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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
-rw-r--r--blenderplayer/CMakeLists.txt1
-rw-r--r--config/darwin-config.py1
-rw-r--r--extern/glew/SConscript2
-rw-r--r--extern/glew/include/GL/glew.h7
-rw-r--r--extern/glew/src/glew.c2
-rw-r--r--intern/guardedalloc/MEM_guardedalloc.h10
-rw-r--r--intern/guardedalloc/intern/mallocn.c21
-rw-r--r--intern/memutil/MEM_Allocator.h1
-rw-r--r--intern/memutil/MEM_CacheLimiter.h12
-rw-r--r--intern/memutil/intern/MEM_CacheLimiterC-Api.cpp8
-rw-r--r--intern/moto/include/GEN_Map.h13
-rw-r--r--intern/moto/include/MT_Matrix4x4.h1
-rw-r--r--intern/moto/include/MT_Matrix4x4.inl14
-rw-r--r--release/scripts/sysinfo.py2
-rw-r--r--source/Makefile3
-rw-r--r--source/blender/CMakeLists.txt2
-rw-r--r--source/blender/Makefile2
-rw-r--r--source/blender/SConscript1
-rw-r--r--source/blender/blenkernel/BKE_DerivedMesh.h49
-rw-r--r--source/blender/blenkernel/BKE_bad_level_calls.h4
-rw-r--r--source/blender/blenkernel/BKE_colortools.h1
-rw-r--r--source/blender/blenkernel/BKE_global.h9
-rw-r--r--source/blender/blenkernel/BKE_mesh.h1
-rw-r--r--source/blender/blenkernel/BKE_node.h8
-rw-r--r--source/blender/blenkernel/BKE_texture.h1
-rw-r--r--source/blender/blenkernel/BKE_utildefines.h2
-rw-r--r--source/blender/blenkernel/CMakeLists.txt2
-rw-r--r--source/blender/blenkernel/SConscript1
-rw-r--r--source/blender/blenkernel/bad_level_call_stubs/stubs.c4
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c407
-rw-r--r--source/blender/blenkernel/intern/Makefile4
-rw-r--r--source/blender/blenkernel/intern/action.c2
-rw-r--r--source/blender/blenkernel/intern/anim.c15
-rw-r--r--source/blender/blenkernel/intern/blender.c36
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c138
-rw-r--r--source/blender/blenkernel/intern/colortools.c21
-rw-r--r--source/blender/blenkernel/intern/image.c11
-rw-r--r--source/blender/blenkernel/intern/ipo.c25
-rw-r--r--source/blender/blenkernel/intern/material.c7
-rw-r--r--source/blender/blenkernel/intern/mesh.c39
-rw-r--r--source/blender/blenkernel/intern/node.c114
-rw-r--r--source/blender/blenkernel/intern/object.c6
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c172
-rw-r--r--source/blender/blenkernel/intern/texture.c12
-rw-r--r--source/blender/blenlib/BLI_arithb.h1
-rw-r--r--source/blender/blenlib/BLI_blenlib.h1
-rw-r--r--source/blender/blenlib/intern/arithb.c8
-rw-r--r--source/blender/blenloader/intern/readfile.c11
-rw-r--r--source/blender/gpu/CMakeLists.txt34
-rw-r--r--source/blender/gpu/GPU_draw.h116
-rw-r--r--source/blender/gpu/GPU_extensions.h144
-rw-r--r--source/blender/gpu/GPU_material.h169
-rw-r--r--source/blender/gpu/Makefile37
-rw-r--r--source/blender/gpu/SConscript11
-rw-r--r--source/blender/gpu/intern/Makefile53
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c1439
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h87
-rw-r--r--source/blender/gpu/intern/gpu_draw.c1167
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c987
-rw-r--r--source/blender/gpu/intern/gpu_material.c1460
-rw-r--r--source/blender/gpu/intern/gpu_shader_material.glsl1543
-rw-r--r--source/blender/gpu/intern/gpu_shader_material.glsl.c1026
-rw-r--r--source/blender/gpu/intern/gpu_shader_vertex.glsl12
-rw-r--r--source/blender/gpu/intern/gpu_shader_vertex.glsl.c13
-rw-r--r--source/blender/include/BDR_drawmesh.h43
-rw-r--r--source/blender/include/BDR_drawobject.h3
-rw-r--r--source/blender/include/BDR_imagepaint.h4
-rw-r--r--source/blender/include/BIF_gl.h15
-rw-r--r--source/blender/include/BIF_meshtools.h2
-rw-r--r--source/blender/include/BSE_drawview.h6
-rw-r--r--source/blender/makesdna/DNA_brush_types.h4
-rw-r--r--source/blender/makesdna/DNA_group_types.h2
-rw-r--r--source/blender/makesdna/DNA_image_types.h4
-rw-r--r--source/blender/makesdna/DNA_ipo_types.h28
-rw-r--r--source/blender/makesdna/DNA_lamp_types.h16
-rw-r--r--source/blender/makesdna/DNA_material_types.h11
-rw-r--r--source/blender/makesdna/DNA_object_types.h2
-rw-r--r--source/blender/makesdna/DNA_scene_types.h2
-rw-r--r--source/blender/makesdna/DNA_userdef_types.h1
-rw-r--r--source/blender/makesdna/DNA_world_types.h4
-rw-r--r--source/blender/nodes/CMakeLists.txt2
-rw-r--r--source/blender/nodes/SConscript1
-rw-r--r--source/blender/nodes/intern/CMP_nodes/Makefile1
-rw-r--r--source/blender/nodes/intern/Makefile2
-rw-r--r--source/blender/nodes/intern/SHD_nodes/Makefile2
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_camera.c10
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_curves.c24
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_geom.c16
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_hueSatVal.c9
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_invert.c8
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_mapping.c17
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_material.c79
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_math.c43
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_mixRgb.c14
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_normal.c11
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_output.c16
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_rgb.c11
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_sepcombRGB.c16
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_squeeze.c8
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_texture.c17
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_valToRgb.c20
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_value.c9
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c31
-rw-r--r--source/blender/nodes/intern/SHD_util.h2
-rw-r--r--source/blender/python/CMakeLists.txt6
-rw-r--r--source/blender/python/SConscript4
-rw-r--r--source/blender/python/api2_2x/Blender.c22
-rw-r--r--source/blender/python/api2_2x/Group.c31
-rw-r--r--source/blender/python/api2_2x/Image.c4
-rw-r--r--source/blender/python/api2_2x/Lamp.c18
-rw-r--r--source/blender/python/api2_2x/MTex.c10
-rw-r--r--source/blender/python/api2_2x/Makefile6
-rw-r--r--source/blender/python/api2_2x/Material.c3
-rw-r--r--source/blender/python/api2_2x/doc/Group.py2
-rw-r--r--source/blender/radiosity/CMakeLists.txt2
-rw-r--r--source/blender/radiosity/SConscript2
-rw-r--r--source/blender/radiosity/intern/source/Makefile1
-rw-r--r--source/blender/render/intern/include/render_types.h3
-rw-r--r--source/blender/render/intern/source/pipeline.c2
-rw-r--r--source/blender/render/intern/source/rayshade.c5
-rw-r--r--source/blender/render/intern/source/shadbuf.c4
-rw-r--r--source/blender/render/intern/source/shadeoutput.c16
-rw-r--r--source/blender/render/intern/source/zbuf.c2
-rw-r--r--source/blender/src/CMakeLists.txt2
-rw-r--r--source/blender/src/Makefile1
-rw-r--r--source/blender/src/SConscript3
-rw-r--r--source/blender/src/buttons_object.c31
-rw-r--r--source/blender/src/buttons_shading.c136
-rw-r--r--source/blender/src/drawarmature.c3
-rw-r--r--source/blender/src/drawmesh.c773
-rw-r--r--source/blender/src/drawobject.c325
-rw-r--r--source/blender/src/drawview.c279
-rw-r--r--source/blender/src/editdeform.c2
-rw-r--r--source/blender/src/editface.c7
-rw-r--r--source/blender/src/editipo_lib.c10
-rw-r--r--source/blender/src/editlattice.c2
-rw-r--r--source/blender/src/editmode_undo.c40
-rw-r--r--source/blender/src/editview.c2
-rw-r--r--source/blender/src/header_image.c6
-rw-r--r--source/blender/src/header_info.c117
-rw-r--r--source/blender/src/header_view3d.c2
-rw-r--r--source/blender/src/headerbuttons.c7
-rw-r--r--source/blender/src/imagepaint.c303
-rw-r--r--source/blender/src/meshtools.c5
-rw-r--r--source/blender/src/playanim.c20
-rw-r--r--source/blender/src/previewrender.c32
-rw-r--r--source/blender/src/renderwin.c17
-rw-r--r--source/blender/src/sculptmode.c7
-rw-r--r--source/blender/src/sequence.c12
-rw-r--r--source/blender/src/space.c51
-rw-r--r--source/blender/src/toets.c4
-rw-r--r--source/blender/src/usiblender.c21
-rw-r--r--source/blender/src/verse_image.c2
-rw-r--r--source/creator/CMakeLists.txt3
-rw-r--r--source/creator/Makefile2
-rw-r--r--source/creator/SConscript2
-rw-r--r--source/creator/creator.c8
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp20
-rw-r--r--source/gameengine/BlenderRoutines/CMakeLists.txt1
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.cpp75
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.h3
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp251
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h67
-rw-r--r--source/gameengine/BlenderRoutines/Makefile5
-rw-r--r--source/gameengine/BlenderRoutines/SConscript5
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp74
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h8
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp140
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp8
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp89
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h3
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp1
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp3
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.h11
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp47
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h16
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.cpp74
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.h45
-rw-r--r--source/gameengine/Converter/CMakeLists.txt1
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp25
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h2
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
-rw-r--r--source/gameengine/Converter/Makefile1
-rw-r--r--source/gameengine/Converter/SConscript2
-rw-r--r--source/gameengine/GamePlayer/common/CMakeLists.txt2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp537
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h163
-rw-r--r--source/gameengine/GamePlayer/common/Makefile5
-rw-r--r--source/gameengine/GamePlayer/common/SConscript2
-rw-r--r--source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h4
-rw-r--r--source/gameengine/GamePlayer/ghost/CMakeLists.txt1
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp34
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.h6
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp16
-rw-r--r--source/gameengine/GamePlayer/ghost/Makefile5
-rw-r--r--source/gameengine/GamePlayer/ghost/SConscript4
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp124
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.h10
-rw-r--r--source/gameengine/Ketsji/BL_Material.h6
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp12
-rw-r--r--source/gameengine/Ketsji/BL_Shader.h2
-rw-r--r--source/gameengine/Ketsji/CMakeLists.txt1
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp126
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.h3
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp136
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp98
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h77
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h4
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp32
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h7
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp57
-rw-r--r--source/gameengine/Ketsji/KX_Light.h11
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.cpp13
-rw-r--r--source/gameengine/Ketsji/KX_PolyProxy.cpp18
-rw-r--r--source/gameengine/Ketsji/KX_PolygonMaterial.cpp50
-rw-r--r--source/gameengine/Ketsji/KX_PolygonMaterial.h2
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp89
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.h2
-rw-r--r--source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp31
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h10
-rw-r--r--source/gameengine/Ketsji/KX_VertexProxy.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_VisibilityActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/Makefile6
-rw-r--r--source/gameengine/Ketsji/SConscript5
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp34
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h3
-rw-r--r--source/gameengine/PyDoc/GameLogic.py9
-rw-r--r--source/gameengine/PyDoc/Rasterizer.py17
-rw-r--r--source/gameengine/Rasterizer/Makefile4
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp257
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.h21
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp25
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h9
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h44
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.cpp24
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.h39
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp554
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.h213
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp723
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h240
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt1
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile5
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp84
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h24
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp748
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h46
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp216
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h18
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript5
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.cpp83
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.h56
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.cpp30
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.h28
-rw-r--r--source/gameengine/Rasterizer/SConscript5
-rw-r--r--source/kernel/gen_system/GEN_Map.h13
-rw-r--r--source/nan_definitions.mk3
-rwxr-xr-xtools/btools.py2
258 files changed, 13621 insertions, 5079 deletions
diff --git a/blenderplayer/CMakeLists.txt b/blenderplayer/CMakeLists.txt
index d90639562d2..e32390466c7 100644
--- a/blenderplayer/CMakeLists.txt
+++ b/blenderplayer/CMakeLists.txt
@@ -90,6 +90,7 @@ IF(UNIX)
bf_soundsystem
bf_kernel
bf_nodes
+ bf_gpu
bf_imbuf
bf_avi
kx_network
diff --git a/config/darwin-config.py b/config/darwin-config.py
index 8fd6c3251ba..48455d2ce8c 100644
--- a/config/darwin-config.py
+++ b/config/darwin-config.py
@@ -143,7 +143,6 @@ BF_FTGL_LIB = 'extern_ftgl'
WITH_BF_GAMEENGINE='true'
WITH_BF_PLAYER='true'
-WITH_BF_GLEXT= '1'
WITH_BF_ODE = 'false'
BF_ODE = LIBDIR + '/ode'
diff --git a/extern/glew/SConscript b/extern/glew/SConscript
index 32b3b478113..3badbeb040e 100644
--- a/extern/glew/SConscript
+++ b/extern/glew/SConscript
@@ -9,4 +9,4 @@ sources = ['src/glew.c']
defs = ''
incs = 'include'
-env.BlenderLib ( 'extern_glew', sources, Split(incs), Split(defs), libtype=['intern', 'player'], priority=[25, 50])
+env.BlenderLib ( 'extern_glew', sources, Split(incs), Split(defs), libtype=['blender', 'player'], priority=[50, 50])
diff --git a/extern/glew/include/GL/glew.h b/extern/glew/include/GL/glew.h
index fd3fe10b938..6b88e6eb4c9 100644
--- a/extern/glew/include/GL/glew.h
+++ b/extern/glew/include/GL/glew.h
@@ -58,8 +58,11 @@
** version 1.2.1 Specification.
*/
-/* added this here for blender, should be moved elsewhere */
+#define BLENDER_CHANGES
+
+#ifdef BLENDER_CHANGES
#define GLEW_STATIC
+#endif
#ifndef __glew_h__
#define __glew_h__
@@ -1805,6 +1808,7 @@ typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuin
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer);
+#ifndef BLENDER_CHANGES
#define glAttachShader GLEW_GET_FUN(__glewAttachShader)
#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation)
#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate)
@@ -1898,6 +1902,7 @@ typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint si
#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv)
#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv)
#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer)
+#endif
#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0)
diff --git a/extern/glew/src/glew.c b/extern/glew/src/glew.c
index 593f0e58f7c..f20463630dc 100644
--- a/extern/glew/src/glew.c
+++ b/extern/glew/src/glew.c
@@ -1836,6 +1836,7 @@ static GLboolean _glewInit_GL_VERSION_2_0 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
+#ifndef BLENDER_CHANGES
r = ((glAttachShader = (PFNGLATTACHSHADERPROC)glewGetProcAddress((const GLubyte*)"glAttachShader")) == NULL) || r;
r = ((glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glBindAttribLocation")) == NULL) || r;
r = ((glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparate")) == NULL) || r;
@@ -1929,6 +1930,7 @@ static GLboolean _glewInit_GL_VERSION_2_0 (GLEW_CONTEXT_ARG_DEF_INIT)
r = ((glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4uiv")) == NULL) || r;
r = ((glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4usv")) == NULL) || r;
r = ((glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointer")) == NULL) || r;
+#endif
return r;
}
diff --git a/intern/guardedalloc/MEM_guardedalloc.h b/intern/guardedalloc/MEM_guardedalloc.h
index d004e7952cc..1d4c753802b 100644
--- a/intern/guardedalloc/MEM_guardedalloc.h
+++ b/intern/guardedalloc/MEM_guardedalloc.h
@@ -58,8 +58,8 @@
#ifndef MEM_MALLOCN_H
#define MEM_MALLOCN_H
-/* Needed for FILE* */
-#include "stdio.h"
+#include "stdio.h" /* needed for FILE* */
+#include "BLO_sys_types.h" /* needed for uintptr_t */
#ifdef __cplusplus
extern "C" {
@@ -123,6 +123,12 @@ extern "C" {
/** Attempt to enforce OSX (or other OS's) to have malloc and stack nonzero */
void MEM_set_memory_debug(void);
+ /* Memory usage stats
+ * - MEM_get_memory_in_use is all memory
+ * - MEM_get_mapped_memory_in_use is a subset of all memory */
+ uintptr_t MEM_get_memory_in_use(void);
+ uintptr_t MEM_get_mapped_memory_in_use(void);
+ int MEM_get_memory_blocks_in_use(void);
#ifdef __cplusplus
}
diff --git a/intern/guardedalloc/intern/mallocn.c b/intern/guardedalloc/intern/mallocn.c
index a36549d0cc7..7bdca7339fc 100644
--- a/intern/guardedalloc/intern/mallocn.c
+++ b/intern/guardedalloc/intern/mallocn.c
@@ -49,8 +49,6 @@
#include "MEM_guardedalloc.h"
-#include "BLO_sys_types.h" // needed for intptr_t
-
/* --------------------------------------------------------------------- */
/* Data definition */
/* --------------------------------------------------------------------- */
@@ -113,8 +111,8 @@ static const char *check_memlist(MemHead *memh);
/* --------------------------------------------------------------------- */
-volatile int totblock= 0;
-volatile uintptr_t mem_in_use= 0, mmap_in_use= 0;
+static volatile int totblock= 0;
+static volatile uintptr_t mem_in_use= 0, mmap_in_use= 0;
static volatile struct localListBase _membase;
static volatile struct localListBase *membase = &_membase;
@@ -698,4 +696,19 @@ static const char *check_memlist(MemHead *memh)
return(name);
}
+uintptr_t MEM_get_memory_in_use(void)
+{
+ return mem_in_use;
+}
+
+uintptr_t MEM_get_mapped_memory_in_use(void)
+{
+ return mmap_in_use;
+}
+
+int MEM_get_memory_blocks_in_use(void)
+{
+ return totblock;
+}
+
/* eof */
diff --git a/intern/memutil/MEM_Allocator.h b/intern/memutil/MEM_Allocator.h
index d5ae94cc6b8..b2c3c5e82e2 100644
--- a/intern/memutil/MEM_Allocator.h
+++ b/intern/memutil/MEM_Allocator.h
@@ -25,6 +25,7 @@
#define __MEM_Allocator_h_included__ 1
#include "guardedalloc/MEM_guardedalloc.h"
+#include "guardedalloc/BLO_sys_types.h"
#ifdef _MSC_VER
#if _MSC_VER < 1300 // 1200 == VC++ 6.0 according to boost
diff --git a/intern/memutil/MEM_CacheLimiter.h b/intern/memutil/MEM_CacheLimiter.h
index cada06ae523..43149efc977 100644
--- a/intern/memutil/MEM_CacheLimiter.h
+++ b/intern/memutil/MEM_CacheLimiter.h
@@ -61,11 +61,8 @@ class MEM_CacheLimiter;
#ifndef __MEM_cache_limiter_c_api_h_included__
extern "C" {
- extern void MEM_CacheLimiter_set_maximum(int m);
- extern int MEM_CacheLimiter_get_maximum();
- // this is rather _ugly_!
- extern int mem_in_use;
- extern int mmap_in_use;
+ extern void MEM_CacheLimiter_set_maximum(intptr_t m);
+ extern intptr_t MEM_CacheLimiter_get_maximum();
};
#endif
@@ -141,7 +138,10 @@ public:
delete handle;
}
void enforce_limits() {
- int max = MEM_CacheLimiter_get_maximum();
+ intptr_t max = MEM_CacheLimiter_get_maximum();
+ intptr_t mem_in_use= MEM_get_memory_in_use();
+ intptr_t mmap_in_use= MEM_get_mapped_memory_in_use();
+
if (max == 0) {
return;
}
diff --git a/intern/memutil/intern/MEM_CacheLimiterC-Api.cpp b/intern/memutil/intern/MEM_CacheLimiterC-Api.cpp
index 4cf0ef305d4..d998c9a3e80 100644
--- a/intern/memutil/intern/MEM_CacheLimiterC-Api.cpp
+++ b/intern/memutil/intern/MEM_CacheLimiterC-Api.cpp
@@ -27,18 +27,18 @@
#include "MEM_CacheLimiter.h"
#include "MEM_CacheLimiterC-Api.h"
-static int & get_max()
+static intptr_t & get_max()
{
- static int m = 32*1024*1024;
+ static intptr_t m = 32*1024*1024;
return m;
}
-void MEM_CacheLimiter_set_maximum(int m)
+void MEM_CacheLimiter_set_maximum(intptr_t m)
{
get_max() = m;
}
-int MEM_CacheLimiter_get_maximum()
+intptr_t MEM_CacheLimiter_get_maximum()
{
return get_max();
}
diff --git a/intern/moto/include/GEN_Map.h b/intern/moto/include/GEN_Map.h
index 9f56924419e..d85e9af175b 100644
--- a/intern/moto/include/GEN_Map.h
+++ b/intern/moto/include/GEN_Map.h
@@ -50,6 +50,19 @@ public:
m_buckets[i] = 0;
}
}
+
+ GEN_Map(const GEN_Map& map)
+ {
+ m_num_buckets = map.m_num_buckets;
+ m_buckets = new Entry *[m_num_buckets];
+
+ for (int i = 0; i < m_num_buckets; ++i) {
+ m_buckets[i] = 0;
+
+ for(Entry *entry = map.m_buckets[i]; entry; entry=entry->m_next)
+ insert(entry->m_key, entry->m_value);
+ }
+ }
int size() {
int count=0;
diff --git a/intern/moto/include/MT_Matrix4x4.h b/intern/moto/include/MT_Matrix4x4.h
index 823541347b7..b4ee84a718b 100644
--- a/intern/moto/include/MT_Matrix4x4.h
+++ b/intern/moto/include/MT_Matrix4x4.h
@@ -212,6 +212,7 @@ public:
MT_Matrix4x4 transposed() const;
void transpose();
+ MT_Matrix4x4 inverse() const;
void invert();
protected:
diff --git a/intern/moto/include/MT_Matrix4x4.inl b/intern/moto/include/MT_Matrix4x4.inl
index a2aa893a6b3..074bd6e4b05 100644
--- a/intern/moto/include/MT_Matrix4x4.inl
+++ b/intern/moto/include/MT_Matrix4x4.inl
@@ -52,14 +52,14 @@ GEN_INLINE void MT_Matrix4x4::invert() {
}
}
-/* We do things slightly different here, because the invert() modifies
- * the buffer itself. This makes it impossible to make this op right
- * away. Like other, still missing facilities, I will repair this
- * later. */
-/* GEN_INLINE T_Matrix4x4 MT_Matrix4x4::inverse() const */
-/* { */
-/* } */
+GEN_INLINE MT_Matrix4x4 MT_Matrix4x4::inverse() const
+{
+ MT_Matrix4x4 invmat = *this;
+
+ invmat.invert();
+ return invmat;
+}
GEN_INLINE MT_Matrix4x4& MT_Matrix4x4::operator*=(const MT_Matrix4x4& m)
{
diff --git a/release/scripts/sysinfo.py b/release/scripts/sysinfo.py
index 9f24885829c..3a671e7221e 100644
--- a/release/scripts/sysinfo.py
+++ b/release/scripts/sysinfo.py
@@ -94,6 +94,8 @@ output = Blender.Text.New(output_filename)
output.write(header + "\n\n")
+output.write("%s\n\n" % Blender.Get('buildinfo'))
+
output.write("Platform: %s\n========\n\n" % sys.platform)
output.write("Python:\n======\n\n")
diff --git a/source/Makefile b/source/Makefile
index 91dd17d73dd..aebeb8f30c2 100644
--- a/source/Makefile
+++ b/source/Makefile
@@ -104,6 +104,8 @@ COMLIB += $(NAN_OPENNL)/lib/$(DEBUG_DIR)libopennl.a
COMLIB += $(NAN_SUPERLU)/lib/$(DEBUG_DIR)libsuperlu.a
COMLIB += $(OCGDIR)/blender/avi/$(DEBUG_DIR)libavi.a
COMLIB += $(NAN_JPEG)/lib/libjpeg.a
+COMLIB += $(OCGDIR)/blender/gpu/$(DEBUG_DIR)libgpu.a
+COMLIB += $(NAN_GLEW)/lib/libglew.a
ifneq ($(NAN_NO_KETSJI),true)
COMLIB += $(OCGDIR)/gameengine/bloutines/$(DEBUG_DIR)libbloutines.a
@@ -157,7 +159,6 @@ COMLIB += $(NAN_BMFONT)/lib/$(DEBUG_DIR)libbmfont.a
COMLIB += $(NAN_PNG)/lib/libpng.a
COMLIB += $(OCGDIR)/blender/yafray/$(DEBUG_DIR)libyafrayexport.a
COMLIB += $(OCGDIR)/blender/blenlib/$(DEBUG_DIR)libblenlib.a
-COMLIB += $(NAN_GLEW)/lib/libglew.a
ifeq ($(WITH_QUICKTIME), true)
COMLIB += $(OCGDIR)/blender/blenderqt/$(DEBUG_DIR)libblenderqt.a
diff --git a/source/blender/CMakeLists.txt b/source/blender/CMakeLists.txt
index 966bf5f7be4..a21eadf15fa 100644
--- a/source/blender/CMakeLists.txt
+++ b/source/blender/CMakeLists.txt
@@ -24,7 +24,7 @@
#
# ***** END GPL LICENSE BLOCK *****
-SUBDIRS(avi nodes blenkernel blenlib blenloader blenpluginapi imbuf imbuf/intern/cineon makesdna python radiosity readblenfile render src yafray)
+SUBDIRS(avi nodes blenkernel blenlib blenloader blenpluginapi imbuf imbuf/intern/cineon gpu makesdna python radiosity readblenfile render src yafray)
IF(WITH_INTERNATIONAL)
SUBDIRS(ftfont)
diff --git a/source/blender/Makefile b/source/blender/Makefile
index 937512f34bd..52abd2cdddb 100644
--- a/source/blender/Makefile
+++ b/source/blender/Makefile
@@ -33,7 +33,7 @@ include nan_definitions.mk
DIRS = blenloader readblenfile
DIRS += avi imbuf render radiosity blenlib blenkernel blenpluginapi
DIRS += makesdna src yafray
-DIRS += python nodes
+DIRS += python nodes gpu
ifeq ($(WITH_FREETYPE2), true)
DIRS += ftfont
diff --git a/source/blender/SConscript b/source/blender/SConscript
index 56a661238f8..25745c0e51a 100644
--- a/source/blender/SConscript
+++ b/source/blender/SConscript
@@ -7,6 +7,7 @@ SConscript(['avi/SConscript',
'blenlib/SConscript',
'blenloader/SConscript',
'blenpluginapi/SConscript',
+ 'gpu/SConscript',
'imbuf/SConscript',
'imbuf/intern/cineon/SConscript',
'makesdna/SConscript',
diff --git a/source/blender/blenkernel/BKE_DerivedMesh.h b/source/blender/blenkernel/BKE_DerivedMesh.h
index 7dc10c53e22..171a73f72c4 100644
--- a/source/blender/blenkernel/BKE_DerivedMesh.h
+++ b/source/blender/blenkernel/BKE_DerivedMesh.h
@@ -55,6 +55,7 @@ struct EditMesh;
struct ModifierData;
struct MCol;
struct ColorBand;
+struct GPUVertexAttribs;
/* number of sub-elements each mesh element has (for interpolation) */
#define SUB_ELEMS_VERT 0
@@ -198,7 +199,8 @@ struct DerivedMesh {
*
* Also called for *final* editmode DerivedMeshes
*/
- void (*drawFacesSolid)(DerivedMesh *dm, int (*setMaterial)(int));
+ void (*drawFacesSolid)(DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs));
/* Draw all faces
* o If useTwoSided, draw front and back using col arrays
@@ -215,6 +217,13 @@ struct DerivedMesh {
int (*setDrawOptions)(struct MTFace *tface,
struct MCol *mcol, int matnr));
+ /* Draw all faces with GLSL materials
+ * o setMaterial is called for every different material nr
+ * o Only if setMaterial returns true
+ */
+ void (*drawFacesGLSL)(DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs));
+
/* Draw mapped faces (no color, or texture)
* o Only if !setDrawOptions or
* setDrawOptions(userData, mapped-face-index, drawSmooth_r)
@@ -241,6 +250,15 @@ struct DerivedMesh {
int index),
void *userData);
+ /* Draw mapped faces with GLSL materials
+ * o setMaterial is called for every different material nr
+ * o setDrawOptions is called for every face
+ * o Only if setMaterial and setDrawOptions return true
+ */
+ void (*drawMappedFacesGLSL)(DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs),
+ int (*setDrawOptions)(void *userData, int index), void *userData);
+
/* Draw mapped edges as lines
* o Only if !setDrawOptions or setDrawOptions(userData, mapped-edge)
* returns true
@@ -437,6 +455,35 @@ void weight_to_rgb(float input, float *fr, float *fg, float *fb);
/* determines required DerivedMesh data according to view and edit modes */
CustomDataMask get_viewedit_datamask();
+/* convert layers requested by a GLSL material to actually available layers in
+ * the DerivedMesh, with both a pointer for arrays and an offset for editmesh */
+typedef struct DMVertexAttribs {
+ struct {
+ struct MTFace *array;
+ int emOffset, glIndex;
+ } tface[MAX_MTFACE];
+
+ struct {
+ struct MCol *array;
+ int emOffset, glIndex;
+ } mcol[MAX_MCOL];
+
+ struct {
+ float (*array)[3];
+ int emOffset, glIndex;
+ } tang;
+
+ struct {
+ float (*array)[3];
+ int emOffset, glIndex;
+ } orco;
+
+ int tottface, totmcol, tottang, totorco;
+} DMVertexAttribs;
+
+void DM_vertex_attributes_from_gpu(DerivedMesh *dm,
+ struct GPUVertexAttribs *gattribs, DMVertexAttribs *attribs);
+
void DM_add_tangent_layer(DerivedMesh *dm);
#endif
diff --git a/source/blender/blenkernel/BKE_bad_level_calls.h b/source/blender/blenkernel/BKE_bad_level_calls.h
index 3e45749c26a..8dee9a27f49 100644
--- a/source/blender/blenkernel/BKE_bad_level_calls.h
+++ b/source/blender/blenkernel/BKE_bad_level_calls.h
@@ -115,10 +115,6 @@ void free_editArmature(void);
void docenter_new(void);
int saveover(char *str);
-/* image.c */
-#include "DNA_image_types.h"
-void free_realtime_image(Image *ima); // has to become a callback, opengl stuff
-
/* ipo.c */
void copy_view3d_lock(short val); // was a hack, to make scene layer ipo's possible
diff --git a/source/blender/blenkernel/BKE_colortools.h b/source/blender/blenkernel/BKE_colortools.h
index e78882220a9..555b467b1d6 100644
--- a/source/blender/blenkernel/BKE_colortools.h
+++ b/source/blender/blenkernel/BKE_colortools.h
@@ -57,6 +57,7 @@ void curvemapping_do_ibuf(struct CurveMapping *cumap, struct ImBuf *ibuf);
void curvemapping_premultiply(struct CurveMapping *cumap, int restore);
int curvemapping_RGBA_does_something(struct CurveMapping *cumap);
void curvemapping_initialize(struct CurveMapping *cumap);
+void curvemapping_table_RGBA(struct CurveMapping *cumap, float **array, int *size);
#endif
diff --git a/source/blender/blenkernel/BKE_global.h b/source/blender/blenkernel/BKE_global.h
index 8c9634cba06..1cc336db69e 100644
--- a/source/blender/blenkernel/BKE_global.h
+++ b/source/blender/blenkernel/BKE_global.h
@@ -218,8 +218,15 @@ typedef struct Global {
#define G_FILE_NO_UI (1 << 10)
#define G_FILE_GAME_TO_IPO (1 << 11)
#define G_FILE_GAME_MAT (1 << 12)
-#define G_FILE_DIAPLAY_LISTS (1 << 13)
+#define G_FILE_DISPLAY_LISTS (1 << 13)
#define G_FILE_SHOW_PHYSICS (1 << 14)
+#define G_FILE_GAME_MAT_GLSL (1 << 15)
+#define G_FILE_GLSL_NO_LIGHTS (1 << 16)
+#define G_FILE_GLSL_NO_SHADERS (1 << 17)
+#define G_FILE_GLSL_NO_SHADOWS (1 << 18)
+#define G_FILE_GLSL_NO_RAMPS (1 << 19)
+#define G_FILE_GLSL_NO_NODES (1 << 20)
+#define G_FILE_GLSL_NO_EXTRA_TEX (1 << 21)
/* G.windowstate */
#define G_WINDOWSTATE_USERDEF 0
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h
index d4ae76e8984..2ca4b3aa39a 100644
--- a/source/blender/blenkernel/BKE_mesh.h
+++ b/source/blender/blenkernel/BKE_mesh.h
@@ -68,7 +68,6 @@ void mball_to_mesh(struct ListBase *lb, struct Mesh *me);
void nurbs_to_mesh(struct Object *ob);
void free_dverts(struct MDeformVert *dvert, int totvert);
void copy_dverts(struct MDeformVert *dst, struct MDeformVert *src, int totvert); /* __NLA */
-int update_realtime_texture(struct MTFace *tface, double time);
void mesh_delete_material_index(struct Mesh *me, int index);
void mesh_set_smooth_flag(struct Object *meshOb, int enableSmooth);
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index b3b68a9b3ff..01c54663c6d 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -47,6 +47,9 @@ struct rctf;
struct ListBase;
struct RenderData;
struct Scene;
+struct GPUMaterial;
+struct GPUNode;
+struct GPUNodeStack;
#define SOCK_IN 1
#define SOCK_OUT 2
@@ -91,6 +94,9 @@ typedef struct bNodeType {
void *pynode; /* holds pointer to python script */
void *pydict; /* holds pointer to python script dictionary (scope)*/
+ /* gpu */
+ int (*gpufunc)(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeStack *in, struct GPUNodeStack *out);
+
} bNodeType;
/* node->exec, now in use for composites (#define for break is same as ready yes) */
@@ -252,6 +258,8 @@ void nodeShaderSynchronizeID(struct bNode *node, int copyto);
extern void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
void set_node_shader_lamp_loop(void (*lamp_loop_func)(struct ShadeInput *, struct ShadeResult *));
+void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat);
+
/* ************** COMPOSITE NODES *************** */
diff --git a/source/blender/blenkernel/BKE_texture.h b/source/blender/blenkernel/BKE_texture.h
index c162a04e055..cfcae3c44bc 100644
--- a/source/blender/blenkernel/BKE_texture.h
+++ b/source/blender/blenkernel/BKE_texture.h
@@ -53,6 +53,7 @@ void free_plugin_tex(struct PluginTex *pit);
void init_colorband(struct ColorBand *coba, int rangetype);
struct ColorBand *add_colorband(int rangetype);
int do_colorband(struct ColorBand *coba, float in, float out[4]);
+void colorband_table_RGBA(struct ColorBand *coba, float **array, int *size);
void default_tex(struct Tex *tex);
struct Tex *add_texture(char *name);
diff --git a/source/blender/blenkernel/BKE_utildefines.h b/source/blender/blenkernel/BKE_utildefines.h
index f389521ffa0..d647a74c6e2 100644
--- a/source/blender/blenkernel/BKE_utildefines.h
+++ b/source/blender/blenkernel/BKE_utildefines.h
@@ -55,6 +55,8 @@
#define ELEM7(a, b, c, d, e, f, g, h) ( ELEM3(a, b, c, d) || ELEM4(a, e, f, g, h) )
#define ELEM8(a, b, c, d, e, f, g, h, i) ( ELEM4(a, b, c, d, e) || ELEM4(a, f, g, h, i) )
#define ELEM9(a, b, c, d, e, f, g, h, i, j) ( ELEM4(a, b, c, d, e) || ELEM5(a, f, g, h, i, j) )
+#define ELEM10(a, b, c, d, e, f, g, h, i, j, k) ( ELEM4(a, b, c, d, e) || ELEM6(a, f, g, h, i, j, k) )
+#define ELEM11(a, b, c, d, e, f, g, h, i, j, k, l) ( ELEM4(a, b, c, d, e) || ELEM7(a, f, g, h, i, j, k, l) )
/* shift around elements */
#define SHIFT3(type, a, b, c) { type tmp; tmp = a; a = c; c = b; b = tmp; }
diff --git a/source/blender/blenkernel/CMakeLists.txt b/source/blender/blenkernel/CMakeLists.txt
index 9088b410e27..0345711c9c3 100644
--- a/source/blender/blenkernel/CMakeLists.txt
+++ b/source/blender/blenkernel/CMakeLists.txt
@@ -32,7 +32,7 @@ SET(INC
../imbuf ../avi ../../../intern/elbeem/extern ../../../intern/opennl/extern
../../../intern/iksolver/extern ../blenloader ../quicktime
../../../intern/bmfont ../../../extern/bullet2/src
- ../nodes
+ ../nodes ../../../extern/glew/include ../gpu
${SDL_INC}
${ZLIB_INC}
${PYTHON_INC}
diff --git a/source/blender/blenkernel/SConscript b/source/blender/blenkernel/SConscript
index 1bb98239a68..db67251f44e 100644
--- a/source/blender/blenkernel/SConscript
+++ b/source/blender/blenkernel/SConscript
@@ -10,6 +10,7 @@ incs += ' #/intern/iksolver/extern ../blenloader ../quicktime'
incs += ' #/extern/bullet2/src'
incs += ' #/intern/bmfont'
incs += ' #/intern/opennl/extern'
+incs += ' ../gpu #/extern/glew/include'
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_OPENGL_INC']
diff --git a/source/blender/blenkernel/bad_level_call_stubs/stubs.c b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
index 561d8d7c2a6..4b6cb5e0999 100644
--- a/source/blender/blenkernel/bad_level_call_stubs/stubs.c
+++ b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
@@ -176,10 +176,6 @@ void free_editMesh(struct EditMesh *em){}
void docenter_new(void){}
int saveover(char *str){ return 0;}
-/* image.c */
-#include "DNA_image_types.h"
-void free_realtime_image(Image *ima){} // has to become a callback, opengl stuff
-
/* ipo.c */
void copy_view3d_lock(short val){} // was a hack, to make scene layer ipo's possible
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 1dabab98a6e..328dcada01a 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -88,6 +88,10 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
// headers for fluidsim bobj meshes
#include <stdlib.h>
#include "LBM_fluidsim.h"
@@ -411,6 +415,8 @@ void DM_swap_face_data(DerivedMesh *dm, int index, int *corner_indices)
CustomData_swap(&dm->faceData, index, corner_indices);
}
+///
+
static DerivedMesh *getMeshDerivedMesh(Mesh *me, Object *ob, float (*vertCos)[3])
{
DerivedMesh *dm = CDDM_from_mesh(me, ob);
@@ -894,6 +900,162 @@ static void emDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawOptions)(void
emDM_drawFacesTex_common(dm, NULL, setDrawOptions, userData);
}
+static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs),
+ int (*setDrawOptions)(void *userData, int index), void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ float (*vertexCos)[3]= emdm->vertexCos;
+ float (*vertexNos)[3]= emdm->vertexNos;
+ EditVert *eve;
+ EditFace *efa;
+ DMVertexAttribs attribs;
+ GPUVertexAttribs gattribs;
+ MTFace *tf;
+ int transp, new_transp, orig_transp, tfoffset;
+ int i, b, matnr, new_matnr, dodraw, layer;
+
+ dodraw = 0;
+ matnr = -1;
+
+ transp = GPU_get_material_blend_mode();
+ orig_transp = transp;
+ layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE);
+ tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset;
+
+ memset(&attribs, 0, sizeof(attribs));
+
+ /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
+ glShadeModel(GL_SMOOTH);
+
+ for (i=0,eve=em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (long) i++;
+
+#define PASSATTRIB(efa, eve, vert) { \
+ if(attribs.totorco) { \
+ float *orco = attribs.orco.array[eve->tmp.l]; \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
+ } \
+ for(b = 0; b < attribs.tottface; b++) { \
+ MTFace *tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
+ } \
+ for(b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset); \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if(attribs.tottang) { \
+ float *tang = attribs.tang.array[i*4 + vert]; \
+ glVertexAttrib3fvARB(attribs.tang.glIndex, tang); \
+ } \
+}
+
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth= (efa->flag & ME_SMOOTH);
+
+ if(setDrawOptions && !setDrawOptions(userData, i))
+ continue;
+
+ new_matnr = efa->mat_nr + 1;
+ if(new_matnr != matnr) {
+ dodraw = setMaterial(matnr = new_matnr, &gattribs);
+ if(dodraw)
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ }
+
+ if(tfoffset != -1) {
+ tf = (MTFace*)((char*)efa->data)+tfoffset;
+ new_transp = tf->transp;
+
+ if(new_transp != transp) {
+ if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
+ GPU_set_material_blend_mode(orig_transp);
+ else
+ GPU_set_material_blend_mode(new_transp);
+ transp = new_transp;
+ }
+ }
+
+ if(dodraw) {
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ if(vertexCos) glNormal3fv(emdm->faceNos[i]);
+ else glNormal3fv(efa->n);
+
+ PASSATTRIB(efa, efa->v1, 0);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ else glVertex3fv(efa->v1->co);
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ else glVertex3fv(efa->v2->co);
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ else glVertex3fv(efa->v3->co);
+
+ if(efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ else glVertex3fv(efa->v4->co);
+ }
+ } else {
+ PASSATTRIB(efa, efa->v1, 0);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ }
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ }
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ }
+
+ if(efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ }
+ glEnd();
+ }
+ }
+}
+
+static void emDM_drawFacesGLSL(DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs))
+{
+ dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
+}
+
static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
@@ -1099,6 +1261,43 @@ void emDM_copyFaceArray(DerivedMesh *dm, MFace *face_r)
}
}
+static void *emDM_getFaceDataArray(DerivedMesh *dm, int type)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ EditFace *efa;
+ char *data, *emdata;
+ void *datalayer;
+ int index, offset, size;
+
+ datalayer = DM_get_face_data_layer(dm, type);
+ if(datalayer)
+ return datalayer;
+
+ /* layers are store per face for editmesh, we convert to a temporary
+ * data layer array in the derivedmesh when these are requested */
+ if(type == CD_MTFACE || type == CD_MCOL) {
+ index = CustomData_get_layer_index(&em->fdata, type);
+
+ if(index != -1) {
+ offset = em->fdata.layers[index].offset;
+ size = CustomData_sizeof(type);
+
+ DM_add_face_layer(dm, type, CD_CALLOC, NULL);
+ index = CustomData_get_layer_index(&dm->faceData, type);
+ dm->faceData.layers[index].flag |= CD_FLAG_TEMPORARY;
+
+ data = datalayer = DM_get_face_data_layer(dm, type);
+ for(efa=em->faces.first; efa; efa=efa->next, data+=size) {
+ emdata = CustomData_em_get(&em->fdata, efa->data, type);
+ memcpy(data, emdata, size);
+ }
+ }
+ }
+
+ return datalayer;
+}
+
static void emDM_release(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
@@ -1134,6 +1333,7 @@ static DerivedMesh *getEditMeshDerivedMesh(EditMesh *em, Object *ob,
emdm->dm.copyVertArray = emDM_copyVertArray;
emdm->dm.copyEdgeArray = emDM_copyEdgeArray;
emdm->dm.copyFaceArray = emDM_copyFaceArray;
+ emdm->dm.getFaceDataArray = emDM_getFaceDataArray;
emdm->dm.foreachMappedVert = emDM_foreachMappedVert;
emdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
@@ -1144,7 +1344,9 @@ static DerivedMesh *getEditMeshDerivedMesh(EditMesh *em, Object *ob,
emdm->dm.drawMappedEdgesInterp = emDM_drawMappedEdgesInterp;
emdm->dm.drawMappedFaces = emDM_drawMappedFaces;
emdm->dm.drawMappedFacesTex = emDM_drawMappedFacesTex;
+ emdm->dm.drawMappedFacesGLSL = emDM_drawMappedFacesGLSL;
emdm->dm.drawFacesTex = emDM_drawFacesTex;
+ emdm->dm.drawFacesGLSL = emDM_drawFacesGLSL;
emdm->dm.drawUVEdges = emDM_drawUVEdges;
emdm->dm.release = emDM_release;
@@ -1574,7 +1776,7 @@ static void vDM_drawUVEdges(DerivedMesh *dm)
}
/* draw all VerseFaces */
-static void vDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
+static void vDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int, void *attribs))
{
VDerivedMesh *vdm = (VDerivedMesh*)dm;
struct VerseFace *vface;
@@ -1674,6 +1876,8 @@ static void vDM_drawMappedFacesTex(
int (*setDrawParams)(void *userData, int index),
void *userData)
{
+ /* not supported yet */
+ vDM_drawFacesTex(dm, NULL);
}
/**/
@@ -1815,19 +2019,23 @@ CustomDataMask get_viewedit_datamask()
ScrArea *sa;
/* check if we need tfaces & mcols due to face select or texture paint */
- if(FACESEL_PAINT_TEST || G.f & G_TEXTUREPAINT) {
+ if(FACESEL_PAINT_TEST || G.f & G_TEXTUREPAINT)
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
- } else {
- /* check if we need tfaces & mcols due to view mode */
- for(sa = G.curscreen->areabase.first; sa; sa = sa->next) {
- if(sa->spacetype == SPACE_VIEW3D) {
- View3D *view = sa->spacedata.first;
- if(view->drawtype == OB_SHADED) {
- /* this includes normals for mesh_create_shadedColors */
- mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
- }
- if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
- mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
+
+ /* check if we need tfaces & mcols due to view mode */
+ for(sa = G.curscreen->areabase.first; sa; sa = sa->next) {
+ if(sa->spacetype == SPACE_VIEW3D) {
+ View3D *view = sa->spacedata.first;
+ if(view->drawtype == OB_SHADED) {
+ /* this includes normals for mesh_create_shadedColors */
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
+ }
+ if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
+
+ if((G.fileflags & G_FILE_GAME_MAT) &&
+ (G.fileflags & G_FILE_GAME_MAT_GLSL)) {
+ mask |= CD_MASK_ORCO;
}
}
}
@@ -1840,13 +2048,41 @@ CustomDataMask get_viewedit_datamask()
return mask;
}
-static DerivedMesh *create_orco_dm(Object *ob, Mesh *me)
+static float *get_editmesh_orco_verts(EditMesh *em)
+{
+ EditVert *eve;
+ float *orco;
+ int a, totvert;
+
+ /* these may not really be the orco's, but it's only for preview.
+ * could be solver better once, but isn't simple */
+
+ totvert= 0;
+ for(eve=em->verts.first; eve; eve=eve->next)
+ totvert++;
+
+ orco = MEM_mallocN(sizeof(float)*3*totvert, "EditMesh Orco");
+
+ for(a=0, eve=em->verts.first; eve; eve=eve->next, a+=3)
+ VECCOPY(orco+a, eve->co);
+
+ return orco;
+}
+
+static DerivedMesh *create_orco_dm(Object *ob, Mesh *me, EditMesh *em)
{
DerivedMesh *dm;
float (*orco)[3];
- dm= CDDM_from_mesh(me, ob);
- orco= (float(*)[3])get_mesh_orco_verts(ob);
+ if(em) {
+ dm= CDDM_from_editmesh(em, me);
+ orco= (float(*)[3])get_editmesh_orco_verts(em);
+ }
+ else {
+ dm= CDDM_from_mesh(me, ob);
+ orco= (float(*)[3])get_mesh_orco_verts(ob);
+ }
+
CDDM_apply_vert_coords(dm, orco);
CDDM_calc_normals(dm);
MEM_freeN(orco);
@@ -1854,7 +2090,7 @@ static DerivedMesh *create_orco_dm(Object *ob, Mesh *me)
return dm;
}
-static void add_orco_dm(Object *ob, DerivedMesh *dm, DerivedMesh *orcodm)
+static void add_orco_dm(Object *ob, EditMesh *em, DerivedMesh *dm, DerivedMesh *orcodm)
{
float (*orco)[3], (*layerorco)[3];
int totvert;
@@ -1869,8 +2105,10 @@ static void add_orco_dm(Object *ob, DerivedMesh *dm, DerivedMesh *orcodm)
else
dm->getVertCos(dm, orco);
}
- else
- orco= (float(*)[3])get_mesh_orco_verts(ob);
+ else {
+ if(em) orco= (float(*)[3])get_editmesh_orco_verts(em);
+ else orco= (float(*)[3])get_mesh_orco_verts(ob);
+ }
transform_mesh_orco_verts(ob->data, orco, totvert, 0);
@@ -2016,7 +2254,7 @@ static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3],
if(dm && mti->requiredDataMask) {
mask = mti->requiredDataMask(md);
if(mask & CD_MASK_ORCO)
- add_orco_dm(ob, dm, orcodm);
+ add_orco_dm(ob, NULL, dm, orcodm);
}
/* How to apply modifier depends on (a) what we already have as
@@ -2069,7 +2307,7 @@ static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3],
mask= (CustomDataMask)curr->link;
if(mask & CD_MASK_ORCO) {
if(!orcodm)
- orcodm= create_orco_dm(ob, me);
+ orcodm= create_orco_dm(ob, me, NULL);
mask &= ~CD_MASK_ORCO;
DM_set_only_copy(orcodm, mask);
@@ -2146,10 +2384,10 @@ static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3],
/* add an orco layer if needed */
if(dataMask & CD_MASK_ORCO) {
- add_orco_dm(ob, finaldm, orcodm);
+ add_orco_dm(ob, NULL, finaldm, orcodm);
if(deform_r && *deform_r)
- add_orco_dm(ob, *deform_r, NULL);
+ add_orco_dm(ob, NULL, *deform_r, NULL);
}
*final_r = finaldm;
@@ -2205,7 +2443,8 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
EditMesh *em = G.editMesh;
ModifierData *md;
float (*deformedVerts)[3] = NULL;
- DerivedMesh *dm;
+ CustomDataMask mask;
+ DerivedMesh *dm, *orcodm = NULL;
int i, numVerts = 0, cageIndex = modifiers_getCageIndex(ob, NULL);
LinkNode *datamasks, *curr;
@@ -2230,6 +2469,13 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
if(!editmesh_modifier_is_enabled(md, dm))
continue;
+ /* add an orco layer if needed by this modifier */
+ if(dm && mti->requiredDataMask) {
+ mask = mti->requiredDataMask(md);
+ if(mask & CD_MASK_ORCO)
+ add_orco_dm(ob, em, dm, orcodm);
+ }
+
/* How to apply modifier depends on (a) what we already have as
* a result of previous modifiers (could be a DerivedMesh or just
* deformed vertices) and (b) what type the modifier is.
@@ -2280,6 +2526,23 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
}
}
+ /* create an orco derivedmesh in parallel */
+ mask= (CustomDataMask)curr->link;
+ if(mask & CD_MASK_ORCO) {
+ if(!orcodm)
+ orcodm= create_orco_dm(ob, ob->data, em);
+
+ mask &= ~CD_MASK_ORCO;
+ DM_set_only_copy(orcodm, mask);
+ ndm = mti->applyModifierEM(md, ob, em, orcodm);
+
+ if(ndm) {
+ /* if the modifier returned a new dm, release the old one */
+ if(orcodm && orcodm != ndm) orcodm->release(orcodm);
+ orcodm = ndm;
+ }
+ }
+
/* set the DerivedMesh to only copy needed data */
DM_set_only_copy(dm, (CustomDataMask)curr->link);
@@ -2338,6 +2601,13 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
deformedVerts = NULL;
}
+ /* add an orco layer if needed */
+ if(dataMask & CD_MASK_ORCO)
+ add_orco_dm(ob, em, *final_r, orcodm);
+
+ if(orcodm)
+ orcodm->release(orcodm);
+
if(deformedVerts)
MEM_freeN(deformedVerts);
}
@@ -2632,7 +2902,7 @@ void multires_render_final(Object *ob, Mesh *me, DerivedMesh **dm, float *vert_c
old->release(old);
if(dataMask & CD_MASK_ORCO)
- add_orco_dm(ob, *dm, NULL);
+ add_orco_dm(ob, NULL, *dm, NULL);
/* Restore the original verts */
me->mr->newlvl= BLI_countlist(&me->mr->levels);
@@ -2847,6 +3117,8 @@ int editmesh_get_first_deform_matrices(float (**deformmats)[3][3], float (**defo
return numleft;
}
+/* ******************* GLSL ******************** */
+
void DM_add_tangent_layer(DerivedMesh *dm)
{
/* mesh vars */
@@ -2967,6 +3239,91 @@ void DM_add_tangent_layer(DerivedMesh *dm)
MEM_freeN(vtangents);
}
+void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs, DMVertexAttribs *attribs)
+{
+ CustomData *vdata, *fdata, *tfdata = NULL;
+ int a, b, layer;
+
+ /* From the layers requested by the GLSL shader, figure out which ones are
+ * actually available for this derivedmesh, and retrieve the pointers */
+
+ memset(attribs, 0, sizeof(DMVertexAttribs));
+
+ vdata = &dm->vertData;
+ fdata = &dm->faceData;
+
+ /* ugly hack, editmesh derivedmesh doesn't copy face data, this way we
+ * can use offsets instead */
+ if(dm->release == emDM_release)
+ tfdata = &((EditMeshDerivedMesh*)dm)->em->fdata;
+ else
+ tfdata = fdata;
+
+ /* add a tangent layer if necessary */
+ for(b = 0; b < gattribs->totlayer; b++)
+ if(gattribs->layer[b].type == CD_TANGENT)
+ if(CustomData_get_layer_index(fdata, CD_TANGENT) == -1)
+ DM_add_tangent_layer(dm);
+
+ for(b = 0; b < gattribs->totlayer; b++) {
+ if(gattribs->layer[b].type == CD_MTFACE) {
+ /* uv coordinates */
+ if(gattribs->layer[b].name[0])
+ layer = CustomData_get_named_layer_index(tfdata, CD_MTFACE,
+ gattribs->layer[b].name);
+ else
+ layer = CustomData_get_active_layer_index(tfdata, CD_MTFACE);
+
+ if(layer != -1) {
+ a = attribs->tottface++;
+
+ attribs->tface[a].array = tfdata->layers[layer].data;
+ attribs->tface[a].emOffset = tfdata->layers[layer].offset;
+ attribs->tface[a].glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ else if(gattribs->layer[b].type == CD_MCOL) {
+ /* vertex colors */
+ if(gattribs->layer[b].name[0])
+ layer = CustomData_get_named_layer_index(tfdata, CD_MCOL,
+ gattribs->layer[b].name);
+ else
+ layer = CustomData_get_active_layer_index(tfdata, CD_MCOL);
+
+ if(layer != -1) {
+ a = attribs->totmcol++;
+
+ attribs->mcol[a].array = tfdata->layers[layer].data;
+ attribs->mcol[a].emOffset = tfdata->layers[layer].offset;
+ attribs->mcol[a].glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ else if(gattribs->layer[b].type == CD_TANGENT) {
+ /* tangents */
+ layer = CustomData_get_layer_index(fdata, CD_TANGENT);
+
+ if(layer != -1) {
+ attribs->tottang = 1;
+
+ attribs->tang.array = fdata->layers[layer].data;
+ attribs->tang.emOffset = fdata->layers[layer].offset;
+ attribs->tang.glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ else if(gattribs->layer[b].type == CD_ORCO) {
+ /* original coordinates */
+ layer = CustomData_get_layer_index(vdata, CD_ORCO);
+
+ if(layer != -1) {
+ attribs->totorco = 1;
+
+ attribs->orco.array = vdata->layers[layer].data;
+ attribs->orco.emOffset = vdata->layers[layer].offset;
+ attribs->orco.glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ }
+}
/* ************************* fluidsim bobj file handling **************************** */
diff --git a/source/blender/blenkernel/intern/Makefile b/source/blender/blenkernel/intern/Makefile
index 74c6c551a83..8921ea5d3b7 100644
--- a/source/blender/blenkernel/intern/Makefile
+++ b/source/blender/blenkernel/intern/Makefile
@@ -36,6 +36,7 @@ include nan_compile.mk
CFLAGS += $(LEVEL_1_C_WARNINGS)
# OpenGL and Python
+CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
@@ -74,6 +75,9 @@ CPPFLAGS += -I$(NAN_ZLIB)/include
#path to nodes
CPPFLAGS += -I../../nodes
+#path to gpu
+CPPFLAGS += -I../../gpu
+
# path to our own external headerfiles
CPPFLAGS += -I..
diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c
index 5b96bf11056..2648233aca5 100644
--- a/source/blender/blenkernel/intern/action.c
+++ b/source/blender/blenkernel/intern/action.c
@@ -347,6 +347,8 @@ static void copy_pose_channel_data(bPoseChannel *pchan, const bPoseChannel *chan
VECCOPY(pchan->loc, chan->loc);
VECCOPY(pchan->size, chan->size);
QUATCOPY(pchan->quat, chan->quat);
+ Mat4CpyMat4(pchan->chan_mat, (float(*)[4])chan->chan_mat);
+ Mat4CpyMat4(pchan->pose_mat, (float(*)[4])chan->pose_mat);
pchan->flag= chan->flag;
con= chan->constraints.first;
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 1592c3e5504..e2ce4b9f6f3 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -303,7 +303,7 @@ static void group_duplilist(ListBase *lb, Object *ob, int level, int animated)
DupliObject *dob;
Group *group;
GroupObject *go;
- float mat[4][4];
+ float mat[4][4], tmat[4][4];
if(ob->dup_group==NULL) return;
group= ob->dup_group;
@@ -320,7 +320,15 @@ static void group_duplilist(ListBase *lb, Object *ob, int level, int animated)
/* note, if you check on layer here, render goes wrong... it still deforms verts and uses parent imat */
if(go->ob!=ob) {
- Mat4MulMat4(mat, go->ob->obmat, ob->obmat);
+ /* Group Dupli Offset, should apply after everything else */
+ if (group->dupli_ofs[0] || group->dupli_ofs[1] || group->dupli_ofs[2]) {
+ Mat4CpyMat4(tmat, go->ob->obmat);
+ VecSubf(tmat[3], tmat[3], group->dupli_ofs);
+ Mat4MulMat4(mat, tmat, ob->obmat);
+ } else {
+ Mat4MulMat4(mat, go->ob->obmat, ob->obmat);
+ }
+
dob= new_dupli_object(lb, go->ob, mat, ob->lay, 0, OB_DUPLIGROUP, animated);
dob->no_draw= (dob->origlay & group->layer)==0;
@@ -1059,7 +1067,8 @@ static void object_duplilist_recursive(ID *id, Object *ob, ListBase *duplilist,
}
}
-/* note; group dupli's already set transform matrix. see note in group_duplilist() */
+/* Returns a list of DupliObject
+ * note; group dupli's already set transform matrix. see note in group_duplilist() */
ListBase *object_duplilist(Scene *sce, Object *ob)
{
ListBase *duplilist= MEM_mallocN(sizeof(ListBase), "duplilist");
diff --git a/source/blender/blenkernel/intern/blender.c b/source/blender/blenkernel/intern/blender.c
index aca51e56c6e..1fe6447752e 100644
--- a/source/blender/blenkernel/intern/blender.c
+++ b/source/blender/blenkernel/intern/blender.c
@@ -525,6 +525,7 @@ typedef struct UndoElem {
char str[FILE_MAXDIR+FILE_MAXFILE];
char name[MAXUNDONAME];
MemFile memfile;
+ uintptr_t undosize;
} UndoElem;
static ListBase undobase={NULL, NULL};
@@ -555,6 +556,7 @@ static int read_undosave(UndoElem *uel)
/* name can be a dynamic string */
void BKE_write_undo(char *name)
{
+ uintptr_t maxmem, totmem, memused;
int nr, success;
UndoElem *uel;
@@ -616,8 +618,36 @@ void BKE_write_undo(char *name)
if(curundo->prev) prevfile= &(curundo->prev->memfile);
+ memused= MEM_get_memory_in_use();
success= BLO_write_file_mem(prevfile, &curundo->memfile, G.fileflags, &err);
-
+ curundo->undosize= MEM_get_memory_in_use() - memused;
+ }
+
+ if(U.undomemory != 0) {
+ /* limit to maximum memory (afterwards, we can't know in advance) */
+ totmem= 0;
+ maxmem= ((uintptr_t)U.undomemory)*1024*1024;
+
+ /* keep at least two (original + other) */
+ uel= undobase.last;
+ while(uel && uel->prev) {
+ totmem+= uel->undosize;
+ if(totmem>maxmem) break;
+ uel= uel->prev;
+ }
+
+ if(uel) {
+ if(uel->prev && uel->prev->prev)
+ uel= uel->prev;
+
+ while(undobase.first!=uel) {
+ UndoElem *first= undobase.first;
+ BLI_remlink(&undobase, first);
+ /* the merge is because of compression */
+ BLO_merge_memfile(&first->memfile, &first->next->memfile);
+ MEM_freeN(first);
+ }
+ }
}
}
@@ -683,14 +713,14 @@ char *BKE_undo_menu_string(void)
UndoElem *uel;
DynStr *ds= BLI_dynstr_new();
char *menu;
-
+
BLI_dynstr_append(ds, "Global Undo History %t");
for(uel= undobase.first; uel; uel= uel->next) {
BLI_dynstr_append(ds, "|");
BLI_dynstr_append(ds, uel->name);
}
-
+
menu= BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 472df3d0f26..9d5dcb8109b 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -58,6 +58,10 @@
#include "MEM_guardedalloc.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
#include <string.h>
#include <limits.h>
@@ -243,7 +247,7 @@ static void cdDM_drawLooseEdges(DerivedMesh *dm)
glEnd();
}
-static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
+static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int, void *attribs))
{
CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
MVert *mvert = cddm->mvert;
@@ -271,7 +275,7 @@ static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
|| new_shademodel != shademodel) {
glEnd();
- drawCurrentMat = setMaterial(matnr = new_matnr);
+ drawCurrentMat = setMaterial(matnr = new_matnr, NULL);
glShadeModel(shademodel = new_shademodel);
glBegin(glmode = new_glmode);
@@ -556,6 +560,134 @@ static void cdDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawOptions)(void
cdDM_drawFacesTex_common(dm, NULL, setDrawOptions, userData);
}
+static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs), int (*setDrawOptions)(void *userData, int index), void *userData)
+{
+ CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
+ GPUVertexAttribs gattribs;
+ DMVertexAttribs attribs;
+ MVert *mvert = cddm->mvert;
+ MFace *mface = cddm->mface;
+ MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE);
+ float (*nors)[3] = dm->getFaceDataArray(dm, CD_NORMAL);
+ int a, b, dodraw, smoothnormal, matnr, new_matnr;
+ int transp, new_transp, orig_transp;
+ int orig, *index = dm->getFaceDataArray(dm, CD_ORIGINDEX);
+
+ matnr = -1;
+ smoothnormal = 0;
+ dodraw = 0;
+ transp = GPU_get_material_blend_mode();
+ orig_transp = transp;
+
+ memset(&attribs, 0, sizeof(attribs));
+
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_QUADS);
+
+ for(a = 0; a < dm->numFaceData; a++, mface++) {
+ new_matnr = mface->mat_nr + 1;
+
+ if(new_matnr != matnr) {
+ glEnd();
+
+ dodraw = setMaterial(matnr = new_matnr, &gattribs);
+ if(dodraw)
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+
+ glBegin(GL_QUADS);
+ }
+
+ if(!dodraw) {
+ continue;
+ }
+ else if(setDrawOptions) {
+ orig = index[a];
+
+ if(orig == ORIGINDEX_NONE)
+ continue;
+ else if(!setDrawOptions(userData, orig))
+ continue;
+ }
+
+ if(tf) {
+ new_transp = tf[a].transp;
+
+ if(new_transp != transp) {
+ glEnd();
+
+ if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
+ GPU_set_material_blend_mode(orig_transp);
+ else
+ GPU_set_material_blend_mode(new_transp);
+ transp = new_transp;
+
+ glBegin(GL_QUADS);
+ }
+ }
+
+ smoothnormal = (mface->flag & ME_SMOOTH);
+
+ if(!smoothnormal) {
+ if(nors) {
+ glNormal3fv(nors[a]);
+ }
+ else {
+ /* TODO ideally a normal layer should always be available */
+ float nor[3];
+ if(mface->v4) {
+ CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, mvert[mface->v4].co,
+ nor);
+ } else {
+ CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, nor);
+ }
+ glNormal3fv(nor);
+ }
+ }
+
+#define PASSVERT(index, vert) { \
+ if(attribs.totorco) \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]); \
+ for(b = 0; b < attribs.tottface; b++) { \
+ MTFace *tf = &attribs.tface[b].array[a]; \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
+ } \
+ for(b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = &attribs.mcol[b].array[a*4 + vert]; \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if(attribs.tottang) { \
+ float *tang = attribs.tang.array[a*4 + vert]; \
+ glVertexAttrib3fvARB(attribs.tang.glIndex, tang); \
+ } \
+ if(smoothnormal) \
+ glNormal3sv(mvert[index].no); \
+ glVertex3fv(mvert[index].co); \
+}
+
+ PASSVERT(mface->v1, 0);
+ PASSVERT(mface->v2, 1);
+ PASSVERT(mface->v3, 2);
+ if(mface->v4)
+ PASSVERT(mface->v4, 3)
+ else
+ PASSVERT(mface->v3, 2)
+
+#undef PASSVERT
+ }
+ glEnd();
+
+ glShadeModel(GL_FLAT);
+}
+
+static void cdDM_drawFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs))
+{
+ dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
+}
+
static void cdDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData)
{
CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
@@ -713,8 +845,10 @@ static CDDerivedMesh *cdDM_create(const char *desc)
dm->drawFacesSolid = cdDM_drawFacesSolid;
dm->drawFacesColored = cdDM_drawFacesColored;
dm->drawFacesTex = cdDM_drawFacesTex;
+ dm->drawFacesGLSL = cdDM_drawFacesGLSL;
dm->drawMappedFaces = cdDM_drawMappedFaces;
dm->drawMappedFacesTex = cdDM_drawMappedFacesTex;
+ dm->drawMappedFacesGLSL = cdDM_drawMappedFacesGLSL;
dm->foreachMappedVert = cdDM_foreachMappedVert;
dm->foreachMappedEdge = cdDM_foreachMappedEdge;
diff --git a/source/blender/blenkernel/intern/colortools.c b/source/blender/blenkernel/intern/colortools.c
index 295b8fe3552..45b8bb7935c 100644
--- a/source/blender/blenkernel/intern/colortools.c
+++ b/source/blender/blenkernel/intern/colortools.c
@@ -730,3 +730,24 @@ void curvemapping_initialize(CurveMapping *cumap)
curvemap_make_table(cumap->cm+a, &cumap->clipr);
}
}
+
+void curvemapping_table_RGBA(CurveMapping *cumap, float **array, int *size)
+{
+ int a;
+
+ *size = CM_TABLE+1;
+ *array = MEM_callocN(sizeof(float)*(*size)*4, "CurveMapping");
+ curvemapping_initialize(cumap);
+
+ for(a=0; a<*size; a++) {
+ if(cumap->cm[0].table)
+ (*array)[a*4+0]= cumap->cm[0].table[a].y;
+ if(cumap->cm[1].table)
+ (*array)[a*4+1]= cumap->cm[1].table[a].y;
+ if(cumap->cm[2].table)
+ (*array)[a*4+2]= cumap->cm[2].table[a].y;
+ if(cumap->cm[3].table)
+ (*array)[a*4+3]= cumap->cm[3].table[a].y;
+ }
+}
+
diff --git a/source/blender/blenkernel/intern/image.c b/source/blender/blenkernel/intern/image.c
index 07537e3a81c..27fa00ac239 100644
--- a/source/blender/blenkernel/intern/image.c
+++ b/source/blender/blenkernel/intern/image.c
@@ -53,6 +53,7 @@
#include "DNA_packedFile_types.h"
#include "DNA_scene_types.h"
#include "DNA_camera_types.h"
+#include "DNA_sequence_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
@@ -77,15 +78,15 @@
#include "RE_pipeline.h"
-/* bad level; call to free_realtime_image */
-#include "BKE_bad_level_calls.h"
-
/* for stamp drawing to an image */
#include "BMF_Api.h"
#include "blendef.h"
#include "BSE_time.h"
+#include "GPU_extensions.h"
+#include "GPU_draw.h"
+
#include "BLO_sys_types.h" // for intptr_t support
/* max int, to indicate we don't store sequences in ibuf */
@@ -240,7 +241,7 @@ static void image_free_buffers(Image *ima)
ima->rr= NULL;
}
- free_realtime_image(ima);
+ GPU_free_image(ima);
ima->ok= IMA_OK;
}
@@ -620,7 +621,7 @@ void free_old_images()
This gives textures a "second chance" to be used before dying.
