALE);
gpu_state_print_fl(GL_DEPTH_TEST);
gpu_state_print_fl(GL_DEPTH_WRITEMASK);
gpu_state_print_fl(GL_DITHER);
gpu_state_print_fl(GL_DOUBLEBUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER0);
gpu_state_print_fl(GL_EDGE_FLAG);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE);
gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE);
gpu_state_print_fl(GL_FOG);
gpu_state_print_fl(GL_FOG_COLOR);
gpu_state_print_fl(GL_FOG_COORD_ARRAY);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_FOG_COORD_SRC);
gpu_state_print_fl(GL_FOG_DENSITY);
gpu_state_print_fl(GL_FOG_END);
gpu_state_print_fl(GL_FOG_HINT);
gpu_state_print_fl(GL_FOG_INDEX);
gpu_state_print_fl(GL_FOG_MODE);
gpu_state_print_fl(GL_FOG_START);
gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB);
gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
gpu_state_print_fl(GL_FRONT_FACE);
gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT);
gpu_state_print_fl(GL_GREEN_BIAS);
gpu_state_print_fl(GL_GREEN_BITS);
gpu_state_print_fl(GL_GREEN_SCALE);
gpu_state_print_fl(GL_HISTOGRAM);
gpu_state_print_fl(GL_INDEX_ARRAY);
gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_INDEX_ARRAY_TYPE);
gpu_state_print_fl(GL_INDEX_BITS);
gpu_state_print_fl(GL_INDEX_CLEAR_VALUE);
gpu_state_print_fl(GL_INDEX_LOGIC_OP);
gpu_state_print_fl(GL_INDEX_MODE);
gpu_state_print_fl(GL_INDEX_OFFSET);
gpu_state_print_fl(GL_INDEX_SHIFT);
gpu_state_print_fl(GL_INDEX_WRITEMASK);
gpu_state_print_fl(GL_LIGHT0);
gpu_state_print_fl(GL_LIGHT1);
gpu_state_print_fl(GL_LIGHT2);
gpu_state_print_fl(GL_LIGHT3);
gpu_state_print_fl(GL_LIGHT4);
gpu_state_print_fl(GL_LIGHT5);
gpu_state_print_fl(GL_LIGHT6);
gpu_state_print_fl(GL_LIGHT7);
gpu_state_print_fl(GL_LIGHTING);
gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT);
gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL);
gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER);
gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE);
gpu_state_print_fl(GL_LINE_SMOOTH);
gpu_state_print_fl(GL_LINE_SMOOTH_HINT);
gpu_state_print_fl(GL_LINE_STIPPLE);
gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN);
gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT);
gpu_state_print_fl(GL_LINE_WIDTH);
gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_LIST_BASE);
gpu_state_print_fl(GL_LIST_INDEX);
gpu_state_print_fl(GL_LIST_MODE);
gpu_state_print_fl(GL_LOGIC_OP);
gpu_state_print_fl(GL_LOGIC_OP_MODE);
gpu_state_print_fl(GL_MAP1_COLOR_4);
gpu_state_print_fl(GL_MAP1_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP1_INDEX);
gpu_state_print_fl(GL_MAP1_NORMAL);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP1_VERTEX_3);
gpu_state_print_fl(GL_MAP1_VERTEX_4);
gpu_state_print_fl(GL_MAP2_COLOR_4);
gpu_state_print_fl(GL_MAP2_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP2_INDEX);
gpu_state_print_fl(GL_MAP2_NORMAL);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP2_VERTEX_3);
gpu_state_print_fl(GL_MAP2_VERTEX_4);
gpu_state_print_fl(GL_MAP_COLOR);
gpu_state_print_fl(GL_MAP_STENCIL);
gpu_state_print_fl(GL_MATRIX_MODE);
gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIP_PLANES);
gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_DRAW_BUFFERS);
gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES);
gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES);
gpu_state_print_fl(GL_MAX_EVAL_ORDER);
gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_LIGHTS);
gpu_state_print_fl(GL_MAX_LIST_NESTING);
gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE);
gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_COORDS);
gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS);
gpu_state_print_fl(GL_MAX_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_UNITS);
gpu_state_print_fl(GL_MAX_VARYING_FLOATS);
gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS);
gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS);
gpu_state_print_fl(GL_MINMAX);
gpu_state_print_fl(GL_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MULTISAMPLE);
gpu_state_print_fl(GL_MULTISAMPLE_ARB);
gpu_state_print_fl(GL_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_NORMALIZE);
