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blender-archive/source/blender/gpu/intern/gpu_extensions.c
Ton Roosendaal e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00

1490 lines
36 KiB
C

/*
* ***** 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_extensions.c
* \ingroup gpu
*/
#include "GL/glew.h"
#include "DNA_image_types.h"
#include "MEM_guardedalloc.h"
#include "BKE_global.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "gpu_codegen.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef WIN32
# include "BLI_winstuff.h"
#endif
/* Extensions support */
/* extensions used:
* - texture border clamp: 1.3 core
* - fragment shader: 2.0 core
* - framebuffer object: ext specification
* - multitexture 1.3 core
* - arb non power of two: 2.0 core
* - pixel buffer objects? 2.1 core
* - arb draw buffers? 2.0 core
*/
/* Non-generated shaders */
extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
typedef struct GPUShaders {
GPUShader *vsm_store;
GPUShader *sep_gaussian_blur;
} GPUShaders;
static struct GPUGlobal {
GLint maxtextures;
GLuint currentfb;
int glslsupport;
int extdisabled;
int colordepth;
int npotdisabled; /* ATI 3xx-5xx (and more) chipsets support NPoT partially (== not enough) */
GPUDeviceType device;
GPUOSType os;
GPUDriverType driver;
GPUShaders shaders;
} GG = {1, 0};
/* GPU Types */
int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
{
return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
}
/* GPU Extensions */
static int gpu_extensions_init = 0;
void GPU_extensions_disable(void)
{
GG.extdisabled = 1;
}
void GPU_extensions_init(void)
{
GLint r, g, b;
const char *vendor, *renderer;
/* can't avoid calling this multiple times, see wm_window_add_ghostwindow */
if (gpu_extensions_init) return;
gpu_extensions_init= 1;
glewInit();
GPU_codegen_init();
/* glewIsSupported("GL_VERSION_2_0") */
if (GLEW_ARB_multitexture)
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
GG.glslsupport = 1;
if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
GG.colordepth = r+g+b; /* assumes same depth for RGB */
vendor = (const char *)glGetString(GL_VENDOR);
renderer = (const char *)glGetString(GL_RENDERER);
if (strstr(vendor, "ATI")) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "NVIDIA")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "Intel") ||
/* src/mesa/drivers/dri/intel/intel_context.c */
strstr(renderer, "Mesa DRI Intel") ||
strstr(renderer, "Mesa DRI Mobile Intel")) {
GG.device = GPU_DEVICE_INTEL;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(renderer, "Mesa DRI R") || (strstr(renderer, "Gallium ") && strstr(renderer, " on ATI "))) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(vendor, "Mesa")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(vendor, "Microsoft")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(renderer, "Apple Software Renderer")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else {
GG.device = GPU_DEVICE_ANY;
GG.driver = GPU_DRIVER_ANY;
}
if (GG.device == GPU_DEVICE_ATI) {
/* ATI 9500 to X2300 cards support NPoT textures poorly
* Incomplete list http://dri.freedesktop.org/wiki/ATIRadeon
* New IDs from MESA's src/gallium/drivers/r300/r300_screen.c
*/
if (strstr(renderer, "R3") || strstr(renderer, "RV3") ||
strstr(renderer, "R4") || strstr(renderer, "RV4") ||
strstr(renderer, "RS4") || strstr(renderer, "RC4") ||
strstr(renderer, "R5") || strstr(renderer, "RV5") ||
strstr(renderer, "RS600") || strstr(renderer, "RS690") ||
strstr(renderer, "RS740") || strstr(renderer, "X1") ||
strstr(renderer, "X2") || strstr(renderer, "Radeon 9") ||
strstr(renderer, "RADEON 9"))
{
GG.npotdisabled = 1;
}
}
/* make sure double side isn't used by default and only getting enabled in places where it's
* really needed to prevent different unexpected behaviors like with intel gme965 card (sergey) */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
#ifdef _WIN32
GG.os = GPU_OS_WIN;
#elif defined(__APPLE__)
GG.os = GPU_OS_MAC;
#else
GG.os = GPU_OS_UNIX;
#endif
}
void GPU_extensions_exit(void)
{
gpu_extensions_init = 0;
GPU_codegen_exit();
}
int GPU_glsl_support(void)
{
return !GG.extdisabled && GG.glslsupport;
}
int GPU_non_power_of_two_support(void)
{
if (GG.npotdisabled)
return 0;
return GLEW_ARB_texture_non_power_of_two;
}
int GPU_color_depth(void)
{
return GG.colordepth;
}
int GPU_print_error(const char *str)
{
GLenum errCode;
if (G.debug & G_DEBUG) {
if ((errCode = glGetError()) != GL_NO_ERROR) {
fprintf(stderr, "%s opengl error: %s\n", str, gluErrorString(errCode));
return 1;
