1679 lines
44 KiB
C
1679 lines
44 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_draw.c
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* \ingroup gpu
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*
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* Utility functions for dealing with OpenGL texture & material context,
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* mipmap generation and light objects.
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*
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* These are some obscure rendering functions shared between the game engine (not anymore)
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* and the blender, in this module to avoid duplication
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* and abstract them away from the rest a bit.
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*/
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#include <string.h>
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#include "BLI_blenlib.h"
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#include "BLI_hash.h"
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#include "BLI_linklist.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_particle_types.h"
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BKE_colorband.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_glew.h"
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#include "GPU_material.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "PIL_time.h"
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#ifdef WITH_SMOKE
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# include "smoke_API.h"
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#endif
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//* Checking powers of two for images since OpenGL ES requires it */
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#ifdef WITH_DDS
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static bool is_power_of_2_resolution(int w, int h)
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{
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return is_power_of_2_i(w) && is_power_of_2_i(h);
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}
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#endif
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static bool is_over_resolution_limit(GLenum textarget, int w, int h)
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{
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int size = (textarget == GL_TEXTURE_2D) ?
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GPU_max_texture_size() : GPU_max_cube_map_size();
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int reslimit = (U.glreslimit != 0) ?
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min_ii(U.glreslimit, size) : size;
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return (w > reslimit || h > reslimit);
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}
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static int smaller_power_of_2_limit(int num)
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{
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int reslimit = (U.glreslimit != 0) ?
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min_ii(U.glreslimit, GPU_max_texture_size()) :
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GPU_max_texture_size();
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/* take texture clamping into account */
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if (num > reslimit)
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return reslimit;
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return power_of_2_min_i(num);
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}
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/* Current OpenGL state caching for GPU_set_tpage */
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static struct GPUTextureState {
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/* also controls min/mag filtering */
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bool domipmap;
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/* only use when 'domipmap' is set */
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bool linearmipmap;
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/* store this so that new images created while texture painting won't be set to mipmapped */
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bool texpaint;
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float anisotropic;
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int gpu_mipmap;
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} GTS = {1, 0, 0, 1.0f, 0};
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/* Mipmap settings */
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void GPU_set_gpu_mipmapping(Main *bmain, int gpu_mipmap)
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{
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int old_value = GTS.gpu_mipmap;
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/* only actually enable if it's supported */
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GTS.gpu_mipmap = gpu_mipmap;
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if (old_value != GTS.gpu_mipmap) {
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GPU_free_images(bmain);
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}
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}
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void GPU_set_mipmap(Main *bmain, bool mipmap)
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{
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if (GTS.domipmap != mipmap) {
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GPU_free_images(bmain);
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GTS.domipmap = mipmap;
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}
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}
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void GPU_set_linear_mipmap(bool linear)
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{
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if (GTS.linearmipmap != linear) {
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GTS.linearmipmap = linear;
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}
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}
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bool GPU_get_mipmap(void)
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{
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return GTS.domipmap && !GTS.texpaint;
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}
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bool GPU_get_linear_mipmap(void)
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{
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return GTS.linearmipmap;
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}
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static GLenum gpu_get_mipmap_filter(bool mag)
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{
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/* linearmipmap is off by default *when mipmapping is off,
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* use unfiltered display */
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if (mag) {
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if (GTS.domipmap)
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return GL_LINEAR;
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else