*/
if(ima->bindcode || ima->repbind) {
- free_realtime_image(ima);
+ GPU_free_image(ima);
ima->lastused = ctime;
}
/* Otherwise, just kill the buffers */
diff --git a/source/blender/blenkernel/intern/ipo.c b/source/blender/blenkernel/intern/ipo.c
index 1a6c8f51d9c..e8a25aaaf80 100644
--- a/source/blender/blenkernel/intern/ipo.c
+++ b/source/blender/blenkernel/intern/ipo.c
@@ -1390,6 +1390,14 @@ void *get_ipo_poin(ID *id, IpoCurve *icu, int *type)
else if(icu->adrcode & MA_MAP8) mtex= ma->mtex[7];
else if(icu->adrcode & MA_MAP9) mtex= ma->mtex[8];
else if(icu->adrcode & MA_MAP10) mtex= ma->mtex[9];
+ else if(icu->adrcode & MA_MAP12) mtex= ma->mtex[11];
+ else if(icu->adrcode & MA_MAP11) mtex= ma->mtex[10];
+ else if(icu->adrcode & MA_MAP13) mtex= ma->mtex[12];
+ else if(icu->adrcode & MA_MAP14) mtex= ma->mtex[13];
+ else if(icu->adrcode & MA_MAP15) mtex= ma->mtex[14];
+ else if(icu->adrcode & MA_MAP16) mtex= ma->mtex[15];
+ else if(icu->adrcode & MA_MAP17) mtex= ma->mtex[16];
+ else if(icu->adrcode & MA_MAP18) mtex= ma->mtex[17];
if(mtex) {
poin= give_mtex_poin(mtex, icu->adrcode & (MA_MAP1-1) );
@@ -1479,7 +1487,14 @@ void *get_ipo_poin(ID *id, IpoCurve *icu, int *type)
else if(icu->adrcode & MA_MAP8) mtex= wo->mtex[7];
else if(icu->adrcode & MA_MAP9) mtex= wo->mtex[8];
else if(icu->adrcode & MA_MAP10) mtex= wo->mtex[9];
-
+ else if(icu->adrcode & MA_MAP11) mtex= wo->mtex[10];
+ else if(icu->adrcode & MA_MAP12) mtex= wo->mtex[11];
+ else if(icu->adrcode & MA_MAP13) mtex= wo->mtex[12];
+ else if(icu->adrcode & MA_MAP14) mtex= wo->mtex[13];
+ else if(icu->adrcode & MA_MAP15) mtex= wo->mtex[14];
+ else if(icu->adrcode & MA_MAP16) mtex= wo->mtex[15];
+ else if(icu->adrcode & MA_MAP17) mtex= wo->mtex[16];
+ else if(icu->adrcode & MA_MAP18) mtex= wo->mtex[17];
if(mtex) {
poin= give_mtex_poin(mtex, icu->adrcode & (MA_MAP1-1) );
}
@@ -1524,6 +1539,14 @@ void *get_ipo_poin(ID *id, IpoCurve *icu, int *type)
else if(icu->adrcode & MA_MAP8) mtex= la->mtex[7];
else if(icu->adrcode & MA_MAP9) mtex= la->mtex[8];
else if(icu->adrcode & MA_MAP10) mtex= la->mtex[9];
+ else if(icu->adrcode & MA_MAP11) mtex= la->mtex[10];
+ else if(icu->adrcode & MA_MAP12) mtex= la->mtex[11];
+ else if(icu->adrcode & MA_MAP13) mtex= la->mtex[12];
+ else if(icu->adrcode & MA_MAP14) mtex= la->mtex[13];
+ else if(icu->adrcode & MA_MAP15) mtex= la->mtex[14];
+ else if(icu->adrcode & MA_MAP16) mtex= la->mtex[15];
+ else if(icu->adrcode & MA_MAP17) mtex= la->mtex[16];
+ else if(icu->adrcode & MA_MAP18) mtex= la->mtex[17];
if(mtex) {
poin= give_mtex_poin(mtex, icu->adrcode & (MA_MAP1-1) );
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 3983eecdaba..f05b84f6e90 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -61,6 +61,8 @@
#include "BPY_extern.h"
+#include "GPU_material.h"
+
/* used in UI and render */
Material defmaterial;
@@ -96,6 +98,9 @@ void free_material(Material *ma)
ntreeFreeTree(ma->nodetree);
MEM_freeN(ma->nodetree);
}
+
+ if(ma->gpumaterial.first)
+ GPU_material_free(ma);
}
void init_material(Material *ma)
@@ -207,6 +212,8 @@ Material *copy_material(Material *ma)
if(ma->nodetree) {
man->nodetree= ntreeCopyTree(ma->nodetree, 0); /* 0 == full new tree */
}
+
+ man->gpumaterial.first= man->gpumaterial.last= NULL;
return man;
}
diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c
index 43e48c3bacd..77b9ea4fa2d 100644
--- a/source/blender/blenkernel/intern/mesh.c
+++ b/source/blender/blenkernel/intern/mesh.c
@@ -79,45 +79,6 @@
#include "BLI_editVert.h"
#include "BLI_arithb.h"
-int update_realtime_texture(MTFace *tface, double time)
-{
- Image *ima;
- int inc = 0;
- float diff;
- int newframe;
-
- ima = tface->tpage;
-
- if (!ima)
- return 0;
-
- if (ima->lastupdate<0)
- ima->lastupdate = 0;
-
- if (ima->lastupdate>time)
- ima->lastupdate=(float)time;
-
- if(ima->tpageflag & IMA_TWINANIM) {
- if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
-
- /* check: is the bindcode not in the array? Then free. (still to do) */
-
- diff = (float)(time-ima->lastupdate);
-
- inc = (int)(diff*(float)ima->animspeed);
-
- ima->lastupdate+=((float)inc/(float)ima->animspeed);
-
- newframe = ima->lastframe+inc;
-
- if (newframe > (int)ima->twend)
- newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
-
- ima->lastframe = newframe;
- }
- return inc;
-}
-
void mesh_update_customdata_pointers(Mesh *me)
{
me->mvert = CustomData_get_layer(&me->vdata, CD_MVERT);
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 4e36df35a14..4dfe651c01f 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -68,6 +68,9 @@
#include "SHD_node.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
static ListBase empty_list = {NULL, NULL};
ListBase node_all_composit = {NULL, NULL};
ListBase node_all_shaders = {NULL, NULL};
@@ -2352,6 +2355,117 @@ void ntreeCompositExecTree(bNodeTree *ntree, RenderData *rd, int do_preview)
ntreeEndExecTree(ntree);
}
+/* GPU material from shader nodes */
+
+static void gpu_from_node_stack(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
+{
+ bNodeSocket *sock;
+ int i;
+
+ for (sock=sockets->first, i=0; sock; sock=sock->next, i++) {
+ memset(&gs[i], 0, sizeof(gs[i]));
+
+ QUATCOPY(gs[i].vec, ns[i]->vec);
+ gs[i].link= ns[i]->data;
+
+ if (sock->type == SOCK_VALUE)
+ gs[i].type= GPU_FLOAT;
+ else if (sock->type == SOCK_VECTOR)
+ gs[i].type= GPU_VEC3;
+ else if (sock->type == SOCK_RGBA)
+ gs[i].type= GPU_VEC4;
+ else
+ gs[i].type= GPU_NONE;
+
+ gs[i].name = "";
+ gs[i].hasinput= ns[i]->hasinput;
+ gs[i].hasoutput= ns[i]->hasinput;
+ gs[i].sockettype= ns[i]->sockettype;
+ }
+
+ gs[i].type= GPU_NONE;
+}
+
+static void data_from_gpu_stack(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
+{
+ bNodeSocket *sock;
+ int i;
+
+ for (sock=sockets->first, i=0; sock; sock=sock->next, i++) {
+ ns[i]->data= gs[i].link;
+ ns[i]->hasinput= gs[i].hasinput;
+ ns[i]->hasoutput= gs[i].hasoutput;
+ ns[i]->sockettype= gs[i].sockettype;
+ }
+}
+
+static void gpu_node_group_execute(bNodeStack *stack, GPUMaterial *mat, bNode *gnode, bNodeStack **in, bNodeStack **out)
+{
+ bNode *node;
+ bNodeTree *ntree= (bNodeTree *)gnode->id;
+ bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
+ bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
+ GPUNodeStack gpuin[MAX_SOCKET+1], gpuout[MAX_SOCKET+1];
+ int doit = 0;
+
+ if(ntree==NULL) return;
+
+ stack+= gnode->stack_index;
+
+ for(node= ntree->nodes.first; node; node= node->next) {
+ if(node->typeinfo->gpufunc) {
+ group_node_get_stack(node, stack, nsin, nsout, in, out);
+
+ doit = 0;
+
+ /* for groups, only execute outputs for edited group */
+ if(node->typeinfo->nclass==NODE_CLASS_OUTPUT) {
+ if(gnode->flag & NODE_GROUP_EDIT)
+ if(node->flag & NODE_DO_OUTPUT)
+ doit = 1;
+ }
+ else
+ doit = 1;
+
+ if(doit) {
+ gpu_from_node_stack(&node->inputs, nsin, gpuin);
+ gpu_from_node_stack(&node->outputs, nsout, gpuout);
+ if(node->typeinfo->gpufunc(mat, node, gpuin, gpuout))
+ data_from_gpu_stack(&node->outputs, nsout, gpuout);
+ }
+ }
+ }
+}
+
+void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat)
+{
+ bNode *node;
+ bNodeStack *stack;
+ bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
+ bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
+ GPUNodeStack gpuin[MAX_SOCKET+1], gpuout[MAX_SOCKET+1];
+
+ if((ntree->init & NTREE_EXEC_INIT)==0)
+ ntreeBeginExecTree(ntree);
+
+ stack= ntree->stack;
+
+ for(node= ntree->nodes.first; node; node= node->next) {
+ if(node->typeinfo->gpufunc) {
+ node_get_stack(node, stack, nsin, nsout);
+ gpu_from_node_stack(&node->inputs, nsin, gpuin);
+ gpu_from_node_stack(&node->outputs, nsout, gpuout);
+ if(node->typeinfo->gpufunc(mat, node, gpuin, gpuout))
+ data_from_gpu_stack(&node->outputs, nsout, gpuout);
+ }
+ else if(node->type==NODE_GROUP && node->id) {
+ node_get_stack(node, stack, nsin, nsout);
+ gpu_node_group_execute(stack, mat, node, nsin, nsout);
+ }
+ }
+
+ ntreeEndExecTree(ntree);
+}
/* **************** call to switch lamploop for material node ************ */
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 7b36e46d45e..8879b498ad9 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -112,6 +112,8 @@
#include "BPY_extern.h"
+#include "GPU_material.h"
+
#include "blendef.h"
/* Local function protos */
@@ -268,6 +270,7 @@ void free_object(Object *ob)
}
if(ob->soft) sbFree(ob->soft);
if(ob->fluidsimSettings) fluidsimSettingsFree(ob->fluidsimSettings);
+ if(ob->gpulamp.first) GPU_lamp_free(ob);
}
static void unlink_object__unlinkModifierLinks(void *userData, Object *ob, Object **obpoin)
@@ -918,7 +921,7 @@ Object *add_only_object(int type, char *name)
QuatOne(ob->dquat);
#endif
- ob->col[0]= ob->col[1]= ob->col[2]= 0.0;
+ ob->col[0]= ob->col[1]= ob->col[2]= 1.0;
ob->col[3]= 1.0;
ob->loc[0]= ob->loc[1]= ob->loc[2]= 0.0;
@@ -1226,6 +1229,7 @@ Object *copy_object(Object *ob)
obn->vnode = NULL;
#endif
+ obn->gpulamp.first = obn->gpulamp.last = NULL;
return obn;
}
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index bba79bd6d28..f334fc39daa 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -61,6 +61,10 @@
#include "BIF_gl.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
#include "CCGSubSurf.h"
typedef struct _VertData {
@@ -1599,7 +1603,7 @@ static void ccgDM_glNormalFast(float *a, float *b, float *c, float *d)
}
/* Only used by non-editmesh types */
-static void ccgDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int)) {
+static void ccgDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int, void *attribs)) {
CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
CCGSubSurf *ss = ccgdm->ss;
CCGFaceIterator *fi = ccgSubSurf_getFaceIterator(ss);
@@ -1621,7 +1625,7 @@ static void ccgDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int)) {
mat_nr= 0;
}
- if (!setMaterial(mat_nr+1))
+ if (!setMaterial(mat_nr+1, NULL))
continue;
glShadeModel(drawSmooth? GL_SMOOTH: GL_FLAT);
@@ -1666,6 +1670,168 @@ static void ccgDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int)) {
ccgFaceIterator_free(fi);
}
+
+ /* Only used by non-editmesh types */
+static void ccgDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs), int (*setDrawOptions)(void *userData, int index), void *userData) {
+ CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
+ CCGSubSurf *ss = ccgdm->ss;
+ CCGFaceIterator *fi = ccgSubSurf_getFaceIterator(ss);
+ GPUVertexAttribs gattribs;
+ DMVertexAttribs attribs;
+ MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE);
+ int gridSize = ccgSubSurf_getGridSize(ss);
+ int gridFaces = gridSize - 1;
+ int edgeSize = ccgSubSurf_getEdgeSize(ss);
+ int transp, orig_transp, new_transp;
+ char *faceFlags = DM_get_face_data_layer(dm, CD_FLAGS);
+ int a, b, i, doDraw, numVerts, matnr, new_matnr, totface;
+
+ doDraw = 0;
+ numVerts = 0;
+ matnr = -1;
+ transp = GPU_get_material_blend_mode();
+ orig_transp = transp;
+
+ memset(&attribs, 0, sizeof(attribs));
+
+#define PASSATTRIB(dx, dy, vert) { \
+ if(attribs.totorco) { \
+ index = getFaceIndex(ss, f, S, x+dx, y+dy, edgeSize, gridSize); \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]); \
+ } \
+ for(b = 0; b < attribs.tottface; b++) { \
+ MTFace *tf = &attribs.tface[b].array[a]; \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
+ } \
+ for(b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = &attribs.mcol[b].array[a*4 + vert]; \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if(attribs.tottang) { \
+ float *tang = attribs.tang.array[a*4 + vert]; \
+ glVertexAttrib3fvARB(attribs.tang.glIndex, tang); \
+ } \
+}
+
+ totface = ccgSubSurf_getNumFaces(ss);
+ for(a = 0, i = 0; i < totface; i++) {
+ CCGFace *f = ccgdm->faceMap[i].face;
+ int S, x, y, drawSmooth;
+ int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(ss, f));
+ int origIndex = ccgDM_getFaceMapIndex(ccgdm, ss, f);
+
+ numVerts = ccgSubSurf_getFaceNumVerts(ss, f);
+
+ if(faceFlags) {
+ drawSmooth = (faceFlags[index*4] & ME_SMOOTH);
+ new_matnr= faceFlags[index*4 + 1] + 1;
+ }
+ else {
+ drawSmooth = 1;
+ new_matnr= 1;
+ }
+
+ if(new_matnr != matnr) {
+ doDraw = setMaterial(matnr = new_matnr, &gattribs);
+ if(doDraw)
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ }
+
+ if(!doDraw || (setDrawOptions && !setDrawOptions(userData, origIndex))) {
+ a += gridFaces*gridFaces*numVerts;
+ continue;
+ }
+
+ if(tf) {
+ new_transp = tf[i].transp;
+
+ if(new_transp != transp) {
+ if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
+ GPU_set_material_blend_mode(orig_transp);
+ else
+ GPU_set_material_blend_mode(new_transp);
+ transp = new_transp;
+ }
+ }
+
+ glShadeModel(drawSmooth? GL_SMOOTH: GL_FLAT);
+ for (S=0; S<numVerts; S++) {
+ VertData *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
+ VertData *vda, *vdb;
+
+ if (drawSmooth) {
+ for (y=0; y<gridFaces; y++) {
+ glBegin(GL_QUAD_STRIP);
+ for (x=0; x<gridFaces; x++) {
+ vda = &faceGridData[(y+0)*gridSize + x];
+ vdb = &faceGridData[(y+1)*gridSize + x];
+
+ PASSATTRIB(0, 0, 0);
+ glNormal3fv(vda->no);
+ glVertex3fv(vda->co);
+
+ PASSATTRIB(0, 1, 1);
+ glNormal3fv(vdb->no);
+ glVertex3fv(vdb->co);
+
+ if(x != gridFaces-1)
+ a++;
+ }
+
+ vda = &faceGridData[(y+0)*gridSize + x];
+ vdb = &faceGridData[(y+1)*gridSize + x];
+
+ PASSATTRIB(0, 0, 3);
+ glNormal3fv(vda->no);
+ glVertex3fv(vda->co);
+
+ PASSATTRIB(0, 1, 2);
+ glNormal3fv(vdb->no);
+ glVertex3fv(vdb->co);
+
+ glEnd();
+
+ a++;
+ }
+ } else {
+ glBegin(GL_QUADS);
+ for (y=0; y<gridFaces; y++) {
+ for (x=0; x<gridFaces; x++) {
+ float *aco = faceGridData[(y+0)*gridSize + x].co;
+ float *bco = faceGridData[(y+0)*gridSize + x + 1].co;
+ float *cco = faceGridData[(y+1)*gridSize + x + 1].co;
+ float *dco = faceGridData[(y+1)*gridSize + x].co;
+
+ ccgDM_glNormalFast(aco, bco, cco, dco);
+
+ PASSATTRIB(0, 1, 1);
+ glVertex3fv(dco);
+ PASSATTRIB(1, 1, 2);
+ glVertex3fv(cco);
+ PASSATTRIB(1, 0, 3);
+ glVertex3fv(bco);
+ PASSATTRIB(0, 0, 0);
+ glVertex3fv(aco);
+
+ a++;
+ }
+ }
+ glEnd();
+ }
+ }
+ }
+
+#undef PASSATTRIB
+
+ ccgFaceIterator_free(fi);
+}
+
+static void ccgDM_drawFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs)) {
+ dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
+}
+
static void ccgDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned char *col1, unsigned char *col2) {
CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
CCGSubSurf *ss = ccgdm->ss;
@@ -2143,8 +2309,10 @@ static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
ccgdm->dm.drawFacesSolid = ccgDM_drawFacesSolid;
ccgdm->dm.drawFacesColored = ccgDM_drawFacesColored;
ccgdm->dm.drawFacesTex = ccgDM_drawFacesTex;
+ ccgdm->dm.drawFacesGLSL = ccgDM_drawFacesGLSL;
ccgdm->dm.drawMappedFaces = ccgDM_drawMappedFaces;
ccgdm->dm.drawMappedFacesTex = ccgDM_drawMappedFacesTex;
+ ccgdm->dm.drawMappedFacesGLSL = ccgDM_drawMappedFacesGLSL;
ccgdm->dm.drawUVEdges = ccgDM_drawUVEdges;
ccgdm->dm.drawMappedEdgesInterp = ccgDM_drawMappedEdgesInterp;
diff --git a/source/blender/blenkernel/intern/texture.c b/source/blender/blenkernel/intern/texture.c
index 936381c85cc..bb726887d32 100644
--- a/source/blender/blenkernel/intern/texture.c
+++ b/source/blender/blenkernel/intern/texture.c
@@ -53,6 +53,7 @@
#include "DNA_world_types.h"
#include "DNA_brush_types.h"
#include "DNA_node_types.h"
+#include "DNA_color_types.h"
#include "DNA_scene_types.h"
#include "IMB_imbuf_types.h"
@@ -390,6 +391,17 @@ int do_colorband(ColorBand *coba, float in, float out[4])
return 1; /* OK */
}
+void colorband_table_RGBA(ColorBand *coba, float **array, int *size)
+{
+ int a;
+
+ *size = CM_TABLE+1;
+ *array = MEM_callocN(sizeof(float)*(*size)*4, "ColorBand");
+
+ for(a=0; a<*size; a++)
+ do_colorband(coba, (float)a/(float)CM_TABLE, &(*array)[a*4]);
+}
+
/* ******************* TEX ************************ */
void free_texture(Tex *tex)
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index c22b6f79e08..4448231b2b4 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -260,6 +260,7 @@ void Vec2Mulf(float *v1, float f);
void Vec2Addf(float *v, float *v1, float *v2);
void Vec2Subf(float *v, float *v1, float *v2);
void Vec2Copyf(float *v1, float *v2);
+void Vec2Lerpf(float *target, float *a, float *b, float t);
void AxisAngleToQuat(float *q, float *axis, float angle);
void vectoquat(float *vec, short axis, short upflag, float *q);
diff --git a/source/blender/blenlib/BLI_blenlib.h b/source/blender/blenlib/BLI_blenlib.h
index e24ccad12fb..c59cd2dab4e 100644
--- a/source/blender/blenlib/BLI_blenlib.h
+++ b/source/blender/blenlib/BLI_blenlib.h
@@ -73,7 +73,6 @@ extern ListBase fillvertbase;
* @attention Defined in scanfill.c
*/
extern ListBase filledgebase;
-extern int totblock;
extern char btempdir[]; /* creator.c temp dir used instead of U.tempdir, set with BLI_where_is_temp( btempdir, 1 ); */
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index 8bd7ad405af..50f8ba0fcde 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -2113,6 +2113,14 @@ void VecLerpf(float *target, float *a, float *b, float t)
target[2]= s*a[2] + t*b[2];
}
+void Vec2Lerpf(float *target, float *a, float *b, float t)
+{
+ float s = 1.0f-t;
+
+ target[0]= s*a[0] + t*b[0];
+ target[1]= s*a[1] + t*b[1];
+}
+
void VecMidf(float *v, float *v1, float *v2)
{
v[0]= 0.5f*(v1[0]+ v2[0]);
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 6affec0e104..a2b1828c399 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -1138,6 +1138,8 @@ void blo_make_image_pointer_map(FileData *fd)
Link *ibuf= ima->ibufs.first;
for(; ibuf; ibuf= ibuf->next)
oldnewmap_insert(fd->imamap, ibuf, ibuf, 0);
+ if(ima->gputexture)
+ oldnewmap_insert(fd->imamap, ima->gputexture, ima->gputexture, 0);
}
for(; sce; sce= sce->id.next) {
if(sce->nodetree) {
@@ -1172,8 +1174,11 @@ void blo_end_image_pointer_map(FileData *fd)
if(NULL==newimaadr(fd, ibuf)) { /* so was restored */
BLI_remlink(&ima->ibufs, ibuf);
ima->bindcode= 0;
+ ima->gputexture= NULL;
}
}
+
+ ima->gputexture= newimaadr(fd, ima->gputexture);
}
for(; sce; sce= sce->id.next) {
if(sce->nodetree) {
@@ -2340,8 +2345,10 @@ static void direct_link_image(FileData *fd, Image *ima)
ima->ibufs.first= ima->ibufs.last= NULL;
/* if not restored, we keep the binded opengl index */
- if(ima->ibufs.first==NULL)
+ if(ima->ibufs.first==NULL) {
ima->bindcode= 0;
+ ima->gputexture= NULL;
+ }
ima->anim= NULL;
ima->rr= NULL;
@@ -2552,6 +2559,7 @@ static void direct_link_material(FileData *fd, Material *ma)
direct_link_nodetree(fd, ma->nodetree);
ma->preview = direct_link_preview_image(fd, ma->preview);
+ ma->gpumaterial.first = ma->gpumaterial.last = NULL;
}
/* ************ READ PARTICLE SETTINGS ***************** */
@@ -3390,6 +3398,7 @@ static void direct_link_object(FileData *fd, Object *ob)
ob->bb= NULL;
ob->derivedDeform= NULL;
ob->derivedFinal= NULL;
+ ob->gpulamp.first= ob->gpulamp.last= NULL;
}
/* ************ READ SCENE ***************** */
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
new file mode 100644
index 00000000000..4d376f47d91
--- /dev/null
+++ b/source/blender/gpu/CMakeLists.txt
@@ -0,0 +1,34 @@
+# $Id: CMakeLists.txt 14444 2008-04-16 22:40:48Z hos $
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# The Original Code is Copyright (C) 2006, Blender Foundation
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): Jacques Beaurain.
+#
+# ***** END GPL LICENSE BLOCK *****
+
+FILE(GLOB SRC intern/*.c)
+
+SET(INC
+ . ../blenlib ../blenkernel ../makesdna ../include
+ ../../../extern/glew/include ../../../intern/guardedalloc ../imbuf)
+
+BLENDERLIB(bf_gpu "${SRC}" "${INC}")
+
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
new file mode 100644
index 00000000000..2399e7b6a8c
--- /dev/null
+++ b/source/blender/gpu/GPU_draw.h
@@ -0,0 +1,116 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This shader is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This shader 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 shader; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef GPU_GAME_H
+#define GPU_GAME_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct MTFace;
+struct Image;
+struct Scene;
+struct Object;
+
+/* OpenGL drawing functions related to shading. These are also
+ * shared with the game engine, where there were previously
+ * duplicates of some of these functions. */
+
+/* Initialize
+ * - sets the default Blender opengl state, if in doubt, check
+ * the contents of this function
+ * - this is called when starting Blender, for opengl rendering,
+ * and for switching back from the game engine for example. */
+
+void GPU_state_init(void);
+
+/* Material drawing
+ * - first the state is initialized by a particular object and
+ * it's materials
+ * - after this, materials can be quickly enabled by their number,
+ * GPU_enable_material returns 0 if drawing should be skipped
+ * - after drawing, the material must be disabled again */
+
+void GPU_set_object_materials(struct Scene *scene, struct Object *ob,
+ int glsl, int *do_alpha_pass);
+int GPU_enable_material(int nr, void *attribs);
+void GPU_disable_material(void);
+
+void GPU_set_material_blend_mode(int blendmode);
+int GPU_get_material_blend_mode(void);
+
+/* TexFace drawing
+ * - this is mutually exclusive with material drawing, a mesh should
+ * be drawn using one or the other
+ * - passing NULL clears the state again */
+
+int GPU_set_tpage(struct MTFace *tface);
+
+/* Lights
+ * - returns how many lights were enabled
+ * - this affects fixed functions materials and texface, not glsl */
+
+int GPU_default_lights(void);
+int GPU_scene_object_lights(struct Scene *scene, struct Object *ob,
+ int lay, float viewmat[][4]);
+
+/* Text render
+ * - based on moving uv coordinates */
+
+void GPU_render_text(struct MTFace *tface, int mode,
+ const char *textstr, int textlen, unsigned int *col,
+ float *v1, float *v2, float *v3, float *v4, int glattrib);
+
+/* Mipmap settings
+ * - these will free textures on changes */
+
+void GPU_set_mipmap(int mipmap);
+void GPU_set_linear_mipmap(int linear);
+void GPU_paint_set_mipmap(int mipmap);
+
+/* Image updates and free
+ * - these deal with images bound as opengl textures */
+
+void GPU_paint_update_image(struct Image *ima, int x, int y, int w, int h);
+void GPU_update_images_framechange(void);
+int GPU_update_image_time(struct Image *ima, double time);
+int GPU_verify_image(struct Image *ima, int tftile, int tfmode, int compare);
+void GPU_free_image(struct Image *ima);
+void GPU_free_images(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
new file mode 100644
index 00000000000..d3faa81ebb1
--- /dev/null
+++ b/source/blender/gpu/GPU_extensions.h
@@ -0,0 +1,144 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This shader is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This shader 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 shader; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef GPU_EXTENSIONS_H
+#define GPU_EXTENSIONS_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* GPU extensions support */
+
+struct Image;
+struct ImageUser;
+
+struct GPUTexture;
+typedef struct GPUTexture GPUTexture;
+
+struct GPUFrameBuffer;
+typedef struct GPUFrameBuffer GPUFrameBuffer;
+
+struct GPUShader;
+typedef struct GPUShader GPUShader;
+
+void GPU_extensions_init(void); /* call this before running any of the functions below */
+void GPU_extensions_exit(void);
+int GPU_extensions_minimum_support(void);
+int GPU_print_error(char *str);
+
+/* GPU Texture
+ - always returns unsigned char RGBA textures
+ - if texture with non square dimensions is created, depending on the
+ graphics card capabilities the texture may actually be stored in a
+ larger texture with power of two dimensions. the actual dimensions
+ may be querd with GPU_texture_opengl_width/height. GPU_texture_coord_2f
+ calls glTexCoord2f with the coordinates adjust for this.
+ - can use reference counting:
+ - reference counter after GPU_texture_create is 1
+ - GPU_texture_ref increases by one
+ - GPU_texture_free decreases by one, and frees if 0
+ - if created with from_blender, will not free the texture
+*/
+
+GPUTexture *GPU_texture_create_1D(int w, float *pixels);
+GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels);
+GPUTexture *GPU_texture_create_depth(int w, int h);
+GPUTexture *GPU_texture_from_blender(struct Image *ima,
+ struct ImageUser *iuser, double time);
+void GPU_texture_free(GPUTexture *tex);
+
+void GPU_texture_ref(GPUTexture *tex);
+
+void GPU_texture_bind(GPUTexture *tex, int number);
+void GPU_texture_unbind(GPUTexture *tex);
+
+GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
+
+int GPU_texture_target(GPUTexture *tex);
+int GPU_texture_opengl_width(GPUTexture *tex);
+int GPU_texture_opengl_height(GPUTexture *tex);
+
+/* GPU Framebuffer
+ - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
+ multiple FBO's may be created, to get around limitations on the number
+ of attached textures and the dimension requirements.
+ - after any of the GPU_framebuffer_* functions, GPU_framebuffer_restore must
+ be called before rendering to the window framebuffer again */
+
+GPUFrameBuffer *GPU_framebuffer_create();
+int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex);
+void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex);
+void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex);
+void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex);
+void GPU_framebuffer_free(GPUFrameBuffer *fb);
+
+void GPU_framebuffer_restore();
+
+/* GPU Shader
+ - only for fragment shaders now
+ - must call texture bind before setting a texture as uniform! */
+
+GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, GPUShader *lib);
+GPUShader *GPU_shader_create_lib(const char *code);
+void GPU_shader_free(GPUShader *shader);
+
+void GPU_shader_bind(GPUShader *shader);
+void GPU_shader_unbind();
+
+int GPU_shader_get_uniform(GPUShader *shader, char *name);
+void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
+ int arraysize, float *value);
+void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex);
+
+int GPU_shader_get_attribute(GPUShader *shader, char *name);
+
+/* Vertex attributes for shaders */
+
+#define GPU_MAX_ATTRIB 32
+
+typedef struct GPUVertexAttribs {
+ struct {
+ int type;
+ int glindex;
+ char name[32];
+ } layer[GPU_MAX_ATTRIB];
+
+ int totlayer;
+} GPUVertexAttribs;
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
new file mode 100644
index 00000000000..560421f7edf
--- /dev/null
+++ b/source/blender/gpu/GPU_material.h
@@ -0,0 +1,169 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This shader is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This shader 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 shader; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __GPU_MATERIAL__
+#define __GPU_MATERIAL__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct Image;
+struct ImageUser;
+struct Material;
+struct Object;
+struct Lamp;
+struct bNode;
+struct LinkNode;
+struct Scene;
+struct GPUVertexAttribs;
+struct GPUNode;
+struct GPUNodeLink;
+struct GPUNodeStack;
+struct GPUMaterial;
+struct GPUTexture;
+struct GPULamp;
+
+typedef struct GPUNode GPUNode;
+typedef struct GPUNodeLink GPUNodeLink;
+typedef struct GPUMaterial GPUMaterial;
+typedef struct GPULamp GPULamp;
+
+/* Functions to create GPU Materials nodes */
+
+typedef enum GPUType {
+ GPU_NONE = 0,
+ GPU_FLOAT = 1,
+ GPU_VEC2 = 2,
+ GPU_VEC3 = 3,
+ GPU_VEC4 = 4,
+ GPU_MAT3 = 9,
+ GPU_MAT4 = 16,
+ GPU_TEX1D = 1001,
+ GPU_TEX2D = 1002,
+ GPU_SHADOW2D = 1003,
+ GPU_ATTRIB = 3001
+} GPUType;
+
+typedef enum GPUBuiltin {
+ GPU_VIEW_MATRIX = 1,
+ GPU_OBJECT_MATRIX = 2,
+ GPU_INVERSE_VIEW_MATRIX = 4,
+ GPU_INVERSE_OBJECT_MATRIX = 8,
+ GPU_VIEW_POSITION = 16,
+ GPU_VIEW_NORMAL = 32,
+ GPU_OBCOLOR = 64
+} GPUBuiltin;
+
+typedef enum GPUBlendMode {
+ GPU_BLEND_SOLID = 0,
+ GPU_BLEND_ADD = 1,
+ GPU_BLEND_ALPHA = 2,
+ GPU_BLEND_CLIP = 4
+} GPUBlendMode;
+
+typedef struct GPUNodeStack {
+ GPUType type;
+ char *name;
+ float vec[4];
+ struct GPUNodeLink *link;
+ short hasinput;
+ short hasoutput;
+ short sockettype;
+} GPUNodeStack;
+
+GPUNodeLink *GPU_attribute(int type, char *name);
+GPUNodeLink *GPU_uniform(float *num);
+GPUNodeLink *GPU_dynamic_uniform(float *num);
+GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser);
+GPUNodeLink *GPU_texture(int size, float *pixels);
+GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex);
+GPUNodeLink *GPU_socket(GPUNodeStack *sock);
+GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
+
+int GPU_link(GPUMaterial *mat, char *name, ...);
+int GPU_stack_link(GPUMaterial *mat, char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
+
+void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
+void GPU_material_enable_alpha(GPUMaterial *material);
+GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[4]);
+
+/* High level functions to create and use GPU materials */
+
+GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma);
+void GPU_material_free(struct Material *ma);
+
+void GPU_materials_free();
+
+void GPU_material_bind(GPUMaterial *material, int lay, double time);
+void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4]);
+void GPU_material_unbind(GPUMaterial *material);
+int GPU_material_bound(GPUMaterial *material);
+
+void GPU_material_vertex_attributes(GPUMaterial *material,
+ struct GPUVertexAttribs *attrib);
+
+/* Exported shading */
+
+typedef struct GPUShadeInput {
+ GPUMaterial *gpumat;
+ struct Material *mat;
+
+ GPUNodeLink *rgb, *specrgb, *vn, *view, *vcol, *ref;
+ GPUNodeLink *alpha, *refl, *spec, *emit, *har, *amb;
+} GPUShadeInput;
+
+typedef struct GPUShadeResult {
+ GPUNodeLink *diff, *spec, *combined, *alpha;
+} GPUShadeResult;
+
+void GPU_shadeinput_set(GPUMaterial *mat, struct Material *ma, GPUShadeInput *shi);
+void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr);
+
+/* Lamps */
+
+GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
+void GPU_lamp_free(struct Object *ob);
+
+int GPU_lamp_has_shadow_buffer(GPULamp *lamp);
+void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4]);
+void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
+
+void GPU_lamp_update(GPULamp *lamp, float obmat[][4]);
+int GPU_lamp_shadow_layer(GPULamp *lamp);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /*__GPU_MATERIAL__*/
+
diff --git a/source/blender/gpu/Makefile b/source/blender/gpu/Makefile
new file mode 100644
index 00000000000..b9bde147115
--- /dev/null
+++ b/source/blender/gpu/Makefile
@@ -0,0 +1,37 @@
+#
+# $Id$
+#
+# ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version. The Blender
+# Foundation also sells licenses for use in proprietary software under
+# the Blender License. See http://www.blender.org/BL/ for information
+# about this.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): none yet.
+#
+# ***** END GPL/BL DUAL LICENSE BLOCK *****
+#
+# Makes module object directory and bounces make to subdirectories.
+
+SOURCEDIR = source/blender/gpu
+DIRS = intern
+
+include nan_subdirs.mk
diff --git a/source/blender/gpu/SConscript b/source/blender/gpu/SConscript
new file mode 100644
index 00000000000..8ccd4b7b24c
--- /dev/null
+++ b/source/blender/gpu/SConscript
@@ -0,0 +1,11 @@
+#!/usr/bin/python
+Import ('env')
+
+sources = env.Glob('intern/*.c')
+
+incs = '../blenlib ../blenkernel ../makesdna ../include'
+incs += ' #/extern/glew/include #intern/guardedalloc ../imbuf .'
+
+incs += ' ' + env['BF_OPENGL_INC']
+
+env.BlenderLib ( 'bf_gpu', sources, Split(incs), [], libtype=['core', 'player'], priority=[65, 20] )
diff --git a/source/blender/gpu/intern/Makefile b/source/blender/gpu/intern/Makefile
new file mode 100644
index 00000000000..733ee3f764c
--- /dev/null
+++ b/source/blender/gpu/intern/Makefile
@@ -0,0 +1,53 @@
+#
+# $Id$
+#
+# ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version. The Blender
+# Foundation also sells licenses for use in proprietary software under
+# the Blender License. See http://www.blender.org/BL/ for information
+# about this.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): none yet.
+#
+# ***** END GPL/BL DUAL LICENSE BLOCK *****
+#
+
+LIBNAME = gpu
+DIR = $(OCGDIR)/blender/$(LIBNAME)
+
+include nan_compile.mk
+
+ifeq ($(OS),$(findstring $(OS), "beos darwin freebsd linux openbsd solaris windows"))
+ CFLAGS += -funsigned-char
+endif
+
+CFLAGS += $(LEVEL_1_C_WARNINGS)
+
+CPPFLAGS += -I$(OPENGL_HEADERS)
+
+CPPFLAGS += -I../../blenlib
+CPPFLAGS += -I../../makesdna
+CPPFLAGS += -I../../imbuf
+CPPFLAGS += -I../../blenkernel
+CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
+CPPFLAGS += -I$(NAN_GLEW)/include
+CPPFLAGS += -I../
+
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
new file mode 100644
index 00000000000..b6285915484
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -0,0 +1,1439 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "GL/glew.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_customdata_types.h"
+#include "DNA_image_types.h"
+#include "DNA_listBase.h"
+#include "DNA_material_types.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_blenlib.h"
+#include "BLI_ghash.h"
+#include "BLI_heap.h"
+
+#include "BKE_global.h"
+#include "BKE_utildefines.h"
+
+#include "GPU_material.h"
+#include "GPU_extensions.h"
+
+#include "gpu_codegen.h"
+
+#include <string.h>
+#include <stdarg.h>
+
+#ifdef _WIN32
+#ifndef vsnprintf
+#define _vsnprintf vsnprintf
+#endif
+#ifndef snprintf
+#define snprintf _snprintf
+#endif
+#endif
+
+extern char datatoc_gpu_shader_material_glsl[];
+extern char datatoc_gpu_shader_vertex_glsl[];
+
+/* structs and defines */
+
+typedef enum GPUDataSource {
+ GPU_SOURCE_VEC_UNIFORM,
+ GPU_SOURCE_BUILTIN,
+ GPU_SOURCE_TEX_PIXEL,
+ GPU_SOURCE_TEX,
+ GPU_SOURCE_ATTRIB
+} GPUDataSource;
+
+static char* GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
+ 0, 0, 0, 0, "mat3", 0, 0, 0, 0, 0, 0, "mat4"};
+
+struct GPUNode {
+ struct GPUNode *next, *prev;
+
+ char *name;
+ int tag;
+
+ ListBase inputs;
+ ListBase outputs;
+};
+
+struct GPUNodeLink {
+ GPUNodeStack *socket;
+
+ int attribtype;
+ char *attribname;
+
+ int image;
+
+ int texture;
+ int texturesize;
+
+ void *ptr1, *ptr2;
+
+ int dynamic;
+
+ int type;
+ int users;
+
+ GPUTexture *dynamictex;
+
+ GPUBuiltin builtin;
+
+ struct GPUOutput *output;
+};
+
+typedef struct GPUOutput {
+ struct GPUOutput *next, *prev;
+
+ GPUNode *node;
+ int type; /* data type = length of vector/matrix */
+ GPUNodeLink *link; /* output link */
+ int id; /* unique id as created by code generator */
+} GPUOutput;
+
+typedef struct GPUInput {
+ struct GPUInput *next, *prev;
+
+ GPUNode *node;
+
+ int type; /* datatype */
+ int source; /* data source */
+
+ int id; /* unique id as created by code generator */
+ int texid; /* number for multitexture */
+ int attribid; /* id for vertex attributes */
+ int bindtex; /* input is responsible for binding the texture? */
+ int definetex; /* input is responsible for defining the pixel? */
+ int textarget; /* GL_TEXTURE_* */
+ int textype; /* datatype */
+
+ struct Image *ima; /* image */
+ struct ImageUser *iuser;/* image user */
+ float *dynamicvec; /* vector data in case it is dynamic */
+ GPUTexture *tex; /* input texture, only set at runtime */
+ int shaderloc; /* id from opengl */
+ char shadername[32]; /* name in shader */
+
+ float vec[16]; /* vector data */
+ GPUNodeLink *link;
+ int dynamictex; /* dynamic? */
+ int attribtype; /* attribute type */
+ char attribname[32]; /* attribute name */
+ int attribfirst; /* this is the first one that is bound */
+ GPUBuiltin builtin; /* builtin uniform */
+} GPUInput;
+
+struct GPUPass {
+ struct GPUPass *next, *prev;
+
+ ListBase inputs;
+ struct GPUOutput *output;
+ struct GPUShader *shader;
+};
+
+/* Strings utility */
+
+static void BLI_dynstr_printf(DynStr *dynstr, const char *format, ...)
+{
+ va_list args;
+ int retval;
+ char str[2048];
+
+ va_start(args, format);
+ retval = vsnprintf(str, sizeof(str), format, args);
+ va_end(args);
+
+ if (retval >= sizeof(str))
+ fprintf(stderr, "BLI_dynstr_printf: limit exceeded\n");
+ else
+ BLI_dynstr_append(dynstr, str);
+}
+
+/* GLSL code parsing for finding function definitions.
+ * These are stored in a hash for lookup when creating a material. */
+
+static GHash *FUNCTION_HASH= NULL;
+static char *FUNCTION_PROTOTYPES= NULL;
+static GPUShader *FUNCTION_LIB= NULL;
+
+static int gpu_str_prefix(char *str, char *prefix)
+{
+ while(*str && *prefix) {
+ if(*str != *prefix)
+ return 0;
+
+ str++;
+ prefix++;
+ }
+
+ return (*prefix == '\0');
+}
+
+static char *gpu_str_skip_token(char *str, char *token, int max)
+{
+ int len = 0;
+
+ /* skip a variable/function name */
+ while(*str) {
+ if(ELEM6(*str, ' ', '(', ')', ',', '\t', '\n'))
+ break;
+ else {
+ if(token && len < max-1) {
+ *token= *str;
+ token++;
+ len++;
+ }
+ str++;
+ }
+ }
+
+ if(token)
+ *token= '\0';
+
+ /* skip the next special characters:
+ * note the missing ')' */
+ while(*str) {
+ if(ELEM5(*str, ' ', '(', ',', '\t', '\n'))
+ str++;
+ else
+ break;
+ }
+
+ return str;
+}
+
+static void gpu_parse_functions_string(GHash *hash, char *code)
+{
+ GPUFunction *function;
+ int i, type, qual;
+
+ while((code = strstr(code, "void "))) {
+ function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
+
+ code = gpu_str_skip_token(code, NULL, 0);
+ code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
+
+ /* get parameters */
+ while(*code && *code != ')') {
+ /* test if it's an input or output */
+ qual = FUNCTION_QUAL_IN;
+ if(gpu_str_prefix(code, "out "))
+ qual = FUNCTION_QUAL_OUT;
+ if(gpu_str_prefix(code, "inout "))
+ qual = FUNCTION_QUAL_INOUT;
+ if((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in "))
+ code = gpu_str_skip_token(code, NULL, 0);
+
+ /* test for type */
+ type= 0;
+ for(i=1; i<=16; i++) {
+ if(GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
+ type= i;
+ break;
+ }
+ }
+
+ if(!type && gpu_str_prefix(code, "sampler2DShadow"))
+ type= GPU_SHADOW2D;
+ if(!type && gpu_str_prefix(code, "sampler1D"))
+ type= GPU_TEX1D;
+ if(!type && gpu_str_prefix(code, "sampler2D"))
+ type= GPU_TEX2D;
+
+ if(type) {
+ /* add paramater */
+ code = gpu_str_skip_token(code, NULL, 0);
+ code = gpu_str_skip_token(code, NULL, 0);
+ function->paramqual[function->totparam]= qual;
+ function->paramtype[function->totparam]= type;
+ function->totparam++;
+ }
+ else {
+ fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
+ break;
+ }
+ }
+
+ if(strlen(function->name) == 0 || function->totparam == 0) {
+ fprintf(stderr, "GPU functions parse error.\n");
+ MEM_freeN(function);
+ break;
+ }
+
+ BLI_ghash_insert(hash, function->name, function);
+ }
+}
+
+static char *gpu_generate_function_prototyps(GHash *hash)
+{
+ DynStr *ds = BLI_dynstr_new();
+ GHashIterator *ghi;
+ GPUFunction *function;
+ char *name, *prototypes;
+ int a;
+
+ /* automatically generate function prototypes to add to the top of the
+ * generated code, to avoid have to add the actual code & recompile all */
+ ghi = BLI_ghashIterator_new(hash);
+
+ for(; !BLI_ghashIterator_isDone(ghi); BLI_ghashIterator_step(ghi)) {
+ name = BLI_ghashIterator_getValue(ghi);
+ function = BLI_ghashIterator_getValue(ghi);
+
+ BLI_dynstr_printf(ds, "void %s(", name);
+ for(a=0; a<function->totparam; a++) {
+ if(function->paramqual[a] == FUNCTION_QUAL_OUT)
+ BLI_dynstr_append(ds, "out ");
+ else if(function->paramqual[a] == FUNCTION_QUAL_INOUT)
+ BLI_dynstr_append(ds, "inout ");
+
+ if(function->paramtype[a] == GPU_TEX1D)
+ BLI_dynstr_append(ds, "sampler1D");
+ else if(function->paramtype[a] == GPU_TEX2D)
+ BLI_dynstr_append(ds, "sampler2D");
+ else if(function->paramtype[a] == GPU_SHADOW2D)
+ BLI_dynstr_append(ds, "sampler2DShadow");
+ else
+ BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
+
+ BLI_dynstr_printf(ds, " param%d", a);
+
+ if(a != function->totparam-1)
+ BLI_dynstr_append(ds, ", ");
+ }
+ BLI_dynstr_append(ds, ");\n");
+ }
+
+ BLI_dynstr_append(ds, "\n");
+
+ prototypes = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return prototypes;
+}
+
+GPUFunction *GPU_lookup_function(char *name)
+{
+ if(!FUNCTION_HASH) {
+ FUNCTION_HASH = BLI_ghash_new(BLI_ghashutil_strhash, BLI_ghashutil_strcmp);
+ gpu_parse_functions_string(FUNCTION_HASH, datatoc_gpu_shader_material_glsl);
+ FUNCTION_PROTOTYPES = gpu_generate_function_prototyps(FUNCTION_HASH);
+ FUNCTION_LIB = GPU_shader_create_lib(datatoc_gpu_shader_material_glsl);
+ }
+
+ return (GPUFunction*)BLI_ghash_lookup(FUNCTION_HASH, name);
+}
+
+void GPU_extensions_exit(void)
+{
+ extern Material defmaterial; // render module abuse...
+
+ if(defmaterial.gpumaterial.first)
+ GPU_material_free(&defmaterial);
+
+ if(FUNCTION_HASH) {
+ BLI_ghash_free(FUNCTION_HASH, NULL, (GHashValFreeFP)MEM_freeN);
+ FUNCTION_HASH = NULL;
+ }
+ if(FUNCTION_PROTOTYPES) {
+ MEM_freeN(FUNCTION_PROTOTYPES);
+ FUNCTION_PROTOTYPES = NULL;
+ }
+ if(FUNCTION_LIB) {
+ GPU_shader_free(FUNCTION_LIB);
+ FUNCTION_LIB = NULL;
+ }
+}
+
+/* GLSL code generation */
+
+static void codegen_convert_datatype(DynStr *ds, int from, int to, char *tmp, int id)
+{
+ char name[1024];
+
+ snprintf(name, sizeof(name), "%s%d", tmp, id);
+
+ if (from == to) {
+ BLI_dynstr_append(ds, name);
+ }
+ else if (to == GPU_FLOAT) {
+ if (from == GPU_VEC4)
+ BLI_dynstr_printf(ds, "dot(%s.rgb, vec3(0.35, 0.45, 0.2))", name);
+ else if (from == GPU_VEC3)
+ BLI_dynstr_printf(ds, "dot(%s, vec3(0.33))", name);
+ else if (from == GPU_VEC2)
+ BLI_dynstr_printf(ds, "%s.r", name);
+ }
+ else if (to == GPU_VEC2) {
+ if (from == GPU_VEC4)
+ BLI_dynstr_printf(ds, "vec2(dot(%s.rgb, vec3(0.35, 0.45, 0.2)), %s.a)", name, name);
+ else if (from == GPU_VEC3)
+ BLI_dynstr_printf(ds, "vec2(dot(%s.rgb, vec3(0.33)), 1.0)", name);
+ else if (from == GPU_FLOAT)
+ BLI_dynstr_printf(ds, "vec2(%s, 1.0)", name);
+ }
+ else if (to == GPU_VEC3) {
+ if (from == GPU_VEC4)
+ BLI_dynstr_printf(ds, "%s.rgb", name);
+ else if (from == GPU_VEC2)
+ BLI_dynstr_printf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
+ else if (from == GPU_FLOAT)
+ BLI_dynstr_printf(ds, "vec3(%s, %s, %s)", name, name, name);
+ }
+ else {
+ if (from == GPU_VEC3)
+ BLI_dynstr_printf(ds, "vec4(%s, 1.0)", name);
+ else if (from == GPU_VEC2)
+ BLI_dynstr_printf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
+ else if (from == GPU_FLOAT)
+ BLI_dynstr_printf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
+ }
+}
+
+static void codegen_print_datatype(DynStr *ds, int type, float *data)
+{
+ int i;
+
+ BLI_dynstr_printf(ds, "%s(", GPU_DATATYPE_STR[type]);
+
+ for(i=0; i<type; i++) {
+ BLI_dynstr_printf(ds, "%f", data[i]);
+ if(i == type-1)
+ BLI_dynstr_append(ds, ")");
+ else
+ BLI_dynstr_append(ds, ", ");
+ }
+}
+
+static int codegen_input_has_texture(GPUInput *input)
+{
+ if (input->link)
+ return 0;
+ else if(input->ima)
+ return 1;
+ else
+ return input->tex != 0;
+}
+
+char *GPU_builtin_name(GPUBuiltin builtin)
+{
+ if(builtin == GPU_VIEW_MATRIX)
+ return "unfviewmat";
+ else if(builtin == GPU_OBJECT_MATRIX)
+ return "unfobmat";
+ else if(builtin == GPU_INVERSE_VIEW_MATRIX)
+ return "unfinvviewmat";
+ else if(builtin == GPU_INVERSE_OBJECT_MATRIX)
+ return "unfinvobmat";
+ else if(builtin == GPU_VIEW_POSITION)
+ return "varposition";
+ else if(builtin == GPU_VIEW_NORMAL)
+ return "varnormal";
+ else if(builtin == GPU_OBCOLOR)
+ return "unfobcolor";
+ else
+ return "";
+}
+
+static void codegen_set_unique_ids(ListBase *nodes)
+{
+ GHash *bindhash, *definehash;
+ GPUNode *node;
+ GPUInput *input;
+ GPUOutput *output;
+ int id = 1, texid = 0;
+
+ bindhash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
+ definehash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
+
+ for (node=nodes->first; node; node=node->next) {
+ for (input=node->inputs.first; input; input=input->next) {
+ /* set id for unique names of uniform variables */
+ input->id = id++;
+ input->bindtex = 0;
+ input->definetex = 0;
+
+ /* set texid used for settings texture slot with multitexture */
+ if (codegen_input_has_texture(input) &&
+ ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL))) {
+ if (input->link) {
+ /* input is texture from buffer, assign only one texid per
+ buffer to avoid sampling the same texture twice */
+ if (!BLI_ghash_haskey(bindhash, input->link)) {
+ input->texid = texid++;
+ input->bindtex = 1;
+ BLI_ghash_insert(bindhash, input->link, SET_INT_IN_POINTER(input->texid));
+ }
+ else
+ input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->link));
+ }
+ else if(input->ima) {
+ /* input is texture from image, assign only one texid per
+ buffer to avoid sampling the same texture twice */
+ if (!BLI_ghash_haskey(bindhash, input->ima)) {
+ input->texid = texid++;
+ input->bindtex = 1;
+ BLI_ghash_insert(bindhash, input->ima, SET_INT_IN_POINTER(input->texid));
+ }
+ else
+ input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->ima));
+ }
+ else {
+ /* input is user created texture, we know there there is
+ only one, so assign new texid */
+ input->bindtex = 1;
+ input->texid = texid++;
+ }
+
+ /* make sure this pixel is defined exactly once */
+ if (input->source == GPU_SOURCE_TEX_PIXEL) {
+ if(input->ima) {
+ if (!BLI_ghash_haskey(definehash, input->ima)) {
+ input->definetex = 1;
+ BLI_ghash_insert(definehash, input->ima, SET_INT_IN_POINTER(input->texid));
+ }
+ }
+ else {
+ if (!BLI_ghash_haskey(definehash, input->link)) {
+ input->definetex = 1;
+ BLI_ghash_insert(definehash, input->link, SET_INT_IN_POINTER(input->texid));
+ }
+ }
+ }
+ }
+ }
+
+ for (output=node->outputs.first; output; output=output->next)
+ /* set id for unique names of tmp variables storing output */
+ output->id = id++;
+ }
+
+ BLI_ghash_free(bindhash, NULL, NULL);
+ BLI_ghash_free(definehash, NULL, NULL);
+}
+
+static void codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
+{
+ GPUNode *node;
+ GPUInput *input;
+ char *name;
+ int builtins = 0;
+
+ /* print uniforms */
+ for (node=nodes->first; node; node=node->next) {
+ for (input=node->inputs.first; input; input=input->next) {
+ if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
+ /* create exactly one sampler for each texture */
+ if (codegen_input_has_texture(input) && input->bindtex)
+ BLI_dynstr_printf(ds, "uniform %s samp%d;\n",
+ (input->textype == GPU_TEX1D)? "sampler1D":
+ (input->textype == GPU_TEX2D)? "sampler2D": "sampler2DShadow",
+ input->texid);
+ }
+ else if(input->source == GPU_SOURCE_BUILTIN) {
+ /* only define each builting uniform/varying once */
+ if(!(builtins & input->builtin)) {
+ builtins |= input->builtin;
+ name = GPU_builtin_name(input->builtin);
+
+ if(gpu_str_prefix(name, "unf")) {
+ BLI_dynstr_printf(ds, "uniform %s %s;\n",
+ GPU_DATATYPE_STR[input->type], name);
+ }
+ else {
+ BLI_dynstr_printf(ds, "varying %s %s;\n",
+ GPU_DATATYPE_STR[input->type], name);
+ }
+ }
+ }
+ else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
+ if(input->dynamicvec) {
+ /* only create uniforms for dynamic vectors */
+ BLI_dynstr_printf(ds, "uniform %s unf%d;\n",
+ GPU_DATATYPE_STR[input->type], input->id);
+ }
+ else {
+ /* for others use const so the compiler can do folding */
+ BLI_dynstr_printf(ds, "const %s cons%d = ",
+ GPU_DATATYPE_STR[input->type], input->id);
+ codegen_print_datatype(ds, input->type, input->vec);
+ BLI_dynstr_append(ds, ";\n");
+ }
+ }
+ else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ BLI_dynstr_printf(ds, "varying %s var%d;\n",
+ GPU_DATATYPE_STR[input->type], input->attribid);
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, "\n");
+}
+
+static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
+{
+ GPUNode *node;
+ GPUInput *input;
+ GPUOutput *output;
+
+ for (node=nodes->first; node; node=node->next) {
+ /* load pixels from textures */
+ for (input=node->inputs.first; input; input=input->next) {
+ if (input->source == GPU_SOURCE_TEX_PIXEL) {
+ if (codegen_input_has_texture(input) && input->definetex) {
+ BLI_dynstr_printf(ds, "\tvec4 tex%d = texture2D(", input->texid);
+ BLI_dynstr_printf(ds, "samp%d, gl_TexCoord[%d].st);\n",
+ input->texid, input->texid);
+ }
+ }
+ }
+
+ /* declare temporary variables for node output storage */
+ for (output=node->outputs.first; output; output=output->next)
+ BLI_dynstr_printf(ds, "\t%s tmp%d;\n",
+ GPU_DATATYPE_STR[output->type], output->id);
+ }
+
+ BLI_dynstr_append(ds, "\n");
+}
+
+static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
+{
+ GPUNode *node;
+ GPUInput *input;
+ GPUOutput *output;
+
+ for (node=nodes->first; node; node=node->next) {
+ BLI_dynstr_printf(ds, "\t%s(", node->name);
+
+ for (input=node->inputs.first; input; input=input->next) {
+ if (input->source == GPU_SOURCE_TEX) {
+ BLI_dynstr_printf(ds, "samp%d", input->texid);
+ if (input->link)
+ BLI_dynstr_printf(ds, ", gl_TexCoord[%d].st", input->texid);
+ }
+ else if (input->source == GPU_SOURCE_TEX_PIXEL) {
+ if (input->link && input->link->output)
+ codegen_convert_datatype(ds, input->link->output->type, input->type,
+ "tmp", input->link->output->id);
+ else
+ codegen_convert_datatype(ds, input->link->output->type, input->type,
+ "tex", input->texid);
+ }
+ else if(input->source == GPU_SOURCE_BUILTIN)
+ BLI_dynstr_printf(ds, "%s", GPU_builtin_name(input->builtin));
+ else if(input->source == GPU_SOURCE_VEC_UNIFORM) {
+ if(input->dynamicvec)
+ BLI_dynstr_printf(ds, "unf%d", input->id);
+ else
+ BLI_dynstr_printf(ds, "cons%d", input->id);
+ }
+ else if (input->source == GPU_SOURCE_ATTRIB)
+ BLI_dynstr_printf(ds, "var%d", input->attribid);
+
+ BLI_dynstr_append(ds, ", ");
+ }
+
+ for (output=node->outputs.first; output; output=output->next) {
+ BLI_dynstr_printf(ds, "tmp%d", output->id);
+ if (output->next)
+ BLI_dynstr_append(ds, ", ");
+ }
+
+ BLI_dynstr_append(ds, ");\n");
+ }
+
+ BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
+ codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
+ BLI_dynstr_append(ds, ";\n");
+}
+
+static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, const char *name)
+{
+ DynStr *ds = BLI_dynstr_new();
+ char *code;
+
+ BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
+
+ codegen_set_unique_ids(nodes);
+ codegen_print_uniforms_functions(ds, nodes);
+
+ //if(G.f & G_DEBUG)
+ // BLI_dynstr_printf(ds, "/* %s */\n", name);
+
+ BLI_dynstr_append(ds, "void main(void)\n");
+ BLI_dynstr_append(ds, "{\n");
+
+ codegen_declare_tmps(ds, nodes);
+ codegen_call_functions(ds, nodes, output);
+
+ BLI_dynstr_append(ds, "}\n");
+
+ /* create shader */
+ code = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ //if(G.f & G_DEBUG) printf("%s\n", code);
+
+ return code;
+}
+
+static char *code_generate_vertex(ListBase *nodes)
+{
+ DynStr *ds = BLI_dynstr_new();
+ GPUNode *node;
+ GPUInput *input;
+ char *code;
+
+ for (node=nodes->first; node; node=node->next) {
+ for (input=node->inputs.first; input; input=input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ BLI_dynstr_printf(ds, "attribute %s att%d;\n",
+ GPU_DATATYPE_STR[input->type], input->attribid);
+ BLI_dynstr_printf(ds, "varying %s var%d;\n",
+ GPU_DATATYPE_STR[input->type], input->attribid);
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, "\n");
+ BLI_dynstr_append(ds, datatoc_gpu_shader_vertex_glsl);
+
+ for (node=nodes->first; node; node=node->next)
+ for (input=node->inputs.first; input; input=input->next)
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ if(input->attribtype == CD_TANGENT) /* silly exception */
+ BLI_dynstr_printf(ds, "\tvar%d = gl_NormalMatrix * ", input->attribid);
+ else
+ BLI_dynstr_printf(ds, "\tvar%d = ", input->attribid);
+
+ BLI_dynstr_printf(ds, "att%d;\n", input->attribid);
+ }
+
+ BLI_dynstr_append(ds, "}\n\n");
+
+ code = BLI_dynstr_get_cstring(ds);
+
+ BLI_dynstr_free(ds);
+
+ //if(G.f & G_DEBUG) printf("%s\n", code);
+
+ return code;
+}
+
+/* GPU pass binding/unbinding */
+
+GPUShader *GPU_pass_shader(GPUPass *pass)
+{
+ return pass->shader;
+}
+
+void GPU_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
+{
+ GPUShader *shader = pass->shader;
+ GPUNode *node;
+ GPUInput *next, *input;
+ ListBase *inputs = &pass->inputs;
+ int extract, z;
+
+ memset(inputs, 0, sizeof(*inputs));
+
+ if(!shader)
+ return;
+
+ GPU_shader_bind(shader);
+
+ for (node=nodes->first; node; node=node->next) {
+ z = 0;
+ for (input=node->inputs.first; input; input=next, z++) {
+ next = input->next;
+
+ /* attributes don't need to be bound, they already have
+ * an id that the drawing functions will use */
+ if(input->source == GPU_SOURCE_ATTRIB ||
+ input->source == GPU_SOURCE_BUILTIN)
+ continue;
+
+ if (input->ima || input->tex)
+ snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
+ else
+ snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
+
+ /* pass non-dynamic uniforms to opengl */
+ extract = 0;
+
+ if(input->ima || input->tex) {
+ if (input->bindtex)
+ extract = 1;
+ }
+ else if(input->dynamicvec)
+ extract = 1;
+
+ if(extract)
+ input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
+
+ /* extract nodes */
+ if(extract) {
+ BLI_remlink(&node->inputs, input);
+ BLI_addtail(inputs, input);
+ }
+ }
+ }
+
+ GPU_shader_unbind(shader);
+}
+
+void GPU_pass_bind(GPUPass *pass, double time)
+{
+ GPUInput *input;
+ GPUShader *shader = pass->shader;
+ ListBase *inputs = &pass->inputs;
+
+ if (!shader)
+ return;
+
+ GPU_shader_bind(shader);
+
+ /* now bind the textures */
+ for (input=inputs->first; input; input=input->next) {
+ if (input->ima)
+ input->tex = GPU_texture_from_blender(input->ima, input->iuser, time);
+
+ if(input->ima || input->tex) {
+ if(input->tex) {
+ GPU_texture_bind(input->tex, input->texid);
+ GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
+ }
+ }
+ }
+}
+
+void GPU_pass_update_uniforms(GPUPass *pass)
+{
+ GPUInput *input;
+ GPUShader *shader = pass->shader;
+ ListBase *inputs = &pass->inputs;
+
+ if (!shader)
+ return;
+
+ /* pass dynamic inputs to opengl, others were removed */
+ for (input=inputs->first; input; input=input->next)
+ if(!(input->ima || input->tex))
+ GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
+ input->dynamicvec);
+}
+
+void GPU_pass_unbind(GPUPass *pass)
+{
+ GPUInput *input;
+ GPUShader *shader = pass->shader;
+ ListBase *inputs = &pass->inputs;
+
+ if (!shader)
+ return;
+
+ for (input=inputs->first; input; input=input->next) {
+ if (input->tex)
+ if(input->bindtex)
+ GPU_texture_unbind(input->tex);
+ if (input->ima)
+ input->tex = 0;
+ }
+
+ GPU_shader_unbind(shader);
+}
+
+/* Node Link Functions */
+
+GPUNodeLink *GPU_node_link_create(int type)
+{
+ GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
+ link->type = type;
+ link->users++;
+
+ return link;
+}
+
+void GPU_node_link_free(GPUNodeLink *link)
+{
+ link->users--;
+
+ if (link->users < 0)
+ fprintf(stderr, "GPU_node_link_free: negative refcount\n");
+
+ if (link->users == 0) {
+ if (link->output)
+ link->output->link = NULL;
+ MEM_freeN(link);
+ }
+}
+
+/* Node Functions */
+
+GPUNode *GPU_node_begin(char *name)
+{
+ GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
+
+ node->name = name;
+
+ return node;
+}
+
+void GPU_node_end(GPUNode *node)
+{
+ /* empty */
+}
+
+static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
+{
+ GPUInput *input;
+ GPUNode *outnode;
+ char *name;
+
+ if(link->output) {
+ outnode = link->output->node;
+ name = outnode->name;
+
+ if(strcmp(name, "set_value")==0 || strcmp(name, "set_rgb")==0) {
+ input = MEM_dupallocN(outnode->inputs.first);
+ input->type = type;
+ if(input->link)
+ input->link->users++;
+ BLI_addtail(&node->inputs, input);
+ return;
+ }
+ }
+
+ input = MEM_callocN(sizeof(GPUInput), "GPUInput");
+ input->node = node;
+
+ if(link->builtin) {
+ /* builtin uniform */
+ input->type = type;
+ input->source = GPU_SOURCE_BUILTIN;
+ input->builtin = link->builtin;
+
+ MEM_freeN(link);
+ }
+ else if(link->output) {
+ /* link to a node output */
+ input->type = type;
+ input->source = GPU_SOURCE_TEX_PIXEL;
+ input->link = link;
+ link->users++;
+ }
+ else if(link->dynamictex) {
+ /* dynamic texture, GPUTexture is updated/deleted externally */
+ input->type = type;
+ input->source = GPU_SOURCE_TEX;
+
+ input->tex = link->dynamictex;
+ input->textarget = GL_TEXTURE_2D;
+ input->textype = type;
+ input->dynamictex = 1;
+ MEM_freeN(link);
+ }
+ else if(link->texture) {
+ /* small texture created on the fly, like for colorbands */
+ input->type = GPU_VEC4;
+ input->source = GPU_SOURCE_TEX;
+ input->textype = type;
+
+ if (type == GPU_TEX1D) {
+ input->tex = GPU_texture_create_1D(link->texturesize, link->ptr1);
+ input->textarget = GL_TEXTURE_1D;
+ }
+ else {
+ input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2);
+ input->textarget = GL_TEXTURE_2D;
+ }
+
+ MEM_freeN(link->ptr1);
+ MEM_freeN(link);
+ }
+ else if(link->image) {
+ /* blender image */
+ input->type = GPU_VEC4;
+ input->source = GPU_SOURCE_TEX;
+
+ input->ima = link->ptr1;
+ input->textarget = GL_TEXTURE_2D;
+ input->textype = GPU_TEX2D;
+ MEM_freeN(link);
+ }
+ else if(link->attribtype) {
+ /* vertex attribute */
+ input->type = type;
+ input->source = GPU_SOURCE_ATTRIB;
+
+ input->attribtype = link->attribtype;
+ BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
+ MEM_freeN(link);
+ }
+ else {
+ /* uniform vector */
+ input->type = type;
+ input->source = GPU_SOURCE_VEC_UNIFORM;
+
+ memcpy(input->vec, link->ptr1, type*sizeof(float));
+ if(link->dynamic)
+ input->dynamicvec= link->ptr1;
+ MEM_freeN(link);
+ }
+
+ BLI_addtail(&node->inputs, input);
+}
+
+static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
+{
+ GPUNodeLink *link;
+
+ if(sock->link) {
+ gpu_node_input_link(node, sock->link, sock->type);
+ }
+ else {
+ link = GPU_node_link_create(0);
+ link->ptr1 = sock->vec;
+ gpu_node_input_link(node, link, sock->type);
+ }
+}
+
+void GPU_node_output(GPUNode *node, int type, char *name, GPUNodeLink **link)
+{
+ GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
+
+ output->type = type;
+ output->node = node;
+
+ if (link) {
+ *link = output->link = GPU_node_link_create(type);
+ output->link->output = output;
+
+ /* note: the caller owns the reference to the linkfer, GPUOutput
+ merely points to it, and if the node is destroyed it will
+ set that pointer to NULL */
+ }
+
+ BLI_addtail(&node->outputs, output);
+}
+
+void GPU_inputs_free(ListBase *inputs)
+{
+ GPUInput *input;
+
+ for(input=inputs->first; input; input=input->next) {
+ if(input->link)
+ GPU_node_link_free(input->link);
+ else if(input->tex && !input->dynamictex)
+ GPU_texture_free(input->tex);
+ }
+
+ BLI_freelistN(inputs);
+}
+
+void GPU_node_free(GPUNode *node)
+{
+ GPUOutput *output;
+
+ GPU_inputs_free(&node->inputs);
+
+ for (output=node->outputs.first; output; output=output->next)
+ if (output->link) {
+ output->link->output = NULL;
+ GPU_node_link_free(output->link);
+ }
+
+ BLI_freelistN(&node->outputs);
+ MEM_freeN(node);
+}
+
+void GPU_nodes_free(ListBase *nodes)
+{
+ GPUNode *node;
+
+ while (nodes->first) {
+ node = nodes->first;
+ BLI_remlink(nodes, node);
+ GPU_node_free(node);
+ }
+}
+
+/* vertex attributes */
+
+void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
+{
+ GPUNode *node;
+ GPUInput *input;
+ int a;
+
+ /* convert attributes requested by node inputs to an array of layers,
+ * checking for duplicates and assigning id's starting from zero. */
+
+ memset(attribs, 0, sizeof(*attribs));
+
+ for(node=nodes->first; node; node=node->next) {
+ for(input=node->inputs.first; input; input=input->next) {
+ if(input->source == GPU_SOURCE_ATTRIB) {
+ for(a=0; a<attribs->totlayer; a++) {
+ if(attribs->layer[a].type == input->attribtype &&
+ strcmp(attribs->layer[a].name, input->attribname) == 0)
+ break;
+ }
+
+ if(a == attribs->totlayer && a < GPU_MAX_ATTRIB) {
+ input->attribid = attribs->totlayer++;
+ input->attribfirst = 1;
+
+ attribs->layer[a].type = input->attribtype;
+ attribs->layer[a].glindex = input->attribid;
+ BLI_strncpy(attribs->layer[a].name, input->attribname,
+ sizeof(attribs->layer[a].name));
+ }
+ else
+ input->attribid = attribs->layer[a].glindex;
+ }
+ }
+ }
+}
+
+void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
+{
+ GPUNode *node;
+ GPUInput *input;
+
+ *builtin= 0;
+
+ for(node=nodes->first; node; node=node->next)
+ for(input=node->inputs.first; input; input=input->next)
+ if(input->source == GPU_SOURCE_BUILTIN)
+ *builtin |= input->builtin;
+}
+
+/* varargs linking */
+
+GPUNodeLink *GPU_attribute(int type, char *name)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->attribtype= type;
+ link->attribname= name;
+
+ return link;
+}
+
+GPUNodeLink *GPU_uniform(float *num)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->ptr1= num;
+ link->ptr2= NULL;
+
+ return link;
+}
+
+GPUNodeLink *GPU_dynamic_uniform(float *num)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->ptr1= num;
+ link->ptr2= NULL;
+ link->dynamic= 1;
+
+ return link;
+}
+
+GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->image= 1;
+ link->ptr1= ima;
+ link->ptr2= iuser;
+
+ return link;
+}
+
+GPUNodeLink *GPU_texture(int size, float *pixels)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->texture = 1;
+ link->texturesize = size;
+ link->ptr1= pixels;
+
+ return link;
+}
+
+GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->dynamic = 1;
+ link->dynamictex = tex;
+
+ return link;
+}
+
+GPUNodeLink *GPU_socket(GPUNodeStack *sock)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->socket= sock;
+
+ return link;
+}
+
+GPUNodeLink *GPU_builtin(GPUBuiltin builtin)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->builtin= builtin;
+
+ return link;
+}
+
+int GPU_link(GPUMaterial *mat, char *name, ...)
