* Enable cache for high res + new preview * Bugfix for smoke banding (in cooperation with N_T) Hint: Work-in-progress regarding collision objects so can be broken, didn't test Hint2: jahka enabled a general particle panel but * bake button doesn't work * step is not supported for cloth * several other things there ;)
		
			
				
	
	
		
			1307 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1307 lines
		
	
	
		
			33 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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.
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
 | |
|  */
 | |
| 
 | |
| #include <string.h>
 | |
| 
 | |
| #include "GL/glew.h"
 | |
| 
 | |
| #include "DNA_image_types.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_userdef_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_utildefines.h"
 | |
| 
 | |
| #include "GPU_extensions.h"
 | |
| #include "GPU_material.h"
 | |
| #include "GPU_draw.h"
 | |
| 
 | |
| #include "smoke_API.h"
 | |
| 
 | |
| /* 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;
 | |
| 	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 & 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]);
 | |
| 		else
 | |
| 			line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
 | |
| 		line_height *= 1.2; /* 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 */
 | |
| 		matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery,
 | |
| 			&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;
 | |
| 				
 | |
| 			}
 | |
| 			
 | |
| 			// space starts at offset 1
 | |
| 			// character = character - ' ' + 1;
 | |
| 			matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery,
 | |
| 				&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();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /* Checking powers of two for images since opengl 1.x requires it */
 | |
| 
 | |
| 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);
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| 
 | |
| 	return num;	
 | |
| }
 | |
| 
 | |
| static int is_pow2_limit(int num)
 | |
| {
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| 	/* take texture clamping into account */
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| 
 | |
| 	/* XXX: texturepaint not global!
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| 	   if (G.f & G_TEXTUREPAINT)
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| 	   return 1;*/
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| 
 | |
| 	if (U.glreslimit != 0 && num > U.glreslimit)
 | |
| 		return 0;
 | |
| 
 | |
| 	return ((num)&(num-1))==0;
 | |
| }
 | |
| 
 | |
| static int smaller_pow2_limit(int num)
 | |
| {
 | |
| 	/* XXX: texturepaint not global!
 | |
| 	   if (G.f & G_TEXTUREPAINT)
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| 	   return 1;*/
 | |
| 	
 | |
| 	/* take texture clamping into account */
 | |
| 	if (U.glreslimit != 0 && num > U.glreslimit)
 | |
| 		return U.glreslimit;
 | |
| 
 | |
| 	return smaller_pow2(num);
 | |
| }
 | |
| 
 | |
| /* Current OpenGL state caching for GPU_set_tpage */
 | |
| 
 | |
| static struct GPUTextureState {
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| 	int curtile, tile;
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| 	int curtilemode, tilemode;
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| 	int curtileXRep, tileXRep;
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| 	int curtileYRep, tileYRep;
 | |
| 	Image *ima, *curima;
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| 
 | |
| 	int domipmap, linearmipmap;
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| 
 | |
| 	int alphamode;
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| 	MTFace *lasttface;
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| } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL};
 | |
| 
 | |
| /* 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();