}
}
return 0;
}
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *err= "unknown";
switch (status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_INVALID_OPERATION:
err= "Invalid operation";
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
err= "Incomplete attachment";
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
err= "Unsupported framebuffer format";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
err= "Missing attachment";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
err= "Attached images must have same dimensions";
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
err= "Attached images must have same format";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
err= "Missing draw buffer";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
err= "Missing read buffer";
break;
}
if (err_out) {
BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'",
(int)status, err);
}
else {
fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n",
(int)status, err);
}
}
/* GPUTexture */
struct GPUTexture {
int w, h; /* width/height */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLuint bindcode; /* opengl identifier for texture */
int fromblender; /* we got the texture from Blender */
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int depth; /* is a depth texture? */
};
static unsigned char *GPU_texture_convert_pixels(int length, float *fpixels)
{
unsigned char *pixels, *p;
float *fp;
int a, len;
len = 4*length;
fp = fpixels;
p = pixels = MEM_callocN(sizeof(unsigned char)*len, "GPUTexturePixels");
for (a=0; a<len; a++, p++, fp++)
*p = FTOCHAR((*fp));
return pixels;
}
static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
{
void *pixels = MEM_callocN(sizeof(char)*4*w*h, "GPUTextureEmptyPixels");
if (target == GL_TEXTURE_1D)
glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
else
glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
MEM_freeN(pixels);
}
static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth, char err_out[256])
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
if (depth && !GLEW_ARB_depth_texture)
return NULL;
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->number = -1;
tex->refcount = 1;
tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
tex->depth = depth;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out) {
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
(int)glGetError());
}
else {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
}
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
if (depth) {
type = GL_UNSIGNED_BYTE;
format = GL_DEPTH_COMPONENT;
internalformat = GL_DEPTH_COMPONENT;
}
else {
type = GL_UNSIGNED_BYTE;
format = GL_RGBA;
internalformat = GL_RGBA8;
if (fpixels)
pixels = GPU_texture_convert_pixels(w*h, fpixels);
}
if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);
if (fpixels) {
glTexSubImage1D(tex->target, 0, 0, w, format, type,
pixels? pixels: fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0,
tex->w-w, 1);
}
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
format, type, NULL);
if (fpixels) {
glTexSubImage2D(tex->target, 0, 0, 0, w, h,
format, type, pixels? pixels: fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
if (tex->h > h)
GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
}
}
if (pixels)
MEM_freeN(pixels);
if (depth) {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
glTexParameteri(tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
}
else {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (tex->target != GL_TEXTURE_1D) {
/* CLAMP_TO_BORDER is an OpenGL 1.3 core feature */
GLenum wrapmode = (depth || tex->h == 1)? GL_CLAMP_TO_EDGE: GL_CLAMP_TO_BORDER;
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, wrapmode);
glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, wrapmode);
#if 0
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
#endif
}
else
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
return tex;
}
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, float *fpixels)
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (!GLEW_VERSION_1_2)
return NULL;
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->depth = depth;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_3D;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
tex->depth = power_of_2_max_i(tex->depth);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
GPU_print_error("3D glBindTexture");
type = GL_FLOAT;
if (channels == 4) {
format = GL_RGBA;
internalformat = GL_RGBA;
}
else {