+{
+ GPUNode *node;
+ GPUFunction *function;
+ GPUNodeLink *link, **linkptr;
+ va_list params;
+ int i;
+
+ function = GPU_lookup_function(name);
+ if(!function) {
+ fprintf(stderr, "GPU failed to find function %s\n", name);
+ return 0;
+ }
+
+ node = GPU_node_begin(name);
+
+ va_start(params, name);
+ for(i=0; i<function->totparam; i++) {
+ if(function->paramqual[i] != FUNCTION_QUAL_IN) {
+ linkptr= va_arg(params, GPUNodeLink**);
+ GPU_node_output(node, function->paramtype[i], "", linkptr);
+ }
+ else {
+ link= va_arg(params, GPUNodeLink*);
+ gpu_node_input_link(node, link, function->paramtype[i]);
+ }
+ }
+ va_end(params);
+
+ GPU_node_end(node);
+
+ gpu_material_add_node(mat, node);
+
+ return 1;
+}
+
+int GPU_stack_link(GPUMaterial *mat, char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
+{
+ GPUNode *node;
+ GPUFunction *function;
+ GPUNodeLink *link, **linkptr;
+ va_list params;
+ int i, totin, totout;
+
+ function = GPU_lookup_function(name);
+ if(!function) {
+ fprintf(stderr, "GPU failed to find function %s\n", name);
+ return 0;
+ }
+
+ node = GPU_node_begin(name);
+ totin = 0;
+ totout = 0;
+
+ if(in) {
+ for(i = 0; in[i].type != GPU_NONE; i++) {
+ gpu_node_input_socket(node, &in[i]);
+ totin++;
+ }
+ }
+
+ if(out) {
+ for(i = 0; out[i].type != GPU_NONE; i++) {
+ GPU_node_output(node, out[i].type, out[i].name, &out[i].link);
+ totout++;
+ }
+ }
+
+ va_start(params, out);
+ for(i=0; i<function->totparam; i++) {
+ if(function->paramqual[i] != FUNCTION_QUAL_IN) {
+ if(totout == 0) {
+ linkptr= va_arg(params, GPUNodeLink**);
+ GPU_node_output(node, function->paramtype[i], "", linkptr);
+ }
+ else
+ totout--;
+ }
+ else {
+ if(totin == 0) {
+ link= va_arg(params, GPUNodeLink*);
+ if(link->socket)
+ gpu_node_input_socket(node, link->socket);
+ else
+ gpu_node_input_link(node, link, function->paramtype[i]);
+ }
+ else
+ totin--;
+ }
+ }
+ va_end(params);
+
+ GPU_node_end(node);
+
+ gpu_material_add_node(mat, node);
+
+ return 1;
+}
+
+int GPU_link_changed(GPUNodeLink *link)
+{
+ GPUNode *node;
+ GPUInput *input;
+ char *name;
+
+ if(link->output) {
+ node = link->output->node;
+ name = node->name;
+
+ if(strcmp(name, "set_value")==0 || strcmp(name, "set_rgb")==0) {
+ input = node->inputs.first;
+ return (input->link != NULL);
+ }
+
+ return 1;
+ }
+ else
+ return 0;
+}
+
+/* Pass create/free */
+
+void gpu_nodes_tag(GPUNodeLink *link)
+{
+ GPUNode *node;
+ GPUInput *input;
+
+ if(!link->output)
+ return;
+
+ node = link->output->node;
+ if(node->tag)
+ return;
+
+ node->tag= 1;
+ for(input=node->inputs.first; input; input=input->next)
+ if(input->link)
+ gpu_nodes_tag(input->link);
+}
+
+void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
+{
+ GPUNode *node, *next;
+
+ for(node=nodes->first; node; node=node->next)
+ node->tag= 0;
+
+ gpu_nodes_tag(outlink);
+
+ for(node=nodes->first; node; node=next) {
+ next = node->next;
+
+ if(!node->tag) {
+ BLI_remlink(nodes, node);
+ GPU_node_free(node);
+ }
+ }
+}
+
+GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttribs *attribs, int *builtins, const char *name)
+{
+ GPUShader *shader;
+ GPUPass *pass;
+ char *vertexcode, *fragmentcode;
+
+ if(!FUNCTION_LIB) {
+ GPU_nodes_free(nodes);
+ return NULL;
+ }
+
+ /* prune unused nodes */
+ gpu_nodes_prune(nodes, outlink);
+
+ gpu_nodes_get_vertex_attributes(nodes, attribs);
+ gpu_nodes_get_builtin_flag(nodes, builtins);
+
+ /* generate code and compile with opengl */
+ fragmentcode = code_generate_fragment(nodes, outlink->output, name);
+ vertexcode = code_generate_vertex(nodes);
+ shader = GPU_shader_create(vertexcode, fragmentcode, FUNCTION_LIB);
+ MEM_freeN(fragmentcode);
+ MEM_freeN(vertexcode);
+
+ /* failed? */
+ if (!shader) {
+ memset(attribs, 0, sizeof(*attribs));
+ memset(builtins, 0, sizeof(*builtins));
+ GPU_nodes_free(nodes);
+ return NULL;
+ }
+
+ /* create pass */
+ pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
+
+ pass->output = outlink->output;
+ pass->shader = shader;
+
+ /* extract dynamic inputs and throw away nodes */
+ GPU_nodes_extract_dynamic_inputs(pass, nodes);
+ GPU_nodes_free(nodes);
+
+ return pass;
+}
+
+void GPU_pass_free(GPUPass *pass)
+{
+ GPU_shader_free(pass->shader);
+ GPU_inputs_free(&pass->inputs);
+ MEM_freeN(pass);
+}
+
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
new file mode 100644
index 00000000000..53b52f24f16
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -0,0 +1,87 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __GPU_CODEGEN_H__
+#define __GPU_CODEGEN_H__
+
+#include "DNA_listBase.h"
+
+struct ListBase;
+struct GPUShader;
+struct GPUOutput;
+struct GPUNode;
+struct GPUVertexAttribs;
+
+#define MAX_FUNCTION_NAME 64
+#define MAX_PARAMETER 32
+
+#define FUNCTION_QUAL_IN 0
+#define FUNCTION_QUAL_OUT 1
+#define FUNCTION_QUAL_INOUT 2
+
+typedef struct GPUFunction {
+ char name[MAX_FUNCTION_NAME];
+ int paramtype[MAX_PARAMETER];
+ int paramqual[MAX_PARAMETER];
+ int totparam;
+} GPUFunction;
+
+GPUFunction *GPU_lookup_function(char *name);
+
+/* Pass Generation
+ - Takes a list of nodes and a desired output, and makes a pass. This
+ will take ownership of the nodes and free them early if unused or
+ at the end if used.
+*/
+
+struct GPUPass;
+typedef struct GPUPass GPUPass;
+
+GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
+ struct GPUVertexAttribs *attribs, int *builtin, const char *name);
+
+struct GPUShader *GPU_pass_shader(GPUPass *pass);
+
+void GPU_pass_bind(GPUPass *pass, double time);
+void GPU_pass_update_uniforms(GPUPass *pass);
+void GPU_pass_unbind(GPUPass *pass);
+
+void GPU_pass_free(GPUPass *pass);
+
+/* Material calls */
+
+char *GPU_builtin_name(GPUBuiltin builtin);
+void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
+int GPU_link_changed(struct GPUNodeLink *link);
+
+#endif
+
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
new file mode 100644
index 00000000000..3ff8e7fa559
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -0,0 +1,1167 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <string.h>
+
+#include "GL/glew.h"
+
+#include "DNA_image_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_material_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_node_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "BKE_bmfont.h"
+#include "BKE_global.h"
+#include "BKE_image.h"
+#include "BKE_main.h"
+#include "BKE_material.h"
+#include "BKE_node.h"
+#include "BKE_object.h"
+#include "BKE_utildefines.h"
+
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+#include "GPU_draw.h"
+
+/* These are some obscure rendering functions shared between the
+ * game engine and the blender, in this module to avoid duplicaten
+ * and abstract them away from the rest a bit */
+
+/* Text Rendering */
+
+static void gpu_mcol(unsigned int ucol)
+{
+ /* mcol order is swapped */
+ char *cp= (char *)&ucol;
+ glColor3ub(cp[3], cp[2], cp[1]);
+}
+
+void GPU_render_text(MTFace *tface, int mode,
+ const char *textstr, int textlen, unsigned int *col,
+ float *v1, float *v2, float *v3, float *v4, int glattrib)
+{
+ if (mode & TF_BMFONT) {
+ Image* ima;
+ int characters, index, character;
+ float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
+
+ characters = textlen;
+
+ ima = (Image*)tface->tpage;
+ if (ima == NULL)
+ characters = 0;
+
+ // color has been set
+ if (tface->mode & TF_OBCOL)
+ col= NULL;
+ else if (!col)
+ glColor3f(1.0f, 1.0f, 1.0f);
+
+ glPushMatrix();
+ for (index = 0; index < characters; index++) {
+ float uv[4][2];
+
+ // lets calculate offset stuff
+ character = textstr[index];
+
+ // space starts at offset 1
+ // character = character - ' ' + 1;
+ matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery,
+ &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+
+ uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
+ uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
+ uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
+ uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
+ uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
+ uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
+
+ glBegin(GL_POLYGON);
+ if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
+ else glTexCoord2fv(uv[0]);
+ if(col) gpu_mcol(col[0]);
+ glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
+
+ if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
+ else glTexCoord2fv(uv[1]);
+ if(col) gpu_mcol(col[1]);
+ glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
+
+ if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
+ else glTexCoord2fv(uv[2]);
+ if(col) gpu_mcol(col[2]);
+ glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
+
+ if(v4) {
+ uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
+ uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
+
+ if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
+ else glTexCoord2fv(uv[3]);
+ if(col) gpu_mcol(col[3]);
+ glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
+ }
+ glEnd();
+
+ glTranslatef(advance, 0.0, 0.0);
+ }
+ glPopMatrix();
+ }
+}
+
+/* Checking powers of two for images since opengl 1.x requires it */
+
+static int is_pow2(int num)
+{
+ /* (n&(n-1)) zeros the least significant bit of n */
+ return ((num)&(num-1))==0;
+}
+
+static int smaller_pow2(int num)
+{
+ while (!is_pow2(num))
+ num= num&(num-1);
+
+ return num;
+}
+
+static int is_pow2_limit(int num)
+{
+ /* take texture clamping into account */
+ if (U.glreslimit != 0 && num > U.glreslimit)
+ return 0;
+
+ return ((num)&(num-1))==0;
+}
+
+static int smaller_pow2_limit(int num)
+{
+ /* take texture clamping into account */
+ if (U.glreslimit != 0 && num > U.glreslimit)
+ return U.glreslimit;
+
+ return smaller_pow2(num);
+}
+
+/* Current OpenGL state caching for GPU_set_tpage */
+
+static struct GPUTextureState {
+ int curtile, tile;
+ int curtilemode, tilemode;
+ int curtileXRep, tileXRep;
+ int curtileYRep, tileYRep;
+ Image *ima, *curima;
+
+ int domipmap, linearmipmap;
+
+ int alphamode;
+ MTFace *lasttface;
+} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL};
+
+/* Mipmap settings */
+
+void GPU_set_mipmap(int mipmap)
+{
+ if (GTS.domipmap != (mipmap != 0)) {
+ GPU_free_images();
+ GTS.domipmap = mipmap != 0;
+ }
+}
+
+void GPU_set_linear_mipmap(int linear)
+{
+ if (GTS.linearmipmap != (linear != 0)) {
+ GPU_free_images();
+ GTS.linearmipmap = linear != 0;
+ }
+}
+
+static int gpu_get_mipmap(void)
+{
+ return GTS.domipmap && (!(G.f & G_TEXTUREPAINT));
+}
+
+static GLenum gpu_get_mipmap_filter()
+{
+ return GTS.linearmipmap? GL_LINEAR_MIPMAP_LINEAR: GL_LINEAR_MIPMAP_NEAREST;
+}
+
+/* Set OpenGL state for an MTFace */
+
+static void gpu_make_repbind(Image *ima)
+{
+ ImBuf *ibuf;
+
+ ibuf = BKE_image_get_ibuf(ima, NULL);
+ if(ibuf==NULL)
+ return;
+
+ if(ima->repbind) {
+ glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
+ MEM_freeN(ima->repbind);
+ ima->repbind= 0;
+ ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
+ }
+
+ ima->totbind= ima->xrep*ima->yrep;
+
+ if(ima->totbind>1)
+ ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
+}
+
+static void gpu_clear_tpage()
+{
+ if(GTS.lasttface==0)
+ return;
+
+ GTS.lasttface= 0;
+ GTS.curtile= 0;
+ GTS.curima= 0;
+ if(GTS.curtilemode!=0) {
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ }
+ GTS.curtilemode= 0;
+ GTS.curtileXRep=0;
+ GTS.curtileYRep=0;
+ GTS.alphamode= -1;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_ALPHA_TEST);
+}
+
+static void gpu_set_blend_mode(GPUBlendMode blendmode)
+{
+ if(blendmode == GPU_BLEND_SOLID) {
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else if(blendmode==GPU_BLEND_ADD) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDisable(GL_ALPHA_TEST);
+ }
+ else if(blendmode==GPU_BLEND_ALPHA) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ /* if U.glalphaclip == 1.0, some cards go bonkers...
+ * turn off alpha test in this case */
+
+ /* added after 2.45 to clip alpha */
+ if(U.glalphaclip == 1.0) {
+ glDisable(GL_ALPHA_TEST);
+ }
+ else {
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, U.glalphaclip);
+ }
+ }
+ else if(blendmode==GPU_BLEND_CLIP) {
+ glDisable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.5f);
+ }
+}
+
+static void gpu_verify_alpha_mode(MTFace *tface)
+{
+ /* verify alpha blending modes */
+ if(GTS.alphamode == tface->transp)
+ return;
+
+ gpu_set_blend_mode(tface->transp);
+ GTS.alphamode= tface->transp;
+}
+
+static void gpu_verify_reflection(Image *ima)
+{
+ if (ima && (ima->flag & IMA_REFLECT)) {
+ /* enable reflection mapping */
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ }
+ else {
+ /* disable reflection mapping */
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ }
+}
+
+int GPU_verify_image(Image *ima, int tftile, int tfmode, int compare)
+{
+ ImBuf *ibuf = NULL;
+ unsigned int *bind = NULL;
+ int rectw, recth, tpx=0, tpy=0, y;
+ unsigned int *rectrow, *tilerectrow;
+ unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
+ short texwindx, texwindy, texwinsx, texwinsy;
+
+ /* initialize tile mode and number of repeats */
+ GTS.ima = ima;
+ GTS.tilemode= (tfmode & TF_TILES) || (ima && (ima->tpageflag & IMA_TWINANIM));
+ GTS.tileXRep = 0;
+ GTS.tileYRep = 0;
+
+ /* setting current tile according to frame */
+ if(ima && (ima->tpageflag & IMA_TWINANIM))
+ GTS.tile= ima->lastframe;
+ else
+ GTS.tile= tftile;
+
+ if(ima) {
+ GTS.tileXRep = ima->xrep;
+ GTS.tileYRep = ima->yrep;
+ }
+
+ /* if same image & tile, we're done */
+ if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
+ GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
+ GTS.curtileYRep == GTS.tileYRep)
+ return (ima!=0);
+
+ /* if tiling mode or repeat changed, change texture matrix to fit */
+ if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
+ GTS.curtileYRep != GTS.tileYRep) {
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ if((tfmode & TF_TILES) && ima!=NULL)
+ glScalef(ima->xrep, ima->yrep, 1.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ }
+
+ /* check if we have a valid image */
+ if(ima==NULL || ima->ok==0)
+ return 0;
+
+ /* check if we have a valid image buffer */
+ ibuf= BKE_image_get_ibuf(ima, NULL);
+
+ if(ibuf==NULL)
+ return 0;
+
+ /* ensure we have a char buffer and not only float */
+ if ((ibuf->rect==NULL) && ibuf->rect_float)
+ IMB_rect_from_float(ibuf);
+
+ if(GTS.tilemode) {
+ /* tiled mode */
+ if(ima->repbind==0) gpu_make_repbind(ima);
+ if(GTS.tile>=ima->totbind) GTS.tile= 0;
+
+ /* this happens when you change repeat buttons */
+ if(ima->repbind) bind= &ima->repbind[GTS.tile];
+ else bind= &ima->bindcode;
+
+ if(*bind==0) {
+
+ texwindx= ibuf->x/ima->xrep;
+ texwindy= ibuf->y/ima->yrep;
+
+ if(GTS.tile>=ima->xrep*ima->yrep)
+ GTS.tile= ima->xrep*ima->yrep-1;
+
+ texwinsy= GTS.tile / ima->xrep;
+ texwinsx= GTS.tile - texwinsy*ima->xrep;
+
+ texwinsx*= texwindx;
+ texwinsy*= texwindy;
+
+ tpx= texwindx;
+ tpy= texwindy;
+
+ rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
+ }
+ }
+ else {
+ /* regular image mode */
+ bind= &ima->bindcode;
+
+ if(*bind==0) {
+ tpx= ibuf->x;
+ tpy= ibuf->y;
+ rect= ibuf->rect;
+ }
+ }
+
+ if(*bind != 0) {
+ /* enable opengl drawing with textures */
+ glBindTexture(GL_TEXTURE_2D, *bind);
+ return *bind;
+ }
+
+ rectw = tpx;
+ recth = tpy;
+
+ /* for tiles, copy only part of image into buffer */
+ if (GTS.tilemode) {
+ tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
+
+ for (y=0; y<recth; y++) {
+ rectrow= &rect[y*ibuf->x];
+ tilerectrow= &tilerect[y*rectw];
+
+ memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
+ }
+
+ rect= tilerect;
+ }
+
+ /* scale if not a power of two */
+ if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
+ rectw= smaller_pow2_limit(rectw);
+ recth= smaller_pow2_limit(recth);
+
+ scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
+ gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
+ rect= scalerect;
+ }
+
+ /* create image */
+ glGenTextures(1, (GLuint *)bind);
+ glBindTexture( GL_TEXTURE_2D, *bind);
+
+ if (!gpu_get_mipmap()) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ else {
+ gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter());
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ ima->tpageflag |= IMA_MIPMAP_COMPLETE;
+ }
+
+ /* set to modulate with vertex color */
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ /* clean up */
+ if (tilerect)
+ MEM_freeN(tilerect);
+ if (scalerect)
+ MEM_freeN(scalerect);
+
+ return *bind;
+}
+
+static void gpu_verify_repeat(Image *ima)
+{
+ /* set either clamp or repeat in X/Y */
+ if (ima->tpageflag & IMA_CLAMP_U)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+
+ if (ima->tpageflag & IMA_CLAMP_V)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+}
+
+int GPU_set_tpage(MTFace *tface)
+{
+ Image *ima;
+
+ /* check if we need to clear the state */
+ if(tface==0) {
+ gpu_clear_tpage();
+ return 0;
+ }
+
+ ima= tface->tpage;
+ GTS.lasttface= tface;
+
+ gpu_verify_alpha_mode(tface);
+ gpu_verify_reflection(ima);
+
+ if(GPU_verify_image(ima, tface->tile, tface->mode, 1)) {
+ GTS.curtile= GTS.tile;
+ GTS.curima= GTS.ima;
+ GTS.curtilemode= GTS.tilemode;
+ GTS.curtileXRep = GTS.tileXRep;
+ GTS.curtileYRep = GTS.tileYRep;
+
+ glEnable(GL_TEXTURE_2D);
+ }
+ else {
+ glDisable(GL_TEXTURE_2D);
+
+ GTS.curtile= 0;
+ GTS.curima= 0;
+ GTS.curtilemode= 0;
+ GTS.curtileXRep = 0;
+ GTS.curtileYRep = 0;
+
+ return 0;
+ }
+
+ gpu_verify_repeat(ima);
+
+ /* Did this get lost in the image recode? */
+ /* tag_image_time(ima);*/
+
+ return 1;
+}
+
+/* these two functions are called on entering and exiting texture paint mode,
+ temporary disabling/enabling mipmapping on all images for quick texture
+ updates with glTexSubImage2D. images that didn't change don't have to be
+ re-uploaded to OpenGL */
+void GPU_paint_set_mipmap(int mipmap)
+{
+ Image* ima;
+
+ if(!GTS.domipmap)
+ return;
+
+ if(mipmap) {
+ for(ima=G.main->image.first; ima; ima=ima->id.next) {
+ if(ima->bindcode) {
+ if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
+ glBindTexture(GL_TEXTURE_2D, ima->bindcode);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter());
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ else
+ GPU_free_image(ima);
+ }
+ }
+
+ }
+ else {
+ for(ima=G.main->image.first; ima; ima=ima->id.next) {
+ if(ima->bindcode) {
+ glBindTexture(GL_TEXTURE_2D, ima->bindcode);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ }
+ }
+}
+
+void GPU_paint_update_image(Image *ima, int x, int y, int w, int h)
+{
+ ImBuf *ibuf;
+
+ ibuf = BKE_image_get_ibuf(ima, NULL);
+
+ if (ima->repbind || gpu_get_mipmap() || !ima->bindcode || !ibuf ||
+ (!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
+ (w == 0) || (h == 0)) {
+ /* these cases require full reload still */
+ GPU_free_image(ima);
+ }
+ else {
+ /* for the special case, we can do a partial update
+ * which is much quicker for painting */
+ GLint row_length, skip_pixels, skip_rows;
+
+ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
+ glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
+ glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
+
+ if ((ibuf->rect==NULL) && ibuf->rect_float)
+ IMB_rect_from_float(ibuf);
+
+ glBindTexture(GL_TEXTURE_2D, ima->bindcode);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
+ GL_UNSIGNED_BYTE, ibuf->rect);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
+
+ if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
+ ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
+ }
+}
+
+void GPU_update_images_framechange(void)
+{
+ Image *ima;
+
+ for(ima=G.main->image.first; ima; ima=ima->id.next) {
+ if(ima->tpageflag & IMA_TWINANIM) {
+ if(ima->twend >= ima->xrep*ima->yrep)
+ ima->twend= ima->xrep*ima->yrep-1;
+
+ /* check: is bindcode not in the array? free. (to do) */
+
+ ima->lastframe++;
+ if(ima->lastframe > ima->twend)
+ ima->lastframe= ima->twsta;
+ }
+ }
+}
+
+int GPU_update_image_time(Image *ima, double time)
+{
+ int inc = 0;
+ float diff;
+ int newframe;
+
+ if (!ima)
+ return 0;
+
+ if (ima->lastupdate<0)
+ ima->lastupdate = 0;
+
+ if (ima->lastupdate>time)
+ ima->lastupdate=(float)time;
+
+ if(ima->tpageflag & IMA_TWINANIM) {
+ if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
+
+ /* check: is the bindcode not in the array? Then free. (still to do) */
+
+ diff = (float)(time-ima->lastupdate);
+ inc = (int)(diff*(float)ima->animspeed);
+
+ ima->lastupdate+=((float)inc/(float)ima->animspeed);
+
+ newframe = ima->lastframe+inc;
+
+ if(newframe > (int)ima->twend) {
+ if(ima->twend-ima->twsta != 0)
+ newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
+ else
+ newframe = ima->twsta;
+ }
+
+ ima->lastframe = newframe;
+ }
+
+ return inc;
+}
+
+void GPU_free_image(Image *ima)
+{
+ /* free regular image binding */
+ if(ima->bindcode) {
+ glDeleteTextures(1, (GLuint *)&ima->bindcode);
+ ima->bindcode= 0;
+ ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
+ }
+
+ /* free glsl image binding */
+ if(ima->gputexture) {
+ GPU_texture_free(ima->gputexture);
+ ima->gputexture= NULL;
+ }
+
+ /* free repeated image binding */
+ if(ima->repbind) {
+ glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
+
+ MEM_freeN(ima->repbind);
+ ima->repbind= NULL;
+ ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
+ }
+}
+
+void GPU_free_images(void)
+{
+ Image* ima;
+
+ for(ima=G.main->image.first; ima; ima=ima->id.next)
+ GPU_free_image(ima);
+}
+
+/* OpenGL Materials */
+
+/* materials start counting at # one.... */
+#define MAXMATBUF (MAXMAT+1)
+
+/* OpenGL state caching for materials */
+
+static struct GPUMaterialState {
+ float matbuf[MAXMATBUF][2][4];
+ int totmat;
+
+ Material *gmatbuf[MAXMATBUF];
+ Material *gboundmat;
+ Object *gob;
+ Scene *gscene;
+
+ GPUBlendMode blendmode[MAXMATBUF];
+ int alphapass;
+
+ int lastmatnr, lastretval;
+ GPUBlendMode lastblendmode;
+} GMS;
+
+Material *gpu_active_node_material(Material *ma)
+{
+ if(ma && ma->use_nodes && ma->nodetree) {
+ bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
+
+ if(node)
+ return (Material *)node->id;
+ else
+ return NULL;
+ }
+
+ return ma;
+}
+
+void GPU_set_object_materials(Scene *scene, Object *ob, int glsl, int *do_alpha_pass)
+{
+ extern Material defmaterial; /* from material.c */
+ Material *ma;
+ GPUMaterial *gpumat;
+ GPUBlendMode blendmode;
+ int a;
+
+ /* initialize state */
+ memset(&GMS, 0, sizeof(GMS));
+ GMS.lastmatnr = -1;
+ GMS.lastretval = -1;
+ GMS.lastblendmode = GPU_BLEND_SOLID;
+
+ GMS.gob = ob;
+ GMS.gscene = scene;
+ GMS.totmat= ob->totcol;
+
+ GMS.alphapass = (G.vd && G.vd->transp);
+ if(do_alpha_pass)
+ *do_alpha_pass = 0;
+
+ /* no materials assigned? */
+ if(ob->totcol==0) {
+ GMS.matbuf[0][0][0]= defmaterial.r;
+ GMS.matbuf[0][0][1]= defmaterial.g;
+ GMS.matbuf[0][0][2]= defmaterial.b;
+ GMS.matbuf[0][0][3]= 1.0;
+
+ GMS.matbuf[0][1][0]= defmaterial.specr;
+ GMS.matbuf[0][1][1]= defmaterial.specg;
+ GMS.matbuf[0][1][2]= defmaterial.specb;
+ GMS.matbuf[0][1][3]= 1.0;
+
+ /* do material 1 too, for displists! */
+ QUATCOPY(GMS.matbuf[1][0], GMS.matbuf[0][0]);
+ QUATCOPY(GMS.matbuf[1][1], GMS.matbuf[0][1]);
+
+ if(glsl) {
+ GMS.gmatbuf[0]= &defmaterial;
+ GPU_material_from_blender(GMS.gscene, &defmaterial);
+ }
+
+ GMS.blendmode[0]= GPU_BLEND_SOLID;
+ }
+
+ /* setup materials */
+ for(a=1; a<=ob->totcol; a++) {
+ /* find a suitable material */
+ ma= give_current_material(ob, a);
+ if(!glsl) ma= gpu_active_node_material(ma);
+ if(ma==NULL) ma= &defmaterial;
+
+ /* this shouldn't happen .. */
+ if(a>=MAXMATBUF)
+ continue;
+
+ /* create glsl material if requested */
+ gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
+
+ if(gpumat) {
+ /* do glsl only if creating it succeed, else fallback */
+ GMS.gmatbuf[a]= ma;
+ blendmode = GPU_material_blend_mode(gpumat, ob->col);
+ }
+ else {
+ /* fixed function opengl materials */
+ if (ma->mode & MA_SHLESS) {
+ GMS.matbuf[a][0][0]= ma->r;
+ GMS.matbuf[a][0][1]= ma->g;
+ GMS.matbuf[a][0][2]= ma->b;
+ } else {
+ GMS.matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r;
+ GMS.matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g;
+ GMS.matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b;
+
+ GMS.matbuf[a][1][0]= ma->spec*ma->specr;
+ GMS.matbuf[a][1][1]= ma->spec*ma->specg;
+ GMS.matbuf[a][1][2]= ma->spec*ma->specb;
+ GMS.matbuf[a][1][3]= 1.0;
+ }
+
+ blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
+ if(do_alpha_pass && GMS.alphapass)
+ GMS.matbuf[a][0][3]= ma->alpha;
+ else
+ GMS.matbuf[a][0][3]= 1.0f;
+ }
+
+ /* setting do_alpha_pass = 1 indicates this object needs to be
+ * drawn in a second alpha pass for improved blending */
+ if(do_alpha_pass) {
+ GMS.blendmode[a]= blendmode;
+ if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass)
+ *do_alpha_pass= 1;
+ }
+ }
+
+ /* let's start with a clean state */
+ GPU_disable_material();
+}
+
+int GPU_enable_material(int nr, void *attribs)
+{
+ GPUVertexAttribs *gattribs = attribs;
+ GPUMaterial *gpumat;
+ GPUBlendMode blendmode;
+
+ /* prevent index to use un-initialized array items */
+ if(nr>GMS.totmat)
+ nr= GMS.totmat;
+
+ if(gattribs)
+ memset(gattribs, 0, sizeof(*gattribs));
+
+ /* keep current material */
+ if(nr>=MAXMATBUF || nr==GMS.lastmatnr)
+ return GMS.lastretval;
+
+ /* unbind glsl material */
+ if(GMS.gboundmat) {
+ if(GMS.alphapass) glDepthMask(0);
+ GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
+ GMS.gboundmat= NULL;
+ }
+
+ /* draw materials with alpha in alpha pass */
+ GMS.lastmatnr = nr;
+ GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
+ if(GMS.alphapass)
+ GMS.lastretval = !GMS.lastretval;
+
+ if(GMS.lastretval) {
+ if(gattribs && GMS.gmatbuf[nr]) {
+ /* bind glsl material and get attributes */
+ Material *mat = GMS.gmatbuf[nr];
+
+ gpumat = GPU_material_from_blender(GMS.gscene, mat);
+ GPU_material_vertex_attributes(gpumat, gattribs);
+ GPU_material_bind(gpumat, GMS.gob->lay, 1.0);
+ GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, G.vd->viewmat, G.vd->viewinv, GMS.gob->col);
+ GMS.gboundmat= mat;
+
+ if(GMS.alphapass) glDepthMask(1);
+ }
+ else {
+ /* or do fixed function opengl material */
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr][0]);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr][1]);
+ }
+
+ /* set (alpha) blending mode */
+ blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
+ GPU_set_material_blend_mode(blendmode);
+ }
+
+ return GMS.lastretval;
+}
+
+void GPU_set_material_blend_mode(int blendmode)
+{
+ if(GMS.lastblendmode == blendmode)
+ return;
+
+ gpu_set_blend_mode(blendmode);
+ GMS.lastblendmode = blendmode;
+}
+
+int GPU_get_material_blend_mode(void)
+{
+ return GMS.lastblendmode;
+}
+
+void GPU_disable_material(void)
+{
+ GMS.lastmatnr= -1;
+ GMS.lastretval= 1;
+
+ if(GMS.gboundmat) {
+ if(GMS.alphapass) glDepthMask(0);
+ GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
+ GMS.gboundmat= NULL;
+ }
+
+ GPU_set_material_blend_mode(GPU_BLEND_SOLID);
+}
+
+/* Lights */
+
+int GPU_default_lights(void)
+{
+ int a, count = 0;
+
+ /* initialize */
+ if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
+ U.light[0].flag= 1;
+ U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
+ U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
+ U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
+ U.light[0].spec[3]= 1.0;
+
+ U.light[1].flag= 0;
+ U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
+ U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
+ U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
+ U.light[1].spec[3]= 1.0;
+
+ U.light[2].flag= 0;
+ U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
+ U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
+ U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
+ U.light[2].spec[3]= 1.0;
+ }
+
+ glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
+
+ glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
+
+ glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
+ glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
+ glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
+
+ for(a=0; a<8; a++) {
+ if(a<3) {
+ if(U.light[a].flag) {
+ glEnable(GL_LIGHT0+a);
+ count++;
+ }
+ else
+ glDisable(GL_LIGHT0+a);
+
+ // clear stuff from other opengl lamp usage
+ glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
+ glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
+ }
+ else
+ glDisable(GL_LIGHT0+a);
+ }
+
+ glDisable(GL_LIGHTING);
+
+ glDisable(GL_COLOR_MATERIAL);
+
+ return count;
+}
+
+int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4])
+{
+ Base *base;
+ Lamp *la;
+ int count;
+ float position[4], direction[4], energy[4];
+
+ /* disable all lights */
+ for(count=0; count<8; count++)
+ glDisable(GL_LIGHT0+count);
+
+ count= 0;
+
+ for(base=scene->base.first; base; base=base->next) {
+ if(base->object->type!=OB_LAMP)
+ continue;
+
+ if(!(base->lay & lay) || !(base->lay & ob->lay))
+ continue;
+
+ la= base->object->data;
+
+ /* setup lamp transform */
+ glPushMatrix();
+ glLoadMatrixf((float *)viewmat);
+
+ where_is_object_simul(base->object);
+
+ if(la->type==LA_SUN) {
+ /* sun lamp */
+ VECCOPY(position, base->object->obmat[2]);
+ direction[3]= 0.0;
+
+ glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
+ }
+ else {
+ /* other lamps with attenuation */
+ VECCOPY(position, base->object->obmat[3]);
+ position[3]= 1.0f;
+
+ glLightfv(GL_LIGHT0+count, GL_POSITION, position);
+ glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
+ glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
+
+ if(la->type==LA_SPOT) {
+ /* spot lamp */
+ direction[0]= -base->object->obmat[2][0];
+ direction[1]= -base->object->obmat[2][1];
+ direction[2]= -base->object->obmat[2][2];
+ glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
+ glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0);
+ glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend);
+ }
+ else
+ glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
+ }
+
+ /* setup energy */
+ energy[0]= la->energy*la->r;
+ energy[1]= la->energy*la->g;
+ energy[2]= la->energy*la->b;
+ energy[3]= 1.0;
+
+ glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy);
+ glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
+ glEnable(GL_LIGHT0+count);
+
+ glPopMatrix();
+
+ count++;
+ if(count==8)
+ break;
+ }
+
+ return count;
+}
+
+/* Default OpenGL State */
+
+void GPU_state_init(void)
+{
+ /* also called when doing opengl rendering and in the game engine */
+ float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
+ float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
+ float mat_shininess[] = { 35.0 };
+ int a, x, y;
+ GLubyte pat[32*32];
+ const GLubyte *patc= pat;
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
+
+ GPU_default_lights();
+
+ /* no local viewer, looks ugly in ortho mode */
+ /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
+
+ glDepthFunc(GL_LEQUAL);
+ /* scaling matrices */
+ glEnable(GL_NORMALIZE);
+
+ glShadeModel(GL_FLAT);
+
+ glDisable(GL_ALPHA_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_FOG);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_LOGIC_OP);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_TEXTURE_1D);
+ glDisable(GL_TEXTURE_2D);
+
+ /* default on, disable/enable should be local per function */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
+ glPixelTransferi(GL_RED_SCALE, 1);
+ glPixelTransferi(GL_RED_BIAS, 0);
+ glPixelTransferi(GL_GREEN_SCALE, 1);
+ glPixelTransferi(GL_GREEN_BIAS, 0);
+ glPixelTransferi(GL_BLUE_SCALE, 1);
+ glPixelTransferi(GL_BLUE_BIAS, 0);
+ glPixelTransferi(GL_ALPHA_SCALE, 1);
+ glPixelTransferi(GL_ALPHA_BIAS, 0);
+
+ glPixelTransferi(GL_DEPTH_BIAS, 0);
+ glPixelTransferi(GL_DEPTH_SCALE, 1);
+ glDepthRange(0.0, 1.0);
+
+ a= 0;
+ for(x=0; x<32; x++) {
+ for(y=0; y<4; y++) {
+ if( (x) & 1) pat[a++]= 0x88;
+ else pat[a++]= 0x22;
+ }
+ }
+
+ glPolygonStipple(patc);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+
+ glFrontFace(GL_CCW);
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+}
+
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
new file mode 100644
index 00000000000..d900f9c63f2
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -0,0 +1,987 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "GL/glew.h"
+
+#include "DNA_listBase.h"
+#include "DNA_image_types.h"
+#include "DNA_userdef_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BKE_image.h"
+#include "BKE_global.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "BLI_blenlib.h"
+
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+
+/* Extensions support */
+
+/* extensions used:
+ - texture border clamp: 1.3 core
+ - fragement shader: 2.0 core
+ - framebuffer object: ext specification
+ - multitexture 1.3 core
+ - arb non power of two: 2.0 core
+ - pixel buffer objects? 2.1 core
+ - arb draw buffers? 2.0 core
+*/
+
+struct GPUGlobal {
+ GLint maxtextures;
+ GLuint currentfb;
+ int minimumsupport;
+} GG = {1, 0, 0};
+
+void GPU_extensions_init()
+{
+ glewInit();
+
+ /* glewIsSupported("GL_VERSION_2_0") */
+
+ if (GLEW_ARB_multitexture)
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
+
+ GG.minimumsupport = 1;
+ if (!GLEW_ARB_multitexture) GG.minimumsupport = 0;
+ if (!GLEW_ARB_vertex_shader) GG.minimumsupport = 0;
+ if (!GLEW_ARB_fragment_shader) GG.minimumsupport = 0;
+}
+
+int GPU_extensions_minimum_support()
+{
+ return GG.minimumsupport;
+}
+
+int GPU_print_error(char *str)
+{
+ GLenum errCode;
+
+ if (G.f & G_DEBUG) {
+ if ((errCode = glGetError()) != GL_NO_ERROR) {
+ fprintf(stderr, "%s opengl error: %s\n", str, gluErrorString(errCode));
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+static void GPU_print_framebuffer_error(GLenum status)
+{
+ fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d\n",
+ (int)status);
+
+ switch(status) {
+ case GL_FRAMEBUFFER_COMPLETE_EXT:
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
+ fprintf(stderr, "Incomplete attachment.\n");
+ break;
+ case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
+ fprintf(stderr, "Unsupported framebuffer format.\n");
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
+ fprintf(stderr, "Missing attachment.\n");
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
+ fprintf(stderr, "Attached images must have same dimensions.\n");
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
+ fprintf(stderr, "Attached images must have same format.\n");
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
+ fprintf(stderr, "Missing draw buffer.\n");
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
+ fprintf(stderr, "Missing read buffer.\n");
+ break;
+ default:
+ fprintf(stderr, "Unknown.\n");
+ break;
+ }
+}
+
+/* GPUTexture */
+
+struct GPUTexture {
+ int w, h; /* width/height */
+ int number; /* number for multitexture binding */
+ int refcount; /* reference count */
+ GLenum target; /* GL_TEXTURE_* */
+ GLuint bindcode; /* opengl identifier for texture */
+ int fromblender; /* we got the texture from Blender */
+
+ GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
+ int depth; /* is a depth texture? */
+};
+
+#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
+static unsigned char *GPU_texture_convert_pixels(int length, float *fpixels)
+{
+ unsigned char *pixels, *p;
+ float *fp;
+ int a, len;
+
+ len = 4*length;
+ fp = fpixels;
+ p = pixels = MEM_callocN(sizeof(unsigned char)*len, "GPUTexturePixels");
+
+ for (a=0; a<len; a++, p++, fp++)
+ *p = FTOCHAR((*fp));
+
+ return pixels;
+}
+
+static int is_pow2(int n)
+{
+ return ((n)&(n-1))==0;
+}
+
+static int larger_pow2(int n)
+{
+ if (is_pow2(n))
+ return n;
+
+ while(!is_pow2(n))
+ n= n&(n-1);
+
+ return n*2;
+}
+
+static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
+{
+ void *pixels = MEM_callocN(sizeof(char)*4*w*h, "GPUTextureEmptyPixels");
+
+ if (target == GL_TEXTURE_1D)
+ glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
+ else
+ glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
+
+ MEM_freeN(pixels);
+}
+
+static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth)
+{
+ GPUTexture *tex;
+ GLenum type, format, internalformat;
+ void *pixels = NULL;
+
+ if(depth && !GLEW_ARB_depth_texture)
+ return NULL;
+
+ tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->w = w;
+ tex->h = h;
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
+ tex->depth = depth;
+
+ glGenTextures(1, &tex->bindcode);
+
+ if (!tex->bindcode) {
+ fprintf(stderr, "GPUTexture: texture create failed: %d\n",
+ (int)glGetError());
+ GPU_texture_free(tex);
+ return NULL;
+ }
+
+ if (!GLEW_ARB_texture_non_power_of_two) {
+ tex->w = larger_pow2(tex->w);
+ tex->h = larger_pow2(tex->h);
+ }
+
+ tex->number = 0;
+ glBindTexture(tex->target, tex->bindcode);
+
+ if(depth) {
+ type = GL_UNSIGNED_BYTE;
+ format = GL_DEPTH_COMPONENT;
+ internalformat = GL_DEPTH_COMPONENT;
+ }
+ else {
+ type = GL_UNSIGNED_BYTE;
+ format = GL_RGBA;
+ internalformat = GL_RGBA8;
+
+ if (fpixels)
+ pixels = GPU_texture_convert_pixels(w*h, fpixels);
+ }
+
+ if (tex->target == GL_TEXTURE_1D) {
+ glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, 0);
+
+ if (fpixels) {
+ glTexSubImage1D(tex->target, 0, 0, w, format, type,
+ pixels? pixels: fpixels);
+
+ if (tex->w > w)
+ GPU_glTexSubImageEmpty(tex->target, format, w, 0,
+ tex->w-w, 1);
+ }
+ }
+ else {
+ glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
+ format, type, 0);
+
+ if (fpixels) {
+ glTexSubImage2D(tex->target, 0, 0, 0, w, h,
+ format, type, pixels? pixels: fpixels);
+
+ if (tex->w > w)
+ GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
+ if (tex->h > h)
+ GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
+ }
+ }
+
+ if (pixels)
+ MEM_freeN(pixels);
+
+ if(depth) {
+ glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
+ glTexParameteri(tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ glTexParameteri(tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
+ }
+ else {
+ glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+
+ if (tex->target != GL_TEXTURE_1D) {
+ /* CLAMP_TO_BORDER is an OpenGL 1.3 core feature */
+ GLenum wrapmode = (depth)? GL_CLAMP_TO_EDGE: GL_CLAMP_TO_BORDER;
+ glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, wrapmode);
+ glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, wrapmode);
+
+#if 0
+ float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
+#endif
+ }
+ else
+ glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, double time)
+{
+ GPUTexture *tex;
+ GLint w, h, border, lastbindcode, bindcode;
+
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
+
+ GPU_update_image_time(ima, time);
+ bindcode = GPU_verify_image(ima, 0, 0, 0);
+
+ if(ima->gputexture) {
+ ima->gputexture->bindcode = bindcode;
+ glBindTexture(GL_TEXTURE_2D, lastbindcode);
+ return ima->gputexture;
+ }
+
+ if(!bindcode) {
+ glBindTexture(GL_TEXTURE_2D, lastbindcode);
+ return NULL;
+ }
+
+ tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->bindcode = bindcode;
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->target = GL_TEXTURE_2D;
+ tex->fromblender = 1;
+
+ ima->gputexture= tex;
+
+ if (!glIsTexture(tex->bindcode)) {
+ GPU_print_error("Blender Texture");
+ }
+ else {
+ glBindTexture(GL_TEXTURE_2D, tex->bindcode);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border);
+
+ tex->w = w - border;
+ tex->h = h - border;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, lastbindcode);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_create_1D(int w, float *fpixels)
+{
+ GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0);
+
+ if (tex)
+ GPU_texture_unbind(tex);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels)
+{
+ GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0);
+
+ if (tex)
+ GPU_texture_unbind(tex);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_create_depth(int w, int h)
+{
+ GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1);
+
+ if (tex)
+ GPU_texture_unbind(tex);
+
+ return tex;
+}
+
+void GPU_texture_bind(GPUTexture *tex, int number)
+{
+ GLenum arbnumber;
+
+ if (number >= GG.maxtextures) {
+ GPU_print_error("Not enough texture slots.");
+ return;
+ }
+
+ if(number == -1)
+ return;
+
+ GPU_print_error("Pre Texture Bind");
+
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
+ if (number != 0) glActiveTextureARB(arbnumber);
+ glBindTexture(tex->target, tex->bindcode);
+ glEnable(tex->target);
+ if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
+
+ tex->number = number;
+
+ GPU_print_error("Post Texture Bind");
+}
+
+void GPU_texture_unbind(GPUTexture *tex)
+{
+ GLenum arbnumber;
+
+ if (tex->number >= GG.maxtextures) {
+ GPU_print_error("Not enough texture slots.");
+ return;
+ }
+
+ if(tex->number == -1)
+ return;
+
+ GPU_print_error("Pre Texture Unbind");
+
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
+ if (tex->number != 0) glActiveTextureARB(arbnumber);
+ glBindTexture(tex->target, 0);
+ glDisable(tex->target);
+ if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
+
+ tex->number = -1;
+
+ GPU_print_error("Post Texture Unbind");
+}
+
+void GPU_texture_free(GPUTexture *tex)
+{
+ tex->refcount--;
+
+ if (tex->refcount < 0)
+ fprintf(stderr, "GPUTexture: negative refcount\n");
+
+ if (tex->refcount == 0) {
+ if (tex->fb)
+ GPU_framebuffer_texture_detach(tex->fb, tex);
+ if (tex->bindcode && !tex->fromblender)
+ glDeleteTextures(1, &tex->bindcode);
+
+ MEM_freeN(tex);
+ }
+}
+
+void GPU_texture_ref(GPUTexture *tex)
+{
+ tex->refcount++;
+}
+
+int GPU_texture_target(GPUTexture *tex)
+{
+ return tex->target;
+}
+
+int GPU_texture_opengl_width(GPUTexture *tex)
+{
+ return tex->w;
+}
+
+int GPU_texture_opengl_height(GPUTexture *tex)
+{
+ return tex->h;
+}
+
+GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
+{
+ return tex->fb;
+}
+
+/* GPUFrameBuffer */
+
+struct GPUFrameBuffer {
+ GLuint object;
+ GPUTexture *colortex;
+ GPUTexture *depthtex;
+};
+
+GPUFrameBuffer *GPU_framebuffer_create()
+{
+ GPUFrameBuffer *fb;
+
+ if (!GLEW_EXT_framebuffer_object)
+ return NULL;
+
+ fb= MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
+ glGenFramebuffersEXT(1, &fb->object);
+
+ if (!fb->object) {
+ fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
+ (int)glGetError());
+ GPU_framebuffer_free(fb);
+ return NULL;
+ }
+
+ return fb;
+}
+
+int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex)
+{
+ GLenum status;
+ GLenum attachment;
+
+ if(tex->depth)
+ attachment = GL_DEPTH_ATTACHMENT_EXT;
+ else
+ attachment = GL_COLOR_ATTACHMENT0_EXT;
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ GG.currentfb = fb->object;
+
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
+ tex->target, tex->bindcode, 0);
+
+ if(tex->depth) {
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
+ else {
+ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ glReadBuffer(GL_NONE);
+ }
+
+ status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ GPU_framebuffer_restore();
+ GPU_print_framebuffer_error(status);
+ return 0;
+ }
+
+ if(tex->depth)
+ fb->depthtex = tex;
+ else
+ fb->colortex = tex;
+
+ tex->fb= fb;
+
+ return 1;
+}
+
+void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
+{
+ GLenum attachment;
+
+ if(!tex->fb)
+ return;
+
+ if(GG.currentfb != tex->fb->object) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
+ GG.currentfb = tex->fb->object;
+ }
+
+ if(tex->depth) {
+ fb->depthtex = NULL;
+ attachment = GL_DEPTH_ATTACHMENT_EXT;
+ }
+ else {
+ fb->colortex = NULL;
+ attachment = GL_COLOR_ATTACHMENT0_EXT;
+ }
+
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
+ tex->target, 0, 0);
+
+ tex->fb = NULL;
+}
+
+void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex)
+{
+ /* push attributes */
+ glPushAttrib(GL_ENABLE_BIT);
+ glPushAttrib(GL_VIEWPORT_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
+ /* bind framebuffer */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
+
+ /* push matrices and set default viewport and matrix */
+ glViewport(0, 0, tex->w, tex->h);
+ GG.currentfb = tex->fb->object;
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+}
+
+void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex)
+{
+ /* restore matrix */
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ /* restore attributes */
+ glPopAttrib();
+ glPopAttrib();
+ glEnable(GL_SCISSOR_TEST);
+}
+
+void GPU_framebuffer_free(GPUFrameBuffer *fb)
+{
+ if(fb->depthtex)
+ GPU_framebuffer_texture_detach(fb, fb->depthtex);
+ if(fb->colortex)
+ GPU_framebuffer_texture_detach(fb, fb->colortex);
+
+ if(fb->object) {
+ glDeleteFramebuffersEXT(1, &fb->object);
+
+ if (GG.currentfb == fb->object) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ GG.currentfb = 0;
+ }
+ }
+
+ MEM_freeN(fb);
+}
+
+void GPU_framebuffer_restore()
+{
+ if (GG.currentfb != 0) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ GG.currentfb = 0;
+ }
+}
+
+/* GPUShader */
+
+struct GPUShader {
+ GLhandleARB object; /* handle for full shader */
+ GLhandleARB vertex; /* handle for vertex shader */
+ GLhandleARB fragment; /* handle for fragment shader */
+ GLhandleARB lib; /* handle for libment shader */
+ int totattrib; /* total number of attributes */
+};
+
+static void shader_print_errors(char *task, char *log, const char *code)
+{
+ const char *c, *pos, *end = code + strlen(code);
+ int line = 1;
+
+ fprintf(stderr, "GPUShader: %s error:\n", task);
+
+ if(G.f & G_DEBUG) {
+ c = code;
+ while ((c < end) && (pos = strchr(c, '\n'))) {
+ fprintf(stderr, "%2d ", line);
+ fwrite(c, (pos+1)-c, 1, stderr);
+ c = pos+1;
+ line++;
+ }
+
+ fprintf(stderr, "%s", c);
+ }
+
+ fprintf(stderr, "%s\n", log);
+}
+
+GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, GPUShader *lib)
+{
+ 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");
+
+ 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(lib && lib->lib)
+ glAttachObjectARB(shader->object, lib->lib);
+
+ 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) {
+ glValidateProgramARB(shader->vertex);
+ glGetInfoLogARB(shader->vertex, sizeof(log), &length, log);
+ shader_print_errors("compile", log, vertexcode);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+ }
+
+ if(fragcode) {
+ glAttachObjectARB(shader->object, shader->fragment);
+ glShaderSourceARB(shader->fragment, 1, (const char**)&fragcode, NULL);
+
+ glCompileShaderARB(shader->fragment);
+ glGetObjectParameterivARB(shader->fragment, GL_OBJECT_COMPILE_STATUS_ARB, &status);
+
+ if (!status) {
+ glValidateProgramARB(shader->fragment);
+ glGetInfoLogARB(shader->fragment, sizeof(log), &length, log);
+ shader_print_errors("compile", log, fragcode);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+ }
+
+ glLinkProgramARB(shader->object);
+ glGetObjectParameterivARB(shader->object, GL_OBJECT_LINK_STATUS_ARB, &status);
+ if (!status) {
+ glGetInfoLogARB(shader->object, sizeof(log), &length, log);
+ shader_print_errors("linking", log, fragcode);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+
+ return shader;
+}
+
+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) {
+ glValidateProgramARB(shader->lib);
+ glGetInfoLogARB(shader->lib, sizeof(log), &length, log);
+ shader_print_errors("compile", log, code);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+
+ return shader;
+}
+
+void GPU_shader_bind(GPUShader *shader)
+{
+ GPU_print_error("Pre Shader Bind");
+ glUseProgramObjectARB(shader->object);
+ GPU_print_error("Post Shader Bind");
+}
+
+void GPU_shader_unbind()
+{
+ GPU_print_error("Pre Shader Unbind");
+ glUseProgramObjectARB(0);
+ GPU_print_error("Post Shader Unbind");
+}
+
+void GPU_shader_free(GPUShader *shader)
+{
+ if (shader->lib)
+ glDeleteObjectARB(shader->lib);
+ if (shader->vertex)
+ glDeleteObjectARB(shader->vertex);
+ if (shader->fragment)
+ glDeleteObjectARB(shader->fragment);
+ if (shader->object)
+ glDeleteObjectARB(shader->object);
+ MEM_freeN(shader);
+}
+
+int GPU_shader_get_uniform(GPUShader *shader, char *name)
+{
+ return glGetUniformLocationARB(shader->object, name);
+}
+
+void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, int arraysize, float *value)
+{
+ if(location == -1)
+ return;
+
+ GPU_print_error("Pre Uniform Vector");
+
+ if (length == 1) glUniform1fvARB(location, arraysize, value);
+ else if (length == 2) glUniform2fvARB(location, arraysize, value);
+ else if (length == 3) glUniform3fvARB(location, arraysize, value);
+ else if (length == 4) glUniform4fvARB(location, arraysize, value);
+ else if (length == 9) glUniformMatrix3fvARB(location, arraysize, 0, value);
+ else if (length == 16) glUniformMatrix4fvARB(location, arraysize, 0, value);
+
+ GPU_print_error("Post Uniform Vector");
+}
+
+void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex)
+{
+ GLenum arbnumber;
+
+ if (tex->number >= GG.maxtextures) {
+ GPU_print_error("Not enough texture slots.");
+ return;
+ }
+
+ if(tex->number == -1)
+ return;
+
+ if(location == -1)
+ return;
+
+ GPU_print_error("Pre Uniform Texture");
+
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
+
+ if (tex->number != 0) glActiveTextureARB(arbnumber);
+ glBindTexture(tex->target, tex->bindcode);
+ glUniform1iARB(location, tex->number);
+ glEnable(tex->target);
+ if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
+
+ GPU_print_error("Post Uniform Texture");
+}
+
+int GPU_shader_get_attribute(GPUShader *shader, char *name)
+{
+ int index;
+
+ GPU_print_error("Pre Get Attribute");
+
+ index = glGetAttribLocationARB(shader->object, name);
+
+ GPU_print_error("Post Get Attribute");
+
+ return index;
+}
+
+#if 0
+/* GPUPixelBuffer */
+
+typedef struct GPUPixelBuffer {
+ GLuint bindcode[2];
+ GLuint current;
+ int datasize;
+ int numbuffers;
+ int halffloat;
+} GPUPixelBuffer;
+
+void GPU_pixelbuffer_free(GPUPixelBuffer *pb)
+{
+ if (pb->bindcode[0])
+ glDeleteBuffersARB(pb->numbuffers, pb->bindcode);
+ MEM_freeN(pb);
+}
+
+GPUPixelBuffer *gpu_pixelbuffer_create(int x, int y, int halffloat, int numbuffers)
+{
+ GPUPixelBuffer *pb;
+
+ if (!GLEW_ARB_multitexture || !GLEW_EXT_pixel_buffer_object)
+ return NULL;
+
+ pb = MEM_callocN(sizeof(GPUPixelBuffer), "GPUPBO");
+ pb->datasize = x*y*4*((halffloat)? 16: 8);
+ pb->numbuffers = numbuffers;
+ pb->halffloat = halffloat;
+
+ glGenBuffersARB(pb->numbuffers, pb->bindcode);
+
+ if (!pb->bindcode[0]) {
+ fprintf(stderr, "GPUPixelBuffer allocation failed\n");
+ GPU_pixelbuffer_free(pb);
+ return NULL;
+ }
+
+ return pb;
+}
+
+void GPU_pixelbuffer_texture(GPUTexture *tex, GPUPixelBuffer *pb)
+{
+ void *pixels;
+ int i;
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
+
+ for (i = 0; i < pb->numbuffers; i++) {
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->bindcode[pb->current]);
+ glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->datasize, NULL,
+ GL_STREAM_DRAW_ARB);
+
+ pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
+ /*memcpy(pixels, _oImage.data(), pb->datasize);*/
+
+ if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
+ fprintf(stderr, "Could not unmap opengl PBO\n");
+ break;
+ }
+ }
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
+}
+
+static int pixelbuffer_map_into_gpu(GLuint bindcode)
+{
+ void *pixels;
+
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
+ pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
+
+ /* do stuff in pixels */
+
+ if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
+ fprintf(stderr, "Could not unmap opengl PBO\n");
+ return 0;
+ }
+
+ return 1;
+}
+
+static void pixelbuffer_copy_to_texture(GPUTexture *tex, GPUPixelBuffer *pb, GLuint bindcode)
+{
+ GLenum type = (pb->halffloat)? GL_HALF_FLOAT_NV: GL_UNSIGNED_BYTE;
+ glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
+
+ glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, tex->w, tex->h,
+ GL_RGBA, type, NULL);
+
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
+ glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
+}
+
+void GPU_pixelbuffer_async_to_gpu(GPUTexture *tex, GPUPixelBuffer *pb)
+{
+ int newbuffer;
+
+ if (pb->numbuffers == 1) {
+ pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[0]);
+ pixelbuffer_map_into_gpu(pb->bindcode[0]);
+ }
+ else {
+ pb->current = (pb->current+1)%pb->numbuffers;
+ newbuffer = (pb->current+1)%pb->numbuffers;
+
+ pixelbuffer_map_into_gpu(pb->bindcode[newbuffer]);
+ pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[pb->current]);
+ }
+}
+#endif
+
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
new file mode 100644
index 00000000000..47400f61c25
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -0,0 +1,1460 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2006 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+#include <string.h>
+
+#include "GL/glew.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_image_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_listBase.h"
+#include "DNA_material_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BKE_anim.h"
+#include "BKE_colortools.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h"
+#include "BKE_main.h"
+#include "BKE_node.h"
+#include "BKE_scene.h"
+#include "BKE_texture.h"
+#include "BKE_utildefines.h"
+
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "BLI_linklist.h"
+
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
+#include "gpu_codegen.h"
+
+#include <string.h>
+
+/* Structs */
+
+typedef enum DynMatProperty {
+ DYN_LAMP_CO = 1,
+ DYN_LAMP_VEC = 2,
+ DYN_LAMP_IMAT = 4,
+ DYN_LAMP_PERSMAT = 8,
+} DynMatProperty;
+
+struct GPUMaterial {
+ Scene *scene;
+ Material *ma;
+
+ /* for creating the material */
+ ListBase nodes;
+ GPUNodeLink *outlink;
+
+ /* for binding the material */
+ GPUPass *pass;
+ GPUVertexAttribs attribs;
+ int bound;
+ int builtins;
+ int alpha, obcolalpha;
+ int dynproperty;
+
+ /* for passing uniforms */
+ int viewmatloc, invviewmatloc;
+ int obmatloc, invobmatloc;
+ int obcolloc;
+
+ LinkNode *lamps;
+};
+
+struct GPULamp {
+ Scene *scene;
+ Object *ob;
+ Object *par;
+ Lamp *la;
+
+ int type, mode, lay;
+
+ float dynenergy, dyncol[3];
+ float energy, col[3];
+
+ float co[3], vec[3];
+ float dynco[3], dynvec[3];
+ float obmat[4][4];
+ float imat[4][4];
+ float dynimat[4][4];
+
+ float spotsi, spotbl, k;
+ float dist, att1, att2;
+
+ float bias, d, clipend;
+ int size;
+
+ int falloff_type;
+ struct CurveMapping *curfalloff;
+
+ float winmat[4][4];
+ float viewmat[4][4];
+ float persmat[4][4];
+ float dynpersmat[4][4];
+
+ GPUFrameBuffer *fb;
+ GPUTexture *tex;
+
+ LinkNode *materials;
+};
+
+/* Functions */
+
+static GPUMaterial *GPU_material_construct_begin(Material *ma)
+{
+ GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
+
+ material->ma= ma;
+
+ return material;
+}
+
+static void gpu_material_set_attrib_id(GPUMaterial *material)
+{
+ GPUVertexAttribs *attribs;
+ GPUShader *shader;
+ GPUPass *pass;
+ char name[32];
+ int a, b;
+
+ attribs= &material->attribs;
+ pass= material->pass;
+ if(!pass) {
+ attribs->totlayer = 0;
+ return;
+ }
+
+ shader= GPU_pass_shader(pass);
+ if(!shader) {
+ attribs->totlayer = 0;
+ return;
+ }
+
+ /* convert from attribute number to the actual id assigned by opengl,
+ * in case the attrib does not get a valid index back, it was probably
+ * removed by the glsl compiler by dead code elimination */
+
+ for(a=0, b=0; a<attribs->totlayer; a++) {
+ sprintf(name, "att%d", attribs->layer[a].glindex);
+ attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name);
+
+ if(attribs->layer[a].glindex >= 0) {
+ attribs->layer[b] = attribs->layer[a];
+ b++;
+ }
+ }
+
+ attribs->totlayer = b;
+}
+
+static int GPU_material_construct_end(GPUMaterial *material)
+{
+ if (material->outlink) {
+ GPUNodeLink *outlink;
+ GPUShader *shader;
+
+ outlink = material->outlink;
+ material->pass = GPU_generate_pass(&material->nodes, outlink,
+ &material->attribs, &material->builtins, material->ma->id.name);
+
+ if(!material->pass)
+ return 0;
+