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return GL_NEAREST;
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}
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else {
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if (GTS.domipmap) {
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if (GTS.linearmipmap) {
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return GL_LINEAR_MIPMAP_LINEAR;
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}
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else {
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return GL_LINEAR_MIPMAP_NEAREST;
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}
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}
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else {
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return GL_NEAREST;
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}
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}
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}
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/* Anisotropic filtering settings */
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void GPU_set_anisotropic(Main *bmain, float value)
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{
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if (GTS.anisotropic != value) {
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GPU_free_images(bmain);
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/* Clamp value to the maximum value the graphics card supports */
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const float max = GPU_max_texture_anisotropy();
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if (value > max)
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value = max;
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GTS.anisotropic = value;
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}
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}
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float GPU_get_anisotropic(void)
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{
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return GTS.anisotropic;
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}
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/* Set OpenGL state for an MTFace */
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static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget)
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{
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if (textarget == GL_TEXTURE_2D)
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return &ima->gputexture[TEXTARGET_TEXTURE_2D];
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else if (textarget == GL_TEXTURE_CUBE_MAP)
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return &ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
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return NULL;
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}
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typedef struct VerifyThreadData {
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ImBuf *ibuf;
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float *srgb_frect;
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} VerifyThreadData;
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static void gpu_verify_high_bit_srgb_buffer_slice(
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float *srgb_frect,
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ImBuf *ibuf,
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const int start_line,
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const int height)
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{
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size_t offset = ibuf->channels * start_line * ibuf->x;
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float *current_srgb_frect = srgb_frect + offset;
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float *current_rect_float = ibuf->rect_float + offset;
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IMB_buffer_float_from_float(
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current_srgb_frect,
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current_rect_float,
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ibuf->channels,
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IB_PROFILE_SRGB,
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IB_PROFILE_LINEAR_RGB, true,
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ibuf->x, height,
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ibuf->x, ibuf->x);
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IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
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}
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static void verify_thread_do(
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void *data_v,
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int start_scanline,
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int num_scanlines)
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{
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VerifyThreadData *data = (VerifyThreadData *)data_v;
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gpu_verify_high_bit_srgb_buffer_slice(
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data->srgb_frect,
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data->ibuf,
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start_scanline,
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num_scanlines);
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}
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static void gpu_verify_high_bit_srgb_buffer(
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float *srgb_frect,
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ImBuf *ibuf)
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{
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if (ibuf->y < 64) {
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gpu_verify_high_bit_srgb_buffer_slice(
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srgb_frect,
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ibuf,
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0, ibuf->y);
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}
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else {
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VerifyThreadData data;
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data.ibuf = ibuf;
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data.srgb_frect = srgb_frect;
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IMB_processor_apply_threaded_scanlines(ibuf->y, verify_thread_do, &data);
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}
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}
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GPUTexture *GPU_texture_from_blender(
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Image *ima,
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ImageUser *iuser,
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int textarget,
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bool is_data,
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double UNUSED(time))
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{
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if (ima == NULL) {
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return NULL;
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}