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| 		GTS.linearmipmap = linear != 0;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static int gpu_get_mipmap(void)
 | |
| {
 | |
| 	return GTS.domipmap;
 | |
| }
 | |
| 
 | |
| 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, int mipmap)
 | |
| {
 | |
| 	ImBuf *ibuf = NULL;
 | |
| 	unsigned int *bind = NULL;
 | |
| 	int rectw, recth, tpx=0, tpy=0, y;
 | |
| 	unsigned int *rectrow, *tilerectrow;
 | |
| 	unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
 | |
| 	short texwindx, texwindy, texwinsx, texwinsy;
 | |
| 
 | |
| 	/* initialize tile mode and number of repeats */
 | |
| 	GTS.ima = ima;
 | |
| 	GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
 | |
| 	GTS.tileXRep = 0;
 | |
| 	GTS.tileYRep = 0;
 | |
| 
 | |
| 	/* setting current tile according to frame */
 | |
| 	if(ima && (ima->tpageflag & IMA_TWINANIM))
 | |
| 		GTS.tile= ima->lastframe;
 | |
| 	else
 | |
| 		GTS.tile= tftile;
 | |
| 
 | |
| 	GTS.tile = MAX2(0, GTS.tile);
 | |
| 
 | |
| 	if(ima) {
 | |
| 		GTS.tileXRep = ima->xrep;
 | |
| 		GTS.tileYRep = ima->yrep;
 | |
| 	}
 | |
| 
 | |
| 	/* if same image & tile, we're done */
 | |
| 	if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
 | |
| 	   GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
 | |
| 	   GTS.curtileYRep == GTS.tileYRep)
 | |
| 		return (ima!=0);
 | |
| 
 | |
| 	/* if tiling mode or repeat changed, change texture matrix to fit */
 | |
| 	if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
 | |
| 	   GTS.curtileYRep != GTS.tileYRep) {
 | |
| 
 | |
| 		glMatrixMode(GL_TEXTURE);
 | |
| 		glLoadIdentity();
 | |
| 
 | |
| 		if(ima && (ima->tpageflag & IMA_TILES))
 | |
| 			glScalef(ima->xrep, ima->yrep, 1.0);
 | |
| 
 | |
| 		glMatrixMode(GL_MODELVIEW);
 | |
| 	}
 | |
| 
 | |
| 	/* check if we have a valid image */
 | |
| 	if(ima==NULL || ima->ok==0)
 | |
| 		return 0;
 | |
| 
 | |
| 	/* check if we have a valid image buffer */
 | |
| 	ibuf= BKE_image_get_ibuf(ima, 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 (!mipmap && (!is_pow2_limit(rectw) || !is_pow2_limit(recth))) {
 | |
| 		rectw= smaller_pow2_limit(rectw);
 | |
| 		recth= smaller_pow2_limit(recth);
 | |
| 		
 | |
| 		scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
 | |
| 		gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
 | |
| 		rect= scalerect;
 | |
| 	}
 | |
| 
 | |
| 	/* create image */
 | |
| 	glGenTextures(1, (GLuint *)bind);
 | |
| 	glBindTexture( GL_TEXTURE_2D, *bind);
 | |
| 
 | |
| 	if (!(gpu_get_mipmap() && mipmap)) {
 | |
| 		glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | |
| 	}
 | |
| 	else {
 | |
| 		gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | |
| 
 | |
| 		ima->tpageflag |= IMA_MIPMAP_COMPLETE;
 | |
| 	}
 | |
| 
 | |
| 	/* set to modulate with vertex color */
 | |
| 	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 | |
| 		
 | |
| 	/* clean up */
 | |
| 	if (tilerect)
 | |
| 		MEM_freeN(tilerect);
 | |
| 	if (scalerect)
 | |
| 		MEM_freeN(scalerect);
 | |
| 
 | |
| 	return *bind;
 | |
| }
 | |
| 
 | |
| static void gpu_verify_repeat(Image *ima)
 | |
| {
 | |
| 	/* set either clamp or repeat in X/Y */
 | |
| 	if (ima->tpageflag & IMA_CLAMP_U)
 | |
| 	   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | |
| 	else
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 | |
| 
 | |
| 	if (ima->tpageflag & IMA_CLAMP_V)
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | |
| 	else
 | |
| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 | |
| }
 | |
| 
 | |
| int GPU_set_tpage(MTFace *tface, int mipmap)
 | |
| {
 | |
| 	Image *ima;
 | |
| 	
 | |
| 	/* check if we need to clear the state */
 | |
| 	if(tface==0) {
 | |
| 		gpu_clear_tpage();
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	ima= tface->tpage;
 | |
| 	GTS.lasttface= tface;
 | |
| 
 | |
| 	gpu_verify_alpha_mode(tface);
 | |
| 	gpu_verify_reflection(ima);
 | |
| 
 | |
| 	if(GPU_verify_image(ima, tface->tile, tface->mode, 1, mipmap)) {