+ gpu_material_set_attrib_id(material);
+
+ shader = GPU_pass_shader(material->pass);
+
+ if(material->builtins & GPU_VIEW_MATRIX)
+ material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX));
+ if(material->builtins & GPU_INVERSE_VIEW_MATRIX)
+ material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX));
+ if(material->builtins & GPU_OBJECT_MATRIX)
+ material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX));
+ if(material->builtins & GPU_INVERSE_OBJECT_MATRIX)
+ material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX));
+ if(material->builtins & GPU_OBCOLOR)
+ material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
+
+ return 1;
+ }
+
+ return 0;
+}
+
+void GPU_material_free(Material *ma)
+{
+ LinkData *link;
+
+ for(link=ma->gpumaterial.first; link; link=link->next) {
+ GPUMaterial *material = link->data;
+
+ if(material->pass)
+ GPU_pass_free(material->pass);
+
+ BLI_linklist_free(material->lamps, NULL);
+
+ MEM_freeN(material);
+ }
+
+ BLI_freelistN(&ma->gpumaterial);
+}
+
+void GPU_material_bind(GPUMaterial *material, int lay, double time)
+{
+ if(material->pass) {
+ LinkNode *nlink;
+ GPULamp *lamp;
+
+ /* handle layer lamps */
+ for(nlink=material->lamps; nlink; nlink=nlink->next) {
+ lamp= nlink->link;
+
+ if(!(lamp->mode & LA_LAYER) || (lamp->lay & lay)) {
+ lamp->dynenergy = lamp->energy;
+ VECCOPY(lamp->dyncol, lamp->col);
+ }
+ else {
+ lamp->dynenergy = 0.0f;
+ lamp->dyncol[0]= lamp->dyncol[1]= lamp->dyncol[2] = 0.0f;
+ }
+ }
+
+ GPU_pass_bind(material->pass, time);
+ material->bound = 1;
+ }
+}
+
+void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4])
+{
+ if(material->pass) {
+ GPUShader *shader = GPU_pass_shader(material->pass);
+ LinkNode *nlink;
+ GPULamp *lamp;
+ float invmat[4][4], col[4];
+
+ /* handle builtins */
+ if(material->builtins & GPU_VIEW_MATRIX) {
+ GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float*)viewmat);
+ }
+ if(material->builtins & GPU_INVERSE_VIEW_MATRIX) {
+ GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
+ }
+ if(material->builtins & GPU_OBJECT_MATRIX) {
+ GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float*)obmat);
+ }
+ if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) {
+ Mat4Invert(invmat, obmat);
+ GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat);
+ }
+ if(material->builtins & GPU_OBCOLOR) {
+ QUATCOPY(col, obcol);
+ CLAMP(col[3], 0.0f, 1.0f);
+ GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col);
+ }
+
+ /* update lamps */
+ for(nlink=material->lamps; nlink; nlink=nlink->next) {
+ lamp= nlink->link;
+
+ if(material->dynproperty & DYN_LAMP_VEC) {
+ VECCOPY(lamp->dynvec, lamp->vec);
+ Normalize(lamp->dynvec);
+ VecMulf(lamp->dynvec, -1.0f);
+ Mat4Mul3Vecfl(viewmat, lamp->dynvec);
+ }
+
+ if(material->dynproperty & DYN_LAMP_CO) {
+ VECCOPY(lamp->dynco, lamp->co);
+ Mat4MulVecfl(viewmat, lamp->dynco);
+ }
+
+ if(material->dynproperty & DYN_LAMP_IMAT)
+ Mat4MulMat4(lamp->dynimat, viewinv, lamp->imat);
+ if(material->dynproperty & DYN_LAMP_PERSMAT)
+ Mat4MulMat4(lamp->dynpersmat, viewinv, lamp->persmat);
+ }
+
+ GPU_pass_update_uniforms(material->pass);
+ }
+}
+
+void GPU_material_unbind(GPUMaterial *material)
+{
+ if (material->pass) {
+ material->bound = 0;
+ GPU_pass_unbind(material->pass);
+ }
+}
+
+int GPU_material_bound(GPUMaterial *material)
+{
+ return material->bound;
+}
+
+void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
+{
+ *attribs = material->attribs;
+}
+
+void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
+{
+ if(!material->outlink)
+ material->outlink= link;
+}
+
+void GPU_material_enable_alpha(GPUMaterial *material)
+{
+ material->alpha= 1;
+}
+
+GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[3])
+{
+ if(material->alpha || (material->obcolalpha && obcol[3] < 1.0f))
+ return GPU_BLEND_ALPHA;
+ else
+ return GPU_BLEND_SOLID;
+}
+
+void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
+{
+ BLI_addtail(&material->nodes, node);
+}
+
+/* Code generation */
+
+static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist)
+{
+ GPUNodeLink *visifac, *inpr;
+
+ /* from get_lamp_visibility */
+ if(lamp->type==LA_SUN || lamp->type==LA_HEMI) {
+ mat->dynproperty |= DYN_LAMP_VEC;
+ GPU_link(mat, "lamp_visibility_sun_hemi", GPU_dynamic_uniform(lamp->dynvec), lv, dist, &visifac);
+ return visifac;
+ }
+ else {
+ mat->dynproperty |= DYN_LAMP_CO;
+ GPU_link(mat, "lamp_visibility_other", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), lv, dist, &visifac);
+
+ if(lamp->type==LA_AREA)
+ return visifac;
+
+ switch(lamp->falloff_type)
+ {
+ case LA_FALLOFF_CONSTANT:
+ break;
+ case LA_FALLOFF_INVLINEAR:
+ GPU_link(mat, "lamp_falloff_invlinear", GPU_uniform(&lamp->dist), *dist, &visifac);
+ break;
+ case LA_FALLOFF_INVSQUARE:
+ GPU_link(mat, "lamp_falloff_invsquare", GPU_uniform(&lamp->dist), *dist, &visifac);
+ break;
+ case LA_FALLOFF_SLIDERS:
+ GPU_link(mat, "lamp_falloff_sliders", GPU_uniform(&lamp->dist), GPU_uniform(&lamp->att1), GPU_uniform(&lamp->att2), *dist, &visifac);
+ break;
+ case LA_FALLOFF_CURVE:
+ {
+ float *array;
+ int size;
+
+ curvemapping_table_RGBA(lamp->curfalloff, &array, &size);
+ GPU_link(mat, "lamp_falloff_curve", GPU_uniform(&lamp->dist), GPU_texture(size, array), *dist, &visifac);
+ }
+ break;
+ }
+
+ if(lamp->mode & LA_SPHERE)
+ GPU_link(mat, "lamp_visibility_sphere", GPU_uniform(&lamp->dist), *dist, visifac, &visifac);
+
+ if(lamp->type == LA_SPOT) {
+ if(lamp->mode & LA_SQUARE) {
+ mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_IMAT;
+ GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec), GPU_dynamic_uniform((float*)lamp->dynimat), *lv, &inpr);
+ }
+ else {
+ mat->dynproperty |= DYN_LAMP_VEC;
+ GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec), *lv, &inpr);
+ }
+
+ GPU_link(mat, "lamp_visibility_spot", GPU_uniform(&lamp->spotsi), GPU_uniform(&lamp->spotbl), inpr, visifac, &visifac);
+ }
+
+ GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac);
+
+ return visifac;
+ }
+}
+
+#if 0
+static void area_lamp_vectors(LampRen *lar)
+{
+ float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac;
+
+ /* make it smaller, so area light can be multisampled */
+ multifac= 1.0f/sqrt((float)lar->ray_totsamp);
+ xsize *= multifac;
+ ysize *= multifac;
+
+ /* corner vectors */
+ lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
+ lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
+ lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
+ lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
+ lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
+ lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
+ lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
+ lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
+ lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
+ /* only for correction button size, matrix size works on energy */
+ lar->areasize= lar->dist*lar->dist/(4.0*xsize*ysize);
+}
+#endif
+
+static void ramp_blend(GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type, GPUNodeLink **outcol)
+{
+ static char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub",
+ "mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light",
+ "mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat",
+ "mix_val", "mix_color"};
+
+ GPU_link(mat, names[type], fac, col1, col2, outcol);
+}
+
+static void do_colorband_blend(GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type, GPUNodeLink *incol, GPUNodeLink **outcol)
+{
+ GPUNodeLink *tmp, *alpha, *col;
+ float *array;
+ int size;
+
+ /* do colorband */
+ colorband_table_RGBA(coba, &array, &size);
+ GPU_link(mat, "valtorgb", fac, GPU_texture(size, array), &col, &tmp);
+
+ /* use alpha in fac */
+ GPU_link(mat, "mtex_alpha_from_col", col, &alpha);
+ GPU_link(mat, "math_multiply", alpha, GPU_uniform(&rampfac), &fac);
+
+ /* blending method */
+ ramp_blend(mat, fac, incol, col, type, outcol);
+}
+
+static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
+{
+ Material *ma= shi->mat;
+ GPUMaterial *mat= shi->gpumat;
+ GPUNodeLink *fac;
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS)) {
+ if(ma->ramp_col) {
+ if(ma->rampin_col==MA_RAMP_IN_RESULT) {
+ GPU_link(mat, "ramp_rgbtobw", *diff, &fac);
+
+ /* colorband + blend */
+ do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, *diff, diff);
+ }
+ }
+ }
+}
+
+static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb, GPUNodeLink **diff)
+{
+ GPUNodeLink *fac, *tmp, *addcol;
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) &&
+ ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
+ /* MA_RAMP_IN_RESULT is exceptional */
+ if(ma->rampin_col==MA_RAMP_IN_RESULT) {
+ addcol = shi->rgb;
+ }
+ else {
+ /* input */
+ switch(ma->rampin_col) {
+ case MA_RAMP_IN_ENERGY:
+ GPU_link(mat, "ramp_rgbtobw", rgb, &fac);
+ break;
+ case MA_RAMP_IN_SHADER:
+ fac= is;
+ break;
+ case MA_RAMP_IN_NOR:
+ GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
+ break;
+ default:
+ GPU_link(mat, "set_value_zero", &fac);
+ break;
+ }
+
+ /* colorband + blend */
+ do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, shi->rgb, &addcol);
+ }
+ }
+ else
+ addcol = shi->rgb;
+
+ /* output to */
+ GPU_link(mat, "shade_madd", *diff, rgb, addcol, diff);
+}
+
+static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
+{
+ Material *ma= shi->mat;
+ GPUMaterial *mat= shi->gpumat;
+ GPUNodeLink *fac;
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) &&
+ ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT) {
+ GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
+
+ /* colorband + blend */
+ do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
+ }
+}
+
+static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t, GPUNodeLink **spec)
+{
+ Material *ma= shi->mat;
+ GPUMaterial *mat= shi->gpumat;
+ GPUNodeLink *fac, *tmp;
+
+ *spec = shi->specrgb;
+
+ /* MA_RAMP_IN_RESULT is exception */
+ if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
+
+ /* input */
+ switch(ma->rampin_spec) {
+ case MA_RAMP_IN_ENERGY:
+ fac = t;
+ break;
+ case MA_RAMP_IN_SHADER:
+ fac = is;
+ break;
+ case MA_RAMP_IN_NOR:
+ GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
+ break;
+ default:
+ GPU_link(mat, "set_value_zero", &fac);
+ break;
+ }
+
+ /* colorband + blend */
+ do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
+ }
+}
+
+static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *lamp)
+{
+ Material *ma= shi->mat;
+ GPUMaterial *mat= shi->gpumat;
+ GPUNodeLink *lv, *dist, *visifac, *is, *inp, *i, *vn, *view;
+ GPUNodeLink *outcol, *specfac, *t, *shadfac;
+ float one = 1.0f;
+
+ if((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW))
+ return;
+
+ vn= shi->vn;
+ view= shi->view;
+
+ visifac= lamp_get_visibility(mat, lamp, &lv, &dist);
+
+ /*if(ma->mode & MA_TANGENT_V)
+ GPU_link(mat, "shade_tangent_v", lv, GPU_attribute(CD_TANGENT, ""), &vn);*/
+
+ GPU_link(mat, "shade_inp", vn, lv, &inp);
+
+ if(lamp->mode & LA_NO_DIFF) {
+ GPU_link(mat, "shade_is_no_diffuse", &is);
+ }
+ else if(lamp->type == LA_HEMI) {
+ GPU_link(mat, "shade_is_hemi", inp, &is);
+ }
+ else {
+ if(lamp->type == LA_AREA) {
+ float area[4][4], areasize;
+
+ memset(&area, 0, sizeof(area));
+ memset(&areasize, 0, sizeof(areasize));
+ mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_CO;
+ GPU_link(mat, "shade_inp_area", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), GPU_dynamic_uniform(lamp->dynvec), vn, GPU_uniform((float*)area),
+ GPU_uniform(&areasize), GPU_uniform(&lamp->k), &inp);
+ }
+
+ is= inp; /* Lambert */
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS)) {
+ if(ma->diff_shader==MA_DIFF_ORENNAYAR)
+ GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, GPU_uniform(&ma->roughness), &is);
+ else if(ma->diff_shader==MA_DIFF_TOON)
+ GPU_link(mat, "shade_diffuse_toon", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
+ else if(ma->diff_shader==MA_DIFF_MINNAERT)
+ GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view, GPU_uniform(&ma->darkness), &is);
+ else if(ma->diff_shader==MA_DIFF_FRESNEL)
+ GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
+ }
+ }
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS))
+ if(ma->shade_flag & MA_CUBIC)
+ GPU_link(mat, "shade_cubic", is, &is);
+
+ i = is;
+ GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i);
+
+ vn = shi->vn;
+ /*if(ma->mode & MA_TANGENT_VN)
+ GPU_link(mat, "shade_tangent_v_spec", GPU_attribute(CD_TANGENT, ""), &vn);*/
+
+ /* this replaces if(i > 0.0) conditional until that is supported */
+ // done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i);
+
+ if((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) {
+ if(!(G.fileflags & G_FILE_GLSL_NO_SHADOWS)) {
+ mat->dynproperty |= DYN_LAMP_PERSMAT;
+
+ GPU_link(mat, "test_shadowbuf",
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_dynamic_texture(lamp->tex),
+ GPU_dynamic_uniform((float*)lamp->dynpersmat),
+ GPU_uniform(&lamp->bias), inp, &shadfac);
+
+ if(lamp->mode & LA_ONLYSHADOW) {
+ GPU_link(mat, "shade_only_shadow", i, shadfac,
+ GPU_dynamic_uniform(&lamp->dynenergy), shi->rgb, shi->specrgb,
+ shr->diff, shr->spec, &shr->diff, &shr->spec);
+
+ BLI_linklist_append(&mat->lamps, lamp);
+ BLI_linklist_append(&lamp->materials, ma);
+ return;
+ }
+
+ GPU_link(mat, "math_multiply", i, shadfac, &i);
+ }
+ }
+ else if((G.fileflags & G_FILE_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
+ BLI_linklist_append(&mat->lamps, lamp);
+ BLI_linklist_append(&lamp->materials, ma);
+ return;
+ }
+ else
+ GPU_link(mat, "set_value", GPU_uniform(&one), &shadfac);
+
+ if(GPU_link_changed(shi->refl) || ma->ref != 0.0f) {
+ if(!(lamp->mode & LA_NO_DIFF)) {
+ GPUNodeLink *rgb;
+ GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol), &rgb);
+ add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff);
+ }
+ }
+
+ if(G.fileflags & G_FILE_GLSL_NO_SHADERS);
+ else if(!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
+ (GPU_link_changed(shi->spec) || ma->spec != 0.0f)) {
+ if(lamp->type == LA_HEMI) {
+ GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
+ GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec);
+ }
+ else {
+ if(ma->spec_shader==MA_SPEC_PHONG)
+ GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac);
+ else if(ma->spec_shader==MA_SPEC_COOKTORR)
+ GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac);
+ else if(ma->spec_shader==MA_SPEC_BLINN)
+ GPU_link(mat, "shade_blinn_spec", vn, lv, view, GPU_uniform(&ma->refrac), shi->har, &specfac);
+ else if(ma->spec_shader==MA_SPEC_WARDISO)
+ GPU_link(mat, "shade_wardiso_spec", vn, lv, view, GPU_uniform(&ma->rms), &specfac);
+ else
+ GPU_link(mat, "shade_toon_spec", vn, lv, view, GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac);
+
+ if(lamp->type==LA_AREA)
+ GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac);
+
+ GPU_link(mat, "shade_spec_t", shadfac, shi->spec, visifac, specfac, &t);
+
+ if(ma->mode & MA_RAMP_SPEC) {
+ GPUNodeLink *spec;
+ do_specular_ramp(shi, specfac, t, &spec);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), spec, &outcol);
+ GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec);
+ }
+ else {
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
+ GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec);
+ }
+ }
+ }
+
+ BLI_linklist_append(&mat->lamps, lamp);
+ BLI_linklist_append(&lamp->materials, ma);
+}
+
+static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
+{
+ Base *base;
+ Object *ob;
+ Scene *sce;
+ GPULamp *lamp;
+
+ for(SETLOOPER(shi->gpumat->scene, base)) {
+ ob= base->object;
+
+ if(ob->type==OB_LAMP) {
+ lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL);
+ if(lamp)
+ shade_one_light(shi, shr, lamp);
+ }
+
+ if (ob->transflag & OB_DUPLI) {
+ DupliObject *dob;
+ ListBase *lb = object_duplilist(shi->gpumat->scene, ob);
+
+ for(dob=lb->first; dob; dob=dob->next) {
+ Object *ob = dob->ob;
+
+ if(ob->type==OB_LAMP) {
+ Mat4CpyMat4(ob->obmat, dob->mat);
+
+ lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, base->object);
+ if(lamp)
+ shade_one_light(shi, shr, lamp);
+ }
+ }
+
+ free_object_duplilist(lb);
+ }
+ }
+}
+
+static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in)
+{
+ switch(blendtype) {
+ case MTEX_BLEND:
+ GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in);
+ break;
+ case MTEX_MUL:
+ GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in);
+ break;
+ case MTEX_SCREEN:
+ GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in);
+ break;
+ case MTEX_OVERLAY:
+ GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in);
+ break;
+ case MTEX_SUB:
+ GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in);
+ break;
+ case MTEX_ADD:
+ GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in);
+ break;
+ case MTEX_DIV:
+ GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in);
+ break;
+ case MTEX_DIFF:
+ GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in);
+ break;
+ case MTEX_DARK:
+ GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in);
+ break;
+ case MTEX_LIGHT:
+ GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_HUE:
+ GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_SAT:
+ GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_VAL:
+ GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_COLOR:
+ GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in);
+ break;
+ default:
+ GPU_link(mat, "set_rgb_zero", &in);
+ break;
+ }
+}
+
+static void texture_value_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, int flip, GPUNodeLink **in)
+{
+ float flipf = (flip)? 1.0f: 0.0;
+
+ switch(blendtype) {
+ case MTEX_BLEND:
+ GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_MUL:
+ GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_SCREEN:
+ GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_SUB:
+ GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_ADD:
+ GPU_link(mat, "mtex_value_add", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_DIV:
+ GPU_link(mat, "mtex_value_div", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_DIFF:
+ GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_DARK:
+ GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ case MTEX_LIGHT:
+ GPU_link(mat, "mtex_value_light", out, tex, fact, facg, GPU_uniform(&flipf), in);
+ break;
+ default:
+ GPU_link(mat, "set_value_zero", &in);
+ break;
+ }
+}
+
+static void do_material_tex(GPUShadeInput *shi)
+{
+ Material *ma= shi->mat;
+ GPUMaterial *mat= shi->gpumat;
+ MTex *mtex;
+ Tex *tex;
+ GPUNodeLink *texco, *tin, *trgb, *tnor, *tcol, *stencil, *tnorfac;
+ GPUNodeLink *texco_norm, *texco_orco, *texco_object, *texco_tangent;
+ GPUNodeLink *texco_global, *texco_uv = NULL;
+ GPUNodeLink *colfac, *newnor, *varfac, *orn;
+ char *lastuvname = NULL;
+ float one = 1.0f, norfac, ofs[3];
+ int tex_nr, rgbnor, talpha;
+
+ GPU_link(mat, "set_value", GPU_uniform(&one), &stencil);
+
+ GPU_link(mat, "texco_norm", GPU_builtin(GPU_VIEW_NORMAL), &texco_norm);
+ GPU_link(mat, "texco_orco", GPU_attribute(CD_ORCO, ""), &texco_orco);
+ GPU_link(mat, "texco_object", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+ GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
+ GPU_builtin(GPU_VIEW_POSITION), &texco_object);
+ GPU_link(mat, "texco_tangent", GPU_attribute(CD_TANGENT, ""), &texco_tangent);
+ GPU_link(mat, "texco_global", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+ GPU_builtin(GPU_VIEW_POSITION), &texco_global);
+
+ orn= texco_norm;
+
+ /* go over texture slots */
+ for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
+ /* separate tex switching */
+ if(ma->septex & (1<<tex_nr)) continue;
+
+ if(ma->mtex[tex_nr]) {
+ mtex= ma->mtex[tex_nr];
+
+ tex= mtex->tex;
+ if(tex==0) continue;
+
+ /* which coords */
+ if(mtex->texco==TEXCO_ORCO)
+ texco= texco_orco;
+ else if(mtex->texco==TEXCO_OBJECT)
+ texco= texco_object;
+ else if(mtex->texco==TEXCO_NORM)
+ texco= texco_norm;
+ else if(mtex->texco==TEXCO_TANGENT)
+ texco= texco_object;
+ else if(mtex->texco==TEXCO_GLOB)
+ texco= texco_global;
+ else if(mtex->texco==TEXCO_REFL)
+ texco= shi->ref;
+ else if(mtex->texco==TEXCO_UV) {
+ if(1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) {
+ GPU_link(mat, "texco_uv", GPU_attribute(CD_MTFACE, mtex->uvname), &texco_uv);
+ lastuvname = mtex->uvname;
+ }
+ texco= texco_uv;
+ }
+ else
+ continue;
+
+ /* in case of uv, this would just undo a multiplication in texco_uv */
+ if(mtex->texco != TEXCO_UV)
+ GPU_link(mat, "mtex_2d_mapping", texco, &texco);
+
+ if(mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f)
+ GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(mtex->size), &texco);
+
+ ofs[0] = mtex->ofs[0] + 0.5f - 0.5f*mtex->size[0];
+ ofs[1] = mtex->ofs[1] + 0.5f - 0.5f*mtex->size[1];
+ ofs[2] = 0.0f;
+ if(ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f)
+ GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco);
+
+ if(tex && tex->type == TEX_IMAGE && tex->ima) {
+ GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, NULL), &tin, &trgb, &tnor);
+ rgbnor= TEX_RGB;
+ talpha= 1;
+ }
+ else continue;
+
+ /* texture output */
+ if((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
+ GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
+ rgbnor -= TEX_RGB;
+ }
+
+ if(mtex->texflag & MTEX_NEGATIVE) {
+ if(rgbnor & TEX_RGB)
+ GPU_link(mat, "mtex_rgb_invert", trgb, &trgb);
+ else
+ GPU_link(mat, "mtex_value_invert", tin, &tin);
+ }
+
+ if(mtex->texflag & MTEX_STENCIL) {
+ if(rgbnor & TEX_RGB)
+ GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb);
+ else
+ GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin);
+ }
+
+ /* mapping */
+ if(mtex->mapto & (MAP_COL+MAP_COLSPEC)) {
+ /* stencil maps on the texture control slider, not texture intensity value */
+ if(mtex->colfac == 1.0f)
+ colfac = stencil;
+ else
+ GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac);
+
+ if((rgbnor & TEX_RGB)==0) {
+ GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol);
+ }
+ else {
+ GPU_link(mat, "set_rgba", trgb, &tcol);
+
+ if(mtex->mapto & MAP_ALPHA)
+ GPU_link(mat, "set_value", stencil, &tin);
+ else
+ GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
+ }
+
+ if(mtex->mapto & MAP_COL)
+ texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb);
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC))
+ texture_rgb_blend(mat, tcol, shi->specrgb, tin, colfac, mtex->blendtype, &shi->specrgb);
+ }
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) {
+ if(mtex->maptoneg & MAP_NORM) tex->norfac= -mtex->norfac;
+ else tex->norfac= mtex->norfac;
+
+ if((tex->type==TEX_IMAGE) && (tex->imaflag & TEX_NORMALMAP)) {
+ tex->norfac = mtex->norfac;
+
+ if(mtex->maptoneg & MAP_NORM)
+ GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor);
+
+ if(mtex->normapspace == MTEX_NSPACE_TANGENT)
+ GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor);
+ else
+ newnor = tnor;
+
+ norfac = MIN2(mtex->norfac, 1.0);
+ if(norfac == 1.0f && !GPU_link_changed(stencil)) {
+ shi->vn = newnor;
+ }
+ else {
+ tnorfac = GPU_uniform(&norfac);
+
+ if(GPU_link_changed(stencil))
+ GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac);
+
+ GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn);
+ }
+ }
+
+ GPU_link(mat, "vec_math_negate", shi->vn, &orn);
+ GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
+ }
+
+ if((mtex->mapto & MAP_VARS)) {
+ if(mtex->varfac == 1.0f)
+ varfac = stencil;
+ else
+ GPU_link(mat, "math_multiply", GPU_uniform(&mtex->varfac), stencil, &varfac);
+
+ if(rgbnor & TEX_RGB) {
+ if(talpha)
+ GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
+ else
+ GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
+ }
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) {
+ int flip= mtex->maptoneg & MAP_REF;
+ texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, varfac, mtex->blendtype, flip, &shi->refl);
+ GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl);
+ }
+ if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
+ int flip= mtex->maptoneg & MAP_SPEC;
+ texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, varfac, mtex->blendtype, flip, &shi->spec);
+ GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec);
+ }
+ if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
+ int flip= mtex->maptoneg & MAP_EMIT;
+ texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, varfac, mtex->blendtype, flip, &shi->emit);
+ GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit);
+ }
+ if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
+ int flip= mtex->maptoneg & MAP_HAR;
+ GPU_link(mat, "mtex_har_divide", shi->har, &shi->har);
+ texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, varfac, mtex->blendtype, flip, &shi->har);
+ GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har);
+ }
+ if(mtex->mapto & MAP_ALPHA) {
+ int flip= mtex->maptoneg & MAP_ALPHA;
+ texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, varfac, mtex->blendtype, flip, &shi->alpha);
+ GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha);
+ }
+ if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
+ int flip= mtex->maptoneg & MAP_AMB;
+ texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, varfac, mtex->blendtype, flip, &shi->amb);
+ GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb);
+ }
+ }
+ }
+ }
+}
+
+void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
+{
+ float hard = ma->har;
+
+ memset(shi, 0, sizeof(*shi));
+
+ shi->gpumat = mat;
+ shi->mat = ma;
+
+ GPU_link(mat, "set_rgb", GPU_uniform(&ma->r), &shi->rgb);
+ GPU_link(mat, "set_rgb", GPU_uniform(&ma->specr), &shi->specrgb);
+ GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
+ GPU_link(mat, "set_value", GPU_uniform(&ma->alpha), &shi->alpha);
+ GPU_link(mat, "set_value", GPU_uniform(&ma->ref), &shi->refl);
+ GPU_link(mat, "set_value", GPU_uniform(&ma->spec), &shi->spec);
+ GPU_link(mat, "set_value", GPU_uniform(&ma->emit), &shi->emit);
+ GPU_link(mat, "set_value", GPU_uniform(&hard), &shi->har);
+ GPU_link(mat, "set_value", GPU_uniform(&ma->amb), &shi->amb);
+ GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view);
+ GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol);
+ GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
+}
+
+void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
+{
+ GPUMaterial *mat= shi->gpumat;
+ GPUNodeLink *emit, *ulinfac, *ulogfac, *mistfac;
+ Material *ma= shi->mat;
+ World *world= mat->scene->world;
+ float linfac, logfac, misttype;
+
+ memset(shr, 0, sizeof(*shr));
+
+ if(ma->mode & MA_VERTEXCOLP)
+ shi->rgb = shi->vcol;
+
+ do_material_tex(shi);
+
+ if(ma->mode & MA_ZTRA)
+ GPU_material_enable_alpha(mat);
+
+ if((G.fileflags & G_FILE_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
+ shr->combined = shi->rgb;
+ shr->alpha = shi->alpha;
+ }
+ else {
+ if(GPU_link_changed(shi->emit) || ma->emit != 0.0f) {
+ if((ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL) {
+ GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit);
+ GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff);
+ }
+ else
+ GPU_link(mat, "shade_mul_value", shi->emit, shi->rgb, &shr->diff);
+ }
+ else
+ GPU_link(mat, "set_rgb_zero", &shr->diff);
+
+ GPU_link(mat, "set_rgb_zero", &shr->spec);
+
+ material_lights(shi, shr);
+
+ shr->combined = shr->diff;
+ shr->alpha = shi->alpha;
+
+ if(world) {
+ /* exposure correction */
+ if(world->exp!=0.0f || world->range!=1.0f) {
+ linfac= 1.0 + pow((2.0*world->exp + 0.5), -10);
+ logfac= log((linfac-1.0)/linfac)/world->range;
+
+ GPU_link(mat, "set_value", GPU_uniform(&linfac), &ulinfac);
+ GPU_link(mat, "set_value", GPU_uniform(&logfac), &ulogfac);
+
+ GPU_link(mat, "shade_exposure_correct", shr->combined,
+ ulinfac, ulogfac, &shr->combined);
+ GPU_link(mat, "shade_exposure_correct", shr->spec,
+ ulinfac, ulogfac, &shr->spec);
+ }
+
+ /* ambient color */
+ if(world->ambr!=0.0f || world->ambg!=0.0f || world->ambb!=0.0f) {
+ if(GPU_link_changed(shi->amb) || ma->amb != 0.0f)
+ GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb),
+ GPU_uniform(&world->ambr), &shr->combined);
+ }
+ }
+
+ if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined);
+ if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec);
+
+ if(GPU_link_changed(shi->spec) || ma->spec != 0.0f)
+ GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined);
+ }
+
+ GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined);
+
+ if(ma->shade_flag & MA_OBCOLOR)
+ GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
+
+ if(world && (world->mode & WO_MIST) && !(ma->mode & MA_NOMIST)) {
+ misttype = world->mistype;
+
+ GPU_link(mat, "shade_mist_factor", GPU_builtin(GPU_VIEW_POSITION),
+ GPU_uniform(&world->miststa), GPU_uniform(&world->mistdist),
+ GPU_uniform(&misttype), GPU_uniform(&world->misi), &mistfac);
+
+ GPU_link(mat, "mix_blend", mistfac, shr->combined,
+ GPU_uniform(&world->horr), &shr->combined);
+ }
+
+ if(!(ma->mode & MA_ZTRA)) {
+ if(world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f))
+ GPU_link(mat, "shade_world_mix", GPU_uniform(&world->horr),
+ shr->combined, &shr->combined);
+
+ GPU_link(mat, "shade_alpha_opaque", shr->combined, &shr->combined);
+ }
+
+ if(ma->shade_flag & MA_OBCOLOR) {
+ mat->obcolalpha = 1;
+ GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
+ }
+}
+
+GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma)
+{
+ GPUShadeInput shi;
+ GPUShadeResult shr;
+
+ GPU_shadeinput_set(mat, ma, &shi);
+ GPU_shaderesult_set(&shi, &shr);
+
+ return shr.combined;
+}
+
+GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
+{
+ GPUMaterial *mat;
+ GPUNodeLink *outlink;
+ LinkData *link;
+
+ for(link=ma->gpumaterial.first; link; link=link->next)
+ if(((GPUMaterial*)link->data)->scene == scene)
+ return link->data;
+
+ mat = GPU_material_construct_begin(ma);
+ mat->scene = scene;
+
+ if(!(G.fileflags & G_FILE_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
+ ntreeGPUMaterialNodes(ma->nodetree, mat);
+ }
+ else {
+ outlink = GPU_blender_material(mat, ma);
+ GPU_material_output_link(mat, outlink);
+ }
+
+ /*if(!GPU_material_construct_end(mat)) {
+ GPU_material_free(mat);
+ mat= NULL;
+ return 0;
+ }*/
+
+ GPU_material_construct_end(mat);
+
+ link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
+ link->data = mat;
+ BLI_addtail(&ma->gpumaterial, link);
+
+ return mat;
+}
+
+void GPU_materials_free()
+{
+ Object *ob;
+ Material *ma;
+ extern Material defmaterial;
+
+ for(ma=G.main->mat.first; ma; ma=ma->id.next)
+ GPU_material_free(ma);
+
+ GPU_material_free(&defmaterial);
+
+ for(ob=G.main->object.first; ma; ma=ma->id.next)
+ GPU_lamp_free(ob);
+}
+
+/* Lamps and shadow buffers */
+
+void GPU_lamp_update(GPULamp *lamp, float obmat[][4])
+{
+ float mat[4][4];
+
+ Mat4CpyMat4(mat, obmat);
+ Mat4Ortho(mat);
+
+ VECCOPY(lamp->vec, mat[2]);
+ VECCOPY(lamp->co, mat[3]);
+ Mat4CpyMat4(lamp->obmat, mat);
+ Mat4Invert(lamp->imat, mat);
+}
+
+static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
+{
+ float temp, angle, pixsize, wsize;
+
+ lamp->scene = scene;
+ lamp->ob = ob;
+ lamp->par = par;
+ lamp->la = la;
+ lamp->lay = ob->lay;
+
+ /* add_render_lamp */
+ lamp->mode = la->mode;
+ lamp->type = la->type;
+
+ lamp->energy = la->energy;
+ if(lamp->mode & LA_NEG) lamp->energy= -lamp->energy;
+
+ lamp->col[0]= la->r*lamp->energy;
+ lamp->col[1]= la->g*lamp->energy;
+ lamp->col[2]= la->b*lamp->energy;
+
+ GPU_lamp_update(lamp, ob->obmat);
+
+ lamp->spotsi= la->spotsize;
+ if(lamp->mode & LA_HALO)
+ if(lamp->spotsi > 170.0)
+ lamp->spotsi = 170.0;
+ lamp->spotsi= cos(M_PI*lamp->spotsi/360.0);
+ lamp->spotbl= (1.0 - lamp->spotsi)*la->spotblend;
+ lamp->k= la->k;
+
+ lamp->dist= la->dist;
+ lamp->falloff_type= la->falloff_type;
+ lamp->att1= la->att1;
+ lamp->att2= la->att2;
+ lamp->curfalloff= la->curfalloff;
+
+ /* initshadowbuf */
+ lamp->bias = 0.02f*la->bias;
+ lamp->size = la->bufsize;
+ lamp->d= la->clipsta;
+ lamp->clipend= la->clipend;
+
+ /* arbitrary correction for the fact we do no soft transition */
+ lamp->bias *= 0.25f;
+
+ /* makeshadowbuf */
+ angle= saacos(lamp->spotsi);
+ temp= 0.5f*lamp->size*cos(angle)/sin(angle);
+ pixsize= (lamp->d)/temp;
+ wsize= pixsize*0.5f*lamp->size;
+
+ i_window(-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend, lamp->winmat);
+}
+
+static void gpu_lamp_shadow_free(GPULamp *lamp)
+{
+ if(lamp->tex)
+ GPU_texture_free(lamp->tex);
+ if(lamp->fb)
+ GPU_framebuffer_free(lamp->fb);
+}
+
+GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
+{
+ Lamp *la;
+ GPULamp *lamp;
+ LinkData *link;
+
+ for(link=ob->gpulamp.first; link; link=link->next)
+ if(((GPULamp*)link->data)->par == par &&
+ ((GPULamp*)link->data)->scene == scene)
+ return link->data;
+
+ lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
+
+ link = MEM_callocN(sizeof(LinkData), "GPULampLink");
+ link->data = lamp;
+ BLI_addtail(&ob->gpulamp, link);
+
+ la = ob->data;
+ gpu_lamp_from_blender(scene, ob, par, la, lamp);
+
+ if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF)) {
+ /* opengl */
+ lamp->fb = GPU_framebuffer_create();
+ if(!lamp->fb) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size);
+ if(!lamp->tex) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ if(!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ GPU_framebuffer_restore();
+ }
+
+ return lamp;
+}
+
+void GPU_lamp_free(Object *ob)
+{
+ GPULamp *lamp;
+ LinkData *link;
+ LinkNode *nlink;
+ Material *ma;
+
+ for(link=ob->gpulamp.first; link; link=link->next) {
+ lamp = link->data;
+
+ for(nlink=lamp->materials; nlink; nlink=nlink->next) {
+ ma= nlink->link;
+ if(ma->gpumaterial.first)
+ GPU_material_free(ma);
+ }
+ BLI_linklist_free(lamp->materials, NULL);
+
+ gpu_lamp_shadow_free(lamp);
+
+ MEM_freeN(lamp);
+ }
+
+ BLI_freelistN(&ob->gpulamp);
+}
+
+int GPU_lamp_has_shadow_buffer(GPULamp *lamp)
+{
+ return (!(G.fileflags & G_FILE_GLSL_NO_SHADOWS) &&
+ !(G.fileflags & G_FILE_GLSL_NO_LIGHTS) &&
+ lamp->tex && lamp->fb);
+}
+
+void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4])
+{
+ float rangemat[4][4], persmat[4][4];
+
+ /* initshadowbuf */
+ Mat4Invert(lamp->viewmat, lamp->obmat);
+ Normalize(lamp->viewmat[0]);
+ Normalize(lamp->viewmat[1]);
+ Normalize(lamp->viewmat[2]);
+
+ /* makeshadowbuf */
+ Mat4MulMat4(persmat, lamp->viewmat, lamp->winmat);
+
+ /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
+ Mat4One(rangemat);
+ rangemat[0][0] = 0.5f;
+ rangemat[1][1] = 0.5f;
+ rangemat[2][2] = 0.5f;
+ rangemat[3][0] = 0.5f;
+ rangemat[3][1] = 0.5f;
+ rangemat[3][2] = 0.5f;
+
+ Mat4MulMat4(lamp->persmat, persmat, rangemat);
+
+ /* opengl */
+ GPU_framebuffer_texture_bind(lamp->fb, lamp->tex);
+
+ /* set matrices */
+ Mat4CpyMat4(viewmat, lamp->viewmat);
+ Mat4CpyMat4(winmat, lamp->winmat);
+ *winsize = lamp->size;
+}
+
+void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
+{
+ GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
+ GPU_framebuffer_restore();
+}
+
+int GPU_lamp_shadow_layer(GPULamp *lamp)
+{
+ if(lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER|LA_LAYER_SHADOW)))
+ return lamp->lay;
+ else
+ return -1;
+}
+
diff --git a/source/blender/gpu/intern/gpu_shader_material.glsl b/source/blender/gpu/intern/gpu_shader_material.glsl
new file mode 100644
index 00000000000..309cb738454
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_material.glsl
@@ -0,0 +1,1543 @@
+
+float exp_blender(float f)
+{
+ return pow(2.71828182846, f);
+}
+
+void rgb_to_hsv(vec4 rgb, out vec4 outcol)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ vec3 c;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ cdelta = cmax-cmin;
+
+ v = cmax;
+ if (cmax!=0.0)
+ s = cdelta/cmax;
+ else {
+ s = 0.0;
+ h = 0.0;
+ }
+
+ if (s == 0.0) {
+ h = 0.0;
+ }
+ else {
+ c = (vec3(cmax, cmax, cmax) - rgb.xyz)/cdelta;
+
+ if (rgb.x==cmax) h = c[2] - c[1];
+ else if (rgb.y==cmax) h = 2.0 + c[0] - c[2];
+ else h = 4.0 + c[1] - c[0];
+
+ h /= 6.0;
+
+ if (h<0.0)
+ h += 1.0;
+ }
+
+ outcol = vec4(h, s, v, rgb.w);
+}
+
+void hsv_to_rgb(vec4 hsv, out vec4 outcol)
+{
+ float i, f, p, q, t, h, s, v;
+ vec3 rgb;
+
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+
+ if(s==0.0) {
+ rgb = vec3(v, v, v);
+ }
+ else {
+ if(h==1.0)
+ h = 0.0;
+
+ h *= 6.0;
+ i = floor(h);
+ f = h - i;
+ rgb = vec3(f, f, f);
+ p = v*(1.0-s);
+ q = v*(1.0-(s*f));
+ t = v*(1.0-(s*(1.0-f)));
+
+ if (i == 0.0) rgb = vec3(v, t, p);
+ else if (i == 1.0) rgb = vec3(q, v, p);
+ else if (i == 2.0) rgb = vec3(p, v, t);
+ else if (i == 3.0) rgb = vec3(p, q, v);
+ else if (i == 4.0) rgb = vec3(t, p, v);
+ else rgb = vec3(v, p, q);
+ }
+
+ outcol = vec4(rgb, hsv.w);
+}
+
+#define M_PI 3.14159265358979323846
+
+/*********** SHADER NODES ***************/
+
+void vcol_attribute(vec4 attvcol, out vec4 vcol)
+{
+ vcol = vec4(attvcol.x/255.0, attvcol.y/255.0, attvcol.z/255.0, 1.0);
+}
+
+void uv_attribute(vec2 attuv, out vec3 uv)
+{
+ uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0);
+}
+
+void geom(vec3 co, vec3 nor, mat4 viewinvmat, vec3 attorco, vec2 attuv, vec4 attvcol, out vec3 global, out vec3 local, out vec3 view, out vec3 orco, out vec3 uv, out vec3 normal, out vec4 vcol, out float frontback)
+{
+ local = co;
+ view = normalize(local);
+ global = (viewinvmat*vec4(local, 1.0)).xyz;
+ orco = attorco;
+ uv_attribute(attuv, uv);
+ normal = -normalize(nor); /* blender render normal is negated */
+ vcol_attribute(attvcol, vcol);
+ frontback = 1.0;
+}
+
+void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
+{
+ outvec = (mat * vec4(vec, 1.0)).xyz;
+ if(domin == 1.0)
+ outvec = max(outvec, minvec);
+ if(domax == 1.0)
+ outvec = min(outvec, maxvec);
+}
+
+void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
+{
+ outdepth = abs(co.z);
+ outdist = length(co);
+ outview = normalize(co);
+}
+
+void math_add(float val1, float val2, out float outval)
+{
+ outval = val1 + val2;
+}
+
+void math_subtract(float val1, float val2, out float outval)
+{
+ outval = val1 - val2;
+}
+
+void math_multiply(float val1, float val2, out float outval)
+{
+ outval = val1 * val2;
+}
+
+void math_divide(float val1, float val2, out float outval)
+{
+ if (val2 == 0.0)
+ outval = 0.0;
+ else
+ outval = val1 / val2;
+}
+
+void math_sine(float val, out float outval)
+{
+ outval = sin(val);
+}
+
+void math_cosine(float val, out float outval)
+{
+ outval = cos(val);
+}
+
+void math_tangent(float val, out float outval)
+{
+ outval = tan(val);
+}
+
+void math_asin(float val, out float outval)
+{
+ if (val <= 1.0 && val >= -1.0)
+ outval = asin(val);
+ else
+ outval = 0.0;
+}
+
+void math_acos(float val, out float outval)
+{
+ if (val <= 1.0 && val >= -1.0)
+ outval = acos(val);
+ else
+ outval = 0.0;
+}
+
+void math_atan(float val, out float outval)
+{
+ outval = atan(val);
+}
+
+void math_pow(float val1, float val2, out float outval)
+{
+ if (val1 >= 0.0)
+ outval = pow(val1, val2);
+ else
+ outval = 0.0;
+}
+
+void math_log(float val1, float val2, out float outval)
+{
+ if(val1 > 0.0 && val2 > 0.0)
+ outval= log2(val1) / log2(val2);
+ else
+ outval= 0.0;
+}
+
+void math_max(float val1, float val2, out float outval)
+{
+ outval = max(val1, val2);
+}
+
+void math_min(float val1, float val2, out float outval)
+{
+ outval = min(val1, val2);
+}
+
+void math_round(float val, out float outval)
+{
+ outval= floor(val + 0.5);
+}
+
+void math_less_than(float val1, float val2, out float outval)
+{
+ if(val1 < val2)
+ outval = 1.0;
+ else
+ outval = 0.0;
+}
+
+void math_greater_than(float val1, float val2, out float outval)
+{
+ if(val1 > val2)
+ outval = 1.0;
+ else
+ outval = 0.0;
+}
+
+void squeeze(float val, float width, float center, out float outval)
+{
+ outval = 1.0/(1.0 + pow(2.71828183, -((val-center)*width)));
+}
+
+void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+{
+ outvec = v1 + v2;
+ outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2]))/3.0;
+}
+
+void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+{
+ outvec = v1 - v2;
+ outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2]))/3.0;
+}
+
+void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+{
+ outvec = v1 + v2;
+ outval = length(outvec);
+ outvec = normalize(outvec);
+}
+
+void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+{
+ outvec = vec3(0, 0, 0);
+ outval = dot(v1, v2);
+}
+
+void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+{
+ outvec = cross(v1, v2);
+ outval = length(outvec);
+}
+
+void vec_math_normalize(vec3 v, out vec3 outvec, out float outval)
+{
+ outval = length(v);
+ outvec = normalize(v);
+}
+
+void vec_math_negate(vec3 v, out vec3 outv)
+{
+ outv = -v;
+}
+
+void normal(vec3 dir, vec3 nor, out vec3 outnor, out float outdot)
+{
+ outnor = dir;
+ outdot = -dot(dir, nor);
+}
+
+void curves_vec(vec3 vec, sampler1D curvemap, out vec3 outvec)
+{
+ outvec.x = texture1D(curvemap, (vec.x + 1.0)*0.5).x;
+ outvec.y = texture1D(curvemap, (vec.y + 1.0)*0.5).y;
+ outvec.z = texture1D(curvemap, (vec.z + 1.0)*0.5).z;
+}
+
+void curves_rgb(vec4 col, sampler1D curvemap, out vec4 outcol)
+{
+ outcol.r = texture1D(curvemap, texture1D(curvemap, col.r).a).r;
+ outcol.g = texture1D(curvemap, texture1D(curvemap, col.g).a).g;
+ outcol.b = texture1D(curvemap, texture1D(curvemap, col.b).a).b;
+ outcol.a = col.a;
+}
+
+void set_value(float val, out float outval)
+{
+ outval = val;
+}
+
+void set_rgb(vec3 col, out vec3 outcol)
+{
+ outcol = col;
+}
+
+void set_rgba(vec4 col, out vec4 outcol)
+{
+ outcol = col;
+}
+
+void set_value_zero(out float outval)
+{
+ outval = 0.0;
+}
+
+void set_rgb_zero(out vec3 outval)
+{
+ outval = vec3(0.0);
+}
+
+void set_rgba_zero(out vec4 outval)
+{
+ outval = vec4(0.0);
+}
+
+void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col1 + col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col1 * col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = vec4(1.0) - (vec4(facm) + fac*(vec4(1.0) - col2))*(vec4(1.0) - col1);
+ outcol.a = col1.a;
+}
+
+void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ if(outcol.r < 0.5)
+ outcol.r *= facm + 2.0*fac*col2.r;
+ else
+ outcol.r = 1.0 - (facm + 2.0*fac*(1.0 - col2.r))*(1.0 - outcol.r);
+
+ if(outcol.g < 0.5)
+ outcol.g *= facm + 2.0*fac*col2.g;
+ else
+ outcol.g = 1.0 - (facm + 2.0*fac*(1.0 - col2.g))*(1.0 - outcol.g);
+
+ if(outcol.b < 0.5)
+ outcol.b *= facm + 2.0*fac*col2.b;
+ else
+ outcol.b = 1.0 - (facm + 2.0*fac*(1.0 - col2.b))*(1.0 - outcol.b);
+}
+
+void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col1 - col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ if(col2.r != 0.0) outcol.r = facm*outcol.r + fac*outcol.r/col2.r;
+ if(col2.g != 0.0) outcol.g = facm*outcol.g + fac*outcol.g/col2.g;
+ if(col2.b != 0.0) outcol.b = facm*outcol.b + fac*outcol.b/col2.b;
+}
+
+void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, abs(col1 - col2), fac);
+ outcol.a = col1.a;
+}
+
+void mix_dark(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol.rgb = min(col1.rgb, col2.rgb*fac);
+ outcol.a = col1.a;
+}
+
+void mix_light(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol.rgb = max(col1.rgb, col2.rgb*fac);
+ outcol.a = col1.a;
+}
+
+void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = col1;
+
+ if(outcol.r != 0.0) {
+ float tmp = 1.0 - fac*col2.r;
+ if(tmp <= 0.0)
+ outcol.r = 1.0;
+ else if((tmp = outcol.r/tmp) > 1.0)
+ outcol.r = 1.0;
+ else
+ outcol.r = tmp;
+ }
+ if(outcol.g != 0.0) {
+ float tmp = 1.0 - fac*col2.g;
+ if(tmp <= 0.0)
+ outcol.g = 1.0;
+ else if((tmp = outcol.g/tmp) > 1.0)
+ outcol.g = 1.0;
+ else
+ outcol.g = tmp;
+ }
+ if(outcol.b != 0.0) {
+ float tmp = 1.0 - fac*col2.b;
+ if(tmp <= 0.0)
+ outcol.b = 1.0;
+ else if((tmp = outcol.b/tmp) > 1.0)
+ outcol.b = 1.0;
+ else
+ outcol.b = tmp;
+ }
+}
+
+void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float tmp, facm = 1.0 - fac;
+
+ outcol = col1;
+
+ tmp = facm + fac*col2.r;
+ if(tmp <= 0.0)
+ outcol.r = 0.0;
+ else if((tmp = (1.0 - (1.0 - outcol.r)/tmp)) < 0.0)
+ outcol.r = 0.0;
+ else if(tmp > 1.0)
+ outcol.r = 1.0;
+ else
+ outcol.r = tmp;
+
+ tmp = facm + fac*col2.g;
+ if(tmp <= 0.0)
+ outcol.g = 0.0;
+ else if((tmp = (1.0 - (1.0 - outcol.g)/tmp)) < 0.0)
+ outcol.g = 0.0;
+ else if(tmp > 1.0)
+ outcol.g = 1.0;
+ else
+ outcol.g = tmp;
+
+ tmp = facm + fac*col2.b;
+ if(tmp <= 0.0)
+ outcol.b = 0.0;
+ else if((tmp = (1.0 - (1.0 - outcol.b)/tmp)) < 0.0)
+ outcol.b = 0.0;
+ else if(tmp > 1.0)
+ outcol.b = 1.0;
+ else
+ outcol.b = tmp;
+}
+
+void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ vec4 hsv, hsv2, tmp;
+ rgb_to_hsv(col2, hsv2);
+
+ if(hsv2.y != 0.0) {
+ rgb_to_hsv(outcol, hsv);
+ hsv.x = hsv2.x;
+ hsv_to_rgb(hsv, tmp);
+
+ outcol = mix(outcol, tmp, fac);
+ outcol.a = col1.a;
+ }
+}
+
+void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ vec4 hsv, hsv2;
+ rgb_to_hsv(outcol, hsv);
+
+ if(hsv.y != 0.0) {
+ rgb_to_hsv(col2, hsv2);
+
+ hsv.y = facm*hsv.y + fac*hsv2.y;
+ hsv_to_rgb(hsv, outcol);
+ }
+}
+
+void mix_val(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ vec4 hsv, hsv2;
+ rgb_to_hsv(col1, hsv);
+ rgb_to_hsv(col2, hsv2);
+
+ hsv.z = facm*hsv.z + fac*hsv2.z;
+ hsv_to_rgb(hsv, outcol);
+}
+
+void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ vec4 hsv, hsv2, tmp;
+ rgb_to_hsv(col2, hsv2);
+
+ if(hsv2.y != 0.0) {
+ rgb_to_hsv(outcol, hsv);
+ hsv.x = hsv2.x;
+ hsv.y = hsv2.y;
+ hsv_to_rgb(hsv, tmp);
+
+ outcol = mix(outcol, tmp, fac);
+ outcol.a = col1.a;
+ }
+}
+
+void valtorgb(float fac, sampler1D colormap, out vec4 outcol, out float outalpha)
+{
+ outcol = texture1D(colormap, fac);
+ outalpha = outcol.a;
+}
+
+void rgbtobw(vec4 color, out float outval)
+{
+ outval = color.r*0.35 + color.g*0.45 + color.b*0.2;
+}
+
+void invert(float fac, vec4 col, out vec4 outcol)
+{
+ outcol.xyz = mix(col.xyz, vec3(1.0, 1.0, 1.0) - col.xyz, fac);
+ outcol.w = col.w;
+}
+
+void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol)
+{
+ vec4 hsv;
+
+ rgb_to_hsv(col, hsv);
+
+ hsv[0] += (hue - 0.5);
+ if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0;
+ hsv[1] *= sat;
+ if(hsv[1]>1.0) hsv[1]= 1.0; else if(hsv[1]<0.0) hsv[1]= 0.0;
+ hsv[2] *= value;
+ if(hsv[2]>1.0) hsv[2]= 1.0; else if(hsv[2]<0.0) hsv[2]= 0.0;
+
+ hsv_to_rgb(hsv, outcol);
+
+ outcol = mix(col, outcol, fac);
+}
+
+void separate_rgb(vec4 col, out float r, out float g, out float b)
+{
+ r = col.r;
+ g = col.g;
+ b = col.b;
+}
+
+void combine_rgb(float r, float g, float b, out vec4 col)
+{
+ col = vec4(r, g, b, 1.0);
+}
+
+void output_node(vec4 rgb, float alpha, out vec4 outrgb)
+{
+ outrgb = vec4(rgb.rgb, alpha);
+}
+
+/*********** TEXTURES ***************/
+
+void texture_flip_blend(vec3 vec, out vec3 outvec)
+{
+ outvec = vec.yxz;
+}
+
+void texture_blend_lin(vec3 vec, out float outval)
+{
+ outval = (1.0+vec.x)/2.0;
+}
+
+void texture_blend_quad(vec3 vec, out float outval)
+{
+ outval = max((1.0+vec.x)/2.0, 0.0);
+ outval *= outval;
+}
+
+void texture_wood_sin(vec3 vec, out float value, out vec4 color, out vec3 normal)
+{
+ float a = sqrt(vec.x*vec.x + vec.y*vec.y + vec.z*vec.z)*20.0;
+ float wi = 0.5 + 0.5*sin(a);
+
+ value = wi;
+ color = vec4(wi, wi, wi, 1.0);
+ normal = vec3(0.0, 0.0, 0.0);
+}
+
+void texture_image(vec3 vec, sampler2D ima, out float value, out vec4 color, out vec3 normal)
+{
+ color = texture2D(ima, (vec.xy + vec2(1.0, 1.0))*0.5);
+ value = 1.0;
+
+ normal.x = 2.0*(color.r - 0.5);
+ normal.y = 2.0*(0.5 - color.g);
+ normal.z = 2.0*(color.b - 0.5);
+}
+
+/************* MTEX *****************/
+
+void texco_orco(vec3 attorco, out vec3 orco)
+{
+ orco = attorco;
+}
+
+void texco_uv(vec2 attuv, out vec3 uv)
+{
+ /* disabled for now, works together with leaving out mtex_2d_mapping
+ uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0); */
+ uv = vec3(attuv, 0.0);
+}
+
+void texco_norm(vec3 normal, out vec3 outnormal)
+{
+ /* corresponds to shi->orn, which is negated so cancels
+ out blender normal negation */
+ outnormal = normalize(normal);
+}
+
+void texco_tangent(vec3 tangent, out vec3 outtangent)
+{
+ outtangent = normalize(tangent);
+}
+
+void texco_global(mat4 viewinvmat, vec3 co, out vec3 global)
+{
+ global = (viewinvmat*vec4(co, 1.0)).xyz;
+}
+
+void texco_object(mat4 viewinvmat, mat4 obinvmat, vec3 co, out vec3 object)
+{
+ object = (obinvmat*(viewinvmat*vec4(co, 1.0))).xyz;
+}
+
+void texco_refl(vec3 vn, vec3 view, out vec3 ref)
+{
+ ref = view - 2.0*dot(vn, view)*vn;
+}
+
+void shade_norm(vec3 normal, out vec3 outnormal)
+{
+ /* blender render normal is negated */
+ outnormal = -normalize(normal);
+}
+
+void mtex_rgb_blend(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm;
+
+ fact *= facg;
+ facm = 1.0-fact;
+
+ incol = fact*texcol + facm*outcol;
+}
+
+void mtex_rgb_mul(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm;
+
+ fact *= facg;
+ facm = 1.0-facg;
+
+ incol = (facm + fact*texcol)*outcol;
+}
+
+void mtex_rgb_screen(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm;
+
+ fact *= facg;
+ facm = 1.0-facg;
+
+ incol = vec3(1.0) - (vec3(facm) + fact*(vec3(1.0) - texcol))*(vec3(1.0) - outcol);
+}
+
+void mtex_rgb_overlay(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm;
+
+ fact *= facg;
+ facm = 1.0-facg;
+
+ if(outcol.r < 0.5)
+ incol.r = outcol.r*(facm + 2.0*fact*texcol.r);
+ else
+ incol.r = 1.0 - (facm + 2.0*fact*(1.0 - texcol.r))*(1.0 - outcol.r);
+
+ if(outcol.g < 0.5)
+ incol.g = outcol.g*(facm + 2.0*fact*texcol.g);
+ else
+ incol.g = 1.0 - (facm + 2.0*fact*(1.0 - texcol.g))*(1.0 - outcol.g);
+
+ if(outcol.b < 0.5)
+ incol.b = outcol.b*(facm + 2.0*fact*texcol.b);
+ else
+ incol.b = 1.0 - (facm + 2.0*fact*(1.0 - texcol.b))*(1.0 - outcol.b);
+}
+
+void mtex_rgb_sub(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ incol = -fact*facg*texcol + outcol;
+}
+
+void mtex_rgb_add(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ incol = fact*facg*texcol + outcol;
+}
+
+void mtex_rgb_div(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm;
+
+ fact *= facg;
+ facm = 1.0-fact;
+
+ if(texcol.r != 0.0) incol.r = facm*outcol.r + fact*outcol.r/texcol.r;
+ if(texcol.g != 0.0) incol.g = facm*outcol.g + fact*outcol.g/texcol.g;
+ if(texcol.b != 0.0) incol.b = facm*outcol.b + fact*outcol.b/texcol.b;
+}
+
+void mtex_rgb_diff(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm;
+
+ fact *= facg;
+ facm = 1.0-fact;
+
+ incol = facm*outcol + fact*abs(texcol - outcol);
+}
+
+void mtex_rgb_dark(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm, col;
+
+ fact *= facg;
+ facm = 1.0-fact;
+
+ col = fact*texcol.r;
+ if(col < outcol.r) incol.r = col; else incol.r = outcol.r;
+ col = fact*texcol.g;
+ if(col < outcol.g) incol.g = col; else incol.g = outcol.g;
+ col = fact*texcol.b;
+ if(col < outcol.b) incol.b = col; else incol.b = outcol.b;
+}
+
+void mtex_rgb_light(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ float facm, col;
+
+ fact *= facg;
+ facm = 1.0-fact;
+
+ col = fact*texcol.r;
+ if(col > outcol.r) incol.r = col; else incol.r = outcol.r;
+ col = fact*texcol.g;
+ if(col > outcol.g) incol.g = col; else incol.g = outcol.g;
+ col = fact*texcol.b;
+ if(col > outcol.b) incol.b = col; else incol.b = outcol.b;
+}
+
+void mtex_rgb_hue(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ vec4 col;
+
+ mix_hue(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
+ incol.rgb = col.rgb;
+}
+
+void mtex_rgb_sat(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ vec4 col;
+
+ mix_sat(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
+ incol.rgb = col.rgb;
+}
+
+void mtex_rgb_val(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ vec4 col;
+
+ mix_val(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
+ incol.rgb = col.rgb;
+}
+
+void mtex_rgb_color(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
+{
+ vec4 col;
+
+ mix_color(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
+ incol.rgb = col.rgb;
+}
+
+void mtex_value_vars(inout float fact, float facg, out float facm, float flip)
+{
+ fact *= facg;
+ facm = 1.0-fact;
+
+ if(flip != 0.0) {
+ float tmp = fact;
+ fact = facm;
+ facm = tmp;
+ }
+}
+
+void mtex_value_blend(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ incol = fact*texcol + facm*outcol;
+}
+
+void mtex_value_mul(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ facm = 1.0 - facg;
+ incol = (facm + fact*texcol)*outcol;
+}
+
+void mtex_value_screen(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ facm = 1.0 - facg;
+ incol = 1.0 - (facm + fact*(1.0 - texcol))*(1.0 - outcol);
+}
+
+void mtex_value_sub(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ fact = -fact;
+ incol = fact*texcol + outcol;
+}
+
+void mtex_value_add(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ fact = fact;
+ incol = fact*texcol + outcol;
+}
+
+void mtex_value_div(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ if(texcol != 0.0)
+ incol = facm*outcol + fact*outcol/texcol;
+ else
+ incol = 0.0;
+}
+
+void mtex_value_diff(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ incol = facm*outcol + fact*abs(texcol - outcol);
+}
+
+void mtex_value_dark(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ float col = fact*texcol;
+ if(col < outcol) incol = col; else incol = outcol;
+}
+
+void mtex_value_light(float outcol, float texcol, float fact, float facg, float flip, out float incol)
+{
+ float facm;
+ mtex_value_vars(fact, facg, facm, flip);
+
+ float col = fact*texcol;
+ if(col > outcol) incol = col; else incol = outcol;
+}
+
+void mtex_value_clamp_positive(float fac, out float outfac)
+{
+ outfac = max(fac, 0.0);
+}
+
+void mtex_value_clamp(float fac, out float outfac)
+{
+ outfac = clamp(fac, 0.0, 1.0);
+}
+
+void mtex_har_divide(float har, out float outhar)
+{
+ outhar = har/128.0;
+}
+
+void mtex_har_multiply_clamp(float har, out float outhar)
+{
+ har *= 128.0;
+
+ if(har < 1.0) outhar = 1.0;
+ else if(har > 511.0) outhar = 511.0;
+ else outhar = har;
+}
+
+void mtex_alpha_from_col(vec4 col, out float alpha)
+{
+ alpha = col.a;
+}
+
+void mtex_alpha_to_col(vec4 col, float alpha, out vec4 outcol)
+{
+ outcol = vec4(col.rgb, alpha);
+}
+
+void mtex_rgbtoint(vec4 rgb, out float intensity)
+{
+ intensity = dot(vec3(0.35, 0.45, 0.2), rgb.rgb);
+}
+
+void mtex_value_invert(float invalue, out float outvalue)
+{
+ outvalue = 1.0 - invalue;
+}
+
+void mtex_rgb_invert(vec4 inrgb, out vec4 outrgb)
+{
+ outrgb = vec4(vec3(1.0) - inrgb.rgb, inrgb.a);
+}
+
+void mtex_value_stencil(float stencil, float intensity, out float outstencil, out float outintensity)
+{
+ float fact = intensity;
+ outintensity = intensity*stencil;
+ outstencil = stencil*fact;
+}
+
+void mtex_rgb_stencil(float stencil, vec4 rgb, out float outstencil, out vec4 outrgb)
+{
+ float fact = rgb.a;
+ outrgb = vec4(rgb.rgb, rgb.a*stencil);
+ outstencil = stencil*fact;
+}
+
+void mtex_mapping_ofs(vec3 texco, vec3 ofs, out vec3 outtexco)
+{
+ outtexco = texco + ofs;
+}
+
+void mtex_mapping_size(vec3 texco, vec3 size, out vec3 outtexco)
+{
+ outtexco = size*texco;
+}
+
+void mtex_2d_mapping(vec3 vec, out vec3 outvec)
+{
+ outvec = vec3(vec.xy*0.5 + vec2(0.5, 0.5), vec.z);
+}
+
+void mtex_image(vec3 vec, sampler2D ima, out float value, out vec4 color, out vec3 normal)
+{
+ color = texture2D(ima, vec.xy);
+ value = 1.0;
+
+ normal = 2.0*(vec3(color.r, -color.g, color.b) - vec3(0.5, -0.5, 0.5));
+}
+
+void mtex_negate_texnormal(vec3 normal, out vec3 outnormal)
+{
+ outnormal = vec3(-normal.x, -normal.y, normal.z);
+}
+
+void mtex_nspace_tangent(vec3 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)
+{
+ tangent = normalize(tangent);
+ vec3 B = cross(normal, tangent);
+
+ outnormal = texnormal.x*tangent + texnormal.y*B + texnormal.z*normal;
+ outnormal = normalize(outnormal);
+}
+
+void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal)
+{
+ outnormal = (1.0 - norfac)*normal + norfac*newnormal;
+ outnormal = normalize(outnormal);
+}
+
+/******* MATERIAL *********/
+