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/* Test if we already have a texture. */
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GPUTexture **tex = gpu_get_image_gputexture(ima, textarget);
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if (*tex) {
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return *tex;
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}
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/* Check if we have a valid image. If not, we return a dummy
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* texture with zero bindcode so we don't keep trying. */
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uint bindcode = 0;
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if (ima->ok == 0) {
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*tex = GPU_texture_from_bindcode(textarget, bindcode);
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return *tex;
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}
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/* currently, tpage refresh is used by ima sequences */
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if (ima->tpageflag & IMA_TPAGE_REFRESH) {
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GPU_free_image(ima);
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ima->tpageflag &= ~IMA_TPAGE_REFRESH;
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}
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/* check if we have a valid image buffer */
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ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
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if (ibuf == NULL) {
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*tex = GPU_texture_from_bindcode(textarget, bindcode);
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return *tex;
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}
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/* flag to determine whether deep format is used */
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bool use_high_bit_depth = false, do_color_management = false;
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if (ibuf->rect_float) {
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if (U.use_16bit_textures) {
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/* use high precision textures. This is relatively harmless because OpenGL gives us
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* a high precision format only if it is available */
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use_high_bit_depth = true;
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}
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else if (ibuf->rect == NULL) {
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IMB_rect_from_float(ibuf);
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}
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/* we may skip this in high precision, but if not, we need to have a valid buffer here */
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else if (ibuf->userflags & IB_RECT_INVALID) {
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IMB_rect_from_float(ibuf);
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}
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/* TODO unneeded when float images are correctly treated as linear always */
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if (!is_data) {
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do_color_management = true;
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}
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}
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const int rectw = ibuf->x;
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const int recth = ibuf->y;
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uint *rect = ibuf->rect;
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float *frect = NULL;
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float *srgb_frect = NULL;
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if (use_high_bit_depth) {
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if (do_color_management) {
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frect = srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(*srgb_frect) * 4, "floar_buf_col_cor");
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gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
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}
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else {
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frect = ibuf->rect_float;
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}
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}
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const bool mipmap = GPU_get_mipmap();
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#ifdef WITH_DDS
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if (ibuf->ftype == IMB_FTYPE_DDS) {
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GPU_create_gl_tex_compressed(&bindcode, rect, rectw, recth, textarget, mipmap, ima, ibuf);
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}
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else
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#endif
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{
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GPU_create_gl_tex(&bindcode, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
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}
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/* mark as non-color data texture */
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if (bindcode) {
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if (is_data)
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ima->tpageflag |= IMA_GLBIND_IS_DATA;
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else
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ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
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}
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/* clean up */
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if (srgb_frect)
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MEM_freeN(srgb_frect);
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BKE_image_release_ibuf(ima, ibuf, NULL);
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*tex = GPU_texture_from_bindcode(textarget, bindcode);
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return *tex;
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}
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static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth, bool use_high_bit_depth)
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{
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size_t block_size = use_high_bit_depth ? sizeof(float[4]) : sizeof(uchar[4]);
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void **sides = NULL;
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int h = recth / 2;
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int w = rectw / 3;
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if ((use_high_bit_depth && frect == NULL) || (!use_high_bit_depth && rect == NULL) || w != h)
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return sides;
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/* PosX, NegX, PosY, NegY, PosZ, NegZ */
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sides = MEM_mallocN(sizeof(void *) * 6, "");