 | |
| 		GTS.curtile= GTS.tile;
 | |
| 		GTS.curima= GTS.ima;
 | |
| 		GTS.curtilemode= GTS.tilemode;
 | |
| 		GTS.curtileXRep = GTS.tileXRep;
 | |
| 		GTS.curtileYRep = GTS.tileYRep;
 | |
| 
 | |
| 		glEnable(GL_TEXTURE_2D);
 | |
| 	}
 | |
| 	else {
 | |
| 		glDisable(GL_TEXTURE_2D);
 | |
| 		
 | |
| 		GTS.curtile= 0;
 | |
| 		GTS.curima= 0;
 | |
| 		GTS.curtilemode= 0;
 | |
| 		GTS.curtileXRep = 0;
 | |
| 		GTS.curtileYRep = 0;
 | |
| 
 | |
| 		return 0;
 | |
| 	}
 | |
| 	
 | |
| 	gpu_verify_repeat(ima);
 | |
| 	
 | |
| 	/* Did this get lost in the image recode? */
 | |
| 	/* tag_image_time(ima);*/
 | |
| 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /* these two functions are called on entering and exiting texture paint mode,
 | |
|    temporary disabling/enabling mipmapping on all images for quick texture
 | |
|    updates with glTexSubImage2D. images that didn't change don't have to be
 | |
|    re-uploaded to OpenGL */
 | |
| void GPU_paint_set_mipmap(int mipmap)
 | |
| {
 | |
| 	Image* ima;
 | |
| 	
 | |
| 	if(!GTS.domipmap)
 | |
| 		return;
 | |
| 
 | |
| 	if(mipmap) {
 | |
| 		for(ima=G.main->image.first; ima; ima=ima->id.next) {
 | |
| 			if(ima->bindcode) {
 | |
| 				if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
 | |
| 					glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | |
| 					glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | |
| 					glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | |
| 				}
 | |
| 				else
 | |
| 					GPU_free_image(ima);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 	else {
 | |
| 		for(ima=G.main->image.first; ima; ima=ima->id.next) {
 | |
| 			if(ima->bindcode) {
 | |
| 				glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | |
| 				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | |
| 				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
 | |
| {
 | |
| 	ImBuf *ibuf;
 | |
| 	
 | |
| 	ibuf = BKE_image_get_ibuf(ima, NULL);
 | |
| 	
 | |
| 	if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
 | |
| 		(!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
 | |
| 		(w == 0) || (h == 0)) {
 | |
| 		/* these cases require full reload still */
 | |
| 		GPU_free_image(ima);
 | |
| 	}
 | |
| 	else {
 | |
| 		/* for the special case, we can do a partial update
 | |
| 		 * which is much quicker for painting */
 | |
| 		GLint row_length, skip_pixels, skip_rows;
 | |
| 
 | |
| 		glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
 | |
| 		glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
 | |
| 		glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
 | |
| 
 | |
| 		if ((ibuf->rect==NULL) && ibuf->rect_float)
 | |
| 			IMB_rect_from_float(ibuf);
 | |
| 
 | |
| 		glBindTexture(GL_TEXTURE_2D, ima->bindcode);
 | |
| 
 | |
| 		glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
 | |
| 		glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
 | |
| 		glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
 | |
| 
 | |
| 		glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
 | |
| 			GL_UNSIGNED_BYTE, ibuf->rect);
 | |
| 
 | |
| 		glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
 | |
| 		glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
 | |
| 		glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
 | |
| 
 | |
| 		if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
 | |
| 			ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GPU_update_images_framechange(void)
 | |
| {
 | |
| 	Image *ima;
 | |
| 	
 | |
| 	for(ima=G.main->image.first; ima; ima=ima->id.next) {
 | |
| 		if(ima->tpageflag & IMA_TWINANIM) {
 | |
| 			if(ima->twend >= ima->xrep*ima->yrep)
 | |
| 				ima->twend= ima->xrep*ima->yrep-1;
 | |
| 		
 | |
| 			/* check: is bindcode not in the array? free. (to do) */
 | |
| 			
 | |
| 			ima->lastframe++;
 | |
| 			if(ima->lastframe > ima->twend)
 | |
| 				ima->lastframe= ima->twsta;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int GPU_update_image_time(Image *ima, double time)