+void lamp_visibility_sun_hemi(vec3 lampvec, out vec3 lv, out float dist, out float visifac)
+{
+ lv = lampvec;
+ dist = 1.0;
+ visifac = 1.0;
+}
+
+void lamp_visibility_other(vec3 co, vec3 lampco, out vec3 lv, out float dist, out float visifac)
+{
+ lv = co - lampco;
+ dist = length(lv);
+ lv = normalize(lv);
+ visifac = 1.0;
+}
+
+void lamp_falloff_invlinear(float lampdist, float dist, out float visifac)
+{
+ visifac = lampdist/(lampdist + dist);
+}
+
+void lamp_falloff_invsquare(float lampdist, float dist, out float visifac)
+{
+ visifac = lampdist/(lampdist + dist*dist);
+}
+
+void lamp_falloff_sliders(float lampdist, float ld1, float ld2, float dist, out float visifac)
+{
+ float lampdistkw = lampdist*lampdist;
+
+ visifac = lampdist/(lampdist + ld1*dist);
+ visifac *= lampdistkw/(lampdistkw + ld2*dist*dist);
+}
+
+void lamp_falloff_curve(float lampdist, sampler1D curvemap, float dist, out float visifac)
+{
+ visifac = texture1D(curvemap, dist/lampdist).x;
+}
+
+void lamp_visibility_sphere(float lampdist, float dist, float visifac, out float outvisifac)
+{
+ float t= lampdist - dist;
+
+ outvisifac= visifac*max(t, 0.0)/lampdist;
+}
+
+void lamp_visibility_spot_square(vec3 lampvec, mat4 lampimat, vec3 lv, out float inpr)
+{
+ if(dot(lv, lampvec) > 0.0) {
+ vec3 lvrot = (lampimat*vec4(lv, 0.0)).xyz;
+ float x = max(abs(lvrot.x/lvrot.z), abs(lvrot.y/lvrot.z));
+
+ inpr = 1.0/sqrt(1.0 + x*x);
+ }
+ else
+ inpr = 0.0;
+}
+
+void lamp_visibility_spot_circle(vec3 lampvec, vec3 lv, out float inpr)
+{
+ inpr = dot(lv, lampvec);
+}
+
+void lamp_visibility_spot(float spotsi, float spotbl, float inpr, float visifac, out float outvisifac)
+{
+ float t = spotsi;
+
+ if(inpr <= t) {
+ outvisifac = 0.0;
+ }
+ else {
+ t = inpr - t;
+
+ /* soft area */
+ if(spotbl != 0.0)
+ inpr *= smoothstep(0.0, 1.0, t/spotbl);
+
+ outvisifac = visifac*inpr;
+ }
+}
+
+void lamp_visibility_clamp(float visifac, out float outvisifac)
+{
+ outvisifac = (visifac < 0.001)? 0.0: visifac;
+}
+
+void shade_view(vec3 co, out vec3 view)
+{
+ /* handle perspective/orthographic */
+ view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(co): vec3(0.0, 0.0, -1.0);
+}
+
+void shade_tangent_v(vec3 lv, vec3 tang, out vec3 vn)
+{
+ vec3 c = cross(lv, tang);
+ vec3 vnor = cross(c, tang);
+
+ vn = -normalize(vnor);
+}
+
+void shade_inp(vec3 vn, vec3 lv, out float inp)
+{
+ inp = dot(vn, lv);
+}
+
+void shade_is_no_diffuse(out float is)
+{
+ is = 0.0;
+}
+
+void shade_is_hemi(float inp, out float is)
+{
+ is = 0.5*inp + 0.5;
+}
+
+float area_lamp_energy(mat4 area, vec3 co, vec3 vn)
+{
+ vec3 vec[4], c[4];
+ float rad[4], fac;
+
+ vec[0] = normalize(co - area[0].xyz);
+ vec[1] = normalize(co - area[1].xyz);
+ vec[2] = normalize(co - area[2].xyz);
+ vec[3] = normalize(co - area[3].xyz);
+
+ c[0] = normalize(cross(vec[0], vec[1]));
+ c[1] = normalize(cross(vec[1], vec[2]));
+ c[2] = normalize(cross(vec[2], vec[3]));
+ c[3] = normalize(cross(vec[3], vec[0]));
+
+ rad[0] = acos(dot(vec[0], vec[1]));
+ rad[1] = acos(dot(vec[1], vec[2]));
+ rad[2] = acos(dot(vec[2], vec[3]));
+ rad[3] = acos(dot(vec[3], vec[0]));
+
+ fac= rad[0]*dot(vn, c[0]);
+ fac+= rad[1]*dot(vn, c[1]);
+ fac+= rad[2]*dot(vn, c[2]);
+ fac+= rad[3]*dot(vn, c[3]);
+
+ return max(fac, 0.0);
+}
+
+void shade_inp_area(vec3 position, vec3 lampco, vec3 lampvec, vec3 vn, mat4 area, float areasize, float k, out float inp)
+{
+ vec3 co = position;
+ vec3 vec = co - lampco;
+
+ if(dot(vec, lampvec) < 0.0) {
+ inp = 0.0;
+ }
+ else {
+ float intens = area_lamp_energy(area, co, vn);
+
+ inp = pow(intens*areasize, k);
+ }
+}
+
+void shade_diffuse_oren_nayer(float nl, vec3 n, vec3 l, vec3 v, float rough, out float is)
+{
+ vec3 h = normalize(v + l);
+ float nh = max(dot(n, h), 0.0);
+ float nv = max(dot(n, v), 0.0);
+ float realnl = dot(n, l);
+
+ if(realnl < 0.0) {
+ is = 0.0;
+ }
+ else if(nl < 0.0) {
+ is = 0.0;
+ }
+ else {
+ float vh = max(dot(v, h), 0.0);
+ float Lit_A = acos(realnl);
+ float View_A = acos(nv);
+
+ vec3 Lit_B = normalize(l - realnl*n);
+ vec3 View_B = normalize(v - nv*n);
+
+ float t = max(dot(Lit_B, View_B), 0.0);
+
+ float a, b;
+
+ if(Lit_A > View_A) {
+ a = Lit_A;
+ b = View_A;
+ }
+ else {
+ a = View_A;
+ b = Lit_A;
+ }
+
+ float A = 1.0 - (0.5*((rough*rough)/((rough*rough) + 0.33)));
+ float B = 0.45*((rough*rough)/((rough*rough) + 0.09));
+
+ b *= 0.95;
+ is = nl*(A + (B * t * sin(a) * tan(b)));
+ }
+}
+
+void shade_diffuse_toon(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out float is)
+{
+ float rslt = dot(n, l);
+ float ang = acos(rslt);
+
+ if(ang < size) is = 1.0;
+ else if(ang > (size + tsmooth) || tsmooth == 0.0) is = 0.0;
+ else is = 1.0 - ((ang - size)/tsmooth);
+}
+
+void shade_diffuse_minnaert(float nl, vec3 n, vec3 v, float darkness, out float is)
+{
+ if(nl <= 0.0) {
+ is = 0.0;
+ }
+ else {
+ float nv = max(dot(n, v), 0.0);
+
+ if(darkness <= 1.0)
+ is = nl*pow(max(nv*nl, 0.1), darkness - 1.0);
+ else
+ is = nl*pow(1.0001 - nv, darkness - 1.0);
+ }
+}
+
+float fresnel_fac(vec3 view, vec3 vn, float grad, float fac)
+{
+ float t1, t2;
+ float ffac;
+
+ if(fac==0.0) {
+ ffac = 1.0;
+ }
+ else {
+ t1= dot(view, vn);
+ if(t1>0.0) t2= 1.0+t1;
+ else t2= 1.0-t1;
+
+ t2= grad + (1.0-grad)*pow(t2, fac);
+
+ if(t2<0.0) ffac = 0.0;
+ else if(t2>1.0) ffac = 1.0;
+ else ffac = t2;
+ }
+
+ return ffac;
+}
+
+void shade_diffuse_fresnel(vec3 vn, vec3 lv, vec3 view, float fac_i, float fac, out float is)
+{
+ is = fresnel_fac(lv, vn, fac_i, fac);
+}
+
+void shade_cubic(float is, out float outis)
+{
+ if(is>0.0 && is<1.0)
+ outis= smoothstep(0.0, 1.0, is);
+ else
+ outis= is;
+}
+
+void shade_visifac(float i, float visifac, float refl, out float outi)
+{
+ /*if(i > 0.0)*/
+ outi = max(i*visifac*refl, 0.0);
+ /*else
+ outi = i;*/
+}
+
+void shade_tangent_v_spec(vec3 tang, out vec3 vn)
+{
+ vn = tang;
+}
+
+void shade_add_to_diffuse(float i, vec3 lampcol, vec3 col, out vec3 outcol)
+{
+ if(i > 0.0)
+ outcol = i*lampcol*col;
+ else
+ outcol = vec3(0.0, 0.0, 0.0);
+}
+
+void shade_hemi_spec(vec3 vn, vec3 lv, vec3 view, float spec, float hard, float visifac, out float t)
+{
+ lv += view;
+ lv = normalize(lv);
+
+ t = dot(vn, lv);
+ t = 0.5*t + 0.5;
+
+ t = visifac*spec*pow(t, hard);
+}
+
+void shade_phong_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
+{
+ vec3 h = normalize(l + v);
+ float rslt = max(dot(h, n), 0.0);
+
+ specfac = pow(rslt, hard);
+}
+
+void shade_cooktorr_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
+{
+ vec3 h = normalize(v + l);
+ float nh = dot(n, h);
+
+ if(nh < 0.0) {
+ specfac = 0.0;
+ }
+ else {
+ float nv = max(dot(n, v), 0.0);
+ float i = pow(nh, hard);
+
+ i = i/(0.1+nv);
+ specfac = i;
+ }
+}
+
+void shade_blinn_spec(vec3 n, vec3 l, vec3 v, float refrac, float spec_power, out float specfac)
+{
+ if(refrac < 1.0) {
+ specfac = 0.0;
+ }
+ else if(spec_power == 0.0) {
+ specfac = 0.0;
+ }
+ else {
+ if(spec_power<100.0)
+ spec_power= sqrt(1.0/spec_power);
+ else
+ spec_power= 10.0/spec_power;
+
+ vec3 h = normalize(v + l);
+ float nh = dot(n, h);
+ if(nh < 0.0) {
+ specfac = 0.0;
+ }
+ else {
+ float nv = max(dot(n, v), 0.01);
+ float nl = dot(n, l);
+ if(nl <= 0.01) {
+ specfac = 0.0;
+ }
+ else {
+ float vh = max(dot(v, h), 0.01);
+
+ float a = 1.0;
+ float b = (2.0*nh*nv)/vh;
+ float c = (2.0*nh*nl)/vh;
+
+ float g;
+
+ if(a < b && a < c) g = a;
+ else if(b < a && b < c) g = b;
+ else if(c < a && c < b) g = c;
+
+ float p = sqrt(((refrac * refrac)+(vh*vh)-1.0));
+ float f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1.0+((((vh*(p+vh))-1.0)*((vh*(p+vh))-1.0))/(((vh*(p-vh))+1.0)*((vh*(p-vh))+1.0))));
+ float ang = acos(nh);
+
+ specfac = max(f*g*exp_blender((-(ang*ang)/(2.0*spec_power*spec_power))), 0.0);
+ }
+ }
+ }
+}
+
+void shade_wardiso_spec(vec3 n, vec3 l, vec3 v, float rms, out float specfac)
+{
+ vec3 h = normalize(l + v);
+ float nh = max(dot(n, h), 0.001);
+ float nv = max(dot(n, v), 0.001);
+ float nl = max(dot(n, l), 0.001);
+ float angle = tan(acos(nh));
+ float alpha = max(rms, 0.001);
+
+ specfac= nl * (1.0/(4.0*M_PI*alpha*alpha))*(exp_blender(-(angle*angle)/(alpha*alpha))/(sqrt(nv*nl)));
+}
+
+void shade_toon_spec(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out float specfac)
+{
+ vec3 h = normalize(l + v);
+ float rslt = dot(h, n);
+ float ang = acos(rslt);
+
+ if(ang < size) rslt = 1.0;
+ else if(ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0;
+ else rslt = 1.0 - ((ang - size)/tsmooth);
+
+ specfac = rslt;
+}
+
+void shade_spec_area_inp(float specfac, float inp, out float outspecfac)
+{
+ outspecfac = specfac*inp;
+}
+
+void shade_spec_t(float shadfac, float spec, float visifac, float specfac, out float t)
+{
+ t = shadfac*spec*visifac*specfac;
+}
+
+void shade_add_spec(float t, vec3 lampcol, vec3 speccol, out vec3 outcol)
+{
+ outcol = t*lampcol*speccol;
+}
+
+void shade_add(vec4 col1, vec4 col2, out vec4 outcol)
+{
+ outcol = col1 + col2;
+}
+
+void shade_madd(vec4 col, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ outcol = col + col1*col2;
+}
+
+void shade_maddf(vec4 col, float f, vec4 col1, out vec4 outcol)
+{
+ outcol = col + f*col1;
+}
+
+void shade_mul(vec4 col1, vec4 col2, out vec4 outcol)
+{
+ outcol = col1*col2;
+}
+
+void shade_mul_value(float fac, vec4 col, out vec4 outcol)
+{
+ outcol = col*fac;
+}
+
+void shade_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
+{
+ outcol = vec4(col.rgb*obcol.rgb, col.a);
+}
+
+void ramp_rgbtobw(vec3 color, out float outval)
+{
+ outval = color.r*0.3 + color.g*0.58 + color.b*0.12;
+}
+
+void shade_only_shadow(float i, float shadfac, float energy, vec3 rgb, vec3 specrgb, vec4 diff, vec4 spec, out vec4 outdiff, out vec4 outspec)
+{
+ shadfac = i*energy*(1.0 - shadfac);
+
+ outdiff = diff - vec4(rgb*shadfac, 0.0);
+ outspec = spec - vec4(specrgb*shadfac, 0.0);
+}
+
+void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float shadowbias, float inp, out float result)
+{
+ if(inp <= 0.0) {
+ result = 0.0;
+ }
+ else {
+ vec4 co = shadowpersmat*vec4(rco, 1.0);
+
+ //float bias = (1.5 - inp*inp)*shadowbias;
+ co.z -= shadowbias*co.w;
+
+ result = shadow2DProj(shadowmap, co).x;
+ }
+}
+
+void shade_exposure_correct(vec3 col, float linfac, float logfac, out vec3 outcol)
+{
+ outcol = linfac*(1.0 - exp(col*logfac));
+}
+
+void shade_mist_factor(vec3 co, float miststa, float mistdist, float misttype, float misi, out float outfac)
+{
+ float fac, zcor;
+
+ zcor = (gl_ProjectionMatrix[3][3] == 0.0)? length(co): -co[2];
+
+ fac = clamp((zcor-miststa)/mistdist, 0.0, 1.0);
+ if(misttype == 0.0) fac *= fac;
+ else if(misttype == 1.0);
+ else fac = sqrt(fac);
+
+ outfac = 1.0 - (1.0-fac)*(1.0-misi);
+}
+
+void shade_world_mix(vec3 hor, vec4 col, out vec4 outcol)
+{
+ float fac = clamp(col.a, 0.0, 1.0);
+ outcol = vec4(mix(hor, col.rgb, fac), col.a);
+}
+
+void shade_alpha_opaque(vec4 col, out vec4 outcol)
+{
+ outcol = vec4(col.rgb, 1.0);
+}
+
+void shade_alpha_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
+{
+ outcol = vec4(col.rgb, col.a*obcol.a);
+}
+
diff --git a/source/blender/gpu/intern/gpu_shader_material.glsl.c b/source/blender/gpu/intern/gpu_shader_material.glsl.c
new file mode 100644
index 00000000000..38263efd864
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_material.glsl.c
@@ -0,0 +1,1026 @@
+/* DataToC output of file <gpu_shader_material_glsl> */
+
+int datatoc_gpu_shader_material_glsl_size= 32638;
+char datatoc_gpu_shader_material_glsl[]= {
+ 10,102,108,111, 97,116, 32,101,120,112, 95, 98,108,101,110,100,101,114, 40,102,108,111, 97,116, 32,102, 41, 10,123, 10,
+ 9,114,101,116,117,114,110, 32,112,111,119, 40, 50, 46, 55, 49, 56, 50, 56, 49, 56, 50, 56, 52, 54, 44, 32,102, 41, 59, 10,125,
+ 10, 10,118,111,105,100, 32,114,103, 98, 95,116,111, 95,104,115,118, 40,118,101, 99, 52, 32,114,103, 98, 44, 32,111,117,116, 32,
+118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32, 99,109, 97,120, 44, 32, 99,109,105,110,
+ 44, 32,104, 44, 32,115, 44, 32,118, 44, 32, 99,100,101,108,116, 97, 59, 10, 9,118,101, 99, 51, 32, 99, 59, 10, 10, 9, 99,109,
+ 97,120, 32, 61, 32,109, 97,120, 40,114,103, 98, 91, 48, 93, 44, 32,109, 97,120, 40,114,103, 98, 91, 49, 93, 44, 32,114,103, 98,
+ 91, 50, 93, 41, 41, 59, 10, 9, 99,109,105,110, 32, 61, 32,109,105,110, 40,114,103, 98, 91, 48, 93, 44, 32,109,105,110, 40,114,
+103, 98, 91, 49, 93, 44, 32,114,103, 98, 91, 50, 93, 41, 41, 59, 10, 9, 99,100,101,108,116, 97, 32, 61, 32, 99,109, 97,120, 45,
+ 99,109,105,110, 59, 10, 10, 9,118, 32, 61, 32, 99,109, 97,120, 59, 10, 9,105,102, 32, 40, 99,109, 97,120, 33, 61, 48, 46, 48,
+ 41, 10, 9, 9,115, 32, 61, 32, 99,100,101,108,116, 97, 47, 99,109, 97,120, 59, 10, 9,101,108,115,101, 32,123, 10, 9, 9,115,
+ 32, 61, 32, 48, 46, 48, 59, 10, 9, 9,104, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 10, 9,105,102, 32, 40,115, 32, 61, 61,
+ 32, 48, 46, 48, 41, 32,123, 10, 9, 9,104, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9,
+ 99, 32, 61, 32, 40,118,101, 99, 51, 40, 99,109, 97,120, 44, 32, 99,109, 97,120, 44, 32, 99,109, 97,120, 41, 32, 45, 32,114,103,
+ 98, 46,120,121,122, 41, 47, 99,100,101,108,116, 97, 59, 10, 10, 9, 9,105,102, 32, 40,114,103, 98, 46,120, 61, 61, 99,109, 97,
+120, 41, 32,104, 32, 61, 32, 99, 91, 50, 93, 32, 45, 32, 99, 91, 49, 93, 59, 10, 9, 9,101,108,115,101, 32,105,102, 32, 40,114,
+103, 98, 46,121, 61, 61, 99,109, 97,120, 41, 32,104, 32, 61, 32, 50, 46, 48, 32, 43, 32, 99, 91, 48, 93, 32, 45, 32, 32, 99, 91,
+ 50, 93, 59, 10, 9, 9,101,108,115,101, 32,104, 32, 61, 32, 52, 46, 48, 32, 43, 32, 99, 91, 49, 93, 32, 45, 32, 99, 91, 48, 93,
+ 59, 10, 10, 9, 9,104, 32, 47, 61, 32, 54, 46, 48, 59, 10, 10, 9, 9,105,102, 32, 40,104, 60, 48, 46, 48, 41, 10, 9, 9, 9,
+104, 32, 43, 61, 32, 49, 46, 48, 59, 10, 9,125, 10, 10, 9,111,117,116, 99,111,108, 32, 61, 32,118,101, 99, 52, 40,104, 44, 32,
+115, 44, 32,118, 44, 32,114,103, 98, 46,119, 41, 59, 10,125, 10, 10,118,111,105,100, 32,104,115,118, 95,116,111, 95,114,103, 98,
+ 40,118,101, 99, 52, 32,104,115,118, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102,
+108,111, 97,116, 32,105, 44, 32,102, 44, 32,112, 44, 32,113, 44, 32,116, 44, 32,104, 44, 32,115, 44, 32,118, 59, 10, 9,118,101,
+ 99, 51, 32,114,103, 98, 59, 10, 10, 9,104, 32, 61, 32,104,115,118, 91, 48, 93, 59, 10, 9,115, 32, 61, 32,104,115,118, 91, 49,
+ 93, 59, 10, 9,118, 32, 61, 32,104,115,118, 91, 50, 93, 59, 10, 10, 9,105,102, 40,115, 61, 61, 48, 46, 48, 41, 32,123, 10, 9,
+ 9,114,103, 98, 32, 61, 32,118,101, 99, 51, 40,118, 44, 32,118, 44, 32,118, 41, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123,
+ 10, 9, 9,105,102, 40,104, 61, 61, 49, 46, 48, 41, 10, 9, 9, 9,104, 32, 61, 32, 48, 46, 48, 59, 10, 9, 9, 10, 9, 9,104,
+ 32, 42, 61, 32, 54, 46, 48, 59, 10, 9, 9,105, 32, 61, 32,102,108,111,111,114, 40,104, 41, 59, 10, 9, 9,102, 32, 61, 32,104,
+ 32, 45, 32,105, 59, 10, 9, 9,114,103, 98, 32, 61, 32,118,101, 99, 51, 40,102, 44, 32,102, 44, 32,102, 41, 59, 10, 9, 9,112,
+ 32, 61, 32,118, 42, 40, 49, 46, 48, 45,115, 41, 59, 10, 9, 9,113, 32, 61, 32,118, 42, 40, 49, 46, 48, 45, 40,115, 42,102, 41,
+ 41, 59, 10, 9, 9,116, 32, 61, 32,118, 42, 40, 49, 46, 48, 45, 40,115, 42, 40, 49, 46, 48, 45,102, 41, 41, 41, 59, 10, 9, 9,
+ 10, 9, 9,105,102, 32, 40,105, 32, 61, 61, 32, 48, 46, 48, 41, 32,114,103, 98, 32, 61, 32,118,101, 99, 51, 40,118, 44, 32,116,
+ 44, 32,112, 41, 59, 10, 9, 9,101,108,115,101, 32,105,102, 32, 40,105, 32, 61, 61, 32, 49, 46, 48, 41, 32,114,103, 98, 32, 61,
+ 32,118,101, 99, 51, 40,113, 44, 32,118, 44, 32,112, 41, 59, 10, 9, 9,101,108,115,101, 32,105,102, 32, 40,105, 32, 61, 61, 32,
+ 50, 46, 48, 41, 32,114,103, 98, 32, 61, 32,118,101, 99, 51, 40,112, 44, 32,118, 44, 32,116, 41, 59, 10, 9, 9,101,108,115,101,
+ 32,105,102, 32, 40,105, 32, 61, 61, 32, 51, 46, 48, 41, 32,114,103, 98, 32, 61, 32,118,101, 99, 51, 40,112, 44, 32,113, 44, 32,
+118, 41, 59, 10, 9, 9,101,108,115,101, 32,105,102, 32, 40,105, 32, 61, 61, 32, 52, 46, 48, 41, 32,114,103, 98, 32, 61, 32,118,
+101, 99, 51, 40,116, 44, 32,112, 44, 32,118, 41, 59, 10, 9, 9,101,108,115,101, 32,114,103, 98, 32, 61, 32,118,101, 99, 51, 40,
+118, 44, 32,112, 44, 32,113, 41, 59, 10, 9,125, 10, 10, 9,111,117,116, 99,111,108, 32, 61, 32,118,101, 99, 52, 40,114,103, 98,
+ 44, 32,104,115,118, 46,119, 41, 59, 10,125, 10, 10, 35,100,101,102,105,110,101, 32, 77, 95, 80, 73, 32, 51, 46, 49, 52, 49, 53,
+ 57, 50, 54, 53, 51, 53, 56, 57, 55, 57, 51, 50, 51, 56, 52, 54, 10, 10, 47, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 32, 83,
+ 72, 65, 68, 69, 82, 32, 78, 79, 68, 69, 83, 32, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 47, 10, 10,118,111,
+105,100, 32,118, 99,111,108, 95, 97,116,116,114,105, 98,117,116,101, 40,118,101, 99, 52, 32, 97,116,116,118, 99,111,108, 44, 32,
+111,117,116, 32,118,101, 99, 52, 32,118, 99,111,108, 41, 10,123, 10, 9,118, 99,111,108, 32, 61, 32,118,101, 99, 52, 40, 97,116,
+116,118, 99,111,108, 46,120, 47, 50, 53, 53, 46, 48, 44, 32, 97,116,116,118, 99,111,108, 46,121, 47, 50, 53, 53, 46, 48, 44, 32,
+ 97,116,116,118, 99,111,108, 46,122, 47, 50, 53, 53, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,117,
+118, 95, 97,116,116,114,105, 98,117,116,101, 40,118,101, 99, 50, 32, 97,116,116,117,118, 44, 32,111,117,116, 32,118,101, 99, 51,
+ 32,117,118, 41, 10,123, 10, 9,117,118, 32, 61, 32,118,101, 99, 51, 40, 97,116,116,117,118, 42, 50, 46, 48, 32, 45, 32,118,101,
+ 99, 50, 40, 49, 46, 48, 44, 32, 49, 46, 48, 41, 44, 32, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,103,101,111,109,
+ 40,118,101, 99, 51, 32, 99,111, 44, 32,118,101, 99, 51, 32,110,111,114, 44, 32,109, 97,116, 52, 32,118,105,101,119,105,110,118,
+109, 97,116, 44, 32,118,101, 99, 51, 32, 97,116,116,111,114, 99,111, 44, 32,118,101, 99, 50, 32, 97,116,116,117,118, 44, 32,118,
+101, 99, 52, 32, 97,116,116,118, 99,111,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,103,108,111, 98, 97,108, 44, 32,111,117,
+116, 32,118,101, 99, 51, 32,108,111, 99, 97,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,118,105,101,119, 44, 32,111,117,116,
+ 32,118,101, 99, 51, 32,111,114, 99,111, 44, 32,111,117,116, 32,118,101, 99, 51, 32,117,118, 44, 32,111,117,116, 32,118,101, 99,
+ 51, 32,110,111,114,109, 97,108, 44, 32,111,117,116, 32,118,101, 99, 52, 32,118, 99,111,108, 44, 32,111,117,116, 32,102,108,111,
+ 97,116, 32,102,114,111,110,116, 98, 97, 99,107, 41, 10,123, 10, 9,108,111, 99, 97,108, 32, 61, 32, 99,111, 59, 10, 9,118,105,
+101,119, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,108,111, 99, 97,108, 41, 59, 10, 9,103,108,111, 98, 97,108, 32, 61,
+ 32, 40,118,105,101,119,105,110,118,109, 97,116, 42,118,101, 99, 52, 40,108,111, 99, 97,108, 44, 32, 49, 46, 48, 41, 41, 46,120,
+121,122, 59, 10, 9,111,114, 99,111, 32, 61, 32, 97,116,116,111,114, 99,111, 59, 10, 9,117,118, 95, 97,116,116,114,105, 98,117,
+116,101, 40, 97,116,116,117,118, 44, 32,117,118, 41, 59, 10, 9,110,111,114,109, 97,108, 32, 61, 32, 45,110,111,114,109, 97,108,
+105,122,101, 40,110,111,114, 41, 59, 9, 47, 42, 32, 98,108,101,110,100,101,114, 32,114,101,110,100,101,114, 32,110,111,114,109,
+ 97,108, 32,105,115, 32,110,101,103, 97,116,101,100, 32, 42, 47, 10, 9,118, 99,111,108, 95, 97,116,116,114,105, 98,117,116,101,
+ 40, 97,116,116,118, 99,111,108, 44, 32,118, 99,111,108, 41, 59, 10, 9,102,114,111,110,116, 98, 97, 99,107, 32, 61, 32, 49, 46,
+ 48, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,112,112,105,110,103, 40,118,101, 99, 51, 32,118,101, 99, 44, 32,109, 97,116,
+ 52, 32,109, 97,116, 44, 32,118,101, 99, 51, 32,109,105,110,118,101, 99, 44, 32,118,101, 99, 51, 32,109, 97,120,118,101, 99, 44,
+ 32,102,108,111, 97,116, 32,100,111,109,105,110, 44, 32,102,108,111, 97,116, 32,100,111,109, 97,120, 44, 32,111,117,116, 32,118,
+101, 99, 51, 32,111,117,116,118,101, 99, 41, 10,123, 10, 9,111,117,116,118,101, 99, 32, 61, 32, 40,109, 97,116, 32, 42, 32,118,
+101, 99, 52, 40,118,101, 99, 44, 32, 49, 46, 48, 41, 41, 46,120,121,122, 59, 10, 9,105,102, 40,100,111,109,105,110, 32, 61, 61,
+ 32, 49, 46, 48, 41, 10, 9, 9,111,117,116,118,101, 99, 32, 61, 32,109, 97,120, 40,111,117,116,118,101, 99, 44, 32,109,105,110,
+118,101, 99, 41, 59, 10, 9,105,102, 40,100,111,109, 97,120, 32, 61, 61, 32, 49, 46, 48, 41, 10, 9, 9,111,117,116,118,101, 99,
+ 32, 61, 32,109,105,110, 40,111,117,116,118,101, 99, 44, 32,109, 97,120,118,101, 99, 41, 59, 10,125, 10, 10,118,111,105,100, 32,
+ 99, 97,109,101,114, 97, 40,118,101, 99, 51, 32, 99,111, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,105,101,119,
+ 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,100,101,112,116,104, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,
+111,117,116,100,105,115,116, 41, 10,123, 10, 9,111,117,116,100,101,112,116,104, 32, 61, 32, 97, 98,115, 40, 99,111, 46,122, 41,
+ 59, 10, 9,111,117,116,100,105,115,116, 32, 61, 32,108,101,110,103,116,104, 40, 99,111, 41, 59, 10, 9,111,117,116,118,105,101,
+119, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40, 99,111, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,
+ 97,100,100, 40,102,108,111, 97,116, 32,118, 97,108, 49, 44, 32,102,108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,
+102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32,118, 97,108, 49, 32, 43,
+ 32,118, 97,108, 50, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,115,117, 98,116,114, 97, 99,116, 40,102,108,111,
+ 97,116, 32,118, 97,108, 49, 44, 32,102,108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,
+117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32,118, 97,108, 49, 32, 45, 32,118, 97,108, 50, 59, 10,
+125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,109,117,108,116,105,112,108,121, 40,102,108,111, 97,116, 32,118, 97,108, 49,
+ 44, 32,102,108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,
+123, 10, 9,111,117,116,118, 97,108, 32, 61, 32,118, 97,108, 49, 32, 42, 32,118, 97,108, 50, 59, 10,125, 10, 10,118,111,105,100,
+ 32,109, 97,116,104, 95,100,105,118,105,100,101, 40,102,108,111, 97,116, 32,118, 97,108, 49, 44, 32,102,108,111, 97,116, 32,118,
+ 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,105,102, 32, 40,118, 97,
+108, 50, 32, 61, 61, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116,118, 97,108, 32, 61, 32, 48, 46, 48, 59, 10, 9,101,108,115,101,
+ 10, 9, 9,111,117,116,118, 97,108, 32, 61, 32,118, 97,108, 49, 32, 47, 32,118, 97,108, 50, 59, 10,125, 10, 10,118,111,105,100,
+ 32,109, 97,116,104, 95,115,105,110,101, 40,102,108,111, 97,116, 32,118, 97,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,
+111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32,115,105,110, 40,118, 97,108, 41, 59, 10,125, 10,
+ 10,118,111,105,100, 32,109, 97,116,104, 95, 99,111,115,105,110,101, 40,102,108,111, 97,116, 32,118, 97,108, 44, 32,111,117,116,
+ 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32, 99,111,115, 40,118,
+ 97,108, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,116, 97,110,103,101,110,116, 40,102,108,111, 97,116, 32,
+118, 97,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108,
+ 32, 61, 32,116, 97,110, 40,118, 97,108, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95, 97,115,105,110, 40,102,
+108,111, 97,116, 32,118, 97,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,105,
+102, 32, 40,118, 97,108, 32, 60, 61, 32, 49, 46, 48, 32, 38, 38, 32,118, 97,108, 32, 62, 61, 32, 45, 49, 46, 48, 41, 10, 9, 9,
+111,117,116,118, 97,108, 32, 61, 32, 97,115,105,110, 40,118, 97,108, 41, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116,118,
+ 97,108, 32, 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95, 97, 99,111,115, 40,102,108,111, 97,
+116, 32,118, 97,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,105,102, 32, 40,
+118, 97,108, 32, 60, 61, 32, 49, 46, 48, 32, 38, 38, 32,118, 97,108, 32, 62, 61, 32, 45, 49, 46, 48, 41, 10, 9, 9,111,117,116,
+118, 97,108, 32, 61, 32, 97, 99,111,115, 40,118, 97,108, 41, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116,118, 97,108, 32,
+ 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95, 97,116, 97,110, 40,102,108,111, 97,116, 32,118,
+ 97,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32,
+ 61, 32, 97,116, 97,110, 40,118, 97,108, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,112,111,119, 40,102,108,
+111, 97,116, 32,118, 97,108, 49, 44, 32,102,108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,
+111,117,116,118, 97,108, 41, 10,123, 10, 9,105,102, 32, 40,118, 97,108, 49, 32, 62, 61, 32, 48, 46, 48, 41, 10, 9, 9,111,117,
+116,118, 97,108, 32, 61, 32,112,111,119, 40,118, 97,108, 49, 44, 32,118, 97,108, 50, 41, 59, 10, 9,101,108,115,101, 10, 9, 9,
+111,117,116,118, 97,108, 32, 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,108,111,103, 40,102,
+108,111, 97,116, 32,118, 97,108, 49, 44, 32,102,108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116,
+ 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,105,102, 40,118, 97,108, 49, 32, 62, 32, 48, 46, 48, 32, 32, 38, 38, 32,118, 97,
+108, 50, 32, 62, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116,118, 97,108, 61, 32,108,111,103, 50, 40,118, 97,108, 49, 41, 32, 47,
+ 32,108,111,103, 50, 40,118, 97,108, 50, 41, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116,118, 97,108, 61, 32, 48, 46, 48,
+ 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,109, 97,120, 40,102,108,111, 97,116, 32,118, 97,108, 49, 44, 32,102,
+108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,
+111,117,116,118, 97,108, 32, 61, 32,109, 97,120, 40,118, 97,108, 49, 44, 32,118, 97,108, 50, 41, 59, 10,125, 10, 10,118,111,105,
+100, 32,109, 97,116,104, 95,109,105,110, 40,102,108,111, 97,116, 32,118, 97,108, 49, 44, 32,102,108,111, 97,116, 32,118, 97,108,
+ 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61,
+ 32,109,105,110, 40,118, 97,108, 49, 44, 32,118, 97,108, 50, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109, 97,116,104, 95,114,
+111,117,110,100, 40,102,108,111, 97,116, 32,118, 97,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108,
+ 41, 10,123, 10, 9,111,117,116,118, 97,108, 61, 32,102,108,111,111,114, 40,118, 97,108, 32, 43, 32, 48, 46, 53, 41, 59, 10,125,
+ 10, 10,118,111,105,100, 32,109, 97,116,104, 95,108,101,115,115, 95,116,104, 97,110, 40,102,108,111, 97,116, 32,118, 97,108, 49,
+ 44, 32,102,108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,
+123, 10, 9,105,102, 40,118, 97,108, 49, 32, 60, 32,118, 97,108, 50, 41, 10, 9, 9,111,117,116,118, 97,108, 32, 61, 32, 49, 46,
+ 48, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116,118, 97,108, 32, 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100,
+ 32,109, 97,116,104, 95,103,114,101, 97,116,101,114, 95,116,104, 97,110, 40,102,108,111, 97,116, 32,118, 97,108, 49, 44, 32,102,
+108,111, 97,116, 32,118, 97,108, 50, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,
+105,102, 40,118, 97,108, 49, 32, 62, 32,118, 97,108, 50, 41, 10, 9, 9,111,117,116,118, 97,108, 32, 61, 32, 49, 46, 48, 59, 10,
+ 9,101,108,115,101, 10, 9, 9,111,117,116,118, 97,108, 32, 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,115,113,
+117,101,101,122,101, 40,102,108,111, 97,116, 32,118, 97,108, 44, 32,102,108,111, 97,116, 32,119,105,100,116,104, 44, 32,102,108,
+111, 97,116, 32, 99,101,110,116,101,114, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10,
+ 9,111,117,116,118, 97,108, 32, 61, 32, 49, 46, 48, 47, 40, 49, 46, 48, 32, 43, 32,112,111,119, 40, 50, 46, 55, 49, 56, 50, 56,
+ 49, 56, 51, 44, 32, 45, 40, 40,118, 97,108, 45, 99,101,110,116,101,114, 41, 42,119,105,100,116,104, 41, 41, 41, 59, 10,125, 10,
+ 10,118,111,105,100, 32,118,101, 99, 95,109, 97,116,104, 95, 97,100,100, 40,118,101, 99, 51, 32,118, 49, 44, 32,118,101, 99, 51,
+ 32,118, 50, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,
+111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118,101, 99, 32, 61, 32,118, 49, 32, 43, 32,118, 50, 59, 10, 9,111,117,
+116,118, 97,108, 32, 61, 32, 40, 97, 98,115, 40,111,117,116,118,101, 99, 91, 48, 93, 41, 32, 43, 32, 97, 98,115, 40,111,117,116,
+118,101, 99, 91, 49, 93, 41, 32, 43, 32, 97, 98,115, 40,111,117,116,118,101, 99, 91, 50, 93, 41, 41, 47, 51, 46, 48, 59, 10,125,
+ 10, 10,118,111,105,100, 32,118,101, 99, 95,109, 97,116,104, 95,115,117, 98, 40,118,101, 99, 51, 32,118, 49, 44, 32,118,101, 99,
+ 51, 32,118, 50, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116,
+ 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118,101, 99, 32, 61, 32,118, 49, 32, 45, 32,118, 50, 59, 10, 9,111,
+117,116,118, 97,108, 32, 61, 32, 40, 97, 98,115, 40,111,117,116,118,101, 99, 91, 48, 93, 41, 32, 43, 32, 97, 98,115, 40,111,117,
+116,118,101, 99, 91, 49, 93, 41, 32, 43, 32, 97, 98,115, 40,111,117,116,118,101, 99, 91, 50, 93, 41, 41, 47, 51, 46, 48, 59, 10,
+125, 10, 10,118,111,105,100, 32,118,101, 99, 95,109, 97,116,104, 95, 97,118,101,114, 97,103,101, 40,118,101, 99, 51, 32,118, 49,
+ 44, 32,118,101, 99, 51, 32,118, 50, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 44, 32,111,117,116, 32,
+102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118,101, 99, 32, 61, 32,118, 49, 32, 43, 32,118,
+ 50, 59, 10, 9,111,117,116,118, 97,108, 32, 61, 32,108,101,110,103,116,104, 40,111,117,116,118,101, 99, 41, 59, 10, 9,111,117,
+116,118,101, 99, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,111,117,116,118,101, 99, 41, 59, 10,125, 10, 10,118,111,105,
+100, 32,118,101, 99, 95,109, 97,116,104, 95,100,111,116, 40,118,101, 99, 51, 32,118, 49, 44, 32,118,101, 99, 51, 32,118, 50, 44,
+ 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118,
+ 97,108, 41, 10,123, 10, 9,111,117,116,118,101, 99, 32, 61, 32,118,101, 99, 51, 40, 48, 44, 32, 48, 44, 32, 48, 41, 59, 10, 9,
+111,117,116,118, 97,108, 32, 61, 32,100,111,116, 40,118, 49, 44, 32,118, 50, 41, 59, 10,125, 10, 10,118,111,105,100, 32,118,101,
+ 99, 95,109, 97,116,104, 95, 99,114,111,115,115, 40,118,101, 99, 51, 32,118, 49, 44, 32,118,101, 99, 51, 32,118, 50, 44, 32,111,
+117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108,
+ 41, 10,123, 10, 9,111,117,116,118,101, 99, 32, 61, 32, 99,114,111,115,115, 40,118, 49, 44, 32,118, 50, 41, 59, 10, 9,111,117,
+116,118, 97,108, 32, 61, 32,108,101,110,103,116,104, 40,111,117,116,118,101, 99, 41, 59, 10,125, 10, 10,118,111,105,100, 32,118,
+101, 99, 95,109, 97,116,104, 95,110,111,114,109, 97,108,105,122,101, 40,118,101, 99, 51, 32,118, 44, 32,111,117,116, 32,118,101,
+ 99, 51, 32,111,117,116,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,
+111,117,116,118, 97,108, 32, 61, 32,108,101,110,103,116,104, 40,118, 41, 59, 10, 9,111,117,116,118,101, 99, 32, 61, 32,110,111,
+114,109, 97,108,105,122,101, 40,118, 41, 59, 10,125, 10, 10,118,111,105,100, 32,118,101, 99, 95,109, 97,116,104, 95,110,101,103,
+ 97,116,101, 40,118,101, 99, 51, 32,118, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118, 41, 10,123, 10, 9,111,117,
+116,118, 32, 61, 32, 45,118, 59, 10,125, 10, 10,118,111,105,100, 32,110,111,114,109, 97,108, 40,118,101, 99, 51, 32,100,105,114,
+ 44, 32,118,101, 99, 51, 32,110,111,114, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,110,111,114, 44, 32,111,117,116,
+ 32,102,108,111, 97,116, 32,111,117,116,100,111,116, 41, 10,123, 10, 9,111,117,116,110,111,114, 32, 61, 32,100,105,114, 59, 10,
+ 9,111,117,116,100,111,116, 32, 61, 32, 45,100,111,116, 40,100,105,114, 44, 32,110,111,114, 41, 59, 10,125, 10, 10,118,111,105,
+100, 32, 99,117,114,118,101,115, 95,118,101, 99, 40,118,101, 99, 51, 32,118,101, 99, 44, 32,115, 97,109,112,108,101,114, 49, 68,
+ 32, 99,117,114,118,101,109, 97,112, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 41, 10,123, 10, 9,111,
+117,116,118,101, 99, 46,120, 32, 61, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,109, 97,112, 44, 32, 40,118,
+101, 99, 46,120, 32, 43, 32, 49, 46, 48, 41, 42, 48, 46, 53, 41, 46,120, 59, 10, 9,111,117,116,118,101, 99, 46,121, 32, 61, 32,
+116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,109, 97,112, 44, 32, 40,118,101, 99, 46,121, 32, 43, 32, 49, 46, 48,
+ 41, 42, 48, 46, 53, 41, 46,121, 59, 10, 9,111,117,116,118,101, 99, 46,122, 32, 61, 32,116,101,120,116,117,114,101, 49, 68, 40,
+ 99,117,114,118,101,109, 97,112, 44, 32, 40,118,101, 99, 46,122, 32, 43, 32, 49, 46, 48, 41, 42, 48, 46, 53, 41, 46,122, 59, 10,
+125, 10, 10,118,111,105,100, 32, 99,117,114,118,101,115, 95,114,103, 98, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,115, 97,109,
+112,108,101,114, 49, 68, 32, 99,117,114,118,101,109, 97,112, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108,
+ 41, 10,123, 10, 9,111,117,116, 99,111,108, 46,114, 32, 61, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,109,
+ 97,112, 44, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,109, 97,112, 44, 32, 99,111,108, 46,114, 41, 46, 97,
+ 41, 46,114, 59, 10, 9,111,117,116, 99,111,108, 46,103, 32, 61, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,
+109, 97,112, 44, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,109, 97,112, 44, 32, 99,111,108, 46,103, 41, 46,
+ 97, 41, 46,103, 59, 10, 9,111,117,116, 99,111,108, 46, 98, 32, 61, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,
+101,109, 97,112, 44, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,109, 97,112, 44, 32, 99,111,108, 46, 98, 41,
+ 46, 97, 41, 46, 98, 59, 10, 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 46, 97, 59, 10,125, 10, 10,118,111,105,
+100, 32,115,101,116, 95,118, 97,108,117,101, 40,102,108,111, 97,116, 32,118, 97,108, 44, 32,111,117,116, 32,102,108,111, 97,116,
+ 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32,118, 97,108, 59, 10,125, 10, 10,118,111,105,
+100, 32,115,101,116, 95,114,103, 98, 40,118,101, 99, 51, 32, 99,111,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,
+ 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 59, 10,125, 10, 10,118,111,105,100, 32,115,101,
+116, 95,114,103, 98, 97, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108,
+ 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 59, 10,125, 10, 10,118,111,105,100, 32,115,101,116, 95,118,
+ 97,108,117,101, 95,122,101,114,111, 40,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,
+117,116,118, 97,108, 32, 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,115,101,116, 95,114,103, 98, 95,122,101,114,
+111, 40,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32,118,
+101, 99, 51, 40, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,101,116, 95,114,103, 98, 97, 95,122,101,114,111, 40,
+111,117,116, 32,118,101, 99, 52, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32,118,101, 99,
+ 52, 40, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95, 98,108,101,110,100, 40,102,108,111, 97,116, 32,
+102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,
+101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32,
+ 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,116, 99,111,108, 32, 61, 32,109,105,120, 40, 99,111,108, 49, 44, 32, 99,
+111,108, 50, 44, 32,102, 97, 99, 41, 59, 10, 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125,
+ 10, 10,118,111,105,100, 32,109,105,120, 95, 97,100,100, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,
+111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41,
+ 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10,
+ 9,111,117,116, 99,111,108, 32, 61, 32,109,105,120, 40, 99,111,108, 49, 44, 32, 99,111,108, 49, 32, 43, 32, 99,111,108, 50, 44,
+ 32,102, 97, 99, 41, 59, 10, 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125, 10, 10,118,111,
+105,100, 32,109,105,120, 95,109,117,108,116, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49,
+ 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10,
+ 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,
+116, 99,111,108, 32, 61, 32,109,105,120, 40, 99,111,108, 49, 44, 32, 99,111,108, 49, 32, 42, 32, 99,111,108, 50, 44, 32,102, 97,
+ 99, 41, 59, 10, 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125, 10, 10,118,111,105,100, 32,
+109,105,120, 95,115, 99,114,101,101,110, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44,
+ 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,
+102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,102,108,111,
+ 97,116, 32,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 59, 10, 10, 9,111,117,116, 99,111,108, 32, 61, 32,
+118,101, 99, 52, 40, 49, 46, 48, 41, 32, 45, 32, 40,118,101, 99, 52, 40,102, 97, 99,109, 41, 32, 43, 32,102, 97, 99, 42, 40,118,
+101, 99, 52, 40, 49, 46, 48, 41, 32, 45, 32, 99,111,108, 50, 41, 41, 42, 40,118,101, 99, 52, 40, 49, 46, 48, 41, 32, 45, 32, 99,
+111,108, 49, 41, 59, 10, 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125, 10, 10,118,111,105,
+100, 32,109,105,120, 95,111,118,101,114,108, 97,121, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,
+108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,
+123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,
+102,108,111, 97,116, 32,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 59, 10, 10, 9,111,117,116, 99,111,108,
+ 32, 61, 32, 99,111,108, 49, 59, 10, 10, 9,105,102, 40,111,117,116, 99,111,108, 46,114, 32, 60, 32, 48, 46, 53, 41, 10, 9, 9,
+111,117,116, 99,111,108, 46,114, 32, 42, 61, 32,102, 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99, 42, 99,111,108, 50, 46,
+114, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116, 99,111,108, 46,114, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40,102, 97, 99,
+109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99, 42, 40, 49, 46, 48, 32, 45, 32, 99,111,108, 50, 46,114, 41, 41, 42, 40, 49, 46, 48,
+ 32, 45, 32,111,117,116, 99,111,108, 46,114, 41, 59, 10, 10, 9,105,102, 40,111,117,116, 99,111,108, 46,103, 32, 60, 32, 48, 46,
+ 53, 41, 10, 9, 9,111,117,116, 99,111,108, 46,103, 32, 42, 61, 32,102, 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99, 42,
+ 99,111,108, 50, 46,103, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116, 99,111,108, 46,103, 32, 61, 32, 49, 46, 48, 32, 45,
+ 32, 40,102, 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99, 42, 40, 49, 46, 48, 32, 45, 32, 99,111,108, 50, 46,103, 41, 41,
+ 42, 40, 49, 46, 48, 32, 45, 32,111,117,116, 99,111,108, 46,103, 41, 59, 10, 10, 9,105,102, 40,111,117,116, 99,111,108, 46, 98,
+ 32, 60, 32, 48, 46, 53, 41, 10, 9, 9,111,117,116, 99,111,108, 46, 98, 32, 42, 61, 32,102, 97, 99,109, 32, 43, 32, 50, 46, 48,
+ 42,102, 97, 99, 42, 99,111,108, 50, 46, 98, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116, 99,111,108, 46, 98, 32, 61, 32,
+ 49, 46, 48, 32, 45, 32, 40,102, 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99, 42, 40, 49, 46, 48, 32, 45, 32, 99,111,108,
+ 50, 46, 98, 41, 41, 42, 40, 49, 46, 48, 32, 45, 32,111,117,116, 99,111,108, 46, 98, 41, 59, 10,125, 10, 10,118,111,105,100, 32,
+109,105,120, 95,115,117, 98, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101,
+ 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99,
+ 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,116, 99,111,108,
+ 32, 61, 32,109,105,120, 40, 99,111,108, 49, 44, 32, 99,111,108, 49, 32, 45, 32, 99,111,108, 50, 44, 32,102, 97, 99, 41, 59, 10,
+ 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95,
+100,105,118, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,
+111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,
+108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109,
+ 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 59, 10, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 49, 59, 10, 10,
+ 9,105,102, 40, 99,111,108, 50, 46,114, 32, 33, 61, 32, 48, 46, 48, 41, 32,111,117,116, 99,111,108, 46,114, 32, 61, 32,102, 97,
+ 99,109, 42,111,117,116, 99,111,108, 46,114, 32, 43, 32,102, 97, 99, 42,111,117,116, 99,111,108, 46,114, 47, 99,111,108, 50, 46,
+114, 59, 10, 9,105,102, 40, 99,111,108, 50, 46,103, 32, 33, 61, 32, 48, 46, 48, 41, 32,111,117,116, 99,111,108, 46,103, 32, 61,
+ 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 46,103, 32, 43, 32,102, 97, 99, 42,111,117,116, 99,111,108, 46,103, 47, 99,111,
+108, 50, 46,103, 59, 10, 9,105,102, 40, 99,111,108, 50, 46, 98, 32, 33, 61, 32, 48, 46, 48, 41, 32,111,117,116, 99,111,108, 46,
+ 98, 32, 61, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 46, 98, 32, 43, 32,102, 97, 99, 42,111,117,116, 99,111,108, 46, 98,
+ 47, 99,111,108, 50, 46, 98, 59, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95,100,105,102,102, 40,102,108,111, 97,116, 32,
+102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,
+101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32,
+ 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,116, 99,111,108, 32, 61, 32,109,105,120, 40, 99,111,108, 49, 44, 32, 97,
+ 98,115, 40, 99,111,108, 49, 32, 45, 32, 99,111,108, 50, 41, 44, 32,102, 97, 99, 41, 59, 10, 9,111,117,116, 99,111,108, 46, 97,
+ 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95,100, 97,114,107, 40,102,108,111, 97,
+116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116,
+ 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99,
+ 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,116, 99,111,108, 46,114,103, 98, 32, 61, 32,109,105,110, 40, 99,
+111,108, 49, 46,114,103, 98, 44, 32, 99,111,108, 50, 46,114,103, 98, 42,102, 97, 99, 41, 59, 10, 9,111,117,116, 99,111,108, 46,
+ 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95,108,105,103,104,116, 40,102,108,
+111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,
+117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102,
+ 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,116, 99,111,108, 46,114,103, 98, 32, 61, 32,109, 97,120,
+ 40, 99,111,108, 49, 46,114,103, 98, 44, 32, 99,111,108, 50, 46,114,103, 98, 42,102, 97, 99, 41, 59, 10, 9,111,117,116, 99,111,
+108, 46, 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95,100,111,100,103,101, 40,
+102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44,
+ 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112,
+ 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 49, 59,
+ 10, 10, 9,105,102, 40,111,117,116, 99,111,108, 46,114, 32, 33, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,102,108,111, 97,116,
+ 32,116,109,112, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 42, 99,111,108, 50, 46,114, 59, 10, 9, 9,105,102, 40,116,109,
+112, 32, 60, 61, 32, 48, 46, 48, 41, 10, 9, 9, 9,111,117,116, 99,111,108, 46,114, 32, 61, 32, 49, 46, 48, 59, 10, 9, 9,101,
+108,115,101, 32,105,102, 40, 40,116,109,112, 32, 61, 32,111,117,116, 99,111,108, 46,114, 47,116,109,112, 41, 32, 62, 32, 49, 46,
+ 48, 41, 10, 9, 9, 9,111,117,116, 99,111,108, 46,114, 32, 61, 32, 49, 46, 48, 59, 10, 9, 9,101,108,115,101, 10, 9, 9, 9,
+111,117,116, 99,111,108, 46,114, 32, 61, 32,116,109,112, 59, 10, 9,125, 10, 9,105,102, 40,111,117,116, 99,111,108, 46,103, 32,
+ 33, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,102,108,111, 97,116, 32,116,109,112, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97,
+ 99, 42, 99,111,108, 50, 46,103, 59, 10, 9, 9,105,102, 40,116,109,112, 32, 60, 61, 32, 48, 46, 48, 41, 10, 9, 9, 9,111,117,
+116, 99,111,108, 46,103, 32, 61, 32, 49, 46, 48, 59, 10, 9, 9,101,108,115,101, 32,105,102, 40, 40,116,109,112, 32, 61, 32,111,
+117,116, 99,111,108, 46,103, 47,116,109,112, 41, 32, 62, 32, 49, 46, 48, 41, 10, 9, 9, 9,111,117,116, 99,111,108, 46,103, 32,
+ 61, 32, 49, 46, 48, 59, 10, 9, 9,101,108,115,101, 10, 9, 9, 9,111,117,116, 99,111,108, 46,103, 32, 61, 32,116,109,112, 59,
+ 10, 9,125, 10, 9,105,102, 40,111,117,116, 99,111,108, 46, 98, 32, 33, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,102,108,111,
+ 97,116, 32,116,109,112, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 42, 99,111,108, 50, 46, 98, 59, 10, 9, 9,105,102, 40,
+116,109,112, 32, 60, 61, 32, 48, 46, 48, 41, 10, 9, 9, 9,111,117,116, 99,111,108, 46, 98, 32, 61, 32, 49, 46, 48, 59, 10, 9,
+ 9,101,108,115,101, 32,105,102, 40, 40,116,109,112, 32, 61, 32,111,117,116, 99,111,108, 46, 98, 47,116,109,112, 41, 32, 62, 32,
+ 49, 46, 48, 41, 10, 9, 9, 9,111,117,116, 99,111,108, 46, 98, 32, 61, 32, 49, 46, 48, 59, 10, 9, 9,101,108,115,101, 10, 9,
+ 9, 9,111,117,116, 99,111,108, 46, 98, 32, 61, 32,116,109,112, 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,109,105,120,
+ 95, 98,117,114,110, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52,
+ 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61,
+ 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,102,108,111, 97,116, 32,116,109,
+112, 44, 32,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 59, 10, 10, 9,111,117,116, 99,111,108, 32, 61, 32,
+ 99,111,108, 49, 59, 10, 10, 9,116,109,112, 32, 61, 32,102, 97, 99,109, 32, 43, 32,102, 97, 99, 42, 99,111,108, 50, 46,114, 59,
+ 10, 9,105,102, 40,116,109,112, 32, 60, 61, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116, 99,111,108, 46,114, 32, 61, 32, 48, 46,
+ 48, 59, 10, 9,101,108,115,101, 32,105,102, 40, 40,116,109,112, 32, 61, 32, 40, 49, 46, 48, 32, 45, 32, 40, 49, 46, 48, 32, 45,
+ 32,111,117,116, 99,111,108, 46,114, 41, 47,116,109,112, 41, 41, 32, 60, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116, 99,111,108,
+ 46,114, 32, 61, 32, 48, 46, 48, 59, 10, 9,101,108,115,101, 32,105,102, 40,116,109,112, 32, 62, 32, 49, 46, 48, 41, 10, 9, 9,
+111,117,116, 99,111,108, 46,114, 32, 61, 32, 49, 46, 48, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116, 99,111,108, 46,114,
+ 32, 61, 32,116,109,112, 59, 10, 10, 9,116,109,112, 32, 61, 32,102, 97, 99,109, 32, 43, 32,102, 97, 99, 42, 99,111,108, 50, 46,
+103, 59, 10, 9,105,102, 40,116,109,112, 32, 60, 61, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116, 99,111,108, 46,103, 32, 61, 32,
+ 48, 46, 48, 59, 10, 9,101,108,115,101, 32,105,102, 40, 40,116,109,112, 32, 61, 32, 40, 49, 46, 48, 32, 45, 32, 40, 49, 46, 48,
+ 32, 45, 32,111,117,116, 99,111,108, 46,103, 41, 47,116,109,112, 41, 41, 32, 60, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116, 99,
+111,108, 46,103, 32, 61, 32, 48, 46, 48, 59, 10, 9,101,108,115,101, 32,105,102, 40,116,109,112, 32, 62, 32, 49, 46, 48, 41, 10,
+ 9, 9,111,117,116, 99,111,108, 46,103, 32, 61, 32, 49, 46, 48, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116, 99,111,108,
+ 46,103, 32, 61, 32,116,109,112, 59, 10, 10, 9,116,109,112, 32, 61, 32,102, 97, 99,109, 32, 43, 32,102, 97, 99, 42, 99,111,108,
+ 50, 46, 98, 59, 10, 9,105,102, 40,116,109,112, 32, 60, 61, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116, 99,111,108, 46, 98, 32,
+ 61, 32, 48, 46, 48, 59, 10, 9,101,108,115,101, 32,105,102, 40, 40,116,109,112, 32, 61, 32, 40, 49, 46, 48, 32, 45, 32, 40, 49,
+ 46, 48, 32, 45, 32,111,117,116, 99,111,108, 46, 98, 41, 47,116,109,112, 41, 41, 32, 60, 32, 48, 46, 48, 41, 10, 9, 9,111,117,
+116, 99,111,108, 46, 98, 32, 61, 32, 48, 46, 48, 59, 10, 9,101,108,115,101, 32,105,102, 40,116,109,112, 32, 62, 32, 49, 46, 48,
+ 41, 10, 9, 9,111,117,116, 99,111,108, 46, 98, 32, 61, 32, 49, 46, 48, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116, 99,
+111,108, 46, 98, 32, 61, 32,116,109,112, 59, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95,104,117,101, 40,102,108,111, 97,
+116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116,
+ 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99,
+ 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 32, 45,
+ 32,102, 97, 99, 59, 10, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 49, 59, 10, 10, 9,118,101, 99, 52, 32,104,115,
+118, 44, 32,104,115,118, 50, 44, 32,116,109,112, 59, 10, 9,114,103, 98, 95,116,111, 95,104,115,118, 40, 99,111,108, 50, 44, 32,
+104,115,118, 50, 41, 59, 10, 10, 9,105,102, 40,104,115,118, 50, 46,121, 32, 33, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,114,
+103, 98, 95,116,111, 95,104,115,118, 40,111,117,116, 99,111,108, 44, 32,104,115,118, 41, 59, 10, 9, 9,104,115,118, 46,120, 32,
+ 61, 32,104,115,118, 50, 46,120, 59, 10, 9, 9,104,115,118, 95,116,111, 95,114,103, 98, 40,104,115,118, 44, 32,116,109,112, 41,
+ 59, 32, 10, 10, 9, 9,111,117,116, 99,111,108, 32, 61, 32,109,105,120, 40,111,117,116, 99,111,108, 44, 32,116,109,112, 44, 32,
+102, 97, 99, 41, 59, 10, 9, 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 49, 46, 97, 59, 10, 9,125, 10,125, 10,
+ 10,118,111,105,100, 32,109,105,120, 95,115, 97,116, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,
+108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,
+123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,
+102,108,111, 97,116, 32,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 59, 10, 10, 9,111,117,116, 99,111,108,
+ 32, 61, 32, 99,111,108, 49, 59, 10, 10, 9,118,101, 99, 52, 32,104,115,118, 44, 32,104,115,118, 50, 59, 10, 9,114,103, 98, 95,
+116,111, 95,104,115,118, 40,111,117,116, 99,111,108, 44, 32,104,115,118, 41, 59, 10, 10, 9,105,102, 40,104,115,118, 46,121, 32,
+ 33, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,114,103, 98, 95,116,111, 95,104,115,118, 40, 99,111,108, 50, 44, 32,104,115,118,
+ 50, 41, 59, 10, 10, 9, 9,104,115,118, 46,121, 32, 61, 32,102, 97, 99,109, 42,104,115,118, 46,121, 32, 43, 32,102, 97, 99, 42,
+104,115,118, 50, 46,121, 59, 10, 9, 9,104,115,118, 95,116,111, 95,114,103, 98, 40,104,115,118, 44, 32,111,117,116, 99,111,108,
+ 41, 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,109,105,120, 95,118, 97,108, 40,102,108,111, 97,116, 32,102, 97, 99, 44,
+ 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,
+111,117,116, 99,111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44,
+ 32, 49, 46, 48, 41, 59, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 59, 10,
+ 10, 9,118,101, 99, 52, 32,104,115,118, 44, 32,104,115,118, 50, 59, 10, 9,114,103, 98, 95,116,111, 95,104,115,118, 40, 99,111,
+108, 49, 44, 32,104,115,118, 41, 59, 10, 9,114,103, 98, 95,116,111, 95,104,115,118, 40, 99,111,108, 50, 44, 32,104,115,118, 50,
+ 41, 59, 10, 10, 9,104,115,118, 46,122, 32, 61, 32,102, 97, 99,109, 42,104,115,118, 46,122, 32, 43, 32,102, 97, 99, 42,104,115,
+118, 50, 46,122, 59, 10, 9,104,115,118, 95,116,111, 95,114,103, 98, 40,104,115,118, 44, 32,111,117,116, 99,111,108, 41, 59, 10,
+125, 10, 10,118,111,105,100, 32,109,105,120, 95, 99,111,108,111,114, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99,
+ 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,
+111,108, 41, 10,123, 10, 9,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32, 48, 46, 48, 44, 32, 49, 46, 48,
+ 41, 59, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99, 59, 10, 10, 9,111,117,
+116, 99,111,108, 32, 61, 32, 99,111,108, 49, 59, 10, 10, 9,118,101, 99, 52, 32,104,115,118, 44, 32,104,115,118, 50, 44, 32,116,
+109,112, 59, 10, 9,114,103, 98, 95,116,111, 95,104,115,118, 40, 99,111,108, 50, 44, 32,104,115,118, 50, 41, 59, 10, 10, 9,105,
+102, 40,104,115,118, 50, 46,121, 32, 33, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,114,103, 98, 95,116,111, 95,104,115,118, 40,
+111,117,116, 99,111,108, 44, 32,104,115,118, 41, 59, 10, 9, 9,104,115,118, 46,120, 32, 61, 32,104,115,118, 50, 46,120, 59, 10,
+ 9, 9,104,115,118, 46,121, 32, 61, 32,104,115,118, 50, 46,121, 59, 10, 9, 9,104,115,118, 95,116,111, 95,114,103, 98, 40,104,
+115,118, 44, 32,116,109,112, 41, 59, 32, 10, 10, 9, 9,111,117,116, 99,111,108, 32, 61, 32,109,105,120, 40,111,117,116, 99,111,
+108, 44, 32,116,109,112, 44, 32,102, 97, 99, 41, 59, 10, 9, 9,111,117,116, 99,111,108, 46, 97, 32, 61, 32, 99,111,108, 49, 46,
+ 97, 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,118, 97,108,116,111,114,103, 98, 40,102,108,111, 97,116, 32,102, 97, 99,
+ 44, 32,115, 97,109,112,108,101,114, 49, 68, 32, 99,111,108,111,114,109, 97,112, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,
+117,116, 99,111,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116, 97,108,112,104, 97, 41, 10,123, 10, 9,111,117,
+116, 99,111,108, 32, 61, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,111,108,111,114,109, 97,112, 44, 32,102, 97, 99, 41, 59,
+ 10, 9,111,117,116, 97,108,112,104, 97, 32, 61, 32,111,117,116, 99,111,108, 46, 97, 59, 10,125, 10, 10,118,111,105,100, 32,114,
+103, 98,116,111, 98,119, 40,118,101, 99, 52, 32, 99,111,108,111,114, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,
+118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32, 99,111,108,111,114, 46,114, 42, 48, 46, 51, 53, 32, 43, 32,
+ 99,111,108,111,114, 46,103, 42, 48, 46, 52, 53, 32, 43, 32, 99,111,108,111,114, 46, 98, 42, 48, 46, 50, 59, 10,125, 10, 10,118,
+111,105,100, 32,105,110,118,101,114,116, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 44, 32,
+111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 46,120,121,122, 32, 61,
+ 32,109,105,120, 40, 99,111,108, 46,120,121,122, 44, 32,118,101, 99, 51, 40, 49, 46, 48, 44, 32, 49, 46, 48, 44, 32, 49, 46, 48,
+ 41, 32, 45, 32, 99,111,108, 46,120,121,122, 44, 32,102, 97, 99, 41, 59, 10, 9,111,117,116, 99,111,108, 46,119, 32, 61, 32, 99,
+111,108, 46,119, 59, 10,125, 10, 10,118,111,105,100, 32,104,117,101, 95,115, 97,116, 40,102,108,111, 97,116, 32,104,117,101, 44,
+ 32,102,108,111, 97,116, 32,115, 97,116, 44, 32,102,108,111, 97,116, 32,118, 97,108,117,101, 44, 32,102,108,111, 97,116, 32,102,
+ 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123,
+ 10, 9,118,101, 99, 52, 32,104,115,118, 59, 10, 10, 9,114,103, 98, 95,116,111, 95,104,115,118, 40, 99,111,108, 44, 32,104,115,
+118, 41, 59, 10, 10, 9,104,115,118, 91, 48, 93, 32, 43, 61, 32, 40,104,117,101, 32, 45, 32, 48, 46, 53, 41, 59, 10, 9,105,102,
+ 40,104,115,118, 91, 48, 93, 62, 49, 46, 48, 41, 32,104,115,118, 91, 48, 93, 45, 61, 49, 46, 48, 59, 32,101,108,115,101, 32,105,
+102, 40,104,115,118, 91, 48, 93, 60, 48, 46, 48, 41, 32,104,115,118, 91, 48, 93, 43, 61, 32, 49, 46, 48, 59, 10, 9,104,115,118,
+ 91, 49, 93, 32, 42, 61, 32,115, 97,116, 59, 10, 9,105,102, 40,104,115,118, 91, 49, 93, 62, 49, 46, 48, 41, 32,104,115,118, 91,
+ 49, 93, 61, 32, 49, 46, 48, 59, 32,101,108,115,101, 32,105,102, 40,104,115,118, 91, 49, 93, 60, 48, 46, 48, 41, 32,104,115,118,
+ 91, 49, 93, 61, 32, 48, 46, 48, 59, 10, 9,104,115,118, 91, 50, 93, 32, 42, 61, 32,118, 97,108,117,101, 59, 10, 9,105,102, 40,
+104,115,118, 91, 50, 93, 62, 49, 46, 48, 41, 32,104,115,118, 91, 50, 93, 61, 32, 49, 46, 48, 59, 32,101,108,115,101, 32,105,102,
+ 40,104,115,118, 91, 50, 93, 60, 48, 46, 48, 41, 32,104,115,118, 91, 50, 93, 61, 32, 48, 46, 48, 59, 10, 10, 9,104,115,118, 95,
+116,111, 95,114,103, 98, 40,104,115,118, 44, 32,111,117,116, 99,111,108, 41, 59, 10, 10, 9,111,117,116, 99,111,108, 32, 61, 32,
+109,105,120, 40, 99,111,108, 44, 32,111,117,116, 99,111,108, 44, 32,102, 97, 99, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,
+101,112, 97,114, 97,116,101, 95,114,103, 98, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,
+114, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,103, 44, 32,111,117,116, 32,102,108,111, 97,116, 32, 98, 41, 10,123, 10, 9,
+114, 32, 61, 32, 99,111,108, 46,114, 59, 10, 9,103, 32, 61, 32, 99,111,108, 46,103, 59, 10, 9, 98, 32, 61, 32, 99,111,108, 46,
+ 98, 59, 10,125, 10, 10,118,111,105,100, 32, 99,111,109, 98,105,110,101, 95,114,103, 98, 40,102,108,111, 97,116, 32,114, 44, 32,
+102,108,111, 97,116, 32,103, 44, 32,102,108,111, 97,116, 32, 98, 44, 32,111,117,116, 32,118,101, 99, 52, 32, 99,111,108, 41, 10,
+123, 10, 9, 99,111,108, 32, 61, 32,118,101, 99, 52, 40,114, 44, 32,103, 44, 32, 98, 44, 32, 49, 46, 48, 41, 59, 10,125, 10, 10,
+118,111,105,100, 32,111,117,116,112,117,116, 95,110,111,100,101, 40,118,101, 99, 52, 32,114,103, 98, 44, 32,102,108,111, 97,116,
+ 32, 97,108,112,104, 97, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116,114,103, 98, 41, 10,123, 10, 9,111,117,116,114,
+103, 98, 32, 61, 32,118,101, 99, 52, 40,114,103, 98, 46,114,103, 98, 44, 32, 97,108,112,104, 97, 41, 59, 10,125, 10, 10, 47, 42,
+ 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 32, 84, 69, 88, 84, 85, 82, 69, 83, 32, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42,