format = GL_RED;
internalformat = GL_INTENSITY;
}
//if (fpixels)
// pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
GPU_print_error("3D glTexImage3D");
if (fpixels) {
if (!GPU_non_power_of_two_support() && (w != tex->w || h != tex->h || depth != tex->depth)) {
/* clear first to avoid unitialized pixels */
float *zero= MEM_callocN(sizeof(float)*tex->w*tex->h*tex->depth, "zero");
glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->depth, format, type, zero);
MEM_freeN(zero);
}
glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
GPU_print_error("3D glTexSubImage3D");
}
glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
GPU_print_error("3D GL_TEXTURE_BORDER_COLOR");
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GPU_print_error("3D GL_LINEAR");
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GPU_print_error("3D GL_CLAMP_TO_BORDER");
if (pixels)
MEM_freeN(pixels);
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int isdata, double time, int mipmap)
{
GPUTexture *tex;
GLint w, h, border, lastbindcode, bindcode;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
GPU_update_image_time(ima, time);
/* this binds a texture, so that's why to restore it with lastbindcode */
bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, isdata);
if (ima->gputexture) {
ima->gputexture->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return ima->gputexture;
}
if (!bindcode) {
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return NULL;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
tex->fromblender = 1;
ima->gputexture= tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error("Blender Texture");
}
else {
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border);
tex->w = w - border;
tex->h = h - border;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
{
GPUTexture *tex = prv->gputexture[0];
GLint w, h, lastbindcode;
GLuint bindcode = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
if (tex)
bindcode = tex->bindcode;
/* this binds a texture, so that's why to restore it */
if (bindcode == 0) {
GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL);
}
if (tex) {
tex->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
/* error binding anything */
if (!bindcode) {
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return NULL;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
prv->gputexture[0]= tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error("Blender Texture");
}
else {
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
tex->w = w;
tex->h = h;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
GPUTexture *GPU_texture_create_1D(int w, float *fpixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
/**
* A shadow map for VSM needs two components (depth and depth^2)
*/
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, err_out);
if (tex) {
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, 0);
GPU_texture_unbind(tex);
}
return tex;
}
void GPU_texture_bind(GPUTexture *tex, int number)
{
GLenum arbnumber;
if (number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if (number == -1)
return;
GPU_print_error("Pre Texture Bind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
if (number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, tex->bindcode);
glEnable(tex->target);
if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = number;
GPU_print_error("Post Texture Bind");
}
void GPU_texture_unbind(GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if (tex->number == -1)
return;
GPU_print_error("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, 0);
glDisable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = -1;
GPU_print_error("Post Texture Unbind");
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
if (tex->fb)
GPU_framebuffer_texture_detach(tex->fb, tex);
if (tex->bindcode && !tex->fromblender)
glDeleteTextures(1, &tex->bindcode);
MEM_freeN(tex);
}
}
void GPU_texture_ref(GPUTexture *tex)
{
tex->refcount++;
}
int GPU_texture_target(GPUTexture *tex)
{
return tex->target;
}
int GPU_texture_opengl_width(GPUTexture *tex)
{
return tex->w;
}
int GPU_texture_opengl_height(GPUTexture *tex)
{
return tex->h;
}
int GPU_texture_opengl_bindcode(GPUTexture *tex)
{
return tex->bindcode;
}
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
{
return tex->fb;
}
/* GPUFrameBuffer */
struct GPUFrameBuffer {
GLuint object;
GPUTexture *colortex;
GPUTexture *depthtex;
};
GPUFrameBuffer *GPU_framebuffer_create(void)
{
GPUFrameBuffer *fb;
if (!GLEW_EXT_framebuffer_object)