gpu_state_print_fl(GL_NORMAL_ARRAY);
gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE);
gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE);
gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_PACK_ALIGNMENT);
gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_PACK_LSB_FIRST);
gpu_state_print_fl(GL_PACK_ROW_LENGTH);
gpu_state_print_fl(GL_PACK_SKIP_IMAGES);
gpu_state_print_fl(GL_PACK_SKIP_PIXELS);
gpu_state_print_fl(GL_PACK_SKIP_ROWS);
gpu_state_print_fl(GL_PACK_SWAP_BYTES);
gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT);
gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE);
gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING);
gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING);
gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION);
gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE);
gpu_state_print_fl(GL_POINT_SIZE);
gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_POINT_SIZE_MAX);
gpu_state_print_fl(GL_POINT_SIZE_MIN);
gpu_state_print_fl(GL_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_POINT_SMOOTH);
gpu_state_print_fl(GL_POINT_SMOOTH_HINT);
gpu_state_print_fl(GL_POINT_SPRITE);
gpu_state_print_fl(GL_POLYGON_MODE);
gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR);
gpu_state_print_fl(GL_POLYGON_OFFSET_FILL);
gpu_state_print_fl(GL_POLYGON_OFFSET_LINE);
gpu_state_print_fl(GL_POLYGON_OFFSET_POINT);
gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS);
gpu_state_print_fl(GL_POLYGON_SMOOTH);
gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT);
gpu_state_print_fl(GL_POLYGON_STIPPLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE);
gpu_state_print_fl(GL_PROJECTION_MATRIX);
gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_READ_BUFFER);
gpu_state_print_fl(GL_RED_BIAS);
gpu_state_print_fl(GL_RED_BITS);
gpu_state_print_fl(GL_RED_SCALE);
gpu_state_print_fl(GL_RENDER_MODE);
gpu_state_print_fl(GL_RESCALE_NORMAL);
gpu_state_print_fl(GL_RGBA_MODE);
gpu_state_print_fl(GL_SAMPLES);
gpu_state_print_fl(GL_SAMPLE_BUFFERS);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE);
gpu_state_print_fl(GL_SCISSOR_BOX);
gpu_state_print_fl(GL_SCISSOR_TEST);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE);
gpu_state_print_fl(GL_SEPARABLE_2D);
gpu_state_print_fl(GL_SHADE_MODEL);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_STENCIL_BACK_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_FUNC);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_BACK_REF);
gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK);
gpu_state_print_fl(GL_STENCIL_BITS);
gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE);
gpu_state_print_fl(GL_STENCIL_FAIL);
gpu_state_print_fl(GL_STENCIL_FUNC);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_REF);
gpu_state_print_fl(GL_STENCIL_TEST);
gpu_state_print_fl(GL_STENCIL_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_WRITEMASK);
gpu_state_print_fl(GL_STEREO);
gpu_state_print_fl(GL_SUBPIXEL_BITS);
gpu_state_print_fl(GL_TEXTURE_1D);
gpu_state_print_fl(GL_TEXTURE_2D);
gpu_state_print_fl(GL_TEXTURE_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_1D);
gpu_state_print_fl(GL_TEXTURE_BINDING_2D);
gpu_state_print_fl(GL_TEXTURE_BINDING_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP_ARB);
gpu_state_print_fl(GL_TEXTURE_GEN_Q);
gpu_state_print_fl(GL_TEXTURE_GEN_R);
gpu_state_print_fl(GL_TEXTURE_GEN_S);
gpu_state_print_fl(GL_TEXTURE_GEN_T);
gpu_state_print_fl(GL_TEXTURE_MATRIX);
gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX);
gpu_state_print_fl(GL_UNPACK_ALIGNMENT);
gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_UNPACK_LSB_FIRST);
gpu_state_print_fl(GL_UNPACK_ROW_LENGTH);
gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES);
gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS);
gpu_state_print_fl(GL_UNPACK_SKIP_ROWS);
gpu_state_print_fl(GL_UNPACK_SWAP_BYTES);
gpu_state_print_fl(GL_VERTEX_ARRAY);
gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE);
gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE);
gpu_state_print_fl(GL_VIEWPORT);
gpu_state_print_fl(GL_ZOOM_X);
gpu_state_print_fl(GL_ZOOM_Y);
}
#undef gpu_state_print_fl
#endif