+ 42, 42, 42, 47, 10, 10,118,111,105,100, 32,116,101,120,116,117,114,101, 95,102,108,105,112, 95, 98,108,101,110,100, 40,118,101,
+ 99, 51, 32,118,101, 99, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 41, 10,123, 10, 9,111,117,116,118,
+101, 99, 32, 61, 32,118,101, 99, 46,121,120,122, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,120,116,117,114,101, 95, 98,108,
+101,110,100, 95,108,105,110, 40,118,101, 99, 51, 32,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118,
+ 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,108, 32, 61, 32, 40, 49, 46, 48, 43,118,101, 99, 46,120, 41, 47, 50, 46, 48, 59,
+ 10,125, 10, 10,118,111,105,100, 32,116,101,120,116,117,114,101, 95, 98,108,101,110,100, 95,113,117, 97,100, 40,118,101, 99, 51,
+ 32,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,116,118, 97,
+108, 32, 61, 32,109, 97,120, 40, 40, 49, 46, 48, 43,118,101, 99, 46,120, 41, 47, 50, 46, 48, 44, 32, 48, 46, 48, 41, 59, 10, 9,
+111,117,116,118, 97,108, 32, 42, 61, 32,111,117,116,118, 97,108, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,120,116,117,114,
+101, 95,119,111,111,100, 95,115,105,110, 40,118,101, 99, 51, 32,118,101, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,118,
+ 97,108,117,101, 44, 32,111,117,116, 32,118,101, 99, 52, 32, 99,111,108,111,114, 44, 32,111,117,116, 32,118,101, 99, 51, 32,110,
+111,114,109, 97,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32, 97, 32, 61, 32,115,113,114,116, 40,118,101, 99, 46,120, 42,118,
+101, 99, 46,120, 32, 43, 32,118,101, 99, 46,121, 42,118,101, 99, 46,121, 32, 43, 32,118,101, 99, 46,122, 42,118,101, 99, 46,122,
+ 41, 42, 50, 48, 46, 48, 59, 10, 9,102,108,111, 97,116, 32,119,105, 32, 61, 32, 48, 46, 53, 32, 43, 32, 48, 46, 53, 42,115,105,
+110, 40, 97, 41, 59, 10, 10, 9,118, 97,108,117,101, 32, 61, 32,119,105, 59, 10, 9, 99,111,108,111,114, 32, 61, 32,118,101, 99,
+ 52, 40,119,105, 44, 32,119,105, 44, 32,119,105, 44, 32, 49, 46, 48, 41, 59, 10, 9,110,111,114,109, 97,108, 32, 61, 32,118,101,
+ 99, 51, 40, 48, 46, 48, 44, 32, 48, 46, 48, 44, 32, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,120,116,117,
+114,101, 95,105,109, 97,103,101, 40,118,101, 99, 51, 32,118,101, 99, 44, 32,115, 97,109,112,108,101,114, 50, 68, 32,105,109, 97,
+ 44, 32,111,117,116, 32,102,108,111, 97,116, 32,118, 97,108,117,101, 44, 32,111,117,116, 32,118,101, 99, 52, 32, 99,111,108,111,
+114, 44, 32,111,117,116, 32,118,101, 99, 51, 32,110,111,114,109, 97,108, 41, 10,123, 10, 9, 99,111,108,111,114, 32, 61, 32,116,
+101,120,116,117,114,101, 50, 68, 40,105,109, 97, 44, 32, 40,118,101, 99, 46,120,121, 32, 43, 32,118,101, 99, 50, 40, 49, 46, 48,
+ 44, 32, 49, 46, 48, 41, 41, 42, 48, 46, 53, 41, 59, 10, 9,118, 97,108,117,101, 32, 61, 32, 49, 46, 48, 59, 10, 10, 9,110,111,
+114,109, 97,108, 46,120, 32, 61, 32, 50, 46, 48, 42, 40, 99,111,108,111,114, 46,114, 32, 45, 32, 48, 46, 53, 41, 59, 10, 9,110,
+111,114,109, 97,108, 46,121, 32, 61, 32, 50, 46, 48, 42, 40, 48, 46, 53, 32, 45, 32, 99,111,108,111,114, 46,103, 41, 59, 10, 9,
+110,111,114,109, 97,108, 46,122, 32, 61, 32, 50, 46, 48, 42, 40, 99,111,108,111,114, 46, 98, 32, 45, 32, 48, 46, 53, 41, 59, 10,
+125, 10, 10, 47, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 32, 77, 84, 69, 88, 32, 42, 42, 42, 42, 42, 42, 42, 42, 42,
+ 42, 42, 42, 42, 42, 42, 42, 42, 47, 10, 10,118,111,105,100, 32,116,101,120, 99,111, 95,111,114, 99,111, 40,118,101, 99, 51, 32,
+ 97,116,116,111,114, 99,111, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,114, 99,111, 41, 10,123, 10, 9,111,114, 99,111, 32,
+ 61, 32, 97,116,116,111,114, 99,111, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,120, 99,111, 95,117,118, 40,118,101, 99, 50,
+ 32, 97,116,116,117,118, 44, 32,111,117,116, 32,118,101, 99, 51, 32,117,118, 41, 10,123, 10, 9, 47, 42, 32,100,105,115, 97, 98,
+108,101,100, 32,102,111,114, 32,110,111,119, 44, 32,119,111,114,107,115, 32,116,111,103,101,116,104,101,114, 32,119,105,116,104,
+ 32,108,101, 97,118,105,110,103, 32,111,117,116, 32,109,116,101,120, 95, 50,100, 95,109, 97,112,112,105,110,103, 10, 9, 32, 32,
+ 32,117,118, 32, 61, 32,118,101, 99, 51, 40, 97,116,116,117,118, 42, 50, 46, 48, 32, 45, 32,118,101, 99, 50, 40, 49, 46, 48, 44,
+ 32, 49, 46, 48, 41, 44, 32, 48, 46, 48, 41, 59, 32, 42, 47, 10, 9,117,118, 32, 61, 32,118,101, 99, 51, 40, 97,116,116,117,118,
+ 44, 32, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,120, 99,111, 95,110,111,114,109, 40,118,101, 99, 51, 32,
+110,111,114,109, 97,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,110,111,114,109, 97,108, 41, 10,123, 10, 9, 47,
+ 42, 32, 99,111,114,114,101,115,112,111,110,100,115, 32,116,111, 32,115,104,105, 45, 62,111,114,110, 44, 32,119,104,105, 99,104,
+ 32,105,115, 32,110,101,103, 97,116,101,100, 32,115,111, 32, 99, 97,110, 99,101,108,115, 10, 9, 32, 32, 32,111,117,116, 32, 98,
+108,101,110,100,101,114, 32,110,111,114,109, 97,108, 32,110,101,103, 97,116,105,111,110, 32, 42, 47, 10, 9,111,117,116,110,111,
+114,109, 97,108, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,110,111,114,109, 97,108, 41, 59, 10,125, 10, 10,118,111,105,
+100, 32,116,101,120, 99,111, 95,116, 97,110,103,101,110,116, 40,118,101, 99, 51, 32,116, 97,110,103,101,110,116, 44, 32,111,117,
+116, 32,118,101, 99, 51, 32,111,117,116,116, 97,110,103,101,110,116, 41, 10,123, 10, 9,111,117,116,116, 97,110,103,101,110,116,
+ 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,116, 97,110,103,101,110,116, 41, 59, 10,125, 10, 10,118,111,105,100, 32,116,
+101,120, 99,111, 95,103,108,111, 98, 97,108, 40,109, 97,116, 52, 32,118,105,101,119,105,110,118,109, 97,116, 44, 32,118,101, 99,
+ 51, 32, 99,111, 44, 32,111,117,116, 32,118,101, 99, 51, 32,103,108,111, 98, 97,108, 41, 10,123, 10, 9,103,108,111, 98, 97,108,
+ 32, 61, 32, 40,118,105,101,119,105,110,118,109, 97,116, 42,118,101, 99, 52, 40, 99,111, 44, 32, 49, 46, 48, 41, 41, 46,120,121,
+122, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,120, 99,111, 95,111, 98,106,101, 99,116, 40,109, 97,116, 52, 32,118,105,101,
+119,105,110,118,109, 97,116, 44, 32,109, 97,116, 52, 32,111, 98,105,110,118,109, 97,116, 44, 32,118,101, 99, 51, 32, 99,111, 44,
+ 32,111,117,116, 32,118,101, 99, 51, 32,111, 98,106,101, 99,116, 41, 10,123, 10, 9,111, 98,106,101, 99,116, 32, 61, 32, 40,111,
+ 98,105,110,118,109, 97,116, 42, 40,118,105,101,119,105,110,118,109, 97,116, 42,118,101, 99, 52, 40, 99,111, 44, 32, 49, 46, 48,
+ 41, 41, 41, 46,120,121,122, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,120, 99,111, 95,114,101,102,108, 40,118,101, 99, 51,
+ 32,118,110, 44, 32,118,101, 99, 51, 32,118,105,101,119, 44, 32,111,117,116, 32,118,101, 99, 51, 32,114,101,102, 41, 10,123, 10,
+ 9,114,101,102, 32, 61, 32,118,105,101,119, 32, 45, 32, 50, 46, 48, 42,100,111,116, 40,118,110, 44, 32,118,105,101,119, 41, 42,
+118,110, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,110,111,114,109, 40,118,101, 99, 51, 32,110,111,114,109,
+ 97,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,110,111,114,109, 97,108, 41, 10,123, 10, 9, 47, 42, 32, 98,108,
+101,110,100,101,114, 32,114,101,110,100,101,114, 32,110,111,114,109, 97,108, 32,105,115, 32,110,101,103, 97,116,101,100, 32, 42,
+ 47, 10, 9,111,117,116,110,111,114,109, 97,108, 32, 61, 32, 45,110,111,114,109, 97,108,105,122,101, 40,110,111,114,109, 97,108,
+ 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95, 98,108,101,110,100, 40,118,101, 99, 51, 32,111,
+117,116, 99,111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,
+102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,
+108,111, 97,116, 32,102, 97, 99,109, 59, 10, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109,
+ 32, 61, 32, 49, 46, 48, 45,102, 97, 99,116, 59, 10, 10, 9,105,110, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,
+111,108, 32, 43, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,
+103, 98, 95,109,117,108, 40,118,101, 99, 51, 32,111,117,116, 99,111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44,
+ 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99,
+ 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 59, 10, 10, 9,102, 97, 99,116, 32, 42,
+ 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109, 32, 61, 32, 49, 46, 48, 45,102, 97, 99,103, 59, 10, 10, 9,105,110, 99,111,
+108, 32, 61, 32, 40,102, 97, 99,109, 32, 43, 32,102, 97, 99,116, 42,116,101,120, 99,111,108, 41, 42,111,117,116, 99,111,108, 59,
+ 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,115, 99,114,101,101,110, 40,118,101, 99, 51, 32,111,117,
+116, 99,111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,
+108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,
+111, 97,116, 32,102, 97, 99,109, 59, 10, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109, 32,
+ 61, 32, 49, 46, 48, 45,102, 97, 99,103, 59, 10, 10, 9,105,110, 99,111,108, 32, 61, 32,118,101, 99, 51, 40, 49, 46, 48, 41, 32,
+ 45, 32, 40,118,101, 99, 51, 40,102, 97, 99,109, 41, 32, 43, 32,102, 97, 99,116, 42, 40,118,101, 99, 51, 40, 49, 46, 48, 41, 32,
+ 45, 32,116,101,120, 99,111,108, 41, 41, 42, 40,118,101, 99, 51, 40, 49, 46, 48, 41, 32, 45, 32,111,117,116, 99,111,108, 41, 59,
+ 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,111,118,101,114,108, 97,121, 40,118,101, 99, 51, 32,111,
+117,116, 99,111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,
+102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,
+108,111, 97,116, 32,102, 97, 99,109, 59, 10, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109,
+ 32, 61, 32, 49, 46, 48, 45,102, 97, 99,103, 59, 10, 10, 9,105,102, 40,111,117,116, 99,111,108, 46,114, 32, 60, 32, 48, 46, 53,
+ 41, 10, 9, 9,105,110, 99,111,108, 46,114, 32, 61, 32,111,117,116, 99,111,108, 46,114, 42, 40,102, 97, 99,109, 32, 43, 32, 50,
+ 46, 48, 42,102, 97, 99,116, 42,116,101,120, 99,111,108, 46,114, 41, 59, 10, 9,101,108,115,101, 10, 9, 9,105,110, 99,111,108,
+ 46,114, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40,102, 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99,116, 42, 40, 49, 46, 48,
+ 32, 45, 32,116,101,120, 99,111,108, 46,114, 41, 41, 42, 40, 49, 46, 48, 32, 45, 32,111,117,116, 99,111,108, 46,114, 41, 59, 10,
+ 10, 9,105,102, 40,111,117,116, 99,111,108, 46,103, 32, 60, 32, 48, 46, 53, 41, 10, 9, 9,105,110, 99,111,108, 46,103, 32, 61,
+ 32,111,117,116, 99,111,108, 46,103, 42, 40,102, 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99,116, 42,116,101,120, 99,111,
+108, 46,103, 41, 59, 10, 9,101,108,115,101, 10, 9, 9,105,110, 99,111,108, 46,103, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40,102,
+ 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99,116, 42, 40, 49, 46, 48, 32, 45, 32,116,101,120, 99,111,108, 46,103, 41, 41,
+ 42, 40, 49, 46, 48, 32, 45, 32,111,117,116, 99,111,108, 46,103, 41, 59, 10, 10, 9,105,102, 40,111,117,116, 99,111,108, 46, 98,
+ 32, 60, 32, 48, 46, 53, 41, 10, 9, 9,105,110, 99,111,108, 46, 98, 32, 61, 32,111,117,116, 99,111,108, 46, 98, 42, 40,102, 97,
+ 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99,116, 42,116,101,120, 99,111,108, 46, 98, 41, 59, 10, 9,101,108,115,101, 10, 9,
+ 9,105,110, 99,111,108, 46, 98, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40,102, 97, 99,109, 32, 43, 32, 50, 46, 48, 42,102, 97, 99,
+116, 42, 40, 49, 46, 48, 32, 45, 32,116,101,120, 99,111,108, 46, 98, 41, 41, 42, 40, 49, 46, 48, 32, 45, 32,111,117,116, 99,111,
+108, 46, 98, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,115,117, 98, 40,118,101, 99, 51, 32,
+111,117,116, 99,111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44,
+ 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,
+105,110, 99,111,108, 32, 61, 32, 45,102, 97, 99,116, 42,102, 97, 99,103, 42,116,101,120, 99,111,108, 32, 43, 32,111,117,116, 99,
+111,108, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95, 97,100,100, 40,118,101, 99, 51, 32,111,117,
+116, 99,111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,
+108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,105,110,
+ 99,111,108, 32, 61, 32,102, 97, 99,116, 42,102, 97, 99,103, 42,116,101,120, 99,111,108, 32, 43, 32,111,117,116, 99,111,108, 59,
+ 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,100,105,118, 40,118,101, 99, 51, 32,111,117,116, 99,111,
+108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,
+116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116,
+ 32,102, 97, 99,109, 59, 10, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109, 32, 61, 32, 49,
+ 46, 48, 45,102, 97, 99,116, 59, 10, 10, 9,105,102, 40,116,101,120, 99,111,108, 46,114, 32, 33, 61, 32, 48, 46, 48, 41, 32,105,
+110, 99,111,108, 46,114, 32, 61, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 46,114, 32, 43, 32,102, 97, 99,116, 42,111,117,
+116, 99,111,108, 46,114, 47,116,101,120, 99,111,108, 46,114, 59, 10, 9,105,102, 40,116,101,120, 99,111,108, 46,103, 32, 33, 61,
+ 32, 48, 46, 48, 41, 32,105,110, 99,111,108, 46,103, 32, 61, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 46,103, 32, 43, 32,
+102, 97, 99,116, 42,111,117,116, 99,111,108, 46,103, 47,116,101,120, 99,111,108, 46,103, 59, 10, 9,105,102, 40,116,101,120, 99,
+111,108, 46, 98, 32, 33, 61, 32, 48, 46, 48, 41, 32,105,110, 99,111,108, 46, 98, 32, 61, 32,102, 97, 99,109, 42,111,117,116, 99,
+111,108, 46, 98, 32, 43, 32,102, 97, 99,116, 42,111,117,116, 99,111,108, 46, 98, 47,116,101,120, 99,111,108, 46, 98, 59, 10,125,
+ 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,100,105,102,102, 40,118,101, 99, 51, 32,111,117,116, 99,111,108,
+ 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116,
+ 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,
+102, 97, 99,109, 59, 10, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109, 32, 61, 32, 49, 46,
+ 48, 45,102, 97, 99,116, 59, 10, 10, 9,105,110, 99,111,108, 32, 61, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 32, 43, 32,
+102, 97, 99,116, 42, 97, 98,115, 40,116,101,120, 99,111,108, 32, 45, 32,111,117,116, 99,111,108, 41, 59, 10,125, 10, 10,118,111,
+105,100, 32,109,116,101,120, 95,114,103, 98, 95,100, 97,114,107, 40,118,101, 99, 51, 32,111,117,116, 99,111,108, 44, 32,118,101,
+ 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,
+103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109,
+ 44, 32, 99,111,108, 59, 10, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109, 32, 61, 32, 49,
+ 46, 48, 45,102, 97, 99,116, 59, 10, 10, 9, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,111,108, 46,114, 59, 10,
+ 9,105,102, 40, 99,111,108, 32, 60, 32,111,117,116, 99,111,108, 46,114, 41, 32,105,110, 99,111,108, 46,114, 32, 61, 32, 99,111,
+108, 59, 32,101,108,115,101, 32,105,110, 99,111,108, 46,114, 32, 61, 32,111,117,116, 99,111,108, 46,114, 59, 10, 9, 99,111,108,
+ 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,111,108, 46,103, 59, 10, 9,105,102, 40, 99,111,108, 32, 60, 32,111,117,116, 99,
+111,108, 46,103, 41, 32,105,110, 99,111,108, 46,103, 32, 61, 32, 99,111,108, 59, 32,101,108,115,101, 32,105,110, 99,111,108, 46,
+103, 32, 61, 32,111,117,116, 99,111,108, 46,103, 59, 10, 9, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,111,108,
+ 46, 98, 59, 10, 9,105,102, 40, 99,111,108, 32, 60, 32,111,117,116, 99,111,108, 46, 98, 41, 32,105,110, 99,111,108, 46, 98, 32,
+ 61, 32, 99,111,108, 59, 32,101,108,115,101, 32,105,110, 99,111,108, 46, 98, 32, 61, 32,111,117,116, 99,111,108, 46, 98, 59, 10,
+125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,108,105,103,104,116, 40,118,101, 99, 51, 32,111,117,116, 99,
+111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111,
+ 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,
+116, 32,102, 97, 99,109, 44, 32, 99,111,108, 59, 10, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97,
+ 99,109, 32, 61, 32, 49, 46, 48, 45,102, 97, 99,116, 59, 10, 10, 9, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,
+111,108, 46,114, 59, 10, 9,105,102, 40, 99,111,108, 32, 62, 32,111,117,116, 99,111,108, 46,114, 41, 32,105,110, 99,111,108, 46,
+114, 32, 61, 32, 99,111,108, 59, 32,101,108,115,101, 32,105,110, 99,111,108, 46,114, 32, 61, 32,111,117,116, 99,111,108, 46,114,
+ 59, 10, 9, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,111,108, 46,103, 59, 10, 9,105,102, 40, 99,111,108, 32,
+ 62, 32,111,117,116, 99,111,108, 46,103, 41, 32,105,110, 99,111,108, 46,103, 32, 61, 32, 99,111,108, 59, 32,101,108,115,101, 32,
+105,110, 99,111,108, 46,103, 32, 61, 32,111,117,116, 99,111,108, 46,103, 59, 10, 9, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,
+116,101,120, 99,111,108, 46, 98, 59, 10, 9,105,102, 40, 99,111,108, 32, 62, 32,111,117,116, 99,111,108, 46, 98, 41, 32,105,110,
+ 99,111,108, 46, 98, 32, 61, 32, 99,111,108, 59, 32,101,108,115,101, 32,105,110, 99,111,108, 46, 98, 32, 61, 32,111,117,116, 99,
+111,108, 46, 98, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,104,117,101, 40,118,101, 99, 51, 32,
+111,117,116, 99,111,108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44,
+ 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,
+118,101, 99, 52, 32, 99,111,108, 59, 10, 10, 9,109,105,120, 95,104,117,101, 40,102, 97, 99,116, 42,102, 97, 99,103, 44, 32,118,
+101, 99, 52, 40,111,117,116, 99,111,108, 44, 32, 49, 46, 48, 41, 44, 32,118,101, 99, 52, 40,116,101,120, 99,111,108, 44, 32, 49,
+ 46, 48, 41, 44, 32, 99,111,108, 41, 59, 10, 9,105,110, 99,111,108, 46,114,103, 98, 32, 61, 32, 99,111,108, 46,114,103, 98, 59,
+ 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,115, 97,116, 40,118,101, 99, 51, 32,111,117,116, 99,111,
+108, 44, 32,118,101, 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,
+116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,118,101, 99, 52, 32,
+ 99,111,108, 59, 10, 10, 9,109,105,120, 95,115, 97,116, 40,102, 97, 99,116, 42,102, 97, 99,103, 44, 32,118,101, 99, 52, 40,111,
+117,116, 99,111,108, 44, 32, 49, 46, 48, 41, 44, 32,118,101, 99, 52, 40,116,101,120, 99,111,108, 44, 32, 49, 46, 48, 41, 44, 32,
+ 99,111,108, 41, 59, 10, 9,105,110, 99,111,108, 46,114,103, 98, 32, 61, 32, 99,111,108, 46,114,103, 98, 59, 10,125, 10, 10,118,
+111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,118, 97,108, 40,118,101, 99, 51, 32,111,117,116, 99,111,108, 44, 32,118,101,
+ 99, 51, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,
+103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,118,101, 99, 52, 32, 99,111,108, 59, 10,
+ 10, 9,109,105,120, 95,118, 97,108, 40,102, 97, 99,116, 42,102, 97, 99,103, 44, 32,118,101, 99, 52, 40,111,117,116, 99,111,108,
+ 44, 32, 49, 46, 48, 41, 44, 32,118,101, 99, 52, 40,116,101,120, 99,111,108, 44, 32, 49, 46, 48, 41, 44, 32, 99,111,108, 41, 59,
+ 10, 9,105,110, 99,111,108, 46,114,103, 98, 32, 61, 32, 99,111,108, 46,114,103, 98, 59, 10,125, 10, 10,118,111,105,100, 32,109,
+116,101,120, 95,114,103, 98, 95, 99,111,108,111,114, 40,118,101, 99, 51, 32,111,117,116, 99,111,108, 44, 32,118,101, 99, 51, 32,
+116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,
+111,117,116, 32,118,101, 99, 51, 32,105,110, 99,111,108, 41, 10,123, 10, 9,118,101, 99, 52, 32, 99,111,108, 59, 10, 10, 9,109,
+105,120, 95, 99,111,108,111,114, 40,102, 97, 99,116, 42,102, 97, 99,103, 44, 32,118,101, 99, 52, 40,111,117,116, 99,111,108, 44,
+ 32, 49, 46, 48, 41, 44, 32,118,101, 99, 52, 40,116,101,120, 99,111,108, 44, 32, 49, 46, 48, 41, 44, 32, 99,111,108, 41, 59, 10,
+ 9,105,110, 99,111,108, 46,114,103, 98, 32, 61, 32, 99,111,108, 46,114,103, 98, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,
+101,120, 95,118, 97,108,117,101, 95,118, 97,114,115, 40,105,110,111,117,116, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,
+102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,102, 97, 99,109, 44, 32,102,108,111, 97,
+116, 32,102,108,105,112, 41, 10,123, 10, 9,102, 97, 99,116, 32, 42, 61, 32,102, 97, 99,103, 59, 10, 9,102, 97, 99,109, 32, 61,
+ 32, 49, 46, 48, 45,102, 97, 99,116, 59, 10, 10, 9,105,102, 40,102,108,105,112, 32, 33, 61, 32, 48, 46, 48, 41, 32,123, 10, 9,
+ 9,102,108,111, 97,116, 32,116,109,112, 32, 61, 32,102, 97, 99,116, 59, 10, 9, 9,102, 97, 99,116, 32, 61, 32,102, 97, 99,109,
+ 59, 10, 9, 9,102, 97, 99,109, 32, 61, 32,116,109,112, 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,
+118, 97,108,117,101, 95, 98,108,101,110,100, 40,102,108,111, 97,116, 32,111,117,116, 99,111,108, 44, 32,102,108,111, 97,116, 32,
+116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,
+102,108,111, 97,116, 32,102,108,105,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,111,108, 41, 10,123, 10, 9,
+102,108,111, 97,116, 32,102, 97, 99,109, 59, 10, 9,109,116,101,120, 95,118, 97,108,117,101, 95,118, 97,114,115, 40,102, 97, 99,
+116, 44, 32,102, 97, 99,103, 44, 32,102, 97, 99,109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,105,110, 99,111,108, 32, 61, 32,
+102, 97, 99,116, 42,116,101,120, 99,111,108, 32, 43, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 59, 10,125, 10, 10,118,111,
+105,100, 32,109,116,101,120, 95,118, 97,108,117,101, 95,109,117,108, 40,102,108,111, 97,116, 32,111,117,116, 99,111,108, 44, 32,
+102,108,111, 97,116, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,
+102, 97, 99,103, 44, 32,102,108,111, 97,116, 32,102,108,105,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,111,
+108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 59, 10, 9,109,116,101,120, 95,118, 97,108,117,101, 95,118, 97,
+114,115, 40,102, 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,102, 97, 99,109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,102, 97,
+ 99,109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99,103, 59, 10, 9,105,110, 99,111,108, 32, 61, 32, 40,102, 97, 99,109, 32,
+ 43, 32,102, 97, 99,116, 42,116,101,120, 99,111,108, 41, 42,111,117,116, 99,111,108, 59, 10,125, 10, 10,118,111,105,100, 32,109,
+116,101,120, 95,118, 97,108,117,101, 95,115, 99,114,101,101,110, 40,102,108,111, 97,116, 32,111,117,116, 99,111,108, 44, 32,102,
+108,111, 97,116, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102,
+ 97, 99,103, 44, 32,102,108,111, 97,116, 32,102,108,105,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,111,108,
+ 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 59, 10, 9,109,116,101,120, 95,118, 97,108,117,101, 95,118, 97,114,
+115, 40,102, 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,102, 97, 99,109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,102, 97, 99,
+109, 32, 61, 32, 49, 46, 48, 32, 45, 32,102, 97, 99,103, 59, 10, 9,105,110, 99,111,108, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40,
+102, 97, 99,109, 32, 43, 32,102, 97, 99,116, 42, 40, 49, 46, 48, 32, 45, 32,116,101,120, 99,111,108, 41, 41, 42, 40, 49, 46, 48,
+ 32, 45, 32,111,117,116, 99,111,108, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,118, 97,108,117,101, 95,115,
+117, 98, 40,102,108,111, 97,116, 32,111,117,116, 99,111,108, 44, 32,102,108,111, 97,116, 32,116,101,120, 99,111,108, 44, 32,102,
+108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,102,108,111, 97,116, 32,102,108,105,
+112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,
+109, 59, 10, 9,109,116,101,120, 95,118, 97,108,117,101, 95,118, 97,114,115, 40,102, 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,
+102, 97, 99,109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,102, 97, 99,116, 32, 61, 32, 45,102, 97, 99,116, 59, 10, 9,105,110,
+ 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,111,108, 32, 43, 32,111,117,116, 99,111,108, 59, 10,125, 10, 10,118,
+111,105,100, 32,109,116,101,120, 95,118, 97,108,117,101, 95, 97,100,100, 40,102,108,111, 97,116, 32,111,117,116, 99,111,108, 44,
+ 32,102,108,111, 97,116, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116,
+ 32,102, 97, 99,103, 44, 32,102,108,111, 97,116, 32,102,108,105,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,
+111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 59, 10, 9,109,116,101,120, 95,118, 97,108,117,101, 95,118,
+ 97,114,115, 40,102, 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,102, 97, 99,109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,102,
+ 97, 99,116, 32, 61, 32,102, 97, 99,116, 59, 10, 9,105,110, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,111,108,
+ 32, 43, 32,111,117,116, 99,111,108, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,118, 97,108,117,101, 95,100,105,
+118, 40,102,108,111, 97,116, 32,111,117,116, 99,111,108, 44, 32,102,108,111, 97,116, 32,116,101,120, 99,111,108, 44, 32,102,108,
+111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,102,108,111, 97,116, 32,102,108,105,112,
+ 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109,
+ 59, 10, 9,109,116,101,120, 95,118, 97,108,117,101, 95,118, 97,114,115, 40,102, 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,102,
+ 97, 99,109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,105,102, 40,116,101,120, 99,111,108, 32, 33, 61, 32, 48, 46, 48, 41, 10,
+ 9, 9,105,110, 99,111,108, 32, 61, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 32, 43, 32,102, 97, 99,116, 42,111,117,116,
+ 99,111,108, 47,116,101,120, 99,111,108, 59, 10, 9,101,108,115,101, 10, 9, 9,105,110, 99,111,108, 32, 61, 32, 48, 46, 48, 59,
+ 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,118, 97,108,117,101, 95,100,105,102,102, 40,102,108,111, 97,116, 32,111,
+117,116, 99,111,108, 44, 32,102,108,111, 97,116, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44,
+ 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,102,108,111, 97,116, 32,102,108,105,112, 44, 32,111,117,116, 32,102,108,111,
+ 97,116, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 59, 10, 9,109,116,101,120, 95,118,
+ 97,108,117,101, 95,118, 97,114,115, 40,102, 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,102, 97, 99,109, 44, 32,102,108,105,112,
+ 41, 59, 10, 10, 9,105,110, 99,111,108, 32, 61, 32,102, 97, 99,109, 42,111,117,116, 99,111,108, 32, 43, 32,102, 97, 99,116, 42,
+ 97, 98,115, 40,116,101,120, 99,111,108, 32, 45, 32,111,117,116, 99,111,108, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,
+101,120, 95,118, 97,108,117,101, 95,100, 97,114,107, 40,102,108,111, 97,116, 32,111,117,116, 99,111,108, 44, 32,102,108,111, 97,
+116, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,103,
+ 44, 32,102,108,111, 97,116, 32,102,108,105,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,111,108, 41, 10,123,
+ 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 59, 10, 9,109,116,101,120, 95,118, 97,108,117,101, 95,118, 97,114,115, 40,102,
+ 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,102, 97, 99,109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,102,108,111, 97,116, 32,
+ 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120, 99,111,108, 59, 10, 9,105,102, 40, 99,111,108, 32, 60, 32,111,117,116,
+ 99,111,108, 41, 32,105,110, 99,111,108, 32, 61, 32, 99,111,108, 59, 32,101,108,115,101, 32,105,110, 99,111,108, 32, 61, 32,111,
+117,116, 99,111,108, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,118, 97,108,117,101, 95,108,105,103,104,116, 40,
+102,108,111, 97,116, 32,111,117,116, 99,111,108, 44, 32,102,108,111, 97,116, 32,116,101,120, 99,111,108, 44, 32,102,108,111, 97,
+116, 32,102, 97, 99,116, 44, 32,102,108,111, 97,116, 32,102, 97, 99,103, 44, 32,102,108,111, 97,116, 32,102,108,105,112, 44, 32,
+111,117,116, 32,102,108,111, 97,116, 32,105,110, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,109, 59, 10,
+ 9,109,116,101,120, 95,118, 97,108,117,101, 95,118, 97,114,115, 40,102, 97, 99,116, 44, 32,102, 97, 99,103, 44, 32,102, 97, 99,
+109, 44, 32,102,108,105,112, 41, 59, 10, 10, 9,102,108,111, 97,116, 32, 99,111,108, 32, 61, 32,102, 97, 99,116, 42,116,101,120,
+ 99,111,108, 59, 10, 9,105,102, 40, 99,111,108, 32, 62, 32,111,117,116, 99,111,108, 41, 32,105,110, 99,111,108, 32, 61, 32, 99,
+111,108, 59, 32,101,108,115,101, 32,105,110, 99,111,108, 32, 61, 32,111,117,116, 99,111,108, 59, 10,125, 10, 10,118,111,105,100,
+ 32,109,116,101,120, 95,118, 97,108,117,101, 95, 99,108, 97,109,112, 95,112,111,115,105,116,105,118,101, 40,102,108,111, 97,116,
+ 32,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,102, 97, 99, 41, 10,123, 10, 9,111,117,116,102, 97,
+ 99, 32, 61, 32,109, 97,120, 40,102, 97, 99, 44, 32, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,
+118, 97,108,117,101, 95, 99,108, 97,109,112, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116,
+ 32,111,117,116,102, 97, 99, 41, 10,123, 10, 9,111,117,116,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40,102, 97, 99, 44, 32,
+ 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,104, 97,114, 95,100,105,118,105,
+100,101, 40,102,108,111, 97,116, 32,104, 97,114, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,104, 97,114, 41, 10,
+123, 10, 9,111,117,116,104, 97,114, 32, 61, 32,104, 97,114, 47, 49, 50, 56, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,109,
+116,101,120, 95,104, 97,114, 95,109,117,108,116,105,112,108,121, 95, 99,108, 97,109,112, 40,102,108,111, 97,116, 32,104, 97,114,
+ 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,104, 97,114, 41, 10,123, 10, 9,104, 97,114, 32, 42, 61, 32, 49, 50,
+ 56, 46, 48, 59, 10, 10, 9,105,102, 40,104, 97,114, 32, 60, 32, 49, 46, 48, 41, 32,111,117,116,104, 97,114, 32, 61, 32, 49, 46,
+ 48, 59, 10, 9,101,108,115,101, 32,105,102, 40,104, 97,114, 32, 62, 32, 53, 49, 49, 46, 48, 41, 32,111,117,116,104, 97,114, 32,
+ 61, 32, 53, 49, 49, 46, 48, 59, 10, 9,101,108,115,101, 32,111,117,116,104, 97,114, 32, 61, 32,104, 97,114, 59, 10,125, 10, 10,
+118,111,105,100, 32,109,116,101,120, 95, 97,108,112,104, 97, 95,102,114,111,109, 95, 99,111,108, 40,118,101, 99, 52, 32, 99,111,
+108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32, 97,108,112,104, 97, 41, 10,123, 10, 9, 97,108,112,104, 97, 32, 61, 32, 99,
+111,108, 46, 97, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95, 97,108,112,104, 97, 95,116,111, 95, 99,111,108, 40,
+118,101, 99, 52, 32, 99,111,108, 44, 32,102,108,111, 97,116, 32, 97,108,112,104, 97, 44, 32,111,117,116, 32,118,101, 99, 52, 32,
+111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32,118,101, 99, 52, 40, 99,111,108, 46,114,103, 98,
+ 44, 32, 97,108,112,104, 97, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98,116,111,105,110,116, 40,
+118,101, 99, 52, 32,114,103, 98, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110,116,101,110,115,105,116,121, 41, 10,123,
+ 10, 9,105,110,116,101,110,115,105,116,121, 32, 61, 32,100,111,116, 40,118,101, 99, 51, 40, 48, 46, 51, 53, 44, 32, 48, 46, 52,
+ 53, 44, 32, 48, 46, 50, 41, 44, 32,114,103, 98, 46,114,103, 98, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,
+118, 97,108,117,101, 95,105,110,118,101,114,116, 40,102,108,111, 97,116, 32,105,110,118, 97,108,117,101, 44, 32,111,117,116, 32,
+102,108,111, 97,116, 32,111,117,116,118, 97,108,117,101, 41, 10,123, 10, 9,111,117,116,118, 97,108,117,101, 32, 61, 32, 49, 46,
+ 48, 32, 45, 32,105,110,118, 97,108,117,101, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,114,103, 98, 95,105,110,
+118,101,114,116, 40,118,101, 99, 52, 32,105,110,114,103, 98, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116,114,103, 98,
+ 41, 10,123, 10, 9,111,117,116,114,103, 98, 32, 61, 32,118,101, 99, 52, 40,118,101, 99, 51, 40, 49, 46, 48, 41, 32, 45, 32,105,
+110,114,103, 98, 46,114,103, 98, 44, 32,105,110,114,103, 98, 46, 97, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120,
+ 95,118, 97,108,117,101, 95,115,116,101,110, 99,105,108, 40,102,108,111, 97,116, 32,115,116,101,110, 99,105,108, 44, 32,102,108,
+111, 97,116, 32,105,110,116,101,110,115,105,116,121, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,115,116,101,110,
+ 99,105,108, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,105,110,116,101,110,115,105,116,121, 41, 10,123, 10, 9,
+102,108,111, 97,116, 32,102, 97, 99,116, 32, 61, 32,105,110,116,101,110,115,105,116,121, 59, 10, 9,111,117,116,105,110,116,101,
+110,115,105,116,121, 32, 61, 32,105,110,116,101,110,115,105,116,121, 42,115,116,101,110, 99,105,108, 59, 10, 9,111,117,116,115,
+116,101,110, 99,105,108, 32, 61, 32,115,116,101,110, 99,105,108, 42,102, 97, 99,116, 59, 10,125, 10, 10,118,111,105,100, 32,109,
+116,101,120, 95,114,103, 98, 95,115,116,101,110, 99,105,108, 40,102,108,111, 97,116, 32,115,116,101,110, 99,105,108, 44, 32,118,
+101, 99, 52, 32,114,103, 98, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,115,116,101,110, 99,105,108, 44, 32,111,
+117,116, 32,118,101, 99, 52, 32,111,117,116,114,103, 98, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99,116, 32, 61, 32,
+114,103, 98, 46, 97, 59, 10, 9,111,117,116,114,103, 98, 32, 61, 32,118,101, 99, 52, 40,114,103, 98, 46,114,103, 98, 44, 32,114,
+103, 98, 46, 97, 42,115,116,101,110, 99,105,108, 41, 59, 10, 9,111,117,116,115,116,101,110, 99,105,108, 32, 61, 32,115,116,101,
+110, 99,105,108, 42,102, 97, 99,116, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,109, 97,112,112,105,110,103, 95,
+111,102,115, 40,118,101, 99, 51, 32,116,101,120, 99,111, 44, 32,118,101, 99, 51, 32,111,102,115, 44, 32,111,117,116, 32,118,101,
+ 99, 51, 32,111,117,116,116,101,120, 99,111, 41, 10,123, 10, 9,111,117,116,116,101,120, 99,111, 32, 61, 32,116,101,120, 99,111,
+ 32, 43, 32,111,102,115, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,109, 97,112,112,105,110,103, 95,115,105,122,
+101, 40,118,101, 99, 51, 32,116,101,120, 99,111, 44, 32,118,101, 99, 51, 32,115,105,122,101, 44, 32,111,117,116, 32,118,101, 99,
+ 51, 32,111,117,116,116,101,120, 99,111, 41, 10,123, 10, 9,111,117,116,116,101,120, 99,111, 32, 61, 32,115,105,122,101, 42,116,
+101,120, 99,111, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95, 50,100, 95,109, 97,112,112,105,110,103, 40,118,101,
+ 99, 51, 32,118,101, 99, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,118,101, 99, 41, 10,123, 10, 9,111,117,116,118,
+101, 99, 32, 61, 32,118,101, 99, 51, 40,118,101, 99, 46,120,121, 42, 48, 46, 53, 32, 43, 32,118,101, 99, 50, 40, 48, 46, 53, 44,
+ 32, 48, 46, 53, 41, 44, 32,118,101, 99, 46,122, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,105,109, 97,103,
+101, 40,118,101, 99, 51, 32,118,101, 99, 44, 32,115, 97,109,112,108,101,114, 50, 68, 32,105,109, 97, 44, 32,111,117,116, 32,102,
+108,111, 97,116, 32,118, 97,108,117,101, 44, 32,111,117,116, 32,118,101, 99, 52, 32, 99,111,108,111,114, 44, 32,111,117,116, 32,
+118,101, 99, 51, 32,110,111,114,109, 97,108, 41, 10,123, 10, 9, 99,111,108,111,114, 32, 61, 32,116,101,120,116,117,114,101, 50,
+ 68, 40,105,109, 97, 44, 32,118,101, 99, 46,120,121, 41, 59, 10, 9,118, 97,108,117,101, 32, 61, 32, 49, 46, 48, 59, 10, 9, 10,
+ 9,110,111,114,109, 97,108, 32, 61, 32, 50, 46, 48, 42, 40,118,101, 99, 51, 40, 99,111,108,111,114, 46,114, 44, 32, 45, 99,111,
+108,111,114, 46,103, 44, 32, 99,111,108,111,114, 46, 98, 41, 32, 45, 32,118,101, 99, 51, 40, 48, 46, 53, 44, 32, 45, 48, 46, 53,
+ 44, 32, 48, 46, 53, 41, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95,110,101,103, 97,116,101, 95,116,101,120,
+110,111,114,109, 97,108, 40,118,101, 99, 51, 32,110,111,114,109, 97,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,
+110,111,114,109, 97,108, 41, 10,123, 10, 9,111,117,116,110,111,114,109, 97,108, 32, 61, 32,118,101, 99, 51, 40, 45,110,111,114,
+109, 97,108, 46,120, 44, 32, 45,110,111,114,109, 97,108, 46,121, 44, 32,110,111,114,109, 97,108, 46,122, 41, 59, 10,125, 10, 10,
+118,111,105,100, 32,109,116,101,120, 95,110,115,112, 97, 99,101, 95,116, 97,110,103,101,110,116, 40,118,101, 99, 51, 32,116, 97,
+110,103,101,110,116, 44, 32,118,101, 99, 51, 32,110,111,114,109, 97,108, 44, 32,118,101, 99, 51, 32,116,101,120,110,111,114,109,
+ 97,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,110,111,114,109, 97,108, 41, 10,123, 10, 9,116, 97,110,103,101,
+110,116, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,116, 97,110,103,101,110,116, 41, 59, 10, 9,118,101, 99, 51, 32, 66,
+ 32, 61, 32, 99,114,111,115,115, 40,110,111,114,109, 97,108, 44, 32,116, 97,110,103,101,110,116, 41, 59, 10, 10, 9,111,117,116,
+110,111,114,109, 97,108, 32, 61, 32,116,101,120,110,111,114,109, 97,108, 46,120, 42,116, 97,110,103,101,110,116, 32, 43, 32,116,
+101,120,110,111,114,109, 97,108, 46,121, 42, 66, 32, 43, 32,116,101,120,110,111,114,109, 97,108, 46,122, 42,110,111,114,109, 97,
+108, 59, 10, 9,111,117,116,110,111,114,109, 97,108, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,111,117,116,110,111,114,
+109, 97,108, 41, 59, 10,125, 10, 10,118,111,105,100, 32,109,116,101,120, 95, 98,108,101,110,100, 95,110,111,114,109, 97,108, 40,
+102,108,111, 97,116, 32,110,111,114,102, 97, 99, 44, 32,118,101, 99, 51, 32,110,111,114,109, 97,108, 44, 32,118,101, 99, 51, 32,
+110,101,119,110,111,114,109, 97,108, 44, 32,111,117,116, 32,118,101, 99, 51, 32,111,117,116,110,111,114,109, 97,108, 41, 10,123,
+ 10, 9,111,117,116,110,111,114,109, 97,108, 32, 61, 32, 40, 49, 46, 48, 32, 45, 32,110,111,114,102, 97, 99, 41, 42,110,111,114,
+109, 97,108, 32, 43, 32,110,111,114,102, 97, 99, 42,110,101,119,110,111,114,109, 97,108, 59, 10, 9,111,117,116,110,111,114,109,
+ 97,108, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,111,117,116,110,111,114,109, 97,108, 41, 59, 10,125, 10, 10, 47, 42,
+ 42, 42, 42, 42, 42, 42, 32, 77, 65, 84, 69, 82, 73, 65, 76, 32, 42, 42, 42, 42, 42, 42, 42, 42, 42, 47, 10, 10,118,111,105,100,
+ 32,108, 97,109,112, 95,118,105,115,105, 98,105,108,105,116,121, 95,115,117,110, 95,104,101,109,105, 40,118,101, 99, 51, 32,108,
+ 97,109,112,118,101, 99, 44, 32,111,117,116, 32,118,101, 99, 51, 32,108,118, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,100,
+105,115,116, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 41, 10,123, 10, 9,108,118, 32, 61, 32,
+108, 97,109,112,118,101, 99, 59, 10, 9,100,105,115,116, 32, 61, 32, 49, 46, 48, 59, 10, 9,118,105,115,105,102, 97, 99, 32, 61,
+ 32, 49, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,118,105,115,105, 98,105,108,105,116,121, 95,111,116,
+104,101,114, 40,118,101, 99, 51, 32, 99,111, 44, 32,118,101, 99, 51, 32,108, 97,109,112, 99,111, 44, 32,111,117,116, 32,118,101,
+ 99, 51, 32,108,118, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,100,105,115,116, 44, 32,111,117,116, 32,102,108,111, 97,116,
+ 32,118,105,115,105,102, 97, 99, 41, 10,123, 10, 9,108,118, 32, 61, 32, 99,111, 32, 45, 32,108, 97,109,112, 99,111, 59, 10, 9,
+100,105,115,116, 32, 61, 32,108,101,110,103,116,104, 40,108,118, 41, 59, 10, 9,108,118, 32, 61, 32,110,111,114,109, 97,108,105,
+122,101, 40,108,118, 41, 59, 10, 9,118,105,115,105,102, 97, 99, 32, 61, 32, 49, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,
+108, 97,109,112, 95,102, 97,108,108,111,102,102, 95,105,110,118,108,105,110,101, 97,114, 40,102,108,111, 97,116, 32,108, 97,109,
+112,100,105,115,116, 44, 32,102,108,111, 97,116, 32,100,105,115,116, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,118,105,115,
+105,102, 97, 99, 41, 10,123, 10, 9,118,105,115,105,102, 97, 99, 32, 61, 32,108, 97,109,112,100,105,115,116, 47, 40,108, 97,109,
+112,100,105,115,116, 32, 43, 32,100,105,115,116, 41, 59, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,102, 97,108,108,
+111,102,102, 95,105,110,118,115,113,117, 97,114,101, 40,102,108,111, 97,116, 32,108, 97,109,112,100,105,115,116, 44, 32,102,108,
+111, 97,116, 32,100,105,115,116, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 41, 10,123, 10, 9,
+118,105,115,105,102, 97, 99, 32, 61, 32,108, 97,109,112,100,105,115,116, 47, 40,108, 97,109,112,100,105,115,116, 32, 43, 32,100,
+105,115,116, 42,100,105,115,116, 41, 59, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,102, 97,108,108,111,102,102, 95,
+115,108,105,100,101,114,115, 40,102,108,111, 97,116, 32,108, 97,109,112,100,105,115,116, 44, 32,102,108,111, 97,116, 32,108,100,
+ 49, 44, 32,102,108,111, 97,116, 32,108,100, 50, 44, 32,102,108,111, 97,116, 32,100,105,115,116, 44, 32,111,117,116, 32,102,108,
+111, 97,116, 32,118,105,115,105,102, 97, 99, 41, 10,123, 10, 9,102,108,111, 97,116, 32,108, 97,109,112,100,105,115,116,107,119,
+ 32, 61, 32,108, 97,109,112,100,105,115,116, 42,108, 97,109,112,100,105,115,116, 59, 10, 10, 9,118,105,115,105,102, 97, 99, 32,
+ 61, 32,108, 97,109,112,100,105,115,116, 47, 40,108, 97,109,112,100,105,115,116, 32, 43, 32,108,100, 49, 42,100,105,115,116, 41,
+ 59, 10, 9,118,105,115,105,102, 97, 99, 32, 42, 61, 32,108, 97,109,112,100,105,115,116,107,119, 47, 40,108, 97,109,112,100,105,
+115,116,107,119, 32, 43, 32,108,100, 50, 42,100,105,115,116, 42,100,105,115,116, 41, 59, 10,125, 10, 10,118,111,105,100, 32,108,
+ 97,109,112, 95,102, 97,108,108,111,102,102, 95, 99,117,114,118,101, 40,102,108,111, 97,116, 32,108, 97,109,112,100,105,115,116,
+ 44, 32,115, 97,109,112,108,101,114, 49, 68, 32, 99,117,114,118,101,109, 97,112, 44, 32,102,108,111, 97,116, 32,100,105,115,116,
+ 44, 32,111,117,116, 32,102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 41, 10,123, 10, 9,118,105,115,105,102, 97, 99, 32,
+ 61, 32,116,101,120,116,117,114,101, 49, 68, 40, 99,117,114,118,101,109, 97,112, 44, 32,100,105,115,116, 47,108, 97,109,112,100,
+105,115,116, 41, 46,120, 59, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,118,105,115,105, 98,105,108,105,116,121, 95,
+115,112,104,101,114,101, 40,102,108,111, 97,116, 32,108, 97,109,112,100,105,115,116, 44, 32,102,108,111, 97,116, 32,100,105,115,
+116, 44, 32,102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118,
+105,115,105,102, 97, 99, 41, 10,123, 10, 9,102,108,111, 97,116, 32,116, 61, 32,108, 97,109,112,100,105,115,116, 32, 45, 32,100,
+105,115,116, 59, 10, 10, 9,111,117,116,118,105,115,105,102, 97, 99, 61, 32,118,105,115,105,102, 97, 99, 42,109, 97,120, 40,116,
+ 44, 32, 48, 46, 48, 41, 47,108, 97,109,112,100,105,115,116, 59, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,118,105,
+115,105, 98,105,108,105,116,121, 95,115,112,111,116, 95,115,113,117, 97,114,101, 40,118,101, 99, 51, 32,108, 97,109,112,118,101,
+ 99, 44, 32,109, 97,116, 52, 32,108, 97,109,112,105,109, 97,116, 44, 32,118,101, 99, 51, 32,108,118, 44, 32,111,117,116, 32,102,
+108,111, 97,116, 32,105,110,112,114, 41, 10,123, 10, 9,105,102, 40,100,111,116, 40,108,118, 44, 32,108, 97,109,112,118,101, 99,
+ 41, 32, 62, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,118,101, 99, 51, 32,108,118,114,111,116, 32, 61, 32, 40,108, 97,109,112,105,
+109, 97,116, 42,118,101, 99, 52, 40,108,118, 44, 32, 48, 46, 48, 41, 41, 46,120,121,122, 59, 10, 9, 9,102,108,111, 97,116, 32,
+120, 32, 61, 32,109, 97,120, 40, 97, 98,115, 40,108,118,114,111,116, 46,120, 47,108,118,114,111,116, 46,122, 41, 44, 32, 97, 98,
+115, 40,108,118,114,111,116, 46,121, 47,108,118,114,111,116, 46,122, 41, 41, 59, 10, 10, 9, 9,105,110,112,114, 32, 61, 32, 49,
+ 46, 48, 47,115,113,114,116, 40, 49, 46, 48, 32, 43, 32,120, 42,120, 41, 59, 10, 9,125, 10, 9,101,108,115,101, 10, 9, 9,105,
+110,112,114, 32, 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,118,105,115,105, 98,105,108,105,
+116,121, 95,115,112,111,116, 95, 99,105,114, 99,108,101, 40,118,101, 99, 51, 32,108, 97,109,112,118,101, 99, 44, 32,118,101, 99,
+ 51, 32,108,118, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110,112,114, 41, 10,123, 10, 9,105,110,112,114, 32, 61, 32,
+100,111,116, 40,108,118, 44, 32,108, 97,109,112,118,101, 99, 41, 59, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,118,
+105,115,105, 98,105,108,105,116,121, 95,115,112,111,116, 40,102,108,111, 97,116, 32,115,112,111,116,115,105, 44, 32,102,108,111,
+ 97,116, 32,115,112,111,116, 98,108, 44, 32,102,108,111, 97,116, 32,105,110,112,114, 44, 32,102,108,111, 97,116, 32,118,105,115,
+105,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118,105,115,105,102, 97, 99, 41, 10,123, 10, 9,102,
+108,111, 97,116, 32,116, 32, 61, 32,115,112,111,116,115,105, 59, 10, 10, 9,105,102, 40,105,110,112,114, 32, 60, 61, 32,116, 41,
+ 32,123, 10, 9, 9,111,117,116,118,105,115,105,102, 97, 99, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,
+123, 10, 9, 9,116, 32, 61, 32,105,110,112,114, 32, 45, 32,116, 59, 10, 10, 9, 9, 47, 42, 32,115,111,102,116, 32, 97,114,101,
+ 97, 32, 42, 47, 10, 9, 9,105,102, 40,115,112,111,116, 98,108, 32, 33, 61, 32, 48, 46, 48, 41, 10, 9, 9, 9,105,110,112,114,
+ 32, 42, 61, 32,115,109,111,111,116,104,115,116,101,112, 40, 48, 46, 48, 44, 32, 49, 46, 48, 44, 32,116, 47,115,112,111,116, 98,
+108, 41, 59, 10, 10, 9, 9,111,117,116,118,105,115,105,102, 97, 99, 32, 61, 32,118,105,115,105,102, 97, 99, 42,105,110,112,114,
+ 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,108, 97,109,112, 95,118,105,115,105, 98,105,108,105,116,121, 95, 99,108, 97,
+109,112, 40,102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118,
+105,115,105,102, 97, 99, 41, 10,123, 10, 9,111,117,116,118,105,115,105,102, 97, 99, 32, 61, 32, 40,118,105,115,105,102, 97, 99,
+ 32, 60, 32, 48, 46, 48, 48, 49, 41, 63, 32, 48, 46, 48, 58, 32,118,105,115,105,102, 97, 99, 59, 10,125, 10, 10,118,111,105,100,
+ 32,115,104, 97,100,101, 95,118,105,101,119, 40,118,101, 99, 51, 32, 99,111, 44, 32,111,117,116, 32,118,101, 99, 51, 32,118,105,
+101,119, 41, 10,123, 10, 9, 47, 42, 32,104, 97,110,100,108,101, 32,112,101,114,115,112,101, 99,116,105,118,101, 47,111,114,116,
+104,111,103,114, 97,112,104,105, 99, 32, 42, 47, 10, 9,118,105,101,119, 32, 61, 32, 40,103,108, 95, 80,114,111,106,101, 99,116,
+105,111,110, 77, 97,116,114,105,120, 91, 51, 93, 91, 51, 93, 32, 61, 61, 32, 48, 46, 48, 41, 63, 32,110,111,114,109, 97,108,105,
+122,101, 40, 99,111, 41, 58, 32,118,101, 99, 51, 40, 48, 46, 48, 44, 32, 48, 46, 48, 44, 32, 45, 49, 46, 48, 41, 59, 10,125, 10,
+ 10,118,111,105,100, 32,115,104, 97,100,101, 95,116, 97,110,103,101,110,116, 95,118, 40,118,101, 99, 51, 32,108,118, 44, 32,118,
+101, 99, 51, 32,116, 97,110,103, 44, 32,111,117,116, 32,118,101, 99, 51, 32,118,110, 41, 10,123, 10, 9,118,101, 99, 51, 32, 99,
+ 32, 61, 32, 99,114,111,115,115, 40,108,118, 44, 32,116, 97,110,103, 41, 59, 10, 9,118,101, 99, 51, 32,118,110,111,114, 32, 61,
+ 32, 99,114,111,115,115, 40, 99, 44, 32,116, 97,110,103, 41, 59, 10, 10, 9,118,110, 32, 61, 32, 45,110,111,114,109, 97,108,105,
+122,101, 40,118,110,111,114, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,105,110,112, 40,118,101, 99, 51,
+ 32,118,110, 44, 32,118,101, 99, 51, 32,108,118, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110,112, 41, 10,123, 10, 9,
+105,110,112, 32, 61, 32,100,111,116, 40,118,110, 44, 32,108,118, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101,
+ 95,105,115, 95,110,111, 95,100,105,102,102,117,115,101, 40,111,117,116, 32,102,108,111, 97,116, 32,105,115, 41, 10,123, 10, 9,
+105,115, 32, 61, 32, 48, 46, 48, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,105,115, 95,104,101,109,105, 40,
+102,108,111, 97,116, 32,105,110,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,115, 41, 10,123, 10, 9,105,115, 32, 61,
+ 32, 48, 46, 53, 42,105,110,112, 32, 43, 32, 48, 46, 53, 59, 10,125, 10, 10,102,108,111, 97,116, 32, 97,114,101, 97, 95,108, 97,
+109,112, 95,101,110,101,114,103,121, 40,109, 97,116, 52, 32, 97,114,101, 97, 44, 32,118,101, 99, 51, 32, 99,111, 44, 32,118,101,
+ 99, 51, 32,118,110, 41, 10,123, 10, 9,118,101, 99, 51, 32,118,101, 99, 91, 52, 93, 44, 32, 99, 91, 52, 93, 59, 10, 9,102,108,
+111, 97,116, 32,114, 97,100, 91, 52, 93, 44, 32,102, 97, 99, 59, 10, 9, 10, 9,118,101, 99, 91, 48, 93, 32, 61, 32,110,111,114,
+109, 97,108,105,122,101, 40, 99,111, 32, 45, 32, 97,114,101, 97, 91, 48, 93, 46,120,121,122, 41, 59, 10, 9,118,101, 99, 91, 49,
+ 93, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40, 99,111, 32, 45, 32, 97,114,101, 97, 91, 49, 93, 46,120,121,122, 41, 59,
+ 10, 9,118,101, 99, 91, 50, 93, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40, 99,111, 32, 45, 32, 97,114,101, 97, 91, 50,
+ 93, 46,120,121,122, 41, 59, 10, 9,118,101, 99, 91, 51, 93, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40, 99,111, 32, 45,
+ 32, 97,114,101, 97, 91, 51, 93, 46,120,121,122, 41, 59, 10, 10, 9, 99, 91, 48, 93, 32, 61, 32,110,111,114,109, 97,108,105,122,
+101, 40, 99,114,111,115,115, 40,118,101, 99, 91, 48, 93, 44, 32,118,101, 99, 91, 49, 93, 41, 41, 59, 10, 9, 99, 91, 49, 93, 32,
+ 61, 32,110,111,114,109, 97,108,105,122,101, 40, 99,114,111,115,115, 40,118,101, 99, 91, 49, 93, 44, 32,118,101, 99, 91, 50, 93,
+ 41, 41, 59, 10, 9, 99, 91, 50, 93, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40, 99,114,111,115,115, 40,118,101, 99, 91,
+ 50, 93, 44, 32,118,101, 99, 91, 51, 93, 41, 41, 59, 10, 9, 99, 91, 51, 93, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,
+ 99,114,111,115,115, 40,118,101, 99, 91, 51, 93, 44, 32,118,101, 99, 91, 48, 93, 41, 41, 59, 10, 10, 9,114, 97,100, 91, 48, 93,
+ 32, 61, 32, 97, 99,111,115, 40,100,111,116, 40,118,101, 99, 91, 48, 93, 44, 32,118,101, 99, 91, 49, 93, 41, 41, 59, 10, 9,114,
+ 97,100, 91, 49, 93, 32, 61, 32, 97, 99,111,115, 40,100,111,116, 40,118,101, 99, 91, 49, 93, 44, 32,118,101, 99, 91, 50, 93, 41,
+ 41, 59, 10, 9,114, 97,100, 91, 50, 93, 32, 61, 32, 97, 99,111,115, 40,100,111,116, 40,118,101, 99, 91, 50, 93, 44, 32,118,101,
+ 99, 91, 51, 93, 41, 41, 59, 10, 9,114, 97,100, 91, 51, 93, 32, 61, 32, 97, 99,111,115, 40,100,111,116, 40,118,101, 99, 91, 51,
+ 93, 44, 32,118,101, 99, 91, 48, 93, 41, 41, 59, 10, 10, 9,102, 97, 99, 61, 32, 32,114, 97,100, 91, 48, 93, 42,100,111,116, 40,
+118,110, 44, 32, 99, 91, 48, 93, 41, 59, 10, 9,102, 97, 99, 43, 61, 32,114, 97,100, 91, 49, 93, 42,100,111,116, 40,118,110, 44,
+ 32, 99, 91, 49, 93, 41, 59, 10, 9,102, 97, 99, 43, 61, 32,114, 97,100, 91, 50, 93, 42,100,111,116, 40,118,110, 44, 32, 99, 91,
+ 50, 93, 41, 59, 10, 9,102, 97, 99, 43, 61, 32,114, 97,100, 91, 51, 93, 42,100,111,116, 40,118,110, 44, 32, 99, 91, 51, 93, 41,
+ 59, 10, 10, 9,114,101,116,117,114,110, 32,109, 97,120, 40,102, 97, 99, 44, 32, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,
+100, 32,115,104, 97,100,101, 95,105,110,112, 95, 97,114,101, 97, 40,118,101, 99, 51, 32,112,111,115,105,116,105,111,110, 44, 32,
+118,101, 99, 51, 32,108, 97,109,112, 99,111, 44, 32,118,101, 99, 51, 32,108, 97,109,112,118,101, 99, 44, 32,118,101, 99, 51, 32,
+118,110, 44, 32,109, 97,116, 52, 32, 97,114,101, 97, 44, 32,102,108,111, 97,116, 32, 97,114,101, 97,115,105,122,101, 44, 32,102,
+108,111, 97,116, 32,107, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,110,112, 41, 10,123, 10, 9,118,101, 99, 51, 32, 99,
+111, 32, 61, 32,112,111,115,105,116,105,111,110, 59, 10, 9,118,101, 99, 51, 32,118,101, 99, 32, 61, 32, 99,111, 32, 45, 32,108,
+ 97,109,112, 99,111, 59, 10, 10, 9,105,102, 40,100,111,116, 40,118,101, 99, 44, 32,108, 97,109,112,118,101, 99, 41, 32, 60, 32,
+ 48, 46, 48, 41, 32,123, 10, 9, 9,105,110,112, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9,
+ 9,102,108,111, 97,116, 32,105,110,116,101,110,115, 32, 61, 32, 97,114,101, 97, 95,108, 97,109,112, 95,101,110,101,114,103,121,
+ 40, 97,114,101, 97, 44, 32, 99,111, 44, 32,118,110, 41, 59, 10, 10, 9, 9,105,110,112, 32, 61, 32,112,111,119, 40,105,110,116,
+101,110,115, 42, 97,114,101, 97,115,105,122,101, 44, 32,107, 41, 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,
+100,101, 95,100,105,102,102,117,115,101, 95,111,114,101,110, 95,110, 97,121,101,114, 40,102,108,111, 97,116, 32,110,108, 44, 32,
+118,101, 99, 51, 32,110, 44, 32,118,101, 99, 51, 32,108, 44, 32,118,101, 99, 51, 32,118, 44, 32,102,108,111, 97,116, 32,114,111,
+117,103,104, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,115, 41, 10,123, 10, 9,118,101, 99, 51, 32,104, 32, 61, 32,110,
+111,114,109, 97,108,105,122,101, 40,118, 32, 43, 32,108, 41, 59, 10, 9,102,108,111, 97,116, 32,110,104, 32, 61, 32,109, 97,120,
+ 40,100,111,116, 40,110, 44, 32,104, 41, 44, 32, 48, 46, 48, 41, 59, 10, 9,102,108,111, 97,116, 32,110,118, 32, 61, 32,109, 97,
+120, 40,100,111,116, 40,110, 44, 32,118, 41, 44, 32, 48, 46, 48, 41, 59, 10, 9,102,108,111, 97,116, 32,114,101, 97,108,110,108,
+ 32, 61, 32,100,111,116, 40,110, 44, 32,108, 41, 59, 10, 10, 9,105,102, 40,114,101, 97,108,110,108, 32, 60, 32, 48, 46, 48, 41,
+ 32,123, 10, 9, 9,105,115, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,105,102, 40,110,108, 32, 60, 32,
+ 48, 46, 48, 41, 32,123, 10, 9, 9,105,115, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9,
+102,108,111, 97,116, 32,118,104, 32, 61, 32,109, 97,120, 40,100,111,116, 40,118, 44, 32,104, 41, 44, 32, 48, 46, 48, 41, 59, 10,
+ 9, 9,102,108,111, 97,116, 32, 76,105,116, 95, 65, 32, 61, 32, 97, 99,111,115, 40,114,101, 97,108,110,108, 41, 59, 10, 9, 9,
+102,108,111, 97,116, 32, 86,105,101,119, 95, 65, 32, 61, 32, 97, 99,111,115, 40,110,118, 41, 59, 10, 10, 9, 9,118,101, 99, 51,
+ 32, 76,105,116, 95, 66, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,108, 32, 45, 32,114,101, 97,108,110,108, 42,110, 41,
+ 59, 10, 9, 9,118,101, 99, 51, 32, 86,105,101,119, 95, 66, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,118, 32, 45, 32,
+110,118, 42,110, 41, 59, 10, 10, 9, 9,102,108,111, 97,116, 32,116, 32, 61, 32,109, 97,120, 40,100,111,116, 40, 76,105,116, 95,
+ 66, 44, 32, 86,105,101,119, 95, 66, 41, 44, 32, 48, 46, 48, 41, 59, 10, 10, 9, 9,102,108,111, 97,116, 32, 97, 44, 32, 98, 59,
+ 10, 10, 9, 9,105,102, 40, 76,105,116, 95, 65, 32, 62, 32, 86,105,101,119, 95, 65, 41, 32,123, 10, 9, 9, 9, 97, 32, 61, 32,
+ 76,105,116, 95, 65, 59, 10, 9, 9, 9, 98, 32, 61, 32, 86,105,101,119, 95, 65, 59, 10, 9, 9,125, 10, 9, 9,101,108,115,101,
+ 32,123, 10, 9, 9, 9, 97, 32, 61, 32, 86,105,101,119, 95, 65, 59, 10, 9, 9, 9, 98, 32, 61, 32, 76,105,116, 95, 65, 59, 10,
+ 9, 9,125, 10, 10, 9, 9,102,108,111, 97,116, 32, 65, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40, 48, 46, 53, 42, 40, 40,114,111,
+117,103,104, 42,114,111,117,103,104, 41, 47, 40, 40,114,111,117,103,104, 42,114,111,117,103,104, 41, 32, 43, 32, 48, 46, 51, 51,
+ 41, 41, 41, 59, 10, 9, 9,102,108,111, 97,116, 32, 66, 32, 61, 32, 48, 46, 52, 53, 42, 40, 40,114,111,117,103,104, 42,114,111,
+117,103,104, 41, 47, 40, 40,114,111,117,103,104, 42,114,111,117,103,104, 41, 32, 43, 32, 48, 46, 48, 57, 41, 41, 59, 10, 10, 9,
+ 9, 98, 32, 42, 61, 32, 48, 46, 57, 53, 59, 10, 9, 9,105,115, 32, 61, 32,110,108, 42, 40, 65, 32, 43, 32, 40, 66, 32, 42, 32,
+116, 32, 42, 32,115,105,110, 40, 97, 41, 32, 42, 32,116, 97,110, 40, 98, 41, 41, 41, 59, 10, 9,125, 10,125, 10, 10,118,111,105,
+100, 32,115,104, 97,100,101, 95,100,105,102,102,117,115,101, 95,116,111,111,110, 40,118,101, 99, 51, 32,110, 44, 32,118,101, 99,
+ 51, 32,108, 44, 32,118,101, 99, 51, 32,118, 44, 32,102,108,111, 97,116, 32,115,105,122,101, 44, 32,102,108,111, 97,116, 32,116,
+115,109,111,111,116,104, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,115, 41, 10,123, 10, 9,102,108,111, 97,116, 32,114,
+115,108,116, 32, 61, 32,100,111,116, 40,110, 44, 32,108, 41, 59, 10, 9,102,108,111, 97,116, 32, 97,110,103, 32, 61, 32, 97, 99,
+111,115, 40,114,115,108,116, 41, 59, 10, 10, 9,105,102, 40, 97,110,103, 32, 60, 32,115,105,122,101, 41, 32,105,115, 32, 61, 32,
+ 49, 46, 48, 59, 10, 9,101,108,115,101, 32,105,102, 40, 97,110,103, 32, 62, 32, 40,115,105,122,101, 32, 43, 32,116,115,109,111,
+111,116,104, 41, 32,124,124, 32,116,115,109,111,111,116,104, 32, 61, 61, 32, 48, 46, 48, 41, 32,105,115, 32, 61, 32, 48, 46, 48,
+ 59, 10, 9,101,108,115,101, 32,105,115, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40, 40, 97,110,103, 32, 45, 32,115,105,122,101, 41,
+ 47,116,115,109,111,111,116,104, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,100,105,102,102,117,115,101,
+ 95,109,105,110,110, 97,101,114,116, 40,102,108,111, 97,116, 32,110,108, 44, 32,118,101, 99, 51, 32,110, 44, 32,118,101, 99, 51,
+ 32,118, 44, 32,102,108,111, 97,116, 32,100, 97,114,107,110,101,115,115, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,115,
+ 41, 10,123, 10, 9,105,102, 40,110,108, 32, 60, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,105,115, 32, 61, 32, 48, 46, 48, 59,