 | |
| {
 | |
| 	int	inc = 0;
 | |
| 	float	diff;
 | |
| 	int	newframe;
 | |
| 
 | |
| 	if (!ima)
 | |
| 		return 0;
 | |
| 
 | |
| 	if (ima->lastupdate<0)
 | |
| 		ima->lastupdate = 0;
 | |
| 
 | |
| 	if (ima->lastupdate>time)
 | |
| 		ima->lastupdate=(float)time;
 | |
| 
 | |
| 	if(ima->tpageflag & IMA_TWINANIM) {
 | |
| 		if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
 | |
| 		
 | |
| 		/* check: is the bindcode not in the array? Then free. (still to do) */
 | |
| 		
 | |
| 		diff = (float)(time-ima->lastupdate);
 | |
| 		inc = (int)(diff*(float)ima->animspeed);
 | |
| 
 | |
| 		ima->lastupdate+=((float)inc/(float)ima->animspeed);
 | |
| 
 | |
| 		newframe = ima->lastframe+inc;
 | |
| 
 | |
| 		if(newframe > (int)ima->twend) {
 | |
| 			if(ima->twend-ima->twsta != 0)
 | |
| 				newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
 | |
| 			else
 | |
| 				newframe = ima->twsta;
 | |
| 		}
 | |
| 
 | |
| 		ima->lastframe = newframe;
 | |
| 	}
 | |
| 
 | |
| 	return inc;
 | |
| }
 | |
| 
 | |
| 
 | |
| void GPU_free_smoke(SmokeModifierData *smd)
 | |
| {
 | |
| 	if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain)
 | |
| 	{
 | |
| 		if(smd->domain->tex)
 | |
| 	 		GPU_texture_free(smd->domain->tex);
 | |
| 		smd->domain->tex = NULL;
 | |
| 
 | |
| 		if(smd->domain->tex_shadow)
 | |
| 	 		GPU_texture_free(smd->domain->tex_shadow);
 | |
| 		smd->domain->tex_shadow = NULL;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GPU_create_smoke(SmokeModifierData *smd, int highres)
 | |
| {
 | |
| 	if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && !highres)
 | |
| 		smd->domain->tex = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smoke_get_density(smd->domain->fluid));
 | |
| 	else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && highres)
 | |
| 		smd->domain->tex = GPU_texture_create_3D(smd->domain->res_wt[0], smd->domain->res_wt[1], smd->domain->res_wt[2], smoke_turbulence_get_density(smd->domain->wt));
 | |
| 
 | |
| 	smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
 | |
| }
 | |
| 
 | |
| 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 */
 | |
| 
 | |
| #define FIXEDMAT	8
 | |
| 
 | |
| /* OpenGL state caching for materials */
 | |
| 
 | |
| static struct GPUMaterialState {
 | |
| 	float (*matbuf)[2][4];
 | |
| 	float matbuf_fixed[FIXEDMAT][2][4];
 | |
| 	int totmat;
 | |
| 
 | |
| 	Material **gmatbuf;
 | |
| 	Material *gmatbuf_fixed[FIXEDMAT];
 | |
| 	Material *gboundmat;
 | |
| 	Object *gob;
 | |
| 	Scene *gscene;
 | |
| 	int glay;
 | |
| 	float (*gviewmat)[4];
 | |
| 	float (*gviewinv)[4];
 | |
| 
 | |
| 	GPUBlendMode *blendmode;
 | |
| 	GPUBlendMode blendmode_fixed[FIXEDMAT];
 | |
| 	int alphapass;
 | |
| 
 | |
| 	int lastmatnr, lastretval;
 | |
| 	GPUBlendMode lastblendmode;
 | |
| } GMS = {NULL};
 | |
| 
 | |
| Material *gpu_active_node_material(Material *ma)
 | |
| {
 | |
| 	if(ma && ma->use_nodes && ma->nodetree) {
 | |
| 		bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
 | |
| 
 | |
| 		if(node)
 | |
| 			return (Material *)node->id;
 | |
| 		else
 | |
| 			return NULL;
 | |
| 	}
 | |
| 
 | |
| 	return ma;
 | |
| }
 | |
| 
 | |
| void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_pass)
 | |
| {
 | |
| 	extern Material defmaterial; /* from material.c */
 | |
| 	Material *ma;
 | |
| 	GPUMaterial *gpumat;
 | |
| 	GPUBlendMode blendmode;
 | |
| 	int a;
 | |
| 	
 | |
| 	/* initialize state */
 | |
| 	memset(&GMS, 0, sizeof(GMS));
 | |
| 	GMS.lastmatnr = -1;
 | |
| 	GMS.lastretval = -1;
 | |
| 	GMS.lastblendmode = GPU_BLEND_SOLID;
 | |
| 
 | |
| 	GMS.gob = ob;
 | |
| 	GMS.gscene = scene;
 | |
| 	GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
 | |
| 	GMS.glay= v3d->lay;
 | |
| 	GMS.gviewmat= rv3d->viewmat;
 | |
| 	GMS.gviewinv= rv3d->viewinv;
 | |
| 
 | |
| 	GMS.alphapass = (v3d && v3d->transp);
 | |
| 	if(do_alpha_pass)
 | |
| 		*do_alpha_pass = 0;
 | |
| 	
 | |