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for (int i = 0; i < 6; i++)
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sides[i] = MEM_mallocN(block_size * w * h, "");
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/* divide image into six parts */
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/* ______________________
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* | | | |
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* | NegX | NegY | PosX |
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* |______|______|______|
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* | | | |
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* | NegZ | PosZ | PosY |
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* |______|______|______|
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*/
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if (use_high_bit_depth) {
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float (*frectb)[4] = (float(*)[4])frect;
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float (**fsides)[4] = (float(**)[4])sides;
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
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memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
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memcpy(&fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
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memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
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}
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memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
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memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
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}
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}
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else {
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uint **isides = (uint **)sides;
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
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isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
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isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
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isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
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}
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memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
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memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
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}
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}
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return sides;
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}
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static void gpu_del_cube_map(void **cube_map)
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{
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int i;
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if (cube_map == NULL)
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return;
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for (i = 0; i < 6; i++)
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MEM_freeN(cube_map[i]);
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MEM_freeN(cube_map);
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}
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/* Image *ima can be NULL */
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void GPU_create_gl_tex(
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uint *bind, uint *rect, float *frect, int rectw, int recth,
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int textarget, bool mipmap, bool use_high_bit_depth, Image *ima)
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{
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ImBuf *ibuf = NULL;
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int tpx = rectw;
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int tpy = recth;
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/* create image */
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glGenTextures(1, (GLuint *)bind);
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glBindTexture(textarget, *bind);
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if (textarget == GL_TEXTURE_2D) {
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if (use_high_bit_depth) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
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if (GPU_get_mipmap() && mipmap) {
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if (GTS.gpu_mipmap) {
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else {
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int i;
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if (!ibuf) {
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if (use_high_bit_depth) {
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ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
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}
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else {
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ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
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}
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}
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IMB_makemipmap(ibuf, true);
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for (i = 1; i < ibuf->miptot; i++) {
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ImBuf *mip = ibuf->mipmap[i - 1];
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if (use_high_bit_depth) {
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glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16F, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float);
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|
}
|
|
else {
|
|
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
|
|
}
|
|
}
|
|
}
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
if (ima)
|
|
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
|
|
}
|
|
else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
else if (textarget == GL_TEXTURE_CUBE_MAP) {
|
|
int w = rectw / 3, h = recth / 2;
|
|
|
|
if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
|
|
void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth, use_high_bit_depth);
|
|
GLenum informat = use_high_bit_depth ? GL_RGBA16F : GL_RGBA8;
|
|
GLenum type = use_high_bit_depth ? GL_FLOAT : GL_UNSIGNED_BYTE;
|
|
|
|
if (cube_map)
|
|
for (int i = 0; i < 6; i++)
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, informat, w, h, 0, GL_RGBA, type, cube_map[i]);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
if (GTS.gpu_mipmap) {
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
}
|
|
else {
|
|
if (!ibuf) {
|
|
if (use_high_bit_depth) {
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
|
|
}
|
|
else {
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
|
|
}
|
|
}
|
|
|
|
IMB_makemipmap(ibuf, true);
|
|
|
|
for (int i = 1; i < ibuf->miptot; i++) {
|
|
ImBuf *mip = ibuf->mipmap[i - 1];
|
|
void **mip_cube_map = gpu_gen_cube_map(
|
|
mip->rect, mip->rect_float,
|
|
mip->x, mip->y, use_high_bit_depth);
|
|
int mipw = mip->x / 3, miph = mip->y / 2;
|
|
|
|
if (mip_cube_map) {
|
|
for (int j = 0; j < 6; j++) {
|
|
glTexImage2D(
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
|
|
informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
|
|
}
|
|
}
|
|
gpu_del_cube_map(mip_cube_map);
|
|
}
|
|
}
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
|
|
if (ima)
|
|
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
|
|
}
|
|
else {
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
gpu_del_cube_map(cube_map);
|
|
}
|
|
else {
|
|
printf("Incorrect envmap size\n");
|
|
}
|
|
}
|
|
|
|
if (GLEW_EXT_texture_filter_anisotropic)
|
|
glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
|
|
glBindTexture(textarget, 0);
|
|
|
|
if (ibuf)
|
|
IMB_freeImBuf(ibuf);
|
|
}
|
|
|
|
/**
|
|
* 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) {
|
|
fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
|
|
return false;
|
|
}
|
|
|
|
if (!is_power_of_2_resolution(width, height)) {
|
|
fprintf(stderr, "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));
|
|
|
|
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(
|
|
uint *bind, uint *pix, int x, int y,
|
|
int textarget, 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, textarget, mipmap, 0, ima);
|
|
#else
|
|
glGenTextures(1, (GLuint *)bind);
|
|
glBindTexture(textarget, *bind);
|
|
|
|
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf) == 0) {
|
|
glDeleteTextures(1, (GLuint *)bind);
|
|
GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
|
|
}
|
|
|
|
glBindTexture(textarget, 0);
|
|
#endif
|
|
}
|
|
|
|
/* 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(Main *bmain, bool mipmap)
|
|
{
|
|
if (!GTS.domipmap)
|
|
return;
|
|
|
|
GTS.texpaint = !mipmap;
|
|
|
|
if (mipmap) {
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
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));
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
}
|
|
}
|
|
else
|
|
GPU_free_image(ima);
|
|
}
|
|
else
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
}
|
|
else {
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
}
|
|
}
|
|
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 (is_over_resolution_limit(GL_TEXTURE_2D, 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--;
|
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
|
|
/* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */
|
|
if (frect) {
|
|
ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
|
|
IMB_scaleImBuf(ibuf_scale, rectw, recth);
|
|
|
|
glTexSubImage2D(
|
|
GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
|
|
GL_FLOAT, ibuf_scale->rect_float);
|
|
|
|
IMB_freeImBuf(ibuf_scale);
|
|
}
|
|
/* byte images are not continuous in memory so do manual interpolation */
|
|
else {
|
|
uchar *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
|
|
uint *p = (uint *)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, (uchar *)(p + i + j * (rectw)), NULL, u, v);
|
|
}
|
|
}
|
|
|
|
glTexSubImage2D(
|
|
GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, scalerect);
|
|
|
|
MEM_freeN(scalerect);
|
|
}
|
|
|
|
if (GPU_get_mipmap()) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
|
|
{
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
|
|
if ((!GTS.gpu_mipmap && GPU_get_mipmap()) ||
|
|
(ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) ||
|
|
(ibuf == NULL) ||
|
|
(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;
|
|
|
|
/* 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);
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return;
|
|
}
|
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
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()) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return;
|
|
}
|
|
|
|
if (gpu_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return;
|
|
}
|
|
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
|
|
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
|
|
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
|
|
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
|
|
|
|
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()) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
}
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
}
|
|
|
|
/* *************************** Transfer functions *************************** */
|
|
|
|
enum {
|
|
TFUNC_FLAME_SPECTRUM = 0,
|
|
TFUNC_COLOR_RAMP = 1,
|
|
};
|
|
|
|
#define TFUNC_WIDTH 256
|
|
|
|
#ifdef WITH_SMOKE
|
|
static void create_flame_spectrum_texture(float *data)
|
|
{
|
|
#define FIRE_THRESH 7
|
|
#define MAX_FIRE_ALPHA 0.06f
|
|
#define FULL_ON_FIRE 100
|
|
|
|
float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
|
|
|
|
blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
for (int j = 0; j < 16; j++) {
|
|
for (int k = 0; k < TFUNC_WIDTH; k++) {
|
|
int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
|
|
if (k >= FIRE_THRESH) {
|
|
spec_pixels[index] = (data[k * 4]);
|
|
spec_pixels[index + 1] = (data[k * 4 + 1]);
|
|
spec_pixels[index + 2] = (data[k * 4 + 2]);
|
|
spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
|
|
(k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
|
|
}
|
|
else {
|
|
zero_v4(&spec_pixels[index]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
|
|
|
|
MEM_freeN(spec_pixels);
|
|
|
|
#undef FIRE_THRESH
|
|
#undef MAX_FIRE_ALPHA
|
|
#undef FULL_ON_FIRE
|
|
}
|
|
|
|
static void create_color_ramp(const ColorBand *coba, float *data)
|
|
{
|
|
for (int i = 0; i < TFUNC_WIDTH; i++) {
|
|
BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
|
|
}
|
|
}
|
|
|
|
static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
|
|
{
|
|
float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
|
|
|
|
switch (type) {
|
|
case TFUNC_FLAME_SPECTRUM:
|
|
create_flame_spectrum_texture(data);
|
|
break;
|
|
case TFUNC_COLOR_RAMP:
|
|
create_color_ramp(coba, data);
|
|
break;
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
|
|
|
|
MEM_freeN(data);
|
|
|
|
return tex;
|
|
}
|
|
|
|
static void swizzle_texture_channel_rrrr(GPUTexture *tex)
|
|
{
|
|
GPU_texture_bind(tex, 0);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
|
|
GPU_texture_unbind(tex);
|
|
}
|
|
|
|
static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
|
|
{
|
|
float *field = NULL;
|
|
|
|
switch (sds->coba_field) {
|
|
case FLUID_FIELD_DENSITY: field = smoke_get_density(sds->fluid); break;
|
|
case FLUID_FIELD_HEAT: field = smoke_get_heat(sds->fluid); break;
|
|
case FLUID_FIELD_FUEL: field = smoke_get_fuel(sds->fluid); break;
|
|
case FLUID_FIELD_REACT: field = smoke_get_react(sds->fluid); break;
|
|
case FLUID_FIELD_FLAME: field = smoke_get_flame(sds->fluid); break;
|
|
case FLUID_FIELD_VELOCITY_X: field = smoke_get_velocity_x(sds->fluid); break;
|
|
case FLUID_FIELD_VELOCITY_Y: field = smoke_get_velocity_y(sds->fluid); break;
|
|
case FLUID_FIELD_VELOCITY_Z: field = smoke_get_velocity_z(sds->fluid); break;
|
|
case FLUID_FIELD_COLOR_R: field = smoke_get_color_r(sds->fluid); break;
|
|
case FLUID_FIELD_COLOR_G: field = smoke_get_color_g(sds->fluid); break;
|
|
case FLUID_FIELD_COLOR_B: field = smoke_get_color_b(sds->fluid); break;
|
|
case FLUID_FIELD_FORCE_X: field = smoke_get_force_x(sds->fluid); break;
|
|
case FLUID_FIELD_FORCE_Y: field = smoke_get_force_y(sds->fluid); break;
|
|
case FLUID_FIELD_FORCE_Z: field = smoke_get_force_z(sds->fluid); break;
|
|
default: return NULL;
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
sds->res[0], sds->res[1], sds->res[2], 3,
|
|
field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
return tex;
|
|
}
|
|
|
|
static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
|
|
{
|
|
float *data = NULL, *source;
|
|
int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
|
|