+ 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9,102,108,111, 97,116, 32,110,118, 32, 61, 32,109, 97,120, 40,100,111,116,
+ 40,110, 44, 32,118, 41, 44, 32, 48, 46, 48, 41, 59, 10, 10, 9, 9,105,102, 40,100, 97,114,107,110,101,115,115, 32, 60, 61, 32,
+ 49, 46, 48, 41, 10, 9, 9, 9,105,115, 32, 61, 32,110,108, 42,112,111,119, 40,109, 97,120, 40,110,118, 42,110,108, 44, 32, 48,
+ 46, 49, 41, 44, 32,100, 97,114,107,110,101,115,115, 32, 45, 32, 49, 46, 48, 41, 59, 10, 9, 9,101,108,115,101, 10, 9, 9, 9,
+105,115, 32, 61, 32,110,108, 42,112,111,119, 40, 49, 46, 48, 48, 48, 49, 32, 45, 32,110,118, 44, 32,100, 97,114,107,110,101,115,
+115, 32, 45, 32, 49, 46, 48, 41, 59, 10, 9,125, 10,125, 10, 10,102,108,111, 97,116, 32,102,114,101,115,110,101,108, 95,102, 97,
+ 99, 40,118,101, 99, 51, 32,118,105,101,119, 44, 32,118,101, 99, 51, 32,118,110, 44, 32,102,108,111, 97,116, 32,103,114, 97,100,
+ 44, 32,102,108,111, 97,116, 32,102, 97, 99, 41, 10,123, 10, 9,102,108,111, 97,116, 32,116, 49, 44, 32,116, 50, 59, 10, 9,102,
+108,111, 97,116, 32,102,102, 97, 99, 59, 10, 10, 9,105,102, 40,102, 97, 99, 61, 61, 48, 46, 48, 41, 32,123, 10, 9, 9,102,102,
+ 97, 99, 32, 61, 32, 49, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9,116, 49, 61, 32,100,111,116, 40,118,
+105,101,119, 44, 32,118,110, 41, 59, 10, 9, 9,105,102, 40,116, 49, 62, 48, 46, 48, 41, 32, 32,116, 50, 61, 32, 49, 46, 48, 43,
+116, 49, 59, 10, 9, 9,101,108,115,101, 32,116, 50, 61, 32, 49, 46, 48, 45,116, 49, 59, 10, 10, 9, 9,116, 50, 61, 32,103,114,
+ 97,100, 32, 43, 32, 40, 49, 46, 48, 45,103,114, 97,100, 41, 42,112,111,119, 40,116, 50, 44, 32,102, 97, 99, 41, 59, 10, 10, 9,
+ 9,105,102, 40,116, 50, 60, 48, 46, 48, 41, 32,102,102, 97, 99, 32, 61, 32, 48, 46, 48, 59, 10, 9, 9,101,108,115,101, 32,105,
+102, 40,116, 50, 62, 49, 46, 48, 41, 32,102,102, 97, 99, 32, 61, 32, 49, 46, 48, 59, 10, 9, 9,101,108,115,101, 32,102,102, 97,
+ 99, 32, 61, 32,116, 50, 59, 10, 9,125, 10, 10, 9,114,101,116,117,114,110, 32,102,102, 97, 99, 59, 10,125, 10, 10,118,111,105,
+100, 32,115,104, 97,100,101, 95,100,105,102,102,117,115,101, 95,102,114,101,115,110,101,108, 40,118,101, 99, 51, 32,118,110, 44,
+ 32,118,101, 99, 51, 32,108,118, 44, 32,118,101, 99, 51, 32,118,105,101,119, 44, 32,102,108,111, 97,116, 32,102, 97, 99, 95,105,
+ 44, 32,102,108,111, 97,116, 32,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,105,115, 41, 10,123, 10, 9,105,115,
+ 32, 61, 32,102,114,101,115,110,101,108, 95,102, 97, 99, 40,108,118, 44, 32,118,110, 44, 32,102, 97, 99, 95,105, 44, 32,102, 97,
+ 99, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95, 99,117, 98,105, 99, 40,102,108,111, 97,116, 32,105,115,
+ 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,105,115, 41, 10,123, 10, 9,105,102, 40,105,115, 62, 48, 46, 48, 32,
+ 38, 38, 32,105,115, 60, 49, 46, 48, 41, 10, 9, 9,111,117,116,105,115, 61, 32,115,109,111,111,116,104,115,116,101,112, 40, 48,
+ 46, 48, 44, 32, 49, 46, 48, 44, 32,105,115, 41, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116,105,115, 61, 32,105,115, 59,
+ 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,118,105,115,105,102, 97, 99, 40,102,108,111, 97,116, 32,105, 44, 32,
+102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 44, 32,102,108,111, 97,116, 32,114,101,102,108, 44, 32,111,117,116, 32,102,
+108,111, 97,116, 32,111,117,116,105, 41, 10,123, 10, 9, 47, 42,105,102, 40,105, 32, 62, 32, 48, 46, 48, 41, 42, 47, 10, 9, 9,
+111,117,116,105, 32, 61, 32,109, 97,120, 40,105, 42,118,105,115,105,102, 97, 99, 42,114,101,102,108, 44, 32, 48, 46, 48, 41, 59,
+ 10, 9, 47, 42,101,108,115,101, 10, 9, 9,111,117,116,105, 32, 61, 32,105, 59, 42, 47, 10,125, 10, 10,118,111,105,100, 32,115,
+104, 97,100,101, 95,116, 97,110,103,101,110,116, 95,118, 95,115,112,101, 99, 40,118,101, 99, 51, 32,116, 97,110,103, 44, 32,111,
+117,116, 32,118,101, 99, 51, 32,118,110, 41, 10,123, 10, 9,118,110, 32, 61, 32,116, 97,110,103, 59, 10,125, 10, 10,118,111,105,
+100, 32,115,104, 97,100,101, 95, 97,100,100, 95,116,111, 95,100,105,102,102,117,115,101, 40,102,108,111, 97,116, 32,105, 44, 32,
+118,101, 99, 51, 32,108, 97,109,112, 99,111,108, 44, 32,118,101, 99, 51, 32, 99,111,108, 44, 32,111,117,116, 32,118,101, 99, 51,
+ 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,105,102, 40,105, 32, 62, 32, 48, 46, 48, 41, 10, 9, 9,111,117,116, 99,111,108,
+ 32, 61, 32,105, 42,108, 97,109,112, 99,111,108, 42, 99,111,108, 59, 10, 9,101,108,115,101, 10, 9, 9,111,117,116, 99,111,108,
+ 32, 61, 32,118,101, 99, 51, 40, 48, 46, 48, 44, 32, 48, 46, 48, 44, 32, 48, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,
+115,104, 97,100,101, 95,104,101,109,105, 95,115,112,101, 99, 40,118,101, 99, 51, 32,118,110, 44, 32,118,101, 99, 51, 32,108,118,
+ 44, 32,118,101, 99, 51, 32,118,105,101,119, 44, 32,102,108,111, 97,116, 32,115,112,101, 99, 44, 32,102,108,111, 97,116, 32,104,
+ 97,114,100, 44, 32,102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,116, 41,
+ 10,123, 10, 9,108,118, 32, 43, 61, 32,118,105,101,119, 59, 10, 9,108,118, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,
+108,118, 41, 59, 10, 10, 9,116, 32, 61, 32,100,111,116, 40,118,110, 44, 32,108,118, 41, 59, 10, 9,116, 32, 61, 32, 48, 46, 53,
+ 42,116, 32, 43, 32, 48, 46, 53, 59, 10, 10, 9,116, 32, 61, 32,118,105,115,105,102, 97, 99, 42,115,112,101, 99, 42,112,111,119,
+ 40,116, 44, 32,104, 97,114,100, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,112,104,111,110,103, 95,115,
+112,101, 99, 40,118,101, 99, 51, 32,110, 44, 32,118,101, 99, 51, 32,108, 44, 32,118,101, 99, 51, 32,118, 44, 32,102,108,111, 97,
+116, 32,104, 97,114,100, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,115,112,101, 99,102, 97, 99, 41, 10,123, 10, 9,118,101,
+ 99, 51, 32,104, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,108, 32, 43, 32,118, 41, 59, 10, 9,102,108,111, 97,116, 32,
+114,115,108,116, 32, 61, 32,109, 97,120, 40,100,111,116, 40,104, 44, 32,110, 41, 44, 32, 48, 46, 48, 41, 59, 10, 10, 9,115,112,
+101, 99,102, 97, 99, 32, 61, 32,112,111,119, 40,114,115,108,116, 44, 32,104, 97,114,100, 41, 59, 10,125, 10, 10,118,111,105,100,
+ 32,115,104, 97,100,101, 95, 99,111,111,107,116,111,114,114, 95,115,112,101, 99, 40,118,101, 99, 51, 32,110, 44, 32,118,101, 99,
+ 51, 32,108, 44, 32,118,101, 99, 51, 32,118, 44, 32,102,108,111, 97,116, 32,104, 97,114,100, 44, 32,111,117,116, 32,102,108,111,
+ 97,116, 32,115,112,101, 99,102, 97, 99, 41, 10,123, 10, 9,118,101, 99, 51, 32,104, 32, 61, 32,110,111,114,109, 97,108,105,122,
+101, 40,118, 32, 43, 32,108, 41, 59, 10, 9,102,108,111, 97,116, 32,110,104, 32, 61, 32,100,111,116, 40,110, 44, 32,104, 41, 59,
+ 10, 10, 9,105,102, 40,110,104, 32, 60, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,115,112,101, 99,102, 97, 99, 32, 61, 32, 48, 46,
+ 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9,102,108,111, 97,116, 32,110,118, 32, 61, 32,109, 97,120, 40,100,
+111,116, 40,110, 44, 32,118, 41, 44, 32, 48, 46, 48, 41, 59, 10, 9, 9,102,108,111, 97,116, 32,105, 32, 61, 32,112,111,119, 40,
+110,104, 44, 32,104, 97,114,100, 41, 59, 10, 10, 9, 9,105, 32, 61, 32,105, 47, 40, 48, 46, 49, 43,110,118, 41, 59, 10, 9, 9,
+115,112,101, 99,102, 97, 99, 32, 61, 32,105, 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95, 98,108,
+105,110,110, 95,115,112,101, 99, 40,118,101, 99, 51, 32,110, 44, 32,118,101, 99, 51, 32,108, 44, 32,118,101, 99, 51, 32,118, 44,
+ 32,102,108,111, 97,116, 32,114,101,102,114, 97, 99, 44, 32,102,108,111, 97,116, 32,115,112,101, 99, 95,112,111,119,101,114, 44,
+ 32,111,117,116, 32,102,108,111, 97,116, 32,115,112,101, 99,102, 97, 99, 41, 10,123, 10, 9,105,102, 40,114,101,102,114, 97, 99,
+ 32, 60, 32, 49, 46, 48, 41, 32,123, 10, 9, 9,115,112,101, 99,102, 97, 99, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,
+108,115,101, 32,105,102, 40,115,112,101, 99, 95,112,111,119,101,114, 32, 61, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,115,112,
+101, 99,102, 97, 99, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9,105,102, 40,115,112,101,
+ 99, 95,112,111,119,101,114, 60, 49, 48, 48, 46, 48, 41, 10, 9, 9, 9,115,112,101, 99, 95,112,111,119,101,114, 61, 32,115,113,
+114,116, 40, 49, 46, 48, 47,115,112,101, 99, 95,112,111,119,101,114, 41, 59, 10, 9, 9,101,108,115,101, 10, 9, 9, 9,115,112,
+101, 99, 95,112,111,119,101,114, 61, 32, 49, 48, 46, 48, 47,115,112,101, 99, 95,112,111,119,101,114, 59, 10, 10, 9, 9,118,101,
+ 99, 51, 32,104, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,118, 32, 43, 32,108, 41, 59, 10, 9, 9,102,108,111, 97,116,
+ 32,110,104, 32, 61, 32,100,111,116, 40,110, 44, 32,104, 41, 59, 10, 9, 9,105,102, 40,110,104, 32, 60, 32, 48, 46, 48, 41, 32,
+123, 10, 9, 9, 9,115,112,101, 99,102, 97, 99, 32, 61, 32, 48, 46, 48, 59, 10, 9, 9,125, 10, 9, 9,101,108,115,101, 32,123,
+ 10, 9, 9, 9,102,108,111, 97,116, 32,110,118, 32, 61, 32,109, 97,120, 40,100,111,116, 40,110, 44, 32,118, 41, 44, 32, 48, 46,
+ 48, 49, 41, 59, 10, 9, 9, 9,102,108,111, 97,116, 32,110,108, 32, 61, 32,100,111,116, 40,110, 44, 32,108, 41, 59, 10, 9, 9,
+ 9,105,102, 40,110,108, 32, 60, 61, 32, 48, 46, 48, 49, 41, 32,123, 10, 9, 9, 9, 9,115,112,101, 99,102, 97, 99, 32, 61, 32,
+ 48, 46, 48, 59, 10, 9, 9, 9,125, 10, 9, 9, 9,101,108,115,101, 32,123, 10, 9, 9, 9, 9,102,108,111, 97,116, 32,118,104,
+ 32, 61, 32,109, 97,120, 40,100,111,116, 40,118, 44, 32,104, 41, 44, 32, 48, 46, 48, 49, 41, 59, 10, 10, 9, 9, 9, 9,102,108,
+111, 97,116, 32, 97, 32, 61, 32, 49, 46, 48, 59, 10, 9, 9, 9, 9,102,108,111, 97,116, 32, 98, 32, 61, 32, 40, 50, 46, 48, 42,
+110,104, 42,110,118, 41, 47,118,104, 59, 10, 9, 9, 9, 9,102,108,111, 97,116, 32, 99, 32, 61, 32, 40, 50, 46, 48, 42,110,104,
+ 42,110,108, 41, 47,118,104, 59, 10, 10, 9, 9, 9, 9,102,108,111, 97,116, 32,103, 59, 10, 10, 9, 9, 9, 9,105,102, 40, 97,
+ 32, 60, 32, 98, 32, 38, 38, 32, 97, 32, 60, 32, 99, 41, 32,103, 32, 61, 32, 97, 59, 10, 9, 9, 9, 9,101,108,115,101, 32,105,
+102, 40, 98, 32, 60, 32, 97, 32, 38, 38, 32, 98, 32, 60, 32, 99, 41, 32,103, 32, 61, 32, 98, 59, 10, 9, 9, 9, 9,101,108,115,
+101, 32,105,102, 40, 99, 32, 60, 32, 97, 32, 38, 38, 32, 99, 32, 60, 32, 98, 41, 32,103, 32, 61, 32, 99, 59, 10, 10, 9, 9, 9,
+ 9,102,108,111, 97,116, 32,112, 32, 61, 32,115,113,114,116, 40, 40, 40,114,101,102,114, 97, 99, 32, 42, 32,114,101,102,114, 97,
+ 99, 41, 43, 40,118,104, 42,118,104, 41, 45, 49, 46, 48, 41, 41, 59, 10, 9, 9, 9, 9,102,108,111, 97,116, 32,102, 32, 61, 32,
+ 40, 40, 40,112, 45,118,104, 41, 42, 40,112, 45,118,104, 41, 41, 47, 40, 40,112, 43,118,104, 41, 42, 40,112, 43,118,104, 41, 41,
+ 41, 42, 40, 49, 46, 48, 43, 40, 40, 40, 40,118,104, 42, 40,112, 43,118,104, 41, 41, 45, 49, 46, 48, 41, 42, 40, 40,118,104, 42,
+ 40,112, 43,118,104, 41, 41, 45, 49, 46, 48, 41, 41, 47, 40, 40, 40,118,104, 42, 40,112, 45,118,104, 41, 41, 43, 49, 46, 48, 41,
+ 42, 40, 40,118,104, 42, 40,112, 45,118,104, 41, 41, 43, 49, 46, 48, 41, 41, 41, 41, 59, 10, 9, 9, 9, 9,102,108,111, 97,116,
+ 32, 97,110,103, 32, 61, 32, 97, 99,111,115, 40,110,104, 41, 59, 10, 10, 9, 9, 9, 9,115,112,101, 99,102, 97, 99, 32, 61, 32,
+109, 97,120, 40,102, 42,103, 42,101,120,112, 95, 98,108,101,110,100,101,114, 40, 40, 45, 40, 97,110,103, 42, 97,110,103, 41, 47,
+ 40, 50, 46, 48, 42,115,112,101, 99, 95,112,111,119,101,114, 42,115,112,101, 99, 95,112,111,119,101,114, 41, 41, 41, 44, 32, 48,
+ 46, 48, 41, 59, 10, 9, 9, 9,125, 10, 9, 9,125, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,119,
+ 97,114,100,105,115,111, 95,115,112,101, 99, 40,118,101, 99, 51, 32,110, 44, 32,118,101, 99, 51, 32,108, 44, 32,118,101, 99, 51,
+ 32,118, 44, 32,102,108,111, 97,116, 32,114,109,115, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,115,112,101, 99,102, 97, 99,
+ 41, 10,123, 10, 9,118,101, 99, 51, 32,104, 32, 61, 32,110,111,114,109, 97,108,105,122,101, 40,108, 32, 43, 32,118, 41, 59, 10,
+ 9,102,108,111, 97,116, 32,110,104, 32, 61, 32,109, 97,120, 40,100,111,116, 40,110, 44, 32,104, 41, 44, 32, 48, 46, 48, 48, 49,
+ 41, 59, 10, 9,102,108,111, 97,116, 32,110,118, 32, 61, 32,109, 97,120, 40,100,111,116, 40,110, 44, 32,118, 41, 44, 32, 48, 46,
+ 48, 48, 49, 41, 59, 10, 9,102,108,111, 97,116, 32,110,108, 32, 61, 32,109, 97,120, 40,100,111,116, 40,110, 44, 32,108, 41, 44,
+ 32, 48, 46, 48, 48, 49, 41, 59, 10, 9,102,108,111, 97,116, 32, 97,110,103,108,101, 32, 61, 32,116, 97,110, 40, 97, 99,111,115,
+ 40,110,104, 41, 41, 59, 10, 9,102,108,111, 97,116, 32, 97,108,112,104, 97, 32, 61, 32,109, 97,120, 40,114,109,115, 44, 32, 48,
+ 46, 48, 48, 49, 41, 59, 10, 10, 9,115,112,101, 99,102, 97, 99, 61, 32,110,108, 32, 42, 32, 40, 49, 46, 48, 47, 40, 52, 46, 48,
+ 42, 77, 95, 80, 73, 42, 97,108,112,104, 97, 42, 97,108,112,104, 97, 41, 41, 42, 40,101,120,112, 95, 98,108,101,110,100,101,114,
+ 40, 45, 40, 97,110,103,108,101, 42, 97,110,103,108,101, 41, 47, 40, 97,108,112,104, 97, 42, 97,108,112,104, 97, 41, 41, 47, 40,
+115,113,114,116, 40,110,118, 42,110,108, 41, 41, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,116,111,111,
+110, 95,115,112,101, 99, 40,118,101, 99, 51, 32,110, 44, 32,118,101, 99, 51, 32,108, 44, 32,118,101, 99, 51, 32,118, 44, 32,102,
+108,111, 97,116, 32,115,105,122,101, 44, 32,102,108,111, 97,116, 32,116,115,109,111,111,116,104, 44, 32,111,117,116, 32,102,108,
+111, 97,116, 32,115,112,101, 99,102, 97, 99, 41, 10,123, 10, 9,118,101, 99, 51, 32,104, 32, 61, 32,110,111,114,109, 97,108,105,
+122,101, 40,108, 32, 43, 32,118, 41, 59, 10, 9,102,108,111, 97,116, 32,114,115,108,116, 32, 61, 32,100,111,116, 40,104, 44, 32,
+110, 41, 59, 10, 9,102,108,111, 97,116, 32, 97,110,103, 32, 61, 32, 97, 99,111,115, 40,114,115,108,116, 41, 59, 10, 10, 9,105,
+102, 40, 97,110,103, 32, 60, 32,115,105,122,101, 41, 32,114,115,108,116, 32, 61, 32, 49, 46, 48, 59, 10, 9,101,108,115,101, 32,
+105,102, 40, 97,110,103, 32, 62, 61, 32, 40,115,105,122,101, 32, 43, 32,116,115,109,111,111,116,104, 41, 32,124,124, 32,116,115,
+109,111,111,116,104, 32, 61, 61, 32, 48, 46, 48, 41, 32,114,115,108,116, 32, 61, 32, 48, 46, 48, 59, 10, 9,101,108,115,101, 32,
+114,115,108,116, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40, 40, 97,110,103, 32, 45, 32,115,105,122,101, 41, 47,116,115,109,111,111,
+116,104, 41, 59, 10, 10, 9,115,112,101, 99,102, 97, 99, 32, 61, 32,114,115,108,116, 59, 10,125, 10, 10,118,111,105,100, 32,115,
+104, 97,100,101, 95,115,112,101, 99, 95, 97,114,101, 97, 95,105,110,112, 40,102,108,111, 97,116, 32,115,112,101, 99,102, 97, 99,
+ 44, 32,102,108,111, 97,116, 32,105,110,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,115,112,101, 99,102, 97,
+ 99, 41, 10,123, 10, 9,111,117,116,115,112,101, 99,102, 97, 99, 32, 61, 32,115,112,101, 99,102, 97, 99, 42,105,110,112, 59, 10,
+125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,115,112,101, 99, 95,116, 40,102,108,111, 97,116, 32,115,104, 97,100,102,
+ 97, 99, 44, 32,102,108,111, 97,116, 32,115,112,101, 99, 44, 32,102,108,111, 97,116, 32,118,105,115,105,102, 97, 99, 44, 32,102,
+108,111, 97,116, 32,115,112,101, 99,102, 97, 99, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,116, 41, 10,123, 10, 9,116, 32,
+ 61, 32,115,104, 97,100,102, 97, 99, 42,115,112,101, 99, 42,118,105,115,105,102, 97, 99, 42,115,112,101, 99,102, 97, 99, 59, 10,
+125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95, 97,100,100, 95,115,112,101, 99, 40,102,108,111, 97,116, 32,116, 44, 32,
+118,101, 99, 51, 32,108, 97,109,112, 99,111,108, 44, 32,118,101, 99, 51, 32,115,112,101, 99, 99,111,108, 44, 32,111,117,116, 32,
+118,101, 99, 51, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32,116, 42,108, 97,109,112, 99,
+111,108, 42,115,112,101, 99, 99,111,108, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95, 97,100,100, 40,118,101,
+ 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116,
+ 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 49, 32, 43, 32, 99,111,108, 50, 59, 10,125, 10,
+ 10,118,111,105,100, 32,115,104, 97,100,101, 95,109, 97,100,100, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,118,101, 99, 52, 32,
+ 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108,
+ 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 32, 43, 32, 99,111,108, 49, 42, 99,111,108, 50, 59, 10,125,
+ 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,109, 97,100,100,102, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,102,108,111,
+ 97,116, 32,102, 44, 32,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108,
+ 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 32, 43, 32,102, 42, 99,111,108, 49, 59, 10,125, 10, 10,118,
+111,105,100, 32,115,104, 97,100,101, 95,109,117,108, 40,118,101, 99, 52, 32, 99,111,108, 49, 44, 32,118,101, 99, 52, 32, 99,111,
+108, 50, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61,
+ 32, 99,111,108, 49, 42, 99,111,108, 50, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,109,117,108, 95,118, 97,
+108,117,101, 40,102,108,111, 97,116, 32,102, 97, 99, 44, 32,118,101, 99, 52, 32, 99,111,108, 44, 32,111,117,116, 32,118,101, 99,
+ 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32, 99,111,108, 42,102, 97, 99, 59, 10,125,
+ 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,111, 98, 99,111,108,111,114, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,118,
+101, 99, 52, 32,111, 98, 99,111,108, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,
+117,116, 99,111,108, 32, 61, 32,118,101, 99, 52, 40, 99,111,108, 46,114,103, 98, 42,111, 98, 99,111,108, 46,114,103, 98, 44, 32,
+ 99,111,108, 46, 97, 41, 59, 10,125, 10, 10,118,111,105,100, 32,114, 97,109,112, 95,114,103, 98,116,111, 98,119, 40,118,101, 99,
+ 51, 32, 99,111,108,111,114, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,118, 97,108, 41, 10,123, 10, 9,111,117,
+116,118, 97,108, 32, 61, 32, 99,111,108,111,114, 46,114, 42, 48, 46, 51, 32, 43, 32, 99,111,108,111,114, 46,103, 42, 48, 46, 53,
+ 56, 32, 43, 32, 99,111,108,111,114, 46, 98, 42, 48, 46, 49, 50, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,
+111,110,108,121, 95,115,104, 97,100,111,119, 40,102,108,111, 97,116, 32,105, 44, 32,102,108,111, 97,116, 32,115,104, 97,100,102,
+ 97, 99, 44, 32,102,108,111, 97,116, 32,101,110,101,114,103,121, 44, 32,118,101, 99, 51, 32,114,103, 98, 44, 32,118,101, 99, 51,
+ 32,115,112,101, 99,114,103, 98, 44, 32,118,101, 99, 52, 32,100,105,102,102, 44, 32,118,101, 99, 52, 32,115,112,101, 99, 44, 32,
+111,117,116, 32,118,101, 99, 52, 32,111,117,116,100,105,102,102, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116,115,112,
+101, 99, 41, 10,123, 10, 9,115,104, 97,100,102, 97, 99, 32, 61, 32,105, 42,101,110,101,114,103,121, 42, 40, 49, 46, 48, 32, 45,
+ 32,115,104, 97,100,102, 97, 99, 41, 59, 10, 10, 9,111,117,116,100,105,102,102, 32, 61, 32,100,105,102,102, 32, 45, 32,118,101,
+ 99, 52, 40,114,103, 98, 42,115,104, 97,100,102, 97, 99, 44, 32, 48, 46, 48, 41, 59, 10, 9,111,117,116,115,112,101, 99, 32, 61,
+ 32,115,112,101, 99, 32, 45, 32,118,101, 99, 52, 40,115,112,101, 99,114,103, 98, 42,115,104, 97,100,102, 97, 99, 44, 32, 48, 46,
+ 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,116,101,115,116, 95,115,104, 97,100,111,119, 98,117,102, 40,118,101, 99, 51, 32,
+114, 99,111, 44, 32,115, 97,109,112,108,101,114, 50, 68, 83,104, 97,100,111,119, 32,115,104, 97,100,111,119,109, 97,112, 44, 32,
+109, 97,116, 52, 32,115,104, 97,100,111,119,112,101,114,115,109, 97,116, 44, 32,102,108,111, 97,116, 32,115,104, 97,100,111,119,
+ 98,105, 97,115, 44, 32,102,108,111, 97,116, 32,105,110,112, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,114,101,115,117,108,
+116, 41, 10,123, 10, 9,105,102, 40,105,110,112, 32, 60, 61, 32, 48, 46, 48, 41, 32,123, 10, 9, 9,114,101,115,117,108,116, 32,
+ 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9,118,101, 99, 52, 32, 99,111, 32, 61, 32,115,104,
+ 97,100,111,119,112,101,114,115,109, 97,116, 42,118,101, 99, 52, 40,114, 99,111, 44, 32, 49, 46, 48, 41, 59, 10, 10, 9, 9, 47,
+ 47,102,108,111, 97,116, 32, 98,105, 97,115, 32, 61, 32, 40, 49, 46, 53, 32, 45, 32,105,110,112, 42,105,110,112, 41, 42,115,104,
+ 97,100,111,119, 98,105, 97,115, 59, 10, 9, 9, 99,111, 46,122, 32, 45, 61, 32,115,104, 97,100,111,119, 98,105, 97,115, 42, 99,
+111, 46,119, 59, 10, 10, 9, 9,114,101,115,117,108,116, 32, 61, 32,115,104, 97,100,111,119, 50, 68, 80,114,111,106, 40,115,104,
+ 97,100,111,119,109, 97,112, 44, 32, 99,111, 41, 46,120, 59, 10, 9,125, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101,
+ 95,101,120,112,111,115,117,114,101, 95, 99,111,114,114,101, 99,116, 40,118,101, 99, 51, 32, 99,111,108, 44, 32,102,108,111, 97,
+116, 32,108,105,110,102, 97, 99, 44, 32,102,108,111, 97,116, 32,108,111,103,102, 97, 99, 44, 32,111,117,116, 32,118,101, 99, 51,
+ 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32,108,105,110,102, 97, 99, 42, 40, 49, 46, 48,
+ 32, 45, 32,101,120,112, 40, 99,111,108, 42,108,111,103,102, 97, 99, 41, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,
+100,101, 95,109,105,115,116, 95,102, 97, 99,116,111,114, 40,118,101, 99, 51, 32, 99,111, 44, 32,102,108,111, 97,116, 32,109,105,
+115,116,115,116, 97, 44, 32,102,108,111, 97,116, 32,109,105,115,116,100,105,115,116, 44, 32,102,108,111, 97,116, 32,109,105,115,
+116,116,121,112,101, 44, 32,102,108,111, 97,116, 32,109,105,115,105, 44, 32,111,117,116, 32,102,108,111, 97,116, 32,111,117,116,
+102, 97, 99, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99, 44, 32,122, 99,111,114, 59, 10, 10, 9,122, 99,111,114, 32,
+ 61, 32, 40,103,108, 95, 80,114,111,106,101, 99,116,105,111,110, 77, 97,116,114,105,120, 91, 51, 93, 91, 51, 93, 32, 61, 61, 32,
+ 48, 46, 48, 41, 63, 32,108,101,110,103,116,104, 40, 99,111, 41, 58, 32, 45, 99,111, 91, 50, 93, 59, 10, 9, 10, 9,102, 97, 99,
+ 32, 61, 32, 99,108, 97,109,112, 40, 40,122, 99,111,114, 45,109,105,115,116,115,116, 97, 41, 47,109,105,115,116,100,105,115,116,
+ 44, 32, 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,105,102, 40,109,105,115,116,116,121,112,101, 32, 61, 61, 32, 48, 46, 48,
+ 41, 32,102, 97, 99, 32, 42, 61, 32,102, 97, 99, 59, 10, 9,101,108,115,101, 32,105,102, 40,109,105,115,116,116,121,112,101, 32,
+ 61, 61, 32, 49, 46, 48, 41, 59, 10, 9,101,108,115,101, 32,102, 97, 99, 32, 61, 32,115,113,114,116, 40,102, 97, 99, 41, 59, 10,
+ 10, 9,111,117,116,102, 97, 99, 32, 61, 32, 49, 46, 48, 32, 45, 32, 40, 49, 46, 48, 45,102, 97, 99, 41, 42, 40, 49, 46, 48, 45,
+109,105,115,105, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95,119,111,114,108,100, 95,109,105,120, 40,118,
+101, 99, 51, 32,104,111,114, 44, 32,118,101, 99, 52, 32, 99,111,108, 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,
+111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32,102, 97, 99, 32, 61, 32, 99,108, 97,109,112, 40, 99,111,108, 46, 97, 44, 32,
+ 48, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10, 9,111,117,116, 99,111,108, 32, 61, 32,118,101, 99, 52, 40,109,105,120, 40,104,111,
+114, 44, 32, 99,111,108, 46,114,103, 98, 44, 32,102, 97, 99, 41, 44, 32, 99,111,108, 46, 97, 41, 59, 10,125, 10, 10,118,111,105,
+100, 32,115,104, 97,100,101, 95, 97,108,112,104, 97, 95,111,112, 97,113,117,101, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,111,
+117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32,118,101, 99, 52,
+ 40, 99,111,108, 46,114,103, 98, 44, 32, 49, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,115,104, 97,100,101, 95, 97,108,
+112,104, 97, 95,111, 98, 99,111,108,111,114, 40,118,101, 99, 52, 32, 99,111,108, 44, 32,118,101, 99, 52, 32,111, 98, 99,111,108,
+ 44, 32,111,117,116, 32,118,101, 99, 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,111,117,116, 99,111,108, 32, 61, 32,118,
+101, 99, 52, 40, 99,111,108, 46,114,103, 98, 44, 32, 99,111,108, 46, 97, 42,111, 98, 99,111,108, 46, 97, 41, 59, 10,125, 10, 10,
+ 0};
+
diff --git a/source/blender/gpu/intern/gpu_shader_vertex.glsl b/source/blender/gpu/intern/gpu_shader_vertex.glsl
new file mode 100644
index 00000000000..ba9ef7dead6
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_vertex.glsl
@@ -0,0 +1,12 @@
+
+varying vec3 varposition;
+varying vec3 varnormal;
+
+void main()
+{
+ vec4 co = gl_ModelViewMatrix * gl_Vertex;
+
+ varposition = co.xyz;
+ varnormal = gl_NormalMatrix * gl_Normal;
+ gl_Position = gl_ProjectionMatrix * co;
+
diff --git a/source/blender/gpu/intern/gpu_shader_vertex.glsl.c b/source/blender/gpu/intern/gpu_shader_vertex.glsl.c
new file mode 100644
index 00000000000..a89de776864
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_vertex.glsl.c
@@ -0,0 +1,13 @@
+/* DataToC output of file <gpu_shader_vertex_glsl> */
+
+int datatoc_gpu_shader_vertex_glsl_size= 217;
+char datatoc_gpu_shader_vertex_glsl[]= {
+ 10,118, 97,114,121,105,110,103, 32,118,101, 99, 51, 32,118, 97,114,112,111,115,105,116,105,111,110,
+ 59, 10,118, 97,114,121,105,110,103, 32,118,101, 99, 51, 32,118, 97,114,110,111,114,109, 97,108, 59, 10, 10,118,111,105,100, 32,
+109, 97,105,110, 40, 41, 10,123, 10, 9,118,101, 99, 52, 32, 99,111, 32, 61, 32,103,108, 95, 77,111,100,101,108, 86,105,101,119,
+ 77, 97,116,114,105,120, 32, 42, 32,103,108, 95, 86,101,114,116,101,120, 59, 10, 10, 9,118, 97,114,112,111,115,105,116,105,111,
+110, 32, 61, 32, 99,111, 46,120,121,122, 59, 10, 9,118, 97,114,110,111,114,109, 97,108, 32, 61, 32,103,108, 95, 78,111,114,109,
+ 97,108, 77, 97,116,114,105,120, 32, 42, 32,103,108, 95, 78,111,114,109, 97,108, 59, 10, 9,103,108, 95, 80,111,115,105,116,105,
+111,110, 32, 61, 32,103,108, 95, 80,114,111,106,101, 99,116,105,111,110, 77, 97,116,114,105,120, 32, 42, 32, 99,111, 59, 10, 10,
+};
+
diff --git a/source/blender/include/BDR_drawmesh.h b/source/blender/include/BDR_drawmesh.h
index 93e08ab452d..34351549345 100644
--- a/source/blender/include/BDR_drawmesh.h
+++ b/source/blender/include/BDR_drawmesh.h
@@ -30,52 +30,11 @@
#ifndef BDR_DRAWMESH_H
#define BDR_DRAWMESH_H
-struct Image;
-struct MTFace;
struct Object;
struct DerivedMesh;
-struct Mesh;
-struct EdgeHash;
-
-/**
- * Enables or disable mipmapping for realtime images (textures).
- * Note that this will will destroy all texture bindings in OpenGL.
- * @see free_realtime_image()
- * @param mipmap Turn mipmapping on (mipmap!=0) or off (mipmap==0).
- */
-void set_mipmap(int mipmap);
-
-/**
- * Enables or disable linear mipmap setting for realtime images (textures).
- * Note that this will will destroy all texture bindings in OpenGL.
- * @see free_realtime_image()
- * @param mipmap Turn linear mipmapping on (linear!=0) or off (linear==0).
- */
-void set_linear_mipmap(int linear);
-
-/**
- * Returns the current setting for linear mipmapping.
- */
-int get_linear_mipmap(void);
-
-/**
- * Resets the realtime image cache variables.
- */
-void clear_realtime_image_cache(void);
-
-
-void update_realtime_image(struct Image *ima, int x, int y, int w, int h);
-void free_realtime_image(struct Image *ima);
-void free_all_realtime_images(void);
-void make_repbind(struct Image *ima);
-int set_tpage(struct MTFace *tface);
-
-void texpaint_enable_mipmap(void);
-void texpaint_disable_mipmap(void);
void draw_mesh_textured(struct Object *ob, struct DerivedMesh *dm, int facesel);
-struct EdgeHash *get_tface_mesh_marked_edge_info(struct Mesh *me);
-void init_realtime_GL(void);
+void draw_mesh_text(struct Object *ob, int glsl);
#endif /* BDR_DRAWMESH_H */
diff --git a/source/blender/include/BDR_drawobject.h b/source/blender/include/BDR_drawobject.h
index de28db64c3b..635b73af80c 100644
--- a/source/blender/include/BDR_drawobject.h
+++ b/source/blender/include/BDR_drawobject.h
@@ -47,8 +47,7 @@ struct EditVert;
struct EditFace;
struct EditEdge;
-int set_gl_material(int nr);
-int init_gl_materials(struct Object *ob, int check_alpha);
+int draw_glsl_material(struct Object *ob, int dt);
void mesh_foreachScreenVert(void (*func)(void *userData, struct EditVert *eve, int x, int y, int index), void *userData, int clipVerts);
void mesh_foreachScreenEdge(void (*func)(void *userData, struct EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts);
diff --git a/source/blender/include/BDR_imagepaint.h b/source/blender/include/BDR_imagepaint.h
index 26f2375e60a..bd1ac301416 100644
--- a/source/blender/include/BDR_imagepaint.h
+++ b/source/blender/include/BDR_imagepaint.h
@@ -34,8 +34,8 @@ void imagepaint_redraw_tool(void);
void imagepaint_pick(short mousebutton);
void imagepaint_paint(short mousebutton, short texturepaint);
-void imagepaint_undo();
-void free_imagepaint();
+void undo_imagepaint_step(int step);
+void undo_imagepaint_clear(void);
#endif /* BDR_IMAGEPAINT_H */
diff --git a/source/blender/include/BIF_gl.h b/source/blender/include/BIF_gl.h
index 2468abdff60..c1b3b056d62 100644
--- a/source/blender/include/BIF_gl.h
+++ b/source/blender/include/BIF_gl.h
@@ -49,20 +49,7 @@
#endif
#endif
-#ifdef __APPLE__
- #include <OpenGL/gl.h>
- #include <OpenGL/glu.h>
-#else
-/* #if defined (__sun) || defined (__sun__)
- #include <GL/gl.h>
- #include <mesa/glu.h>
- #else
-*/
- #include <GL/gl.h>
- #include <GL/glu.h>
-/* #endif */
-#endif
-
+#include "GL/glew.h"
/*
* these should be phased out. cpack should be replaced in
diff --git a/source/blender/include/BIF_meshtools.h b/source/blender/include/BIF_meshtools.h
index d809d1f21f9..a894d66cb10 100644
--- a/source/blender/include/BIF_meshtools.h
+++ b/source/blender/include/BIF_meshtools.h
@@ -30,6 +30,8 @@
#ifndef BIF_MESHTOOLS_H
#define BIF_MESHTOOLS_H
+#include "BLO_sys_types.h"
+
struct Object;
struct EditVert;
diff --git a/source/blender/include/BSE_drawview.h b/source/blender/include/BSE_drawview.h
index e6f22a4fb67..1b2834b2e3b 100644
--- a/source/blender/include/BSE_drawview.h
+++ b/source/blender/include/BSE_drawview.h
@@ -36,8 +36,6 @@ struct rctf;
struct ScrArea;
struct ImBuf;
-void default_gl_light(void);
-void init_gl_stuff(void);
void circf(float x, float y, float rad);
void circ(float x, float y, float rad);
@@ -55,8 +53,8 @@ struct ImBuf *read_backbuf(short xmin, short ymin, short xmax, short ymax);
unsigned int sample_backbuf_rect(short mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict, unsigned int (*indextest)(unsigned int index));
void drawview3dspace(struct ScrArea *sa, void *spacedata);
-void drawview3d_render(struct View3D *v3d, int winx, int winy, float winmat[][4]);
-void draw_depth(struct ScrArea *sa, void *spacedata);
+void drawview3d_render(struct View3D *v3d, float viewmat[][4], int winx, int winy, float winmat[][4], int shadow);
+void draw_depth(struct ScrArea *sa, void *spacedata, int (*func)(void *) );
void view3d_update_depths(struct View3D *v3d);
int update_time(int cfra);
diff --git a/source/blender/makesdna/DNA_brush_types.h b/source/blender/makesdna/DNA_brush_types.h
index 1c272105067..c7196763358 100644
--- a/source/blender/makesdna/DNA_brush_types.h
+++ b/source/blender/makesdna/DNA_brush_types.h
@@ -33,7 +33,7 @@
#include "DNA_ID.h"
#ifndef MAX_MTEX
-#define MAX_MTEX 10
+#define MAX_MTEX 18
#endif
struct MTex;
@@ -58,7 +58,7 @@ typedef struct Brush {
float alpha; /* opacity */
short texact, pad;
- struct MTex *mtex[10];
+ struct MTex *mtex[18]; /* MAX_MTEX */
struct BrushClone clone;
} Brush;
diff --git a/source/blender/makesdna/DNA_group_types.h b/source/blender/makesdna/DNA_group_types.h
index 1bb18ca2ca2..0987050261d 100644
--- a/source/blender/makesdna/DNA_group_types.h
+++ b/source/blender/makesdna/DNA_group_types.h
@@ -54,7 +54,7 @@ typedef struct Group {
* the objects that show in the group can change depending
* on the last used scene */
unsigned int layer;
- int pad;
+ float dupli_ofs[3];
} Group;
diff --git a/source/blender/makesdna/DNA_image_types.h b/source/blender/makesdna/DNA_image_types.h
index 42b651a7555..e1d79f0f875 100644
--- a/source/blender/makesdna/DNA_image_types.h
+++ b/source/blender/makesdna/DNA_image_types.h
@@ -37,6 +37,7 @@ struct PackedFile;
struct anim;
struct ImBuf;
struct RenderResult;
+struct GPUTexture;
/* ImageUser is in Texture, in Nodes, Background Image, Image Window, .... */
@@ -62,7 +63,8 @@ typedef struct Image {
char name[240]; /* file path */
- ListBase ibufs; /* not written in file */
+ ListBase ibufs; /* not written in file */
+ struct GPUTexture *gputexture; /* not written in file */
/* sources from: */
struct anim *anim;
diff --git a/source/blender/makesdna/DNA_ipo_types.h b/source/blender/makesdna/DNA_ipo_types.h
index 1e30f3f7640..e7f46b81935 100644
--- a/source/blender/makesdna/DNA_ipo_types.h
+++ b/source/blender/makesdna/DNA_ipo_types.h
@@ -142,16 +142,24 @@ typedef short IPO_Channel;
#define MA_FRESTRAI 25
#define MA_ADD 26
-#define MA_MAP1 0x20
-#define MA_MAP2 0x40
-#define MA_MAP3 0x80
-#define MA_MAP4 0x100
-#define MA_MAP5 0x200
-#define MA_MAP6 0x400
-#define MA_MAP7 0x800
-#define MA_MAP8 0x1000
-#define MA_MAP9 0x2000
-#define MA_MAP10 0x4000
+#define MA_MAP1 1<<5
+#define MA_MAP2 1<<6
+#define MA_MAP3 1<<7
+#define MA_MAP4 1<<8
+#define MA_MAP5 1<<9
+#define MA_MAP6 1<<10
+#define MA_MAP7 1<<11
+#define MA_MAP8 1<<12
+#define MA_MAP9 1<<13
+#define MA_MAP10 1<<14
+#define MA_MAP11 1<<15
+#define MA_MAP12 1<<16
+#define MA_MAP13 1<<17
+#define MA_MAP14 1<<18
+#define MA_MAP15 1<<19
+#define MA_MAP16 1<<20
+#define MA_MAP17 1<<21
+#define MA_MAP18 1<<22
#define TEX_TOTNAM 14
diff --git a/source/blender/makesdna/DNA_lamp_types.h b/source/blender/makesdna/DNA_lamp_types.h
index c00dae08eb4..2a39580bb5c 100644
--- a/source/blender/makesdna/DNA_lamp_types.h
+++ b/source/blender/makesdna/DNA_lamp_types.h
@@ -35,7 +35,7 @@
#include "DNA_scriptlink_types.h"
#ifndef MAX_MTEX
-#define MAX_MTEX 10
+#define MAX_MTEX 18
#endif
struct MTex;
@@ -45,7 +45,8 @@ struct CurveMapping;
typedef struct Lamp {
ID id;
- short type, mode;
+ short type, pad3;
+ int mode;
short colormodel, totex;
float r, g, b, k;
@@ -55,10 +56,9 @@ typedef struct Lamp {
float att1, att2; /* Quad1 and Quad2 attenuation */
- int pad2;
struct CurveMapping *curfalloff;
short falloff_type;
- short pad3;
+ short pad2;
float clipsta, clipend, shadspotsize;
float bias, soft;
@@ -99,7 +99,7 @@ typedef struct Lamp {
float YF_glowint, YF_glowofs;
short YF_glowtype, YF_pad2;
- struct MTex *mtex[10];
+ struct MTex *mtex[18]; /* MAX_MTEX */
struct Ipo *ipo;
/* preview */
@@ -137,6 +137,12 @@ typedef struct Lamp {
/* yafray: lamp shadowbuffer flag, softlight */
/* Since it is used with LOCAL lamp, can't use LA_SHAD */
#define LA_YF_SOFT 16384
+#define LA_LAYER_SHADOW 32768
+
+/* layer_shadow */
+#define LA_LAYER_SHADOW_BOTH 0
+#define LA_LAYER_SHADOW_CAST 1
+#define LA_LAYER_SHADOW_RECEIVE 2
/* sun effect type*/
#define LA_SUN_EFFECT_SKY 1
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 9412a09d0f4..c92a33bbcbb 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -36,7 +36,7 @@
#include "DNA_listBase.h"
#ifndef MAX_MTEX
-#define MAX_MTEX 10
+#define MAX_MTEX 18
#endif
struct MTex;
@@ -88,11 +88,11 @@ typedef struct Material {
float sbias; /* shadow bias to prevent terminator prob */
float lbias; /* factor to multiply lampbias with (0.0 = no mult) */
float shad_alpha; /* in use for irregular shadowbuffer */
- float padf; /* free padding, take me! */
+ int septex;
/* for buttons and render*/
char rgbsel, texact, pr_type, use_nodes;
- short pr_back, pr_lamp, septex, ml_flag; /* ml_flag is for disable base material */
+ short pr_back, pr_lamp, pad4, ml_flag; /* ml_flag is for disable base material */
/* shaders */
short diff_shader, spec_shader;
@@ -110,7 +110,7 @@ typedef struct Material {
short ramp_show, pad3;
float rampfac_col, rampfac_spec;
- struct MTex *mtex[10];
+ struct MTex *mtex[18]; /* MAX_MTEX */
struct bNodeTree *nodetree;
struct Ipo *ipo;
struct Group *group; /* light group */
@@ -133,6 +133,8 @@ typedef struct Material {
int YF_dsmp, YF_preset, YF_djit;
ScriptLink scriptlink;
+
+ ListBase gpumaterial; /* runtime */
} Material;
/* **************** MATERIAL ********************* */
@@ -203,6 +205,7 @@ typedef struct Material {
/* shade_flag */
#define MA_CUBIC 1
+#define MA_OBCOLOR 2
/* diff_shader */
#define MA_DIFF_LAMBERT 0
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 85c49a03569..d258cf77ef5 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -223,6 +223,8 @@ typedef struct Object {
/*#ifdef WITH_VERSE*/
void *vnode; /* pointer at object VerseNode */
/*#endif*/
+
+ ListBase gpulamp; /* runtime, for lamps only */
} Object;
/* Warning, this is not used anymore because hooks are now modifiers */
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 75affbfa7f5..72050b0809e 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -464,7 +464,7 @@ typedef struct SculptData
struct SculptSession *session;
/* Pointers to all of sculptmodes's textures */
- struct MTex *mtex[10];
+ struct MTex *mtex[18];
/* Editable brush shape */
struct CurveMapping *cumap;
diff --git a/source/blender/makesdna/DNA_userdef_types.h b/source/blender/makesdna/DNA_userdef_types.h
index 856324695a9..11b35b4d6d4 100644
--- a/source/blender/makesdna/DNA_userdef_types.h
+++ b/source/blender/makesdna/DNA_userdef_types.h
@@ -188,6 +188,7 @@ typedef struct UserDef {
char fontname[256]; // FILE_MAXDIR+FILE length
struct ListBase themes;
short undosteps;
+ short undomemory, pad[3];
short curssize;
short tb_leftmouse, tb_rightmouse;
struct SolidLight light[3];
diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h
index 26b3f051944..ab7e25190ad 100644
--- a/source/blender/makesdna/DNA_world_types.h
+++ b/source/blender/makesdna/DNA_world_types.h
@@ -38,7 +38,7 @@ struct Ipo;
struct MTex;
#ifndef MAX_MTEX
-#define MAX_MTEX 10
+#define MAX_MTEX 18
#endif
@@ -108,7 +108,7 @@ typedef struct World {
struct Ipo *ipo;
- struct MTex *mtex[10];
+ struct MTex *mtex[18]; /* MAX_MTEX */
/* previews */
struct PreviewImage *preview;
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 2cb855ed440..cf83804b999 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -30,7 +30,7 @@ SET(INC
../python ../render/extern/include ../../../intern/decimation/extern
../imbuf ../avi ../../../intern/elbeem/extern
../../../intern/iksolver/extern ../blenloader ../quicktime
- ../blenkernel
+ ../blenkernel ../../../extern/glew/include ../gpu
${SDL_INC}
${ZLIB_INC}
${PYTHON_INC}
diff --git a/source/blender/nodes/SConscript b/source/blender/nodes/SConscript
index 8682f626b80..8af7b67520e 100644
--- a/source/blender/nodes/SConscript
+++ b/source/blender/nodes/SConscript
@@ -11,6 +11,7 @@ incs += ' ../python ../render/extern/include '
incs += ' ../imbuf ../avi '
incs += ' ../blenloader ../quicktime'
incs += ' ../blenkernel ../renderconverter '
+incs += ' ../gpu #/extern/glew/include '
incs += ' ' + env['BF_PYTHON_INC']
diff --git a/source/blender/nodes/intern/CMP_nodes/Makefile b/source/blender/nodes/intern/CMP_nodes/Makefile
index 61b03f237db..8a8d323ac5b 100644
--- a/source/blender/nodes/intern/CMP_nodes/Makefile
+++ b/source/blender/nodes/intern/CMP_nodes/Makefile
@@ -42,4 +42,5 @@ CPPFLAGS += -I../../../blenlib
CPPFLAGS += -I../../../include
CPPFLAGS += -I../../../imbuf
CPPFLAGS += -I../../../render/extern/include
+CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
diff --git a/source/blender/nodes/intern/Makefile b/source/blender/nodes/intern/Makefile
index 7cf2411ed84..6167cf6bc72 100644
--- a/source/blender/nodes/intern/Makefile
+++ b/source/blender/nodes/intern/Makefile
@@ -42,4 +42,6 @@ CPPFLAGS += -I../../blenlib
CPPFLAGS += -I../../include
CPPFLAGS += -I../../imbuf
CPPFLAGS += -I../../render/extern/include
+CPPFLAGS += -I../../gpu
+CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
diff --git a/source/blender/nodes/intern/SHD_nodes/Makefile b/source/blender/nodes/intern/SHD_nodes/Makefile
index 1917e9ba15c..ae3cae029d2 100644
--- a/source/blender/nodes/intern/SHD_nodes/Makefile
+++ b/source/blender/nodes/intern/SHD_nodes/Makefile
@@ -44,4 +44,6 @@ CPPFLAGS += -I../../../blenlib
CPPFLAGS += -I../../../include
CPPFLAGS += -I../../../imbuf
CPPFLAGS += -I../../../render/extern/include
+CPPFLAGS += -I../../../gpu
+CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_camera.c b/source/blender/nodes/intern/SHD_nodes/SHD_camera.c
index 63260ff91ed..20136d75540 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_camera.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_camera.c
@@ -46,8 +46,13 @@ static void node_shader_exec_camera(void *data, bNode *node, bNodeStack **in, bN
VECCOPY(out[0]->vec, shi->co); /* get view vector */
out[1]->vec[0]= fabs(shi->co[2]); /* get view z-depth */
out[2]->vec[0]= Normalize(out[0]->vec); /* get view distance */
- }
}
+}
+
+static int gpu_shader_camera(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "camera", in, out, GPU_builtin(GPU_VIEW_POSITION));
+}
bNodeType sh_node_camera= {
/* *next,*prev */ NULL, NULL,
@@ -63,6 +68,7 @@ bNodeType sh_node_camera= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_camera
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_curves.c b/source/blender/nodes/intern/SHD_nodes/SHD_curves.c
index b6f1f8d52cd..d277547b636 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_curves.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_curves.c
@@ -56,6 +56,15 @@ static void node_shader_init_curve_vec(bNode* node)
node->storage= curvemapping_add(3, -1.0f, -1.0f, 1.0f, 1.0f);
}
+static int gpu_shader_curve_vec(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ float *array;
+ int size;
+
+ curvemapping_table_RGBA(node->storage, &array, &size);
+ return GPU_stack_link(mat, "curves_vec", in, out, GPU_texture(size, array));
+}
+
bNodeType sh_node_curve_vec= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_CURVE_VEC,
@@ -70,7 +79,8 @@ bNodeType sh_node_curve_vec= {
/* initfunc */ node_shader_init_curve_vec,
/* freestoragefunc */ node_free_curves,
/* copystoragefunc */ node_copy_curves,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_curve_vec
};
@@ -100,6 +110,15 @@ static void node_shader_init_curve_rgb(bNode *node)
node->storage= curvemapping_add(4, 0.0f, 0.0f, 1.0f, 1.0f);
}
+static int gpu_shader_curve_rgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ float *array;
+ int size;
+
+ curvemapping_table_RGBA(node->storage, &array, &size);
+ return GPU_stack_link(mat, "curves_rgb", in, out, GPU_texture(size, array));
+}
+
bNodeType sh_node_curve_rgb= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_CURVE_RGB,
@@ -114,6 +133,7 @@ bNodeType sh_node_curve_rgb= {
/* initfunc */ node_shader_init_curve_rgb,
/* freestoragefunc */ node_free_curves,
/* copystoragefunc */ node_copy_curves,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_curve_rgb
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_geom.c b/source/blender/nodes/intern/SHD_nodes/SHD_geom.c
index 24395059c60..bc345759b98 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_geom.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_geom.c
@@ -29,6 +29,7 @@
#include "../SHD_util.h"
+#include "DNA_customdata_types.h"
/* **************** GEOMETRY ******************** */
@@ -124,6 +125,18 @@ static void node_shader_init_geometry(bNode *node)
node->storage= MEM_callocN(sizeof(NodeGeometry), "NodeGeometry");
}
+static int gpu_shader_geom(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ NodeGeometry *ngeo= (NodeGeometry*)node->storage;
+ GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
+ GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname);
+ GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname);
+
+ return GPU_stack_link(mat, "geom", in, out,
+ GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
+ GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol);
+}
+
/* node type definition */
bNodeType sh_node_geom= {
/* *next,*prev */ NULL, NULL,
@@ -139,6 +152,7 @@ bNodeType sh_node_geom= {
/* initfunc */ node_shader_init_geometry,
/* freestoragefunc */ node_free_standard_storage,
/* copystoragefunc */ node_copy_standard_storage,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_geom
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_hueSatVal.c b/source/blender/nodes/intern/SHD_nodes/SHD_hueSatVal.c
index 67dfc619080..1b7b2dfb8e7 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_hueSatVal.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_hueSatVal.c
@@ -71,6 +71,12 @@ static void node_shader_exec_hue_sat(void *data, bNode *node, bNodeStack **in, b
do_hue_sat_fac(node, out[0]->vec, in[0]->vec, in[1]->vec, in[2]->vec, in[4]->vec, in[3]->vec);
}
+
+static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "hue_sat", in, out);
+}
+
bNodeType sh_node_hue_sat= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_HUE_SAT,
@@ -85,7 +91,8 @@ bNodeType sh_node_hue_sat= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_hue_sat
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_invert.c b/source/blender/nodes/intern/SHD_nodes/SHD_invert.c
index 4d1ce282fce..72ee1483ecf 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_invert.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_invert.c
@@ -64,6 +64,11 @@ bNodeStack **out)
VECCOPY(out[0]->vec, col);
}
+static int gpu_shader_invert(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "invert", in, out);
+}
+
bNodeType sh_node_invert= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_INVERT,
@@ -78,6 +83,7 @@ bNodeType sh_node_invert= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_invert
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_mapping.c b/source/blender/nodes/intern/SHD_nodes/SHD_mapping.c
index 589954c8f7b..c081929a2fc 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_mapping.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_mapping.c
@@ -69,6 +69,20 @@ static void node_shader_init_mapping(bNode *node)
node->storage= add_mapping();
}
+static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ TexMapping *texmap= node->storage;
+ float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0;
+ float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0;
+ GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat);
+ GPUNodeLink *tmin = GPU_uniform(texmap->min);
+ GPUNodeLink *tmax = GPU_uniform(texmap->max);
+ GPUNodeLink *tdomin = GPU_uniform(&domin);
+ GPUNodeLink *tdomax = GPU_uniform(&domax);
+
+ return GPU_stack_link(mat, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
+}
+
bNodeType sh_node_mapping= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_MAPPING,
@@ -83,7 +97,8 @@ bNodeType sh_node_mapping= {
/* initfunc */ node_shader_init_mapping,
/* freestoragefunc */ node_free_standard_storage,
/* copystoragefunc */ node_copy_standard_storage,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_mapping
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_material.c b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
index 9396410f850..c0a2534ac4a 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_material.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
@@ -182,6 +182,77 @@ static void node_shader_init_material(bNode* node)
node->custom1= SH_NODE_MAT_DIFF|SH_NODE_MAT_SPEC;
}
+static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ if(node->id) {
+ GPUShadeInput shi;
+ GPUShadeResult shr;
+
+ GPU_shadeinput_set(mat, (Material*)node->id, &shi);
+
+ /* write values */
+ if(in[MAT_IN_COLOR].hasinput)
+ shi.rgb = in[MAT_IN_COLOR].link;
+
+ if(in[MAT_IN_SPEC].hasinput)
+ shi.specrgb = in[MAT_IN_SPEC].link;
+
+ if(in[MAT_IN_REFL].hasinput)
+ shi.refl = in[MAT_IN_REFL].link;
+
+ /* retrieve normal */
+ if(in[MAT_IN_NORMAL].hasinput) {
+ GPUNodeLink *tmp;
+ shi.vn = in[MAT_IN_NORMAL].link;
+ GPU_link(mat, "vec_math_normalize", shi.vn, &shi.vn, &tmp);
+ }
+
+ /* custom option to flip normal */
+ if(node->custom1 & SH_NODE_MAT_NEG)
+ GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
+
+ if (node->type == SH_NODE_MATERIAL_EXT) {
+ if(in[MAT_IN_AMB].hasinput)
+ shi.amb= in[MAT_IN_AMB].link;
+ if(in[MAT_IN_EMIT].hasinput)
+ shi.emit= in[MAT_IN_EMIT].link;
+ if(in[MAT_IN_ALPHA].hasinput)
+ shi.alpha= in[MAT_IN_ALPHA].link;
+ }
+
+ GPU_shaderesult_set(&shi, &shr); /* clears shr */
+
+ /* write to outputs */
+ if(node->custom1 & SH_NODE_MAT_DIFF) {
+ if(node->custom1 & SH_NODE_MAT_SPEC)
+ out[MAT_OUT_COLOR].link= shr.combined;
+ else
+ out[MAT_OUT_COLOR].link= shr.diff;
+ }
+ else if(node->custom1 & SH_NODE_MAT_SPEC) {
+ out[MAT_OUT_COLOR].link= shr.spec;
+ }
+ else
+ GPU_link(mat, "set_rgb_zero", &out[MAT_OUT_COLOR].link);
+
+ GPU_link(mat, "mtex_alpha_to_col", out[MAT_OUT_COLOR].link, shr.alpha, &out[MAT_OUT_COLOR].link);
+
+ out[MAT_OUT_ALPHA].link = shr.alpha; //
+
+ if(node->custom1 & SH_NODE_MAT_NEG)
+ GPU_link(mat, "vec_math_negate", shi.vn, &shi.vn);
+ out[MAT_OUT_NORMAL].link = shi.vn;
+
+ if (node->type == SH_NODE_MATERIAL_EXT) {
+ out[MAT_OUT_DIFFUSE].link = shr.diff;
+ out[MAT_OUT_SPEC].link = shr.spec;
+ }
+
+ return 1;
+ }
+
+ return 0;
+}
bNodeType sh_node_material= {
/* *next,*prev */ NULL, NULL,
@@ -197,8 +268,8 @@ bNodeType sh_node_material= {
/* initfunc */ node_shader_init_material,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
-
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_material
};
bNodeType sh_node_material_ext= {
@@ -215,7 +286,7 @@ bNodeType sh_node_material_ext= {
/* initfunc */ node_shader_init_material,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
-
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_material
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_math.c b/source/blender/nodes/intern/SHD_nodes/SHD_math.c
index 2e156cf12bf..050c2cdcc95 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_math.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_math.c
@@ -194,6 +194,46 @@ bNodeStack **out)
}
}
+static int gpu_shader_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ static char *names[] = {"math_add", "math_subtract", "math_multiply",
+ "math_divide", "math_sine", "math_cosine", "math_tangnet", "math_asin",
+ "math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max",
+ "math_round", "math_less_than", "math_greater_than"};
+
+ switch (node->custom1) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ case 10:
+ case 11:
+ case 12:
+ case 13:
+ case 15:
+ case 16:
+ GPU_stack_link(mat, names[node->custom1], NULL, out,
+ GPU_socket(&in[0]), GPU_socket(&in[1]));
+ break;
+ case 4:
+ case 5:
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ case 14:
+ if(in[0].hasinput || !in[1].hasinput)
+ GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
+ else
+ GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));
+ break;
+ default:
+ return 0;
+ }
+
+ return 1;
+}
+
bNodeType sh_node_math= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_MATH,
@@ -208,6 +248,7 @@ bNodeType sh_node_math= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_math
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_mixRgb.c b/source/blender/nodes/intern/SHD_nodes/SHD_mixRgb.c
index dba70253fda..2da1dee5623 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_mixRgb.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_mixRgb.c
@@ -60,6 +60,17 @@ static void node_shader_exec_mix_rgb(void *data, bNode *node, bNodeStack **in, b
VECCOPY(out[0]->vec, col);
}
+static int gpu_shader_mix_rgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ static char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub",
+ "mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light",
+ "mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat",
+ "mix_val", "mix_color"};
+
+ return GPU_stack_link(mat, names[node->custom1], in, out);
+}
+
+
bNodeType sh_node_mix_rgb= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_MIX_RGB,
@@ -74,6 +85,7 @@ bNodeType sh_node_mix_rgb= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_mix_rgb
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_normal.c b/source/blender/nodes/intern/SHD_nodes/SHD_normal.c
index f1ffd3446af..9d4ea1ccf67 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_normal.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_normal.c
@@ -57,6 +57,14 @@ static void node_shader_exec_normal(void *data, bNode *node, bNodeStack **in, bN
out[1]->vec[0]= -INPR(out[0]->vec, vec);
}
+static int gpu_shader_normal(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ bNodeSocket *sock= node->outputs.first;
+ GPUNodeLink *vec = GPU_uniform(sock->ns.vec);
+
+ return GPU_stack_link(mat, "normal", in, out, vec);
+}
+
bNodeType sh_node_normal= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_NORMAL,
@@ -71,6 +79,7 @@ bNodeType sh_node_normal= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_normal
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_output.c b/source/blender/nodes/intern/SHD_nodes/SHD_output.c
index 0a9a30c452b..76856cfd2e8 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_output.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_output.c
@@ -62,6 +62,19 @@ static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bN
}
}
+static int gpu_shader_output(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ GPUNodeLink *outlink;
+
+ /*if(in[1].hasinput)
+ GPU_material_enable_alpha(mat);*/
+
+ GPU_stack_link(mat, "output_node", in, out, &outlink);
+ GPU_material_output_link(mat, outlink);
+
+ return 1;
+}
+
bNodeType sh_node_output= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_OUTPUT,
@@ -76,7 +89,8 @@ bNodeType sh_node_output= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_output
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_rgb.c b/source/blender/nodes/intern/SHD_nodes/SHD_rgb.c
index 4e56e26d3ad..1aa1a2ffc33 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_rgb.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_rgb.c
@@ -42,6 +42,14 @@ static void node_shader_exec_rgb(void *data, bNode *node, bNodeStack **in, bNode
VECCOPY(out[0]->vec, sock->ns.vec);
}
+static int gpu_shader_rgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ bNodeSocket *sock= node->outputs.first;
+ GPUNodeLink *vec = GPU_uniform(sock->ns.vec);
+
+ return GPU_stack_link(mat, "set_rgba", in, out, vec);
+}
+
bNodeType sh_node_rgb= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_RGB,
@@ -56,6 +64,7 @@ bNodeType sh_node_rgb= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_rgb
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_sepcombRGB.c b/source/blender/nodes/intern/SHD_nodes/SHD_sepcombRGB.c
index 2b52a8e2229..6d5df2a1321 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_sepcombRGB.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_sepcombRGB.c
@@ -48,6 +48,11 @@ static void node_shader_exec_seprgb(void *data, bNode *node, bNodeStack **in, bN
out[2]->vec[0] = in[0]->vec[2];
}
+static int gpu_shader_seprgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "separate_rgb", in, out);
+}
+
bNodeType sh_node_seprgb= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_SEPRGB,
@@ -62,7 +67,8 @@ bNodeType sh_node_seprgb= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_seprgb
};
@@ -86,6 +92,11 @@ static void node_shader_exec_combrgb(void *data, bNode *node, bNodeStack **in, b
out[0]->vec[2] = in[2]->vec[0];
}
+static int gpu_shader_combrgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "combine_rgb", in, out);
+}
+
bNodeType sh_node_combrgb= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_COMBRGB,
@@ -100,6 +111,7 @@ bNodeType sh_node_combrgb= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_combrgb
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_squeeze.c b/source/blender/nodes/intern/SHD_nodes/SHD_squeeze.c
index 30abad666c4..d3480a6ae9d 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_squeeze.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_squeeze.c
@@ -54,6 +54,11 @@ bNodeStack **out)
out[0]->vec[0] = 1.0f / (1.0f + pow(2.71828183,-((vec[0]-vec[2])*vec[1]))) ;
}
+static int gpu_shader_squeeze(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "squeeze", in, out);
+}
+
bNodeType sh_node_squeeze= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_SQUEEZE,