return NULL;
fb= MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
glGenFramebuffersEXT(1, &fb->object);
if (!fb->object) {
fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
(int)glGetError());
GPU_framebuffer_free(fb);
return NULL;
}
return fb;
}
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char err_out[256])
{
GLenum status;
GLenum attachment;
GLenum error;
if (tex->depth)
attachment = GL_DEPTH_ATTACHMENT_EXT;
else
attachment = GL_COLOR_ATTACHMENT0_EXT;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = fb->object;
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
tex->target, tex->bindcode, 0);
error = glGetError();
if (error == GL_INVALID_OPERATION) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(error, err_out);
return 0;
}
if (tex->depth) {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
else {
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(status, err_out);
return 0;
}
if (tex->depth)
fb->depthtex = tex;
else
fb->colortex = tex;
tex->fb= fb;
return 1;
}
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
{
GLenum attachment;
if (!tex->fb)
return;
if (GG.currentfb != tex->fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
GG.currentfb = tex->fb->object;
}
if (tex->depth) {
fb->depthtex = NULL;
attachment = GL_DEPTH_ATTACHMENT_EXT;
}
else {
fb->colortex = NULL;
attachment = GL_COLOR_ATTACHMENT0_EXT;
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
tex->target, 0, 0);
tex->fb = NULL;
}
void GPU_framebuffer_texture_bind(GPUFrameBuffer *UNUSED(fb), GPUTexture *tex, int w, int h)
{
/* push attributes */
glPushAttrib(GL_ENABLE_BIT);
glPushAttrib(GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, w, h);
GG.currentfb = tex->fb->object;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
{
/* restore matrix */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
/* restore attributes */
glPopAttrib();
glPopAttrib();
glEnable(GL_SCISSOR_TEST);
}
void GPU_framebuffer_free(GPUFrameBuffer *fb)
{
if (fb->depthtex)
GPU_framebuffer_texture_detach(fb, fb->depthtex);
if (fb->colortex)
GPU_framebuffer_texture_detach(fb, fb->colortex);
if (fb->object) {
glDeleteFramebuffersEXT(1, &fb->object);
if (GG.currentfb == fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
MEM_freeN(fb);
}
void GPU_framebuffer_restore(void)
{
if (GG.currentfb != 0) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
float scaleh[2] = {1.0f/GPU_texture_opengl_width(blurtex), 0.0f};
float scalev[2] = {0.0f, 1.0f/GPU_texture_opengl_height(tex)};
GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
int scale_uniform, texture_source_uniform;
if (!blur_shader)
return;
scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
/* Blurring horizontally */
/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
* pushing unnecessary matrices onto the OpenGL stack. */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
GPU_shader_bind(blur_shader);
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float *)scaleh);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
glViewport(0, 0, GPU_texture_opengl_width(blurtex), GPU_texture_opengl_height(blurtex));
/* Peparing to draw quad */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GPU_texture_bind(tex, 0);
/* Drawing quad */
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(1, 1);
glTexCoord2d(1, 0); glVertex2f(-1, 1);
glTexCoord2d(1, 1); glVertex2f(-1, -1);
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
/* Blurring vertically */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
glViewport(0, 0, GPU_texture_opengl_width(tex), GPU_texture_opengl_height(tex));
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float *)scalev);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
GPU_texture_bind(blurtex, 0);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(1, 1);
glTexCoord2d(1, 0); glVertex2f(-1, 1);
glTexCoord2d(1, 1); glVertex2f(-1, -1);
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
GPU_shader_unbind(blur_shader);
}
/* GPUOffScreen */
struct GPUOffScreen {
GPUFrameBuffer *fb;
GPUTexture *color;
GPUTexture *depth;
/* requested width/height, may be smaller than actual texture size due
* to missing non-power of two support, so we compensate for that */
int w, h;
};
GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256])
{
GPUOffScreen *ofs;
ofs= MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
ofs->w= width;
ofs->h= height;
ofs->fb = GPU_framebuffer_create();
if (!ofs->fb) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->depth = GPU_texture_create_depth(width, height, err_out);