| 	if(GMS.totmat > FIXEDMAT) {
 | |
| 		GMS.matbuf= MEM_callocN(sizeof(*GMS.matbuf)*GMS.totmat, "GMS.matbuf");
 | |
| 		GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
 | |
| 		GMS.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf");
 | |
| 	}
 | |
| 	else {
 | |
| 		GMS.matbuf= GMS.matbuf_fixed;
 | |
| 		GMS.gmatbuf= GMS.gmatbuf_fixed;
 | |
| 		GMS.blendmode= GMS.blendmode_fixed;
 | |
| 	}
 | |
| 
 | |
| 	/* no materials assigned? */
 | |
| 	if(ob->totcol==0) {
 | |
| 		GMS.matbuf[0][0][0]= (defmaterial.ref+defmaterial.emit)*defmaterial.r;
 | |
| 		GMS.matbuf[0][0][1]= (defmaterial.ref+defmaterial.emit)*defmaterial.g;
 | |
| 		GMS.matbuf[0][0][2]= (defmaterial.ref+defmaterial.emit)*defmaterial.b;
 | |
| 		GMS.matbuf[0][0][3]= 1.0;
 | |
| 
 | |
| 		GMS.matbuf[0][1][0]= defmaterial.spec*defmaterial.specr;
 | |
| 		GMS.matbuf[0][1][1]= defmaterial.spec*defmaterial.specg;
 | |
| 		GMS.matbuf[0][1][2]= defmaterial.spec*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;
 | |
| 
 | |
| 		/* 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)
 | |
| {
 | |
| 	extern Material defmaterial; /* from material.c */
 | |
| 	GPUVertexAttribs *gattribs = attribs;
 | |
| 	GPUMaterial *gpumat;
 | |
| 	GPUBlendMode blendmode;
 | |
| 
 | |
| 	/* no GPU_begin_object_materials, use default material */
 | |
| 	if(!GMS.matbuf) {
 | |
| 		float diff[4], spec[4];
 | |
| 
 | |
| 		memset(&GMS, 0, sizeof(GMS));
 | |
| 
 | |
| 		diff[0]= (defmaterial.ref+defmaterial.emit)*defmaterial.r;
 | |
| 		diff[1]= (defmaterial.ref+defmaterial.emit)*defmaterial.g;
 | |
| 		diff[2]= (defmaterial.ref+defmaterial.emit)*defmaterial.b;
 | |
| 		diff[3]= 1.0;
 | |
| 
 | |
| 		spec[0]= defmaterial.spec*defmaterial.specr;
 | |
| 		spec[1]= defmaterial.spec*defmaterial.specg;
 | |
| 		spec[2]= defmaterial.spec*defmaterial.specb;
 | |
| 		spec[3]= 1.0;
 | |
| 
 | |
| 		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
 | |
| 		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
 | |
| 
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	/* prevent index to use un-initialized array items */
 | |
| 	if(nr>=GMS.totmat)
 | |
| 		nr= 0;
 | |
| 
 | |
| 	if(gattribs)
 | |
| 		memset(gattribs, 0, sizeof(*gattribs));
 | |
| 
 | |
| 	/* keep current material */
 | |
| 	if(nr==GMS.lastmatnr)
 | |
| 		return GMS.lastretval;
 | |
| 
 | |
| 	/* unbind glsl material */
 | |
| 	if(GMS.gboundmat) {
 | |
| 		if(GMS.alphapass) glDepthMask(0);
 | |
| 		GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
 | |
| 		GMS.gboundmat= NULL;
 | |
| 	}
 | |
| 
 | |
| 	/* draw materials with alpha in alpha pass */
 | |
| 	GMS.lastmatnr = nr;
 | |
| 	GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
 | |
| 	if(GMS.alphapass)
 | |
| 		GMS.lastretval = !GMS.lastretval;
 | |
| 
 | |
| 	if(GMS.lastretval) {
 | |
| 		if(gattribs && GMS.gmatbuf[nr]) {
 | |
| 			/* bind glsl material and get attributes */
 | |
| 			Material *mat = GMS.gmatbuf[nr];
 | |
| 
 | |
| 			gpumat = GPU_material_from_blender(GMS.gscene, mat);
 | |
| 			GPU_material_vertex_attributes(gpumat, gattribs);
 | |
| 			GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
 | |
| 			GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
 | |
| 			GMS.gboundmat= mat;
 | |
| 
 | |
| 			if(GMS.alphapass) glDepthMask(1);
 | |
| 		}
 | |
| 		else {
 | |
| 			/* or do fixed function opengl material */
 | |
| 			glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr][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);
 | |
| }
 | |
| 
 | |
| void GPU_end_object_materials(void)
 | |
| {
 | |
| 	GPU_disable_material();
 | |
| 
 | |
| 	if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
 | |
| 		MEM_freeN(GMS.matbuf);
 | |
| 		MEM_freeN(GMS.gmatbuf);
 | |
| 		MEM_freeN(GMS.blendmode);
 | |
| 	}
 | |
| 
 | |
| 	GMS.matbuf= NULL;
 | |
| 	GMS.gmatbuf= NULL;
 | |
| 	GMS.blendmode= NULL;
 | |
| }
 | |
| 
 | |
| /* 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);
 | |
| }
 | |
| 
 |