const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) : smoke_has_colors(sds->fluid);
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
|
GPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
|
|
|
|
if (has_color) {
|
|
data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
|
|
}
|
|
|
|
if (highres) {
|
|
if (has_color) {
|
|
smoke_turbulence_get_rgba(sds->wt, data, 0);
|
|
}
|
|
else {
|
|
source = smoke_turbulence_get_density(sds->wt);
|
|
}
|
|
}
|
|
else {
|
|
if (has_color) {
|
|
smoke_get_rgba(sds->fluid, data, 0);
|
|
}
|
|
else {
|
|
source = smoke_get_density(sds->fluid);
|
|
}
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
dim[0], dim[1], dim[2], 3,
|
|
(has_color) ? data : source,
|
|
format, GPU_DATA_FLOAT, 0, true, NULL);
|
|
if (data) {
|
|
MEM_freeN(data);
|
|
}
|
|
|
|
if (format == GPU_R8) {
|
|
/* Swizzle the RGBA components to read the Red channel so
|
|
* that the shader stay the same for colored and non color
|
|
* density textures. */
|
|
swizzle_texture_channel_rrrr(tex);
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
|
|
{
|
|
float *source = NULL;
|
|
const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) : smoke_has_fuel(sds->fluid);
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
|
|
|
if (!has_fuel)
|
|
return NULL;
|
|
|
|
if (highres) {
|
|
source = smoke_turbulence_get_flame(sds->wt);
|
|
}
|
|
else {
|
|
source = smoke_get_flame(sds->fluid);
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
dim[0], dim[1], dim[2], 3,
|
|
source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
|
|
return tex;
|
|
}
|
|
#endif /* WITH_SMOKE */
|
|
|
|
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;
|
|
|
|
if (smd->domain->tex_flame_coba)
|
|
GPU_texture_free(smd->domain->tex_flame_coba);
|
|
smd->domain->tex_flame_coba = NULL;
|
|
|
|
if (smd->domain->tex_coba)
|
|
GPU_texture_free(smd->domain->tex_coba);
|
|
smd->domain->tex_coba = NULL;
|
|
|
|
if (smd->domain->tex_field)
|
|
GPU_texture_free(smd->domain->tex_field);
|
|
smd->domain->tex_field = NULL;
|
|
}
|
|
}
|
|
|
|
void GPU_create_smoke_coba_field(SmokeModifierData *smd)
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
if (!sds->tex_field) {
|
|
sds->tex_field = create_field_texture(sds);
|
|
}
|
|
if (!sds->tex_coba) {
|
|
sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
|
|
}
|
|
}
|
|
#else // WITH_SMOKE
|
|
smd->domain->tex_field = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
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) {
|
|
sds->tex = create_density_texture(sds, highres);
|
|
}
|
|
if (!sds->tex_flame) {
|
|
sds->tex_flame = create_flame_texture(sds, highres);
|
|
}
|
|
if (!sds->tex_flame_coba && sds->tex_flame) {
|
|
sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
|
|
}
|
|
if (!sds->tex_shadow) {
|
|
sds->tex_shadow = GPU_texture_create_nD(
|
|
sds->res[0], sds->res[1], sds->res[2], 3,
|
|
sds->shadow,
|
|
GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
}
|
|
}
|
|
#else // WITH_SMOKE
|
|
(void)highres;
|
|
smd->domain->tex = NULL;
|
|
smd->domain->tex_flame = NULL;
|
|
smd->domain->tex_flame_coba = NULL;
|
|
smd->domain->tex_shadow = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
void GPU_create_smoke_velocity(SmokeModifierData *smd)
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
const float *vel_x = smoke_get_velocity_x(sds->fluid);
|
|
const float *vel_y = smoke_get_velocity_y(sds->fluid);
|
|
const float *vel_z = smoke_get_velocity_z(sds->fluid);
|
|
|
|
if (ELEM(NULL, vel_x, vel_y, vel_z)) {
|
|
return;
|
|
}
|
|
|
|
if (!sds->tex_velocity_x) {
|
|
sds->tex_velocity_x = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
|
|
sds->tex_velocity_y = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
|
|
sds->tex_velocity_z = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
|
|
}
|
|
}
|
|
#else // WITH_SMOKE
|
|
smd->domain->tex_velocity_x = NULL;
|
|
smd->domain->tex_velocity_y = NULL;
|
|
smd->domain->tex_velocity_z = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
/* TODO Unify with the other GPU_free_smoke. */
|
|
void GPU_free_smoke_velocity(SmokeModifierData *smd)
|
|
{
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
|
if (smd->domain->tex_velocity_x)
|
|
GPU_texture_free(smd->domain->tex_velocity_x);
|
|
|
|
if (smd->domain->tex_velocity_y)
|
|
GPU_texture_free(smd->domain->tex_velocity_y);
|
|
|
|
if (smd->domain->tex_velocity_z)
|
|
GPU_texture_free(smd->domain->tex_velocity_z);
|
|
|
|
smd->domain->tex_velocity_x = NULL;
|
|
smd->domain->tex_velocity_y = NULL;
|
|
smd->domain->tex_velocity_z = NULL;
|
|
}
|
|
}
|
|
|
|
static LinkNode *image_free_queue = NULL;
|
|
|
|
static void gpu_queue_image_for_free(Image *ima)
|
|
{
|
|
BLI_thread_lock(LOCK_OPENGL);
|
|
BLI_linklist_prepend(&image_free_queue, ima);
|
|
BLI_thread_unlock(LOCK_OPENGL);
|
|
}
|
|
|
|
void GPU_free_unused_buffers(Main *bmain)
|
|
{
|
|
if (!BLI_thread_is_main())
|
|
return;
|
|
|
|
BLI_thread_lock(LOCK_OPENGL);
|
|
|
|
/* images */
|
|
for (LinkNode *node = image_free_queue; node; node = node->next) {
|
|
Image *ima = node->link;
|
|
|
|
/* check in case it was freed in the meantime */
|
|
if (bmain && BLI_findindex(&bmain->image, ima) != -1)
|
|
GPU_free_image(ima);
|
|
}
|
|
|
|
BLI_linklist_free(image_free_queue, NULL);
|
|
image_free_queue = NULL;
|
|
|
|
BLI_thread_unlock(LOCK_OPENGL);
|
|
}
|
|
|
|
void GPU_free_image(Image *ima)
|
|
{
|
|
if (!BLI_thread_is_main()) {
|
|
gpu_queue_image_for_free(ima);
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < TEXTARGET_COUNT; i++) {
|
|
/* free glsl image binding */
|
|
if (ima->gputexture[i]) {
|
|
GPU_texture_free(ima->gputexture[i]);
|
|
ima->gputexture[i] = NULL;
|
|
}
|
|
}
|
|
|
|
ima->tpageflag &= ~(IMA_MIPMAP_COMPLETE | IMA_GLBIND_IS_DATA);
|
|
}
|
|
|
|
void GPU_free_images(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* same as above but only free animated images */
|
|
void GPU_free_images_anim(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_is_animated(ima)) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GPU_free_images_old(Main *bmain)
|
|
{
|
|
static int lasttime = 0;
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
/*
|
|
* Run garbage collector once for every collecting period of time
|
|
* if textimeout is 0, that's the option to NOT run the collector
|
|
*/
|
|
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime)
|
|
return;
|
|
|
|
/* of course not! */
|
|
if (G.is_rendering)
|
|
return;
|
|
|
|
lasttime = ctime;
|
|
|
|
Image *ima = bmain->image.first;
|
|
while (ima) {
|
|
if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
|
|
/* If it's in GL memory, deallocate and set time tag to current time
|
|
* This gives textures a "second chance" to be used before dying. */
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
GPU_free_image(ima);
|
|
ima->lastused = ctime;
|
|
}
|
|
/* Otherwise, just kill the buffers */
|
|
else {
|
|
BKE_image_free_buffers(ima);
|
|
}
|
|
}
|
|
ima = ima->id.next;
|
|
}
|
|
}
|
|
|
|
static void gpu_disable_multisample(void)
|
|
{
|
|
#ifdef __linux__
|
|
/* changing multisample from the default (enabled) causes problems on some
|
|
* systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */
|
|
bool toggle_ok = true;
|
|
|
|
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
|
int samples = 0;
|
|
glGetIntegerv(GL_SAMPLES, &samples);
|
|
|
|
if (samples == 0)
|
|
toggle_ok = false;
|
|
}
|
|
|
|
if (toggle_ok) {
|
|
glDisable(GL_MULTISAMPLE);
|
|
}
|
|
#else
|
|
glDisable(GL_MULTISAMPLE);
|
|
#endif
|
|
}
|
|
|
|
/* Default OpenGL State
|
|
*
|
|
* This is called on startup, for opengl offscreen render.