if (!ofs->depth) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->color = GPU_texture_create_2D(width, height, NULL, err_out);
if (!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
GPU_framebuffer_restore();
return ofs;
}
void GPU_offscreen_free(GPUOffScreen *ofs)
{
if (ofs->fb)
GPU_framebuffer_free(ofs->fb);
if (ofs->color)
GPU_texture_free(ofs->color);
if (ofs->depth)
GPU_texture_free(ofs->depth);
MEM_freeN(ofs);
}
void GPU_offscreen_bind(GPUOffScreen *ofs)
{
glDisable(GL_SCISSOR_TEST);
GPU_framebuffer_texture_bind(ofs->fb, ofs->color, ofs->w, ofs->h);
}
void GPU_offscreen_unbind(GPUOffScreen *ofs)
{
GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
{
glReadPixels(0, 0, ofs->w, ofs->h, GL_RGBA, type, pixels);
}
/* GPUShader */
struct GPUShader {
GLhandleARB object; /* handle for full shader */
GLhandleARB vertex; /* handle for vertex shader */
GLhandleARB fragment; /* handle for fragment shader */
GLhandleARB lib; /* handle for libment shader */
int totattrib; /* total number of attributes */
};
static void shader_print_errors(const char *task, char *log, const char *code)
{
const char *c, *pos, *end = code + strlen(code);
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
if (G.debug & G_DEBUG) {
c = code;
while ((c < end) && (pos = strchr(c, '\n'))) {
fprintf(stderr, "%2d ", line);
fwrite(c, (pos+1)-c, 1, stderr);
c = pos+1;
line++;
}
fprintf(stderr, "%s", c);
}
fprintf(stderr, "%s\n", log);
}
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, /*GPUShader *lib,*/ const char *libcode)
{
GLint status;
GLcharARB log[5000];
const char *fragsource[2];
GLsizei length = 0;
GLint count;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
if (vertexcode)
shader->vertex = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (fragcode)
shader->fragment = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
shader->object = glCreateProgramObjectARB();
if (!shader->object ||
(vertexcode && !shader->vertex) ||
(fragcode && !shader->fragment))
{
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
if (vertexcode) {
glAttachObjectARB(shader->object, shader->vertex);
glShaderSourceARB(shader->vertex, 1, (const char**)&vertexcode, NULL);
glCompileShaderARB(shader->vertex);
glGetObjectParameterivARB(shader->vertex, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->vertex, sizeof(log), &length, log);
shader_print_errors("compile", log, vertexcode);
GPU_shader_free(shader);
return NULL;
}
}
if (fragcode) {
count = 0;
if (libcode) fragsource[count++] = libcode;
if (fragcode) fragsource[count++] = fragcode;
glAttachObjectARB(shader->object, shader->fragment);
glShaderSourceARB(shader->fragment, count, fragsource, NULL);
glCompileShaderARB(shader->fragment);
glGetObjectParameterivARB(shader->fragment, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->fragment, sizeof(log), &length, log);
shader_print_errors("compile", log, fragcode);
GPU_shader_free(shader);
return NULL;
}
}
#if 0
if (lib && lib->lib)
glAttachObjectARB(shader->object, lib->lib);
#endif
glLinkProgramARB(shader->object);
glGetObjectParameterivARB(shader->object, GL_OBJECT_LINK_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->object, sizeof(log), &length, log);
if (fragcode) shader_print_errors("linking", log, fragcode);
else if (vertexcode) shader_print_errors("linking", log, vertexcode);
else if (libcode) shader_print_errors("linking", log, libcode);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#if 0
GPUShader *GPU_shader_create_lib(const char *code)
{
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
shader->lib = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!shader->lib) {
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
glShaderSourceARB(shader->lib, 1, (const char**)&code, NULL);
glCompileShaderARB(shader->lib);
glGetObjectParameterivARB(shader->lib, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->lib, sizeof(log), &length, log);
shader_print_errors("compile", log, code);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#endif
void GPU_shader_bind(GPUShader *shader)
{
GPU_print_error("Pre Shader Bind");
glUseProgramObjectARB(shader->object);
GPU_print_error("Post Shader Bind");
}
void GPU_shader_unbind(GPUShader *UNUSED(shader))
{
GPU_print_error("Pre Shader Unbind");
glUseProgramObjectARB(0);
GPU_print_error("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
if (shader->lib)
glDeleteObjectARB(shader->lib);
if (shader->vertex)
glDeleteObjectARB(shader->vertex);
if (shader->fragment)
glDeleteObjectARB(shader->fragment);
if (shader->object)
glDeleteObjectARB(shader->object);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
return glGetUniformLocationARB(shader->object, name);
}
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, float *value)
{
if (location == -1)
return;
GPU_print_error("Pre Uniform Vector");
if (length == 1) glUniform1fvARB(location, arraysize, value);
else if (length == 2) glUniform2fvARB(location, arraysize, value);
else if (length == 3) glUniform3fvARB(location, arraysize, value);
else if (length == 4) glUniform4fvARB(location, arraysize, value);
else if (length == 9) glUniformMatrix3fvARB(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fvARB(location, arraysize, 0, value);
GPU_print_error("Post Uniform Vector");
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if (tex->number == -1)
return;
if (location == -1)
return;
GPU_print_error("Pre Uniform Texture");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, tex->bindcode);
glUniform1iARB(location, tex->number);
glEnable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
GPU_print_error("Post Uniform Texture");
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
int index;
GPU_print_error("Pre Get Attribute");
index = glGetAttribLocationARB(shader->object, name);
GPU_print_error("Post Get Attribute");
return index;
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
GPUShader *retval = NULL;
switch (shader) {
case GPU_SHADER_VSM_STORE:
if (!GG.shaders.vsm_store)
GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL);
retval = GG.shaders.vsm_store;
break;
case GPU_SHADER_SEP_GAUSSIAN_BLUR:
if (!GG.shaders.sep_gaussian_blur)
GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL);
retval = GG.shaders.sep_gaussian_blur;
break;
}
if (retval == NULL)
printf("Unable to create a GPUShader for builtin shader: %d\n", shader);
return retval;
}
void GPU_shader_free_builtin_shaders(void)
{
if (GG.shaders.vsm_store) {
MEM_freeN(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
}
if (GG.shaders.sep_gaussian_blur) {
MEM_freeN(GG.shaders.sep_gaussian_blur);
GG.shaders.sep_gaussian_blur = NULL;
}
}
#if 0
/* GPUPixelBuffer */
typedef struct GPUPixelBuffer {
GLuint bindcode[2];
GLuint current;
int datasize;
int numbuffers;
int halffloat;
} GPUPixelBuffer;
void GPU_pixelbuffer_free(GPUPixelBuffer *pb)
{
if (pb->bindcode[0])
glDeleteBuffersARB(pb->numbuffers, pb->bindcode);
MEM_freeN(pb);
}
GPUPixelBuffer *gpu_pixelbuffer_create(int x, int y, int halffloat, int numbuffers)
{
GPUPixelBuffer *pb;
if (!GLEW_ARB_multitexture || !GLEW_EXT_pixel_buffer_object)
return NULL;
pb = MEM_callocN(sizeof(GPUPixelBuffer), "GPUPBO");
pb->datasize = x*y*4*((halffloat)? 16: 8);
pb->numbuffers = numbuffers;
pb->halffloat = halffloat;
glGenBuffersARB(pb->numbuffers, pb->bindcode);
if (!pb->bindcode[0]) {
fprintf(stderr, "GPUPixelBuffer allocation failed\n");
GPU_pixelbuffer_free(pb);
return NULL;
}
return pb;
}
void GPU_pixelbuffer_texture(GPUTexture *tex, GPUPixelBuffer *pb)
{
void *pixels;
int i;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
for (i = 0; i < pb->numbuffers; i++) {
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->bindcode[pb->current]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->datasize, NULL,
GL_STREAM_DRAW_ARB);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
/*memcpy(pixels, _oImage.data(), pb->datasize);*/
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap opengl PBO\n");
break;
}
}
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
static int pixelbuffer_map_into_gpu(GLuint bindcode)
{
void *pixels;
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
/* do stuff in pixels */
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap opengl PBO\n");
return 0;
}
return 1;
}
static void pixelbuffer_copy_to_texture(GPUTexture *tex, GPUPixelBuffer *pb, GLuint bindcode)
{
GLenum type = (pb->halffloat)? GL_HALF_FLOAT_NV: GL_UNSIGNED_BYTE;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, tex->w, tex->h,
GL_RGBA, type, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
void GPU_pixelbuffer_async_to_gpu(GPUTexture *tex, GPUPixelBuffer *pb)
{
int newbuffer;
if (pb->numbuffers == 1) {
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[0]);
pixelbuffer_map_into_gpu(pb->bindcode[0]);
}
else {
pb->current = (pb->current+1)%pb->numbuffers;
newbuffer = (pb->current+1)%pb->numbuffers;
pixelbuffer_map_into_gpu(pb->bindcode[newbuffer]);
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[pb->current]);
}
}
#endif