|
|
* Generally we should always return to this state when
|
|
* temporarily modifying the state for drawing, though that are (undocumented)
|
|
* exceptions that we should try to get rid of. */
|
|
|
|
void GPU_state_init(void)
|
|
{
|
|
GPU_disable_program_point_size();
|
|
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
glFrontFace(GL_CCW);
|
|
glCullFace(GL_BACK);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
gpu_disable_multisample();
|
|
}
|
|
|
|
void GPU_enable_program_point_size(void)
|
|
{
|
|
glEnable(GL_PROGRAM_POINT_SIZE);
|
|
}
|
|
|
|
void GPU_disable_program_point_size(void)
|
|
{
|
|
glDisable(GL_PROGRAM_POINT_SIZE);
|
|
}
|
|
|
|
/** \name Framebuffer color depth, for selection codes
|
|
* \{ */
|
|
|
|
#ifdef __APPLE__
|
|
|
|
/* apple seems to round colors to below and up on some configs */
|
|
|
|
static uint index_to_framebuffer(int index)
|
|
{
|
|
uint i = index;
|
|
|
|
switch (GPU_color_depth()) {
|
|
case 12:
|
|
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
|
|
/* sometimes dithering subtracts! */
|
|
i |= 0x070707;
|
|
break;
|
|
case 15:
|
|
case 16:
|
|
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
|
|
i |= 0x030303;
|
|
break;
|
|
case 24:
|
|
break;
|
|
default: /* 18 bits... */
|
|
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
|
|
i |= 0x010101;
|
|
break;
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
#else
|
|
|
|
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
|
|
|
|
static uint index_to_framebuffer(int index)
|
|
{
|
|
uint i = index;
|
|
|
|
switch (GPU_color_depth()) {
|
|
case 8:
|
|
i = ((i & 48) << 18) + ((i & 12) << 12) + ((i & 3) << 6);
|
|
i |= 0x3F3F3F;
|
|
break;
|
|
case 12:
|
|
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
|
|
/* sometimes dithering subtracts! */
|
|
i |= 0x0F0F0F;
|
|
break;
|
|
case 15:
|
|
case 16:
|
|
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
|
|
i |= 0x070707;
|
|
break;
|
|
case 24:
|
|
break;
|
|
default: /* 18 bits... */
|
|
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
|
|
i |= 0x030303;
|
|
break;
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
void GPU_select_index_set(int index)
|
|
{
|
|
const int col = index_to_framebuffer(index);
|
|
glColor3ub(( (col) & 0xFF),
|
|
(((col) >> 8) & 0xFF),
|
|
(((col) >> 16) & 0xFF));
|
|
}
|
|
|
|
void GPU_select_index_get(int index, int *r_col)
|
|
{
|
|
const int col = index_to_framebuffer(index);
|
|
char *c_col = (char *)r_col;
|
|
c_col[0] = (col & 0xFF); /* red */
|
|
c_col[1] = ((col >> 8) & 0xFF); /* green */
|
|
c_col[2] = ((col >> 16) & 0xFF); /* blue */
|
|
c_col[3] = 0xFF; /* alpha */
|
|
}
|
|
|
|
|
|
#define INDEX_FROM_BUF_8(col) ((((col) & 0xC00000) >> 18) + (((col) & 0xC000) >> 12) + (((col) & 0xC0) >> 6))
|
|
#define INDEX_FROM_BUF_12(col) ((((col) & 0xF00000) >> 12) + (((col) & 0xF000) >> 8) + (((col) & 0xF0) >> 4))
|
|
#define INDEX_FROM_BUF_15_16(col) ((((col) & 0xF80000) >> 9) + (((col) & 0xF800) >> 6) + (((col) & 0xF8) >> 3))
|
|
#define INDEX_FROM_BUF_18(col) ((((col) & 0xFC0000) >> 6) + (((col) & 0xFC00) >> 4) + (((col) & 0xFC) >> 2))
|
|
#define INDEX_FROM_BUF_24(col) ((col) & 0xFFFFFF)
|
|
|
|
int GPU_select_to_index(uint col)
|
|
{
|
|
if (col == 0) {
|
|
return 0;
|
|
}
|
|
|
|
switch (GPU_color_depth()) {
|
|
case 8: return INDEX_FROM_BUF_8(col);
|
|
case 12: return INDEX_FROM_BUF_12(col);
|
|
case 15:
|
|
case 16: return INDEX_FROM_BUF_15_16(col);
|
|
case 24: return INDEX_FROM_BUF_24(col);
|
|
default: return INDEX_FROM_BUF_18(col);
|
|
}
|
|
}
|
|
|
|
void GPU_select_to_index_array(uint *col, const uint size)
|
|
{
|
|
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
|
|
for (i = size; i--; col++) { \
|
|
if ((c = *col)) { \
|
|
*col = INDEX_FROM_BUF_BITS(c); \
|
|
} \
|
|
} ((void)0)
|
|
|
|
if (size > 0) {
|
|
uint i, c;
|
|
|
|
switch (GPU_color_depth()) {
|
|
case 8:
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_8);
|
|
break;
|
|
case 12:
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_12);
|
|
break;
|
|
case 15:
|
|
case 16:
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_15_16);
|
|
break;
|
|
case 24:
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_24);
|
|
break;
|
|
default:
|
|
INDEX_BUF_ARRAY(INDEX_FROM_BUF_18);
|
|
break;
|
|
}
|
|
}
|
|
|
|
#undef INDEX_BUF_ARRAY
|
|
}
|
|
|
|
#define STATE_STACK_DEPTH 16
|
|
|
|
typedef struct {
|
|
eGPUAttribMask mask;
|
|
|
|
/* GL_ENABLE_BIT */
|
|
uint is_blend : 1;
|
|
uint is_cull_face : 1;
|
|
uint is_depth_test : 1;
|
|
uint is_dither : 1;
|
|
uint is_lighting : 1;
|
|
uint is_line_smooth : 1;
|
|
uint is_color_logic_op : 1;
|
|
uint is_multisample : 1;
|
|
uint is_polygon_offset_line : 1;
|
|
uint is_polygon_offset_fill : 1;
|
|
uint is_polygon_smooth : 1;
|
|
uint is_sample_alpha_to_coverage : 1;
|
|
uint is_scissor_test : 1;
|
|
uint is_stencil_test : 1;
|
|
|
|
bool is_clip_plane[6];
|
|
|
|
/* GL_DEPTH_BUFFER_BIT */
|
|
/* uint is_depth_test : 1; */
|
|
int depth_func;
|
|
double depth_clear_value;
|
|
bool depth_write_mask;
|
|
|
|
/* GL_SCISSOR_BIT */
|
|
int scissor_box[4];
|
|
/* uint is_scissor_test : 1; */
|
|
|
|
/* GL_VIEWPORT_BIT */
|
|
int viewport[4];
|
|
double near_far[2];
|
|
} GPUAttribValues;
|
|
|
|
typedef struct {
|
|
GPUAttribValues attrib_stack[STATE_STACK_DEPTH];
|
|
uint top;
|
|
} GPUAttribStack;
|
|
|
|
static GPUAttribStack state = {
|
|
.top = 0,
|
|
};
|
|
|
|
#define AttribStack state
|
|
#define Attrib state.attrib_stack[state.top]
|
|
|
|
/**
|
|
* Replacement for glPush/PopAttributes
|
|
*
|
|
* We don't need to cover all the options of legacy OpenGL
|
|
* but simply the ones used by Blender.
|
|
*/
|
|
void gpuPushAttrib(eGPUAttribMask mask)
|
|
{
|
|
Attrib.mask = mask;
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
glGetIntegerv(GL_DEPTH_FUNC, &Attrib.depth_func);
|
|
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attrib.depth_clear_value);
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attrib.depth_write_mask);
|
|
}
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
Attrib.is_blend = glIsEnabled(GL_BLEND);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
Attrib.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
|
|
}
|
|
|
|
Attrib.is_cull_face = glIsEnabled(GL_CULL_FACE);
|
|
Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
Attrib.is_dither = glIsEnabled(GL_DITHER);
|
|
Attrib.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
|
|
Attrib.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
|
|
Attrib.is_multisample = glIsEnabled(GL_MULTISAMPLE);
|
|
Attrib.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
|
|
Attrib.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
|
|
Attrib.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
|
|
Attrib.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
Attrib.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
|
}
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attrib.scissor_box);
|
|
}
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attrib.near_far);
|
|
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attrib.viewport);
|
|
}
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
Attrib.is_blend = glIsEnabled(GL_BLEND);
|
|
}
|
|
|
|
BLI_assert(AttribStack.top < STATE_STACK_DEPTH);
|
|
AttribStack.top++;
|
|
}
|
|
|
|
static void restore_mask(GLenum cap, const bool value)
|
|
{
|
|
if (value) {
|
|
glEnable(cap);
|
|
}
|
|
else {
|
|
glDisable(cap);
|
|
}
|
|
}
|
|
|
|
void gpuPopAttrib(void)
|
|
{
|
|
BLI_assert(AttribStack.top > 0);
|
|
AttribStack.top--;
|
|
|
|
GLint mask = Attrib.mask;
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test);
|
|
glDepthFunc(Attrib.depth_func);
|
|
glClearDepth(Attrib.depth_clear_value);
|
|
glDepthMask(Attrib.depth_write_mask);
|
|
}
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
restore_mask(GL_BLEND, Attrib.is_blend);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
restore_mask(GL_CLIP_PLANE0 + i, Attrib.is_clip_plane[i]);
|
|
}
|
|
|
|
restore_mask(GL_CULL_FACE, Attrib.is_cull_face);
|
|
restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test);
|
|
restore_mask(GL_DITHER, Attrib.is_dither);
|
|
restore_mask(GL_LINE_SMOOTH, Attrib.is_line_smooth);
|
|
restore_mask(GL_COLOR_LOGIC_OP, Attrib.is_color_logic_op);
|
|
restore_mask(GL_MULTISAMPLE, Attrib.is_multisample);
|
|
restore_mask(GL_POLYGON_OFFSET_LINE, Attrib.is_polygon_offset_line);
|
|
restore_mask(GL_POLYGON_OFFSET_FILL, Attrib.is_polygon_offset_fill);
|
|
restore_mask(GL_POLYGON_SMOOTH, Attrib.is_polygon_smooth);
|
|
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attrib.is_sample_alpha_to_coverage);
|
|
restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test);
|
|
restore_mask(GL_STENCIL_TEST, Attrib.is_stencil_test);
|
|
}
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
glViewport(Attrib.viewport[0], Attrib.viewport[1], Attrib.viewport[2], Attrib.viewport[3]);
|
|
glDepthRange(Attrib.near_far[0], Attrib.near_far[1]);
|
|
}
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test);
|
|
glScissor(Attrib.scissor_box[0], Attrib.scissor_box[1], Attrib.scissor_box[2], Attrib.scissor_box[3]);
|
|
}
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
restore_mask(GL_BLEND, Attrib.is_blend);
|
|
}
|
|
}
|
|
|
|
#undef Attrib
|
|
#undef AttribStack
|
|
|
|
/** \} */
|