@@ -68,6 +73,7 @@ bNodeType sh_node_squeeze= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_squeeze
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_texture.c b/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
index ace11a20d42..31dbde940fd 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
@@ -27,6 +27,8 @@
* ***** END GPL LICENSE BLOCK *****
*/
+#include "DNA_texture_types.h"
+
#include "../SHD_util.h"
/* **************** TEXTURE ******************** */
@@ -110,6 +112,18 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
}
}
+static int gpu_shader_texture(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ Tex *tex = (Tex*)node->id;
+
+ if(tex && tex->type == TEX_IMAGE && tex->ima) {
+ GPUNodeLink *texlink = GPU_image(tex->ima, NULL);
+ return GPU_stack_link(mat, "texture_image", in, out, texlink);
+ }
+ else
+ return 0;
+}
+
bNodeType sh_node_texture= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_TEXTURE,
@@ -124,7 +138,8 @@ bNodeType sh_node_texture= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_texture
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_valToRgb.c b/source/blender/nodes/intern/SHD_nodes/SHD_valToRgb.c
index cf7e33d9dca..301c0cb7031 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_valToRgb.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_valToRgb.c
@@ -59,6 +59,15 @@ static void node_shader_init_valtorgb(bNode *node)
node->storage= add_colorband(1);
}
+static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ float *array;
+ int size;
+
+ colorband_table_RGBA(node->storage, &array, &size);
+ return GPU_stack_link(mat, "valtorgb", in, out, GPU_texture(size, array));
+}
+
bNodeType sh_node_valtorgb= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_VALTORGB,
@@ -73,7 +82,8 @@ bNodeType sh_node_valtorgb= {
/* initfunc */ node_shader_init_valtorgb,
/* freestoragefunc */ node_free_standard_storage,
/* copystoragefunc */ node_copy_standard_storage,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_valtorgb
};
@@ -96,6 +106,11 @@ static void node_shader_exec_rgbtobw(void *data, bNode *node, bNodeStack **in, b
out[0]->vec[0]= in[0]->vec[0]*0.35f + in[0]->vec[1]*0.45f + in[0]->vec[2]*0.2f;
}
+static int gpu_shader_rgbtobw(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "rgbtobw", in, out);
+}
+
bNodeType sh_node_rgbtobw= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_RGBTOBW,
@@ -110,7 +125,8 @@ bNodeType sh_node_rgbtobw= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_rgbtobw
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_value.c b/source/blender/nodes/intern/SHD_nodes/SHD_value.c
index 57ef7226066..768ef3cda3d 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_value.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_value.c
@@ -42,7 +42,13 @@ static void node_shader_exec_value(void *data, bNode *node, bNodeStack **in, bNo
out[0]->vec[0]= sock->ns.vec[0];
}
+static int gpu_shader_value(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ bNodeSocket *sock= node->outputs.first;
+ GPUNodeLink *vec = GPU_uniform(sock->ns.vec);
+ return GPU_stack_link(mat, "set_value", in, out, vec);
+}
bNodeType sh_node_value= {
/* *next,*prev */ NULL, NULL,
@@ -58,7 +64,8 @@ bNodeType sh_node_value= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_value
};
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c b/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c
index 8d0a4b3abe3..96db8db18a6 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c
@@ -99,6 +99,34 @@ static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in,
}
+static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ static char *names[] = {"vec_math_add", "vec_math_subtract",
+ "vec_math_average", "vec_math_dot", "vec_math_cross",
+ "vec_math_normalize"};
+
+ switch (node->custom1) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ GPU_stack_link(mat, names[node->custom1], NULL, out,
+ GPU_socket(&in[0]), GPU_socket(&in[1]));
+ break;
+ case 5:
+ if(in[0].hasinput || !in[1].hasinput)
+ GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
+ else
+ GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));
+ break;
+ default:
+ return 0;
+ }
+
+ return 1;
+}
+
bNodeType sh_node_vect_math= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_VECT_MATH,
@@ -113,6 +141,7 @@ bNodeType sh_node_vect_math= {
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
- /* id */ NULL
+ /* id */ NULL, NULL, NULL,
+ /* gpufunc */ gpu_shader_vect_math
};
diff --git a/source/blender/nodes/intern/SHD_util.h b/source/blender/nodes/intern/SHD_util.h
index bdb2bb3707d..eda985529c1 100644
--- a/source/blender/nodes/intern/SHD_util.h
+++ b/source/blender/nodes/intern/SHD_util.h
@@ -88,6 +88,8 @@
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
+#include "GPU_material.h"
+
#include "butspace.h"
#include "blendef.h"
#include "mydevice.h"
diff --git a/source/blender/python/CMakeLists.txt b/source/blender/python/CMakeLists.txt
index 0106ab77843..63a1e67236e 100644
--- a/source/blender/python/CMakeLists.txt
+++ b/source/blender/python/CMakeLists.txt
@@ -34,7 +34,7 @@ SET(INC
api2_2x ../blenkernel ../blenlib ../blenloader
../render/extern/include ../radiosity/extern/include
../makesdna ../../../intern/guardedalloc ../../../intern/bmfont ../imbuf ../include
- ${PYTHON_INC}
+ ${PYTHON_INC} ../../../extern/glew/include ../gpu
)
IF(WITH_QUICKTIME)
@@ -50,5 +50,9 @@ IF(WITH_FFMPEG)
ADD_DEFINITIONS(-DWITH_FFMPEG)
ENDIF(WITH_FFMPEG)
+IF(BF_BUILDINFO)
+ ADD_DEFINITIONS(-DNAN_BUILDINFO)
+ENDIF(BF_BUILDINFO)
+
BLENDERLIB_NOLIST(blender_python "${SRC}" "${INC}")
#env.BlenderLib ( libname='blender_python', sources = Split(sources), includes = Split(incs), defines = defs, libtype=['core','game2'], priority = [60,115] )
diff --git a/source/blender/python/SConscript b/source/blender/python/SConscript
index 481fdcbe13e..27dd510f944 100644
--- a/source/blender/python/SConscript
+++ b/source/blender/python/SConscript
@@ -6,6 +6,7 @@ sources = Split('BPY_interface.c BPY_menus.c') + env.Glob('api2_2x/*.c')
incs = 'api2_2x ../blenkernel ../nodes ../blenlib ../blenloader'
incs += ' ../render/extern/include ../radiosity/extern/include'
incs += ' ../makesdna #intern/guardedalloc #intern/bmfont ../imbuf ../include'
+incs += ' #extern/glew/include ../gpu'
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_OPENGL_INC']
@@ -23,4 +24,7 @@ if env['WITH_BF_OPENEXR'] == 1:
if env['WITH_BF_FFMPEG'] == 1:
defs.append('WITH_FFMPEG')
+if env['BF_BUILDINFO'] == 1:
+ defs.append('NAN_BUILDINFO')
+
env.BlenderLib ( libname='blender_python', sources = Split(sources), includes = Split(incs), defines = defs, libtype=['core','game2'], priority = [60,115] )
diff --git a/source/blender/python/api2_2x/Blender.c b/source/blender/python/api2_2x/Blender.c
index 2b190a6c828..47e7bcb2007 100644
--- a/source/blender/python/api2_2x/Blender.c
+++ b/source/blender/python/api2_2x/Blender.c
@@ -34,7 +34,7 @@ struct ID; /*keep me up here */
/* for open, close in Blender_Load */
#include <fcntl.h>
#include "BDR_editobject.h" /* exit_editmode() */
-#include "BDR_drawmesh.h" /* set_mipmap() */
+#include "GPU_draw.h" /* GPU_set_mipmap() */
#include "BIF_usiblender.h"
#include "BLI_blenlib.h"
#include "BLI_bpath.h"
@@ -314,8 +314,8 @@ static PyObject *Blender_Set( PyObject * self, PyObject * args )
else
U.gameflags |= USER_DISABLE_MIPMAP;
- set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
- }else
+ GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
+ } else
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"value given is not a blender setting" ) );
Py_RETURN_NONE;
@@ -543,7 +543,21 @@ static PyObject *Blender_Get( PyObject * self, PyObject * value )
} /* End 'quick hack' part. */
else if(StringEqual( str, "version" ))
ret = PyInt_FromLong( G.version );
-
+ else if(StringEqual( str, "buildinfo" )) {
+#ifdef NAN_BUILDINFO
+ char buffer[1024];
+ extern char * build_date;
+ extern char * build_time;
+ extern char * build_rev;
+ extern char * build_platform;
+ extern char * build_type;
+
+ sprintf(buffer, "Built on %s %s, Rev-%s Version %s %s", build_date, build_time, build_rev, build_platform, build_type);
+ ret = PyString_FromString( buffer );
+#else
+ ret = PyString_FromString( "No Build Info" );
+#endif
+ }
else if(StringEqual( str, "compressfile" ))
ret = PyInt_FromLong( (U.flag & USER_FILECOMPRESS) >> 15 );
else if(StringEqual( str, "mipmap" ))
diff --git a/source/blender/python/api2_2x/Group.c b/source/blender/python/api2_2x/Group.c
index 3e7f02c3797..3152d3a973f 100644
--- a/source/blender/python/api2_2x/Group.c
+++ b/source/blender/python/api2_2x/Group.c
@@ -46,6 +46,8 @@
#include "gen_utils.h"
#include "gen_library.h"
+#include "vector.h"
+
/* checks for the group being removed */
#define GROUP_DEL_CHECK_PY(bpy_group) if (!(bpy_group->group)) return ( EXPP_ReturnPyObjError( PyExc_RuntimeError, "Group has been removed" ) )
#define GROUP_DEL_CHECK_INT(bpy_group) if (!(bpy_group->group)) return ( EXPP_ReturnIntError( PyExc_RuntimeError, "Group has been removed" ) )
@@ -200,6 +202,31 @@ static int Group_setObjects( BPy_Group * self, PyObject * args )
return 0;
}
+static PyObject *Group_getDupliOfs( BPy_Group * self )
+{
+ GROUP_DEL_CHECK_PY(self);
+ return newVectorObject( self->group->dupli_ofs, 3, Py_WRAP );
+}
+
+static int Group_setDupliOfs( BPy_Group * self, PyObject * value )
+{
+ VectorObject *bpy_vec;
+ GROUP_DEL_CHECK_INT(self);
+ if (!VectorObject_Check(value))
+ return ( EXPP_ReturnIntError( PyExc_TypeError,
+ "expected a vector" ) );
+
+ bpy_vec = (VectorObject *)value;
+
+ if (bpy_vec->size != 3)
+ return ( EXPP_ReturnIntError( PyExc_ValueError,
+ "can only assign a 3D vector" ) );
+
+ self->group->dupli_ofs[0] = bpy_vec->vec[0];
+ self->group->dupli_ofs[1] = bpy_vec->vec[1];
+ self->group->dupli_ofs[2] = bpy_vec->vec[2];
+ return 0;
+}
/*****************************************************************************/
@@ -251,6 +278,10 @@ static PyGetSetDef BPy_Group_getseters[] = {
(getter)Group_getObjects, (setter)Group_setObjects,
"objects in this group",
NULL},
+ {"dupliOffset",
+ (getter)Group_getDupliOfs, (setter)Group_setDupliOfs,
+ "offset to use when instancing this group as a DupliGroup",
+ NULL},
{NULL,NULL,NULL,NULL,NULL} /* Sentinel */
};
diff --git a/source/blender/python/api2_2x/Image.c b/source/blender/python/api2_2x/Image.c
index 94da5a77170..5ef2cbadbdc 100644
--- a/source/blender/python/api2_2x/Image.c
+++ b/source/blender/python/api2_2x/Image.c
@@ -29,7 +29,6 @@
*/
#include "Image.h" /*This must come first */
-#include "BDR_drawmesh.h" /* free_realtime_image */
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_library.h"
@@ -48,6 +47,7 @@
#include "BKE_icons.h"
#include "IMB_imbuf.h"
#include "IDProp.h"
+#include "GPU_draw.h"
/* used so we can get G.scene->r.cfra for getting the
current image frame, some images change frame if they are a sequence */
@@ -1003,7 +1003,7 @@ static PyObject *Image_glFree( BPy_Image * self )
{
Image *image = self->image;
- free_realtime_image( image );
+ GPU_free_image( image );
/* remove the nocollect flag, image is available for garbage collection again */
image->flag &= ~IMA_NOCOLLECT;
Py_RETURN_NONE;
diff --git a/source/blender/python/api2_2x/Lamp.c b/source/blender/python/api2_2x/Lamp.c
index 53d25a6429d..2e58cb71b90 100644
--- a/source/blender/python/api2_2x/Lamp.c
+++ b/source/blender/python/api2_2x/Lamp.c
@@ -84,6 +84,8 @@
#define EXPP_LAMP_MODE_NODIFFUSE 2048
#define EXPP_LAMP_MODE_NOSPECULAR 4096
#define EXPP_LAMP_MODE_SHAD_RAY 8192
+#define EXPP_LAMP_MODE_LAYER_SHADOW 32768
+
/* Lamp MIN, MAX values */
#define EXPP_LAMP_SAMPLES_MIN 1
@@ -780,6 +782,8 @@ static PyObject *Lamp_ModesDict( void )
PyInt_FromLong( EXPP_LAMP_MODE_NOSPECULAR ) );
PyConstant_Insert( c, "RayShadow",
PyInt_FromLong( EXPP_LAMP_MODE_SHAD_RAY ) );
+ PyConstant_Insert( c, "LayerShadow",
+ PyInt_FromLong( EXPP_LAMP_MODE_LAYER_SHADOW ) );
}
return Modes;
@@ -1011,8 +1015,8 @@ static int Lamp_setType( BPy_Lamp * self, PyObject * value )
static int Lamp_setMode( BPy_Lamp * self, PyObject * value )
{
- short param;
- static short bitmask = EXPP_LAMP_MODE_SHADOWS
+ int param;
+ static int bitmask = EXPP_LAMP_MODE_SHADOWS
| EXPP_LAMP_MODE_HALO
| EXPP_LAMP_MODE_LAYER
| EXPP_LAMP_MODE_QUAD
@@ -1022,14 +1026,15 @@ static int Lamp_setMode( BPy_Lamp * self, PyObject * value )
| EXPP_LAMP_MODE_SQUARE
| EXPP_LAMP_MODE_NODIFFUSE
| EXPP_LAMP_MODE_NOSPECULAR
- | EXPP_LAMP_MODE_SHAD_RAY;
+ | EXPP_LAMP_MODE_SHAD_RAY
+ | EXPP_LAMP_MODE_LAYER_SHADOW;
if( !PyInt_Check ( value ) ) {
char errstr[128];
sprintf ( errstr , "expected int bitmask of 0x%04x", bitmask );
return EXPP_ReturnIntError( PyExc_TypeError, errstr );
}
- param = (short)PyInt_AS_LONG ( value );
+ param = PyInt_AS_LONG ( value );
if ( ( param & bitmask ) != param )
return EXPP_ReturnIntError( PyExc_ValueError,
@@ -1373,7 +1378,8 @@ static PyObject *Lamp_getModesConst( void )
EXPP_LAMP_MODE_SQUARE, "NoDiffuse",
EXPP_LAMP_MODE_NODIFFUSE, "NoSpecular",
EXPP_LAMP_MODE_NOSPECULAR, "RayShadow",
- EXPP_LAMP_MODE_SHAD_RAY);
+ EXPP_LAMP_MODE_SHAD_RAY, "LayerShadow",
+ EXPP_LAMP_MODE_LAYER_SHADOW);
}
static PyObject *Lamp_getTypesConst( void )
@@ -1597,6 +1603,8 @@ static PyObject *Lamp_oldsetMode( BPy_Lamp * self, PyObject * args )
flag |= ( short ) EXPP_LAMP_MODE_NOSPECULAR;
else if( !strcmp( name, "RayShadow" ) )
flag |= ( short ) EXPP_LAMP_MODE_SHAD_RAY;
+ else if( !strcmp( name, "LayerShadow" ) )
+ flag |= ( short ) EXPP_LAMP_MODE_LAYER_SHADOW;
else
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"unknown lamp flag argument" );
diff --git a/source/blender/python/api2_2x/MTex.c b/source/blender/python/api2_2x/MTex.c
index b9a8f7fff65..a95836f0596 100644
--- a/source/blender/python/api2_2x/MTex.c
+++ b/source/blender/python/api2_2x/MTex.c
@@ -677,7 +677,7 @@ static int MTex_setMapping( BPy_MTex *self, PyObject *value, void *closure)
static PyObject *MTex_getFlag( BPy_MTex *self, void *closure )
{
- return PyBool_FromLong( self->mtex->texflag & ((int) closure) );
+ return PyBool_FromLong( self->mtex->texflag & (GET_INT_FROM_POINTER(closure)) );
}
static int MTex_setFlag( BPy_MTex *self, PyObject *value, void *closure)
@@ -687,9 +687,9 @@ static int MTex_setFlag( BPy_MTex *self, PyObject *value, void *closure)
"expected a bool");
if ( value == Py_True )
- self->mtex->texflag |= (int)closure;
+ self->mtex->texflag |= GET_INT_FROM_POINTER(closure);
else
- self->mtex->texflag &= ~((int) closure);
+ self->mtex->texflag &= ~(GET_INT_FROM_POINTER(closure));
return 0;
}
@@ -774,7 +774,7 @@ static int MTex_setProjZ( BPy_MTex *self, PyObject *value, void *closure)
static PyObject *MTex_getMapToFlag( BPy_MTex *self, void *closure )
{
- int flag = (int) closure;
+ int flag = GET_INT_FROM_POINTER(closure);
if ( self->mtex->mapto & flag )
{
@@ -786,7 +786,7 @@ static PyObject *MTex_getMapToFlag( BPy_MTex *self, void *closure )
static int MTex_setMapToFlag( BPy_MTex *self, PyObject *value, void *closure)
{
- int flag = (int) closure;
+ int flag = GET_INT_FROM_POINTER(closure);
int intVal;
if ( !PyInt_Check( value ) )
diff --git a/source/blender/python/api2_2x/Makefile b/source/blender/python/api2_2x/Makefile
index 7c831952042..a2b77bf8c98 100644
--- a/source/blender/python/api2_2x/Makefile
+++ b/source/blender/python/api2_2x/Makefile
@@ -37,6 +37,10 @@ include nan_compile.mk
CFLAGS += $(LEVEL_1_C_WARNINGS)
+ifdef NAN_BUILDINFO
+ CPPFLAGS += -DNAN_BUILDINFO
+endif
+
ifeq ($(WITH_FFMPEG), true)
CPPFLAGS += -DWITH_FFMPEG
endif
@@ -45,6 +49,7 @@ ifeq ($(WITH_OPENEXR),true)
CPPFLAGS += -DWITH_OPENEXR
endif
+CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
CPPFLAGS += -I../../makesdna
@@ -52,6 +57,7 @@ CPPFLAGS += -I../../blenkernel
CPPFLAGS += -I../../blenlib
CPPFLAGS += -I../../blenloader
CPPFLAGS += -I../../include
+CPPFLAGS += -I../../gpu
CPPFLAGS += -I../../render/extern/include
CPPFLAGS += -I../../radiosity/extern/include
CPPFLAGS += -I$(NAN_BMFONT)/include
diff --git a/source/blender/python/api2_2x/Material.c b/source/blender/python/api2_2x/Material.c
index 20747a167e6..54c2d9b20bd 100644
--- a/source/blender/python/api2_2x/Material.c
+++ b/source/blender/python/api2_2x/Material.c
@@ -1754,8 +1754,7 @@ static PyObject *Material_getTextures( BPy_Material * self )
}
/* turn the array into a tuple */
- tuple = Py_BuildValue( "NNNNNNNNNN", t[0], t[1], t[2], t[3],
- t[4], t[5], t[6], t[7], t[8], t[9] );
+ tuple = Py_BuildValue( "NNNNNNNNNNNNNNNNNN", t[0], t[1], t[2], t[3], t[4], t[5], t[6], t[7], t[8], t[9], t[10], t[11], t[12], t[13], t[14], t[15], t[16], t[17] );
if( !tuple )
return EXPP_ReturnPyObjError( PyExc_MemoryError,
"Material_getTextures: couldn't create PyTuple" );
diff --git a/source/blender/python/api2_2x/doc/Group.py b/source/blender/python/api2_2x/doc/Group.py
index 6bd6e105ec3..1266d2efb6e 100644
--- a/source/blender/python/api2_2x/doc/Group.py
+++ b/source/blender/python/api2_2x/doc/Group.py
@@ -105,6 +105,8 @@ class Group:
This object gives access to Groups in Blender.
@ivar layers: Layer bitmask for this group.
@type layers: int
+ @ivar dupliOffset: Object offset when instanced as a dupligroup
+ @type dupliOffset: vector
@ivar objects: Objects that this group uses.
This is a sequence with-list like access so use list(grp.objects) if you need to use a list (where grp is a group).
The groups objects can be set by assigning a list or iterator of objects to the groups objects.
diff --git a/source/blender/radiosity/CMakeLists.txt b/source/blender/radiosity/CMakeLists.txt
index 941da41a5b2..502acf1e211 100644
--- a/source/blender/radiosity/CMakeLists.txt
+++ b/source/blender/radiosity/CMakeLists.txt
@@ -29,7 +29,7 @@ FILE(GLOB SRC intern/source/*.c)
SET(INC
extern/include ../blenlib ../blenkernel ../makesdna ../include
../../../intern/guardedalloc ../render/extern/include
- ../render/intern/include ../blenloader
+ ../render/intern/include ../blenloader ../../../extern/glew/include
)
BLENDERLIB_NOLIST(blender_radiosity "${SRC}" "${INC}")
diff --git a/source/blender/radiosity/SConscript b/source/blender/radiosity/SConscript
index a86b76bb4b1..82d84f5ef16 100644
--- a/source/blender/radiosity/SConscript
+++ b/source/blender/radiosity/SConscript
@@ -5,7 +5,7 @@ sources = env.Glob('intern/source/*.c')
incs = 'extern/include ../blenlib ../blenkernel ../makesdna ../include'
incs += ' #/intern/guardedalloc ../render/extern/include'
-incs += ' ../render/intern/include ../blenloader'
+incs += ' ../render/intern/include ../blenloader #/extern/glew/include'
incs += ' ' + env['BF_OPENGL_INC']
diff --git a/source/blender/radiosity/intern/source/Makefile b/source/blender/radiosity/intern/source/Makefile
index e5ff8c40d08..5912cdba590 100644
--- a/source/blender/radiosity/intern/source/Makefile
+++ b/source/blender/radiosity/intern/source/Makefile
@@ -36,6 +36,7 @@ include nan_compile.mk
CFLAGS += $(LEVEL_1_C_WARNINGS)
+CPPFLAGS += -I$(NAN_GLEW)/include
CPPFLAGS += -I$(OPENGL_HEADERS)
# not very neat....
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index f83bbd7e8b2..7e2194549cc 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -418,7 +418,8 @@ typedef struct LampRen {
float xs, ys, dist;
float co[3];
- short type, mode;
+ short type;
+ int mode;
float r, g, b, k;
float energy, haint;
int lay;
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 3cd7bdc6772..1ebd0fda6c9 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -138,7 +138,7 @@ static void print_error(char *str) {printf("ERROR: %s\n", str);}
static void stats_background(RenderStats *rs)
{
- extern uintptr_t mem_in_use;
+ uintptr_t mem_in_use= MEM_get_memory_in_use();
float megs_used_memory= mem_in_use/(1024.0*1024.0);
char str[400], *spos= str;
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index c352a83d0f4..0fd9365477c 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -2056,7 +2056,10 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
if(shi->mat->mode & MA_SHADOW_TRA) isec.mode= RE_RAY_SHADOW_TRA;
else isec.mode= RE_RAY_SHADOW;
- if(lar->mode & LA_LAYER) isec.lay= lar->lay; else isec.lay= -1;
+ if(lar->mode & (LA_LAYER|LA_LAYER_SHADOW))
+ isec.lay= lar->lay;
+ else
+ isec.lay= -1;
/* only when not mir tracing, first hit optimm */
if(shi->depth==0) {
diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c
index f477df3ed8c..c53a2b68c9c 100644
--- a/source/blender/render/intern/source/shadbuf.c
+++ b/source/blender/render/intern/source/shadbuf.c
@@ -296,7 +296,7 @@ static void shadowbuf_autoclip(Render *re, LampRen *lar)
minz= 1.0e30f; maxz= -1.0e30f;
Mat4CpyMat4(viewmat, lar->shb->viewmat);
- if(lar->mode & LA_LAYER) lay= lar->lay;
+ if(lar->mode & (LA_LAYER|LA_LAYER_SHADOW)) lay= lar->lay;
maxtotvert= 0;
for(obr=re->objecttable.first; obr; obr=obr->next)
@@ -1520,7 +1520,7 @@ static void isb_bsp_fillfaces(Render *re, LampRen *lar, ISBBranch *root)
minmaxf[2]= (2.0f*root->box.ymin - size-2.0f)/size;
minmaxf[3]= (2.0f*root->box.ymax - size+2.0f)/size;
- if(lar->mode & LA_LAYER) lay= lar->lay;
+ if(lar->mode & (LA_LAYER|LA_LAYER_SHADOW)) lay= lar->lay;
/* (ab)use zspan, since we use zbuffer clipping code */
zbuf_alloc_span(&zspan, size, size, re->clipcrop);
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 5b69323667e..5a80173d1f1 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -1761,7 +1761,21 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
if(shi->combinedflag & SCE_PASS_SPEC)
VECADD(shr->combined, shr->combined, shr->spec);
+ /* modulate by the object color */
+ if((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) {
+ if(!(ma->sss_flag & MA_DIFF_SSS) || !has_sss_tree(&R, ma)) {
+ float obcol[4];
+
+ QUATCOPY(obcol, shi->obr->ob->col);
+ CLAMP(obcol[3], 0.0f, 1.0f);
+
+ shr->combined[0] *= obcol[0];
+ shr->combined[1] *= obcol[1];
+ shr->combined[2] *= obcol[2];
+ shr->alpha *= obcol[3];
+ }
+ }
+
shr->combined[3]= shr->alpha;
}
-
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 29aa6e3be29..be555443605 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -2410,7 +2410,7 @@ void zbuffer_shadow(Render *re, float winmat[][4], LampRen *lar, int *rectz, int
float obwinmat[4][4], ho1[4], ho2[4], ho3[4], ho4[4];
int a, b, c, i, c1, c2, c3, c4, ok=1, lay= -1;
- if(lar->mode & LA_LAYER) lay= lar->lay;
+ if(lar->mode & (LA_LAYER|LA_LAYER_SHADOW)) lay= lar->lay;
/* 1.0f for clipping in clippyra()... bad stuff actually */
zbuf_alloc_span(&zspan, size, size, 1.0f);
diff --git a/source/blender/src/CMakeLists.txt b/source/blender/src/CMakeLists.txt
index 342579fb3b0..d95551940f8 100644
--- a/source/blender/src/CMakeLists.txt
+++ b/source/blender/src/CMakeLists.txt
@@ -35,7 +35,7 @@ SET(INC
../../kernel/gen_system ../../../intern/SoundSystem ../readstreamglue
../quicktime ../../../intern/elbeem/extern
../../../intern/ghost ../../../intern/opennl/extern
- ../nodes ../../../extern/glew/include
+ ../nodes ../../../extern/glew/include ../gpu
${PYTHON_INC}
${SDL_INC}
)
diff --git a/source/blender/src/Makefile b/source/blender/src/Makefile
index 001efc58b5d..46e916b0437 100644
--- a/source/blender/src/Makefile
+++ b/source/blender/src/Makefile
@@ -68,6 +68,7 @@ CPPFLAGS += -I..
CPPFLAGS += -I../../kernel/gen_system
CPPFLAGS += -I../../gameengine/SoundSystem
CPPFLAGS += -I../ftfont
+CPPFLAGS += -I../gpu
# Only used by py_demo.c !!!
CPPFLAGS += -I../radiosity/extern/include
diff --git a/source/blender/src/SConscript b/source/blender/src/SConscript
index 229cc87ef37..c8c517e15ff 100644
--- a/source/blender/src/SConscript
+++ b/source/blender/src/SConscript
@@ -26,7 +26,8 @@ incs += ' #/intern/bsp/extern ../radiosity/extern/include'
incs += ' #/intern/decimation/extern ../blenloader ../python'
incs += ' ../../kernel/gen_system #/intern/SoundSystem ../readstreamglue ../nodes'
incs += ' ../quicktime #/intern/elbeem/extern'
-incs += ' #/intern/ghost #/intern/opennl/extern #/extern/glew/include'
+incs += ' #/intern/ghost #/intern/opennl/extern'
+incs += ' ../gpu #extern/glew/include'
incs += ' ' + env['BF_PYTHON_INC']
diff --git a/source/blender/src/buttons_object.c b/source/blender/src/buttons_object.c
index b0d612456d2..18384dd90b3 100644
--- a/source/blender/src/buttons_object.c
+++ b/source/blender/src/buttons_object.c
@@ -2590,19 +2590,32 @@ static void object_panel_object(Object *ob)
/* all groups */
for(group= G.main->group.first; group; group= group->id.next) {
if(object_in_group(ob, group)) {
- xco= 160;
+ xco= 130;
+ if(group->id.lib) {
+ uiBlockBeginAlign(block);
+ uiSetButLock(GET_INT_FROM_POINTER(group->id.lib), ERROR_LIBDATA_MESSAGE); /* We cant actually use this button */
+ uiDefBut(block, TEX, B_IDNAME, "GR:", 10, 120-yco, 100, 20, group->id.name+2, 0.0, 21.0, 0, 0, "Displays Group name. Click to change.");
+ uiClearButLock();
+
+ but= uiDefIconBut(block, BUT, B_NOP, ICON_PARLIB, 110, 120-yco, 20, 20, NULL, 0.0, 0.0, 0.0, 0.0, "Make Group local");
+ uiButSetFunc(but, group_local, group, NULL);
+ uiBlockEndAlign(block);
+ } else {
+ but = uiDefBut(block, TEX, B_IDNAME, "GR:", 10, 120-yco, 120, 20, group->id.name+2, 0.0, 21.0, 0, 0, "Displays Group name. Click to change.");
+ uiButSetFunc(but, test_idbutton_cb, group->id.name, NULL);
+ }
+
+ uiSetButLock(GET_INT_FROM_POINTER(group->id.lib), ERROR_LIBDATA_MESSAGE);
uiBlockBeginAlign(block);
- uiSetButLock(GET_INT_FROM_POINTER(group->id.lib), ERROR_LIBDATA_MESSAGE); /* We cant actually use this button */
- but = uiDefBut(block, TEX, B_IDNAME, "GR:", 10, 120-yco, 150, 20, group->id.name+2, 0.0, 21.0, 0, 0, "Displays Group name. Click to change.");
- uiButSetFunc(but, test_idbutton_cb, group->id.name, NULL);
+ uiDefButF(block, NUM, REDRAWALL, "X:", xco+5, 120-yco, 50, 20, &group->dupli_ofs[0], -100000, 100000, 100, 0, "Offset to use when instacing the group");
+ uiDefButF(block, NUM, REDRAWALL, "Y:", xco+55, 120-yco, 50, 20, &group->dupli_ofs[1], -100000, 100000, 100, 0, "Offset to use when instacing the group");
+ uiDefButF(block, NUM, REDRAWALL, "Z:", xco+105, 120-yco, 50, 20, &group->dupli_ofs[2], -100000, 100000, 100, 0, "Offset to use when instacing the group");
+ uiBlockEndAlign(block);
uiClearButLock();
- if(group->id.lib) {
- but= uiDefIconBut(block, BUT, B_NOP, ICON_PARLIB, 160, 120-yco, 20, 20, NULL, 0.0, 0.0, 0.0, 0.0, "Make Group local");
- uiButSetFunc(but, group_local, group, NULL);
- xco= 180;
- } else { /* cant remove objects from linked groups */
+ xco = 290;
+ if(group->id.lib==0) { /* cant remove objects from linked groups */
but = uiDefIconBut(block, BUT, B_NOP, VICON_X, xco, 120-yco, 20, 20, NULL, 0.0, 0.0, 0.0, 0.0, "Remove Group membership");
uiButSetFunc(but, group_ob_rem, group, ob);
}
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index 1b580381ca5..3f65f686e93 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -113,6 +113,8 @@
#include "RE_pipeline.h"
+#include "GPU_material.h"
+
/* -----includes for this file specific----- */
#include "butspace.h" // own module
@@ -1542,10 +1544,35 @@ static void texture_panel_colors(Tex *tex)
uiDefButF(block, NUMSLI, B_TEXPRV, "Contr", 160,10,150,20, &tex->contrast, 0.01, 5.0, 0, 0, "Changes the contrast of the color or intensity of a texture");
}
+static int texture_channels_num_display(MTex **mtex)
+{
+ int a, num_mtex;
+
+ if(!mtex)
+ return 0;
+
+ /* compute number of texture channels to draw, 1 more
+ * than the last, used texture channel, and at least 10 */
+ num_mtex = 0;
+
+ for(a=MAX_MTEX-1; a>=0; a--) {
+ if (mtex[a]) {
+ num_mtex = a+1;
+ break;
+ }
+ }
-static void texture_panel_texture(MTex *mtex, Material *ma, World *wrld, Lamp *la, bNode *node, Brush *br, SculptData *sd)
+ if (num_mtex < 10)
+ return 10;
+ else if(num_mtex < MAX_MTEX)
+ return num_mtex + 1;
+ else
+ return MAX_MTEX;
+}
+
+static void texture_panel_texture(MTex *actmtex, Material *ma, World *wrld, Lamp *la, bNode *node, Brush *br, SculptData *sd)
{
- MTex *mt=NULL;
+ MTex **mtex, *mt;
uiBlock *block;
ID *id=NULL, *idfrom;
int a, yco, loos;
@@ -1556,17 +1583,35 @@ static void texture_panel_texture(MTex *mtex, Material *ma, World *wrld, Lamp *l
if(uiNewPanel(curarea, block, "Texture", "Texture", 320, 0, 318, 204)==0) return;
/* first do the browse but */
- if(mtex)
- id= (ID *)mtex->tex;
+ if(actmtex)
+ id= (ID *)actmtex->tex;
else if(node)
id= node->id;
- if(ma) idfrom= &ma->id;
- else if(wrld) idfrom= &wrld->id;
- else if(la) idfrom= &la->id;
- else if(br) idfrom= &br->id;
- else if(sd) idfrom= NULL; /* Not sure what this does */
- else idfrom= NULL;
+ if(ma) {
+ idfrom= &ma->id;
+ mtex= ma->mtex;
+ }
+ else if(wrld) {
+ idfrom= &wrld->id;
+ mtex= wrld->mtex;
+ }
+ else if(la) {
+ idfrom= &la->id;
+ mtex= la->mtex;
+ }
+ else if(br) {
+ idfrom= &br->id;
+ mtex= br->mtex;
+ }
+ else if(sd) {
+ idfrom= NULL; /* Not sure what this does */
+ mtex= sd->mtex;
+ }
+ else {
+ idfrom= NULL;
+ mtex= NULL;
+ }
uiBlockSetCol(block, TH_BUT_SETTING2);
if(ma) {
@@ -1595,15 +1640,13 @@ static void texture_panel_texture(MTex *mtex, Material *ma, World *wrld, Lamp *l
/* CHANNELS */
if(node==NULL) {
+ int num_mtex;
uiBlockBeginAlign(block);
yco= 150;
- for(a= 0; a<MAX_MTEX; a++) {
-
- if(ma) mt= ma->mtex[a];
- else if(wrld) mt= wrld->mtex[a];
- else if(la) mt= la->mtex[a];
- else if(br) mt= br->mtex[a];
- else if(sd) mt= sd->mtex[a];
+
+ num_mtex= texture_channels_num_display(mtex);
+ for(a=0; a<num_mtex; a++) {
+ mt= mtex[a];
if(mt && mt->tex) splitIDname(mt->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -2030,7 +2073,7 @@ static void world_panel_texture(World *wrld)
uiBlock *block;
MTex *mtex;
ID *id;
- int a, loos;
+ int a, loos, num_mtex;
char str[64], *strp;
block= uiNewBlock(&curarea->uiblocks, "world_panel_texture", UI_EMBOSS, UI_HELV, curarea->win);
@@ -2041,7 +2084,8 @@ static void world_panel_texture(World *wrld)
/* TEX CHANNELS */
uiBlockSetCol(block, TH_BUT_NEUTRAL);
uiBlockBeginAlign(block);
- for(a= 0; a<MAX_MTEX; a++) {
+ num_mtex= texture_channels_num_display(wrld->mtex);
+ for(a= 0; a<num_mtex; a++) {
mtex= wrld->mtex[a];
if(mtex && mtex->tex) splitIDname(mtex->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -2506,7 +2550,7 @@ static void lamp_panel_texture(Object *ob, Lamp *la)
uiBlock *block;
MTex *mtex;
ID *id;
- int a, loos;
+ int a, loos, num_mtex;
char *strp, str[64];
block= uiNewBlock(&curarea->uiblocks, "lamp_panel_texture", UI_EMBOSS, UI_HELV, curarea->win);
@@ -2517,7 +2561,8 @@ static void lamp_panel_texture(Object *ob, Lamp *la)
/* TEX CHANNELS */
uiBlockSetCol(block, TH_BUT_NEUTRAL);
uiBlockBeginAlign(block);
- for(a= 0; a<MAX_MTEX; a++) {
+ num_mtex= texture_channels_num_display(la->mtex);
+ for(a= 0; a<num_mtex; a++) {
mtex= la->mtex[a];
if(mtex && mtex->tex) splitIDname(mtex->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -2603,9 +2648,9 @@ static void lamp_panel_spot(Object *ob, Lamp *la)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiBlockBeginAlign(block);
- uiDefButBitS(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
+ uiDefButBitI(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
if(la->type==LA_SPOT) {
- uiDefButBitS(block, TOG, LA_SHAD_BUF, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets spotlight produce shadows using shadow buffer");
+ uiDefButBitI(block, TOG, LA_SHAD_BUF, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets spotlight produce shadows using shadow buffer");
if(la->mode & LA_SHAD_BUF) {
char *tip= "Regular buffer type";
if(la->buftype==LA_SHADBUF_IRREGULAR)
@@ -2618,12 +2663,15 @@ static void lamp_panel_spot(Object *ob, Lamp *la)
}
uiBlockEndAlign(block);
- uiDefButBitS(block, TOG, LA_ONLYSHADOW, B_LAMPPRV,"OnlyShadow", 10,110,80,19,&la->mode, 0, 0, 0, 0, "Causes light to cast shadows only without illuminating objects");
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, LA_ONLYSHADOW, B_LAMPPRV,"OnlyShadow", 10,110,80,19,&la->mode, 0, 0, 0, 0, "Causes light to cast shadows only without illuminating objects");
+ uiDefButBitI(block, TOG, LA_LAYER_SHADOW, B_LAMPPRV,"Layer", 10,90,80,19,&la->mode, 0, 0, 0, 0, "Causes only objects on the same layer to cast shadows");
+ uiBlockEndAlign(block);
if(la->type==LA_SPOT) {
uiBlockBeginAlign(block);
- uiDefButBitS(block, TOG, LA_SQUARE, B_LAMPREDRAW,"Square", 10,60,80,19,&la->mode, 0, 0, 0, 0, "Sets square spotbundles");
- uiDefButBitS(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,40,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
+ uiDefButBitI(block, TOG, LA_SQUARE, B_LAMPREDRAW,"Square", 10,60,80,19,&la->mode, 0, 0, 0, 0, "Sets square spotbundles");
+ uiDefButBitI(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,40,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI,B_LAMPREDRAW,"SpotSi ", 100,180,200,19,&la->spotsize, 1.0, 180.0, 0, 0, "Sets the angle of the spotlight beam in degrees");
@@ -2747,12 +2795,12 @@ static void lamp_panel_yafray(Object *ob, Lamp *la)
/* in yafray arealights always cast shadows, so ray shadow flag not needed */
/* ray shadow also not used when halo for spot enabled */
if ((la->type!=LA_AREA) && (!((la->type==LA_SPOT) && (la->mode & LA_HALO))))
- uiDefButBitS(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
+ uiDefButBitI(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
/* in yafray the regular lamp can use shadowbuffers (softlight), used by spot with halo as well */
/* to prevent clash with blender shadowbuf flag, a special flag is used for yafray */
if (la->type==LA_LOCAL) {
- uiDefButBitS(block, TOG, LA_YF_SOFT, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets light produce shadows using shadow buffer");
+ uiDefButBitI(block, TOG, LA_YF_SOFT, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets light produce shadows using shadow buffer");
uiDefButF(block, NUM, B_DIFF, "GloInt:", 100,155,200,19, &la->YF_glowint, 0.0, 1.0, 1, 0, "Sets light glow intensity, 0 is off");
uiDefButF(block, NUM, B_DIFF, "GloOfs:", 100,135,100,19, &la->YF_glowofs, 0.0, 2.0, 1, 0, "Sets light glow offset, the higher, the less 'peaked' the glow");
uiDefButS(block, NUM, B_DIFF, "GlowType:", 200,135,100,19, &la->YF_glowtype, 0, 1, 1, 0, "Sets light glow type");
@@ -2780,7 +2828,7 @@ static void lamp_panel_yafray(Object *ob, Lamp *la)
if (la->type==LA_SPOT) {
- uiDefButBitS(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,50,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
+ uiDefButBitI(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,50,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
uiBlockSetCol(block, TH_AUTO);
uiBlockBeginAlign(block);
@@ -2900,15 +2948,15 @@ static void lamp_panel_lamp(Object *ob, Lamp *la)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButS(block, MENU, B_LAMPREDRAW, "Falloff %t|Constant %x0|Inverse Linear %x1|Inverse Square %x2|Custom Curve %x3|Lin/Quad Weighted %x4|",
10,150,100,19, &la->falloff_type, 0,0,0,0, "Lamp falloff - intensity decay with distance");
- uiDefButBitS(block, TOG, LA_SPHERE, B_LAMPPRV,"Sphere", 10,130,100,19,&la->mode, 0, 0, 0, 0, "Sets light intensity to zero for objects beyond the distance value");
+ uiDefButBitI(block, TOG, LA_SPHERE, B_LAMPPRV,"Sphere", 10,130,100,19,&la->mode, 0, 0, 0, 0, "Sets light intensity to zero for objects beyond the distance value");
}
uiBlockBeginAlign(block);
uiBlockSetCol(block, TH_BUT_SETTING1);
- uiDefButBitS(block, TOG, LA_LAYER, 0,"Layer", 10,70,100,19,&la->mode, 0, 0, 0, 0, "Illuminates objects in the same layer as the lamp only");
- uiDefButBitS(block, TOG, LA_NEG, B_LAMPPRV,"Negative", 10,50,100,19,&la->mode, 0, 0, 0, 0, "Sets lamp to cast negative light");
- uiDefButBitS(block, TOG, LA_NO_DIFF, B_LAMPPRV,"No Diffuse", 10,30,100,19,&la->mode, 0, 0, 0, 0, "Disables diffuse shading of material illuminated by this lamp");
- uiDefButBitS(block, TOG, LA_NO_SPEC, B_LAMPPRV,"No Specular", 10,10,100,19,&la->mode, 0, 0, 0, 0, "Disables specular shading of material illuminated by this lamp");
+ uiDefButBitI(block, TOG, LA_LAYER, 0,"Layer", 10,70,100,19,&la->mode, 0, 0, 0, 0, "Illuminates objects in the same layer as the lamp only");
+ uiDefButBitI(block, TOG, LA_NEG, B_LAMPPRV,"Negative", 10,50,100,19,&la->mode, 0, 0, 0, 0, "Sets lamp to cast negative light");
+ uiDefButBitI(block, TOG, LA_NO_DIFF, B_LAMPPRV,"No Diffuse", 10,30,100,19,&la->mode, 0, 0, 0, 0, "Disables diffuse shading of material illuminated by this lamp");
+ uiDefButBitI(block, TOG, LA_NO_SPEC, B_LAMPPRV,"No Specular", 10,10,100,19,&la->mode, 0, 0, 0, 0, "Disables specular shading of material illuminated by this lamp");
uiBlockEndAlign(block);
uiBlockSetCol(block, TH_AUTO);
@@ -3523,7 +3571,7 @@ static void material_panel_texture(Object *ob, Material *ma)
ID *id;
ParticleSystem *psys;
int loos, psys_mapto=0;
- int a;
+ int a, num_mtex;
char str[64], *strp;
block= uiNewBlock(&curarea->uiblocks, "material_panel_texture", UI_EMBOSS, UI_HELV, curarea->win);
@@ -3539,7 +3587,8 @@ static void material_panel_texture(Object *ob, Material *ma)
uiBlockSetCol(block, TH_BUT_NEUTRAL);
uiBlockBeginAlign(block);
- for(a= 0; a<MAX_MTEX; a++) {
+ num_mtex= texture_channels_num_display(ma->mtex);
+ for(a= 0; a<num_mtex; a++) {
mtex= ma->mtex[a];
if(mtex && mtex->tex) splitIDname(mtex->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -3553,10 +3602,10 @@ static void material_panel_texture(Object *ob, Material *ma)
/* SEPTEX */
uiBlockSetCol(block, TH_AUTO);
- for(a= 0; a<MAX_MTEX; a++) {
+ for(a= 0; a<num_mtex; a++) {
mtex= ma->mtex[a];
if(mtex && mtex->tex) {
- but=uiDefIconButBitS(block, ICONTOGN, 1<<a, B_MATPRV, ICON_CHECKBOX_HLT-1, -20, 180-18*a, 28, 20, &ma->septex, 0.0, 0.0, 0, 0, "Click to disable or enable this texture channel");
+ but=uiDefIconButBitI(block, ICONTOGN, 1<<a, B_MATPRV, ICON_CHECKBOX_HLT-1, -20, 180-18*a, 28, 20, &ma->septex, 0.0, 0.0, 0, 0, "Click to disable or enable this texture channel");
if(psys_mapto && ma->mtex[a]->mapto & MAP_PA_IVEL)
uiButSetFunc(but, particle_recalc_material, ma, NULL);
@@ -4091,13 +4140,14 @@ static void material_panel_material(Material *ma)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButBitI(block, TOG, MA_VERTEXCOL, B_MAT_VCOL_LIGHT, "VCol Light", 8,166,74,20, &(ma->mode), 0, 0, 0, 0, "Adds vertex colors as extra light");
uiDefButBitI(block, TOG, MA_VERTEXCOLP, B_MAT_VCOL_PAINT, "VCol Paint", 82,166,74,20, &(ma->mode), 0, 0, 0, 0, "Replaces material's colors with vertex colors");
- uiDefButBitI(block, TOG, MA_FACETEXTURE, B_REDR, "TexFace", 156,166,64,20, &(ma->mode), 0, 0, 0, 0, "Sets UV-Editor assigned texture as color and texture info for faces");
- if (ma->mode & MA_FACETEXTURE) uiDefButBitI(block, TOG, MA_FACETEXTURE_ALPHA, B_REDR, "A", 220,166,20,20, &(ma->mode), 0, 0, 0, 0, "Use alpha channel in 'TexFace' assigned images");
- uiDefButBitI(block, TOG, MA_SHLESS, B_MATPRV, "Shadeless", 240,166,63,20, &(ma->mode), 0, 0, 0, 0, "Makes material insensitive to light or shadow");
+ uiDefButBitI(block, TOG, MA_FACETEXTURE, B_MATPRV, "TexFace", 156,166,60,20, &(ma->mode), 0, 0, 0, 0, "Sets UV-Editor assigned texture as color and texture info for faces");
+ uiDefButBitI(block, TOG, MA_FACETEXTURE_ALPHA, B_MATPRV, "A", 216,166,20,20, &(ma->mode), 0, 0, 0, 0, "Use alpha channel in 'TexFace' assigned images");
+ uiDefButBitI(block, TOG, MA_SHLESS, B_MATPRV, "Shadeless", 236,166,67,20, &(ma->mode), 0, 0, 0, 0, "Makes material insensitive to light or shadow");
- uiDefButBitI(block, TOG, MA_NOMIST, B_NOP, "No Mist", 8,146,74,20, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
+ uiDefButBitI(block, TOG, MA_NOMIST, B_MATPRV, "No Mist", 8,146,74,20, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
uiDefButBitI(block, TOG, MA_ENV, B_MATPRV, "Env", 82,146,74,20, &(ma->mode), 0, 0, 0, 0, "Causes faces to render with alpha zero: allows sky/backdrop to show through (only for solid faces)");
- uiDefButF(block, NUM, B_NOP, "Shad A ", 156,146,147,19, &ma->shad_alpha, 0.001, 1.0f, 100, 0, "Shadow casting alpha, only in use for Irregular Shadowbuffer");
+ uiDefButBitS(block, TOG, MA_OBCOLOR, B_MATPRV, "ObColor", 156,146,60,20, &(ma->shade_flag), 0, 0, 0, 0, "Modulate the result with a per object color");
+ uiDefButF(block, NUM, B_NOP, "Shad A ", 216,146,87,20, &ma->shad_alpha, 0.001, 1.0f, 10, 2, "Shadow casting alpha, only in use for Irregular Shadowbuffer");
}
uiBlockSetCol(block, TH_AUTO);
uiBlockBeginAlign(block);
diff --git a/source/blender/src/drawarmature.c b/source/blender/src/drawarmature.c
index 6d78b21dfbb..c37eaf7986c 100644
--- a/source/blender/src/drawarmature.c
+++ b/source/blender/src/drawarmature.c
@@ -2505,6 +2505,9 @@ int draw_armature(Base *base, int dt, int flag)
Object *ob= base->object;
bArmature *arm= ob->data;
int retval= 0;
+
+ if(G.f & G_SIMULATION)
+ return 1;
if(dt>OB_WIRE && arm->drawtype!=ARM_LINE) {
/* we use color for solid lighting */
diff --git a/source/blender/src/drawmesh.c b/source/blender/src/drawmesh.c
index 09f74c01c71..8f22c704fd0 100644
--- a/source/blender/src/drawmesh.c
+++ b/source/blender/src/drawmesh.c
@@ -76,534 +76,12 @@
#include "BSE_drawview.h"
+#include "GPU_extensions.h"
+#include "GPU_draw.h"
+
#include "blendef.h"
#include "nla.h"
-#ifndef GL_CLAMP_TO_EDGE
-#define GL_CLAMP_TO_EDGE 0x812F
-#endif
-
-//#include "glext.h"
-/* some local functions */
-#if defined(GL_EXT_texture_object) && (!defined(__sun__) || (!defined(__sun))) && !defined(__APPLE__) && !defined(__linux__) && !defined(WIN32)
- #define glBindTexture(A,B) glBindTextureEXT(A,B)
- #define glGenTextures(A,B) glGenTexturesEXT(A,B)
- #define glDeleteTextures(A,B) glDeleteTexturesEXT(A,B)
- #define glPolygonOffset(A,B) glPolygonOffsetEXT(A,B)
-
-#else
-
-/* #define GL_FUNC_ADD_EXT GL_FUNC_ADD */
-/* #define GL_FUNC_REVERSE_SUBTRACT_EXT GL_FUNC_REVERSE_SUBTRACT */
-/* #define GL_POLYGON_OFFSET_EXT GL_POLYGON_OFFSET */
-
-#endif
-
- /* (n&(n-1)) zeros the least significant bit of n */
-static int is_pow2(int num) {
- return ((num)&(num-1))==0;
-}
-static int smaller_pow2(int num) {
- while (!is_pow2(num))
- num= num&(num-1);
- return num;
-}
-
-/* These are used to enable texture clamping */
-static int is_pow2_limit(int num) {
- if (U.glreslimit != 0 && num > U.glreslimit) return 0;
- return ((num)&(num-1))==0;
-}
-
-static int smaller_pow2_limit(int num) {
- if (U.glreslimit != 0 && num > U.glreslimit)
- return U.glreslimit;
- return smaller_pow2(num);
-}
-
-static int fCurtile=0, fCurmode=0,fCurtileXRep=0,fCurtileYRep=0;
-static Image *fCurpage=0;
-static short fTexwindx, fTexwindy, fTexwinsx, fTexwinsy;
-static int fDoMipMap = 1;
-static int fLinearMipMap = 0;
-
-/* local prototypes --------------- */
-void update_realtime_textures(void);
-
-
-/* static int source, dest; also not used */
-
-/**
- * Enables or disable mipmapping for realtime images.
- * @param mipmap Turn mipmapping on (mipmap!=0) or off (mipmap==0).
- */
-void set_mipmap(int mipmap)
-{
- if (fDoMipMap != (mipmap != 0)) {
- free_all_realtime_images();
- fDoMipMap = mipmap != 0;
- }
-}
-
-/**
- * Returns the current setting for mipmapping.
- */
-static int get_mipmap(void)
-{
- return fDoMipMap && (!(G.f & G_TEXTUREPAINT));
-}
-
-/**
- * Enables or disable linear mipmap setting for realtime images (textures).
- * Note that this will will destroy all texture bindings in OpenGL.
- * @see free_realtime_image()
- * @param mipmap Turn linear mipmapping on (linear!=0) or off (linear==0).
- */
-void set_linear_mipmap(int linear)
-{
- if (fLinearMipMap != (linear != 0)) {
- free_all_realtime_images();
- fLinearMipMap = linear != 0;
- }
-}
-
-/**
- * Returns the current setting for linear mipmapping.
- */
-int get_linear_mipmap(void)
-{
- return fLinearMipMap;
-}
-
-
-/**
- * Resets the realtime image cache variables.
- */
-void clear_realtime_image_cache()
-{
- fCurpage = NULL;
- fCurtile = 0;
- fCurmode = 0;
- fCurtileXRep = 0;
- fCurtileYRep = 0;
-}
-
-/* REMEMBER! Changes here must go into my_set_tpage() as well */
-int set_tpage(MTFace *tface)
-{
- static int alphamode= -1;
- static MTFace *lasttface= 0;
- Image *ima;
- ImBuf *ibuf;
- unsigned int *rect=NULL, *bind;
- int tpx=0, tpy=0, tilemode, tileXRep,tileYRep;
-
- /* disable */
- if(tface==0) {
- if(lasttface==0) return 0;
-
- lasttface= 0;
- fCurtile= 0;
- fCurpage= 0;
- if(fCurmode!=0) {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- }
- fCurmode= 0;
- fCurtileXRep=0;
- fCurtileYRep=0;
- alphamode= -1;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glDisable ( GL_ALPHA_TEST );
- return 0;
- }
- lasttface= tface;
-
- if( alphamode != tface->transp) {
- alphamode= tface->transp;
-
- if(alphamode) {
- if(alphamode==TF_ADD) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE);
- glDisable ( GL_ALPHA_TEST );
- /* glBlendEquationEXT(GL_FUNC_ADD_EXT); */
- }
- else if(alphamode==TF_ALPHA) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- /* added after 2.45 to clip alpha */
-
- /*if U.glalphaclip == 1.0, some cards go bonkers... turn off alpha test in this case*/
- if(U.glalphaclip == 1.0) glDisable(GL_ALPHA_TEST);
- else{
- glEnable ( GL_ALPHA_TEST );
- glAlphaFunc ( GL_GREATER, U.glalphaclip );
- }
- } else if (alphamode==TF_CLIP){
- glDisable(GL_BLEND);
- glEnable ( GL_ALPHA_TEST );
- glAlphaFunc(GL_GREATER, 0.5f);
- }
- /* glBlendEquationEXT(GL_FUNC_ADD_EXT); */
- /* else { */
- /* glBlendFunc(GL_ONE, GL_ONE); */
- /* glBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); */
- /* } */
- } else {
- glDisable(GL_BLEND);
- glDisable ( GL_ALPHA_TEST );
- }
- }
-
- ima= tface->tpage;
-
- /* Enable or disable reflection mapping */
- if (ima && (ima->flag & IMA_REFLECT)){
-
-// glActiveTextureARB(GL_TEXTURE0_ARB);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
-
- /* Handle multitexturing here */
- }
- else{
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- }
-
- tilemode= tface->mode & TF_TILES;
- tileXRep = 0;
- tileYRep = 0;
- if (ima) {
- tileXRep = ima->xrep;
- tileYRep = ima->yrep;
- }
-
-
- if(ima==fCurpage && fCurtile==tface->tile && tilemode==fCurmode && fCurtileXRep==tileXRep && fCurtileYRep == tileYRep) return ima!=0;
-
- if(tilemode!=fCurmode || fCurtileXRep!=tileXRep || fCurtileYRep != tileYRep) {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
-
- if(tilemode && ima!=NULL)
- glScalef(ima->xrep, ima->yrep, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- }
-
- if(ima==NULL || ima->ok==0) {
- glDisable(GL_TEXTURE_2D);
-
- fCurtile= tface->tile;
- fCurpage= 0;
- fCurmode= tilemode;
- fCurtileXRep = tileXRep;
- fCurtileYRep = tileYRep;
-
- return 0;
- }
-
- ibuf= BKE_image_get_ibuf(ima, NULL);
- if(ibuf==NULL) {
-
- fCurtile= tface->tile;
- fCurpage= 0;
- fCurmode= tilemode;
- fCurtileXRep = tileXRep;
- fCurtileYRep = tileYRep;
-
- glDisable(GL_TEXTURE_2D);
- return 0;
- }
-
- if ((ibuf->rect==NULL) && ibuf->rect_float)
- IMB_rect_from_float(ibuf);
-
- if(ima->tpageflag & IMA_TWINANIM) fCurtile= ima->lastframe;
- else fCurtile= tface->tile;
-
- if(tilemode) {
- if(ima->repbind==0) make_repbind(ima);
-
- if(fCurtile>=ima->totbind) fCurtile= 0;
-
- /* this happens when you change repeat buttons */
- if(ima->repbind) bind= ima->repbind+fCurtile;
- else bind= &ima->bindcode;
-
- if(*bind==0) {
-
- fTexwindx= ibuf->x/ima->xrep;
- fTexwindy= ibuf->y/ima->yrep;
-
- if(fCurtile>=ima->xrep*ima->yrep) fCurtile= ima->xrep*ima->yrep-1;
-
- fTexwinsy= fCurtile / ima->xrep;
- fTexwinsx= fCurtile - fTexwinsy*ima->xrep;
-
- fTexwinsx*= fTexwindx;
- fTexwinsy*= fTexwindy;
-
- tpx= fTexwindx;
- tpy= fTexwindy;
-
- rect= ibuf->rect + fTexwinsy*ibuf->x + fTexwinsx;
- }
- }
- else {
- bind= &ima->bindcode;
-
- if(*bind==0) {
- tpx= ibuf->x;
- tpy= ibuf->y;
- rect= ibuf->rect;
- }
- }
-
- if(*bind==0) {
- int rectw= tpx, recth= tpy;
- unsigned int *tilerect= NULL, *scalerect= NULL;
-
- /*
- * Maarten:
- * According to Ton this code is not needed anymore. It was used only
- * in really old Blenders.
- * Reevan:
- * Actually it is needed for backwards compatibility. Simpledemo 6 does not display correctly without it.
- */
-#if 1
- if (tilemode) {
- int y;
-
- tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
- for (y=0; y<recth; y++) {
- unsigned int *rectrow= &rect[y*ibuf->x];
- unsigned int *tilerectrow= &tilerect[y*rectw];
-
- memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
- }
-
- rect= tilerect;
- }
-#endif
- if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
- rectw= smaller_pow2_limit(rectw);
- recth= smaller_pow2_limit(recth);
-
- scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
- gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
- rect= scalerect;
- }
-
- glGenTextures(1, (GLuint *)bind);
-
- if((G.f & G_DEBUG) || !*bind) {
- GLenum error = glGetError();
- printf("Texture: %s\n", ima->id.name+2);
- printf("name: %d, tpx: %d\n", *bind, tpx);
- printf("tile: %d, mode: %d\n", fCurtile, tilemode);
- if (error)
- printf("error: %s\n", gluErrorString(error));
- }
- glBindTexture( GL_TEXTURE_2D, *bind);
-
- if (!get_mipmap())
- {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- } else
- {
- int minfilter= fLinearMipMap?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST;
-
- gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- ima->tpageflag |= IMA_MIPMAP_COMPLETE;
- }
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- if (tilerect)
- MEM_freeN(tilerect);
- if (scalerect)
- MEM_freeN(scalerect);
- }
- else glBindTexture( GL_TEXTURE_2D, *bind);
-
- /* dont tile x/y as set the the game properties */
- if (ima->tpageflag & IMA_CLAMP_U)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- if (ima->tpageflag & IMA_CLAMP_V)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
- /* tag_image_time(ima);*/ /* Did this get lost in the image recode? */
-
- glEnable(GL_TEXTURE_2D);
-
- fCurpage= ima;
- fCurmode= tilemode;
- fCurtileXRep = tileXRep;
- fCurtileYRep = tileYRep;
-
- return 1;
-}
-
-void update_realtime_image(Image *ima, int x, int y, int w, int h)
-{
- ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
-
- if (ima->repbind || get_mipmap() || !ima->bindcode || !ibuf ||
- (!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
- (w == 0) || (h == 0)) {
- /* these special cases require full reload still */
- free_realtime_image(ima);
- }
- else {
- int row_length = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
- int skip_pixels = glaGetOneInteger(GL_UNPACK_SKIP_PIXELS);
- int skip_rows = glaGetOneInteger(GL_UNPACK_SKIP_ROWS);
-
- if ((ibuf->rect==NULL) && ibuf->rect_float)
- IMB_rect_from_float(ibuf);
-
- glBindTexture(GL_TEXTURE_2D, ima->bindcode);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
-
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
- GL_UNSIGNED_BYTE, ibuf->rect);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
-
- if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
- ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
- }
-}
-
-void free_realtime_image(Image *ima)
-{
- if(ima->bindcode) {
- glDeleteTextures(1, (GLuint *)&ima->bindcode);
- ima->bindcode= 0;
- ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
- }
- if(ima->repbind) {
- glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
-
- MEM_freeN(ima->repbind);
- ima->repbind= NULL;
- ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
- }
-}
-
-void free_all_realtime_images(void)
-{
- Image* ima;
-
- for(ima=G.main->image.first; ima; ima=ima->id.next)
- free_realtime_image(ima);
-}
-
-/* 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 texpaint_disable_mipmap(void)
-{
- Image* ima;
-
- if(!fDoMipMap)
- return;
-
- for(ima=G.main->image.first; ima; ima=ima->id.next) {
- if(ima->bindcode) {
- glBindTexture(GL_TEXTURE_2D, ima->bindcode);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- }
-}
-
-void texpaint_enable_mipmap(void)
-{
- Image* ima;
-
- if(!fDoMipMap)
- return;
-
- for(ima=G.main->image.first; ima; ima=ima->id.next) {
- if(ima->bindcode) {
- if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
- int minfilter= fLinearMipMap?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST;
-
- glBindTexture(GL_TEXTURE_2D, ima->bindcode);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- else
- free_realtime_image(ima);
- }
- }
-}
-
-void make_repbind(Image *ima)
-{
- ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
-
- if(ibuf==NULL) return;
-
- if(ima->repbind) {
- glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
- MEM_freeN(ima->repbind);
- ima->repbind= 0;
- ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
- }
- ima->totbind= ima->xrep*ima->yrep;
- if(ima->totbind>1) {
- ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
- }
-}
-
-void update_realtime_textures()
-{
- Image *ima;
-
- ima= G.main->image.first;
- while(ima) {
- if(ima->tpageflag & IMA_TWINANIM) {
- if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
-
- /* check: is bindcode not in the array? Free. (to do) */
-
- ima->lastframe++;
- if(ima->lastframe > ima->twend) ima->lastframe= ima->twsta;
-
- }
- ima= ima->id.next;
- }
-}
-
/***/
/* Flags for marked edges */
@@ -627,7 +105,7 @@ static void get_marked_edge_info__orFlags(EdgeHash *eh, int v0, int v1, int flag
*flags_p |= flags;
}
-EdgeHash *get_tface_mesh_marked_edge_info(Mesh *me)
+static EdgeHash *get_tface_mesh_marked_edge_info(Mesh *me)
{
EdgeHash *eh = BLI_edgehash_new();
int i;
@@ -775,81 +253,6 @@ static void draw_tfaces3D(Object *ob, Mesh *me, DerivedMesh *dm)
BLI_edgehash_free(data.eh, NULL);
}
-static int set_gl_light(Object *ob)
-{
- Base *base;
- Lamp *la;
- int count;
- /* float zero[4]= {0.0, 0.0, 0.0, 0.0}; */
- float vec[4];
-
- vec[3]= 1.0;
-
- for(count=0; count<8; count++) glDisable(GL_LIGHT0+count);
-
- count= 0;
-
- base= FIRSTBASE;
- while(base) {
- if(base->object->type==OB_LAMP ) {
- if(base->lay & G.vd->lay) {
- if(base->lay & ob->lay)
- {
- la= base->object->data;
-
- glPushMatrix();
- glLoadMatrixf((float *)G.vd->viewmat);
-
- where_is_object_simul(base->object);
- VECCOPY(vec, base->object->obmat[3]);
-
- if(la->type==LA_SUN) {
- vec[0]= base->object->obmat[2][0];
- vec[1]= base->object->obmat[2][1];
- vec[2]= base->object->obmat[2][2];
- vec[3]= 0.0;
- glLightfv(GL_LIGHT0+count, GL_POSITION, vec);
- }
- else {
- vec[3]= 1.0;
- glLightfv(GL_LIGHT0+count, GL_POSITION, vec);
- glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
- glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
- /* post 2.25 engine supports quad lights */
- glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
-
- if(la->type==LA_SPOT) {
- vec[0]= -base->object->obmat[2][0];
- vec[1]= -base->object->obmat[2][1];
- vec[2]= -base->object->obmat[2][2];
- glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, vec);
- glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0);
- glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend);
- }
- else glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
- }
-
- vec[0]= la->energy*la->r;
- vec[1]= la->energy*la->g;
- vec[2]= la->energy*la->b;
- vec[3]= 1.0;
- glLightfv(GL_LIGHT0+count, GL_DIFFUSE, vec);
- glLightfv(GL_LIGHT0+count, GL_SPECULAR, vec);//zero);
- glEnable(GL_LIGHT0+count);
-
- glPopMatrix();
-
- count++;
- if(count>7) break;
- }
- }
- }
- base= base->next;
- }
-
- return count;
-}
-
static Material *give_current_material_or_def(Object *ob, int matnr)
{
extern Material defmaterial; // render module abuse...
@@ -893,9 +296,9 @@ static int set_draw_settings_cached(int clearcache, int textured, MTFace *texfac
if (textured!=c_textured || texface!=c_texface) {
if (textured ) {
- c_badtex= !set_tpage(texface);
+ c_badtex= !GPU_set_tpage(texface);
} else {
- set_tpage(0);
+ GPU_set_tpage(0);
c_badtex= 0;
}
c_textured= textured;
@@ -950,7 +353,7 @@ static void draw_textured_begin(Object *ob)
}
else
/* draw with lights in the scene otherwise */
- Gtexdraw.islit= set_gl_light(ob);
+ Gtexdraw.islit= GPU_scene_object_lights(G.scene, ob, G.vd->lay, G.vd->viewmat);
obcol[0]= CLAMPIS(ob->col[0]*255, 0, 255);
obcol[1]= CLAMPIS(ob->col[1]*255, 0, 255);
@@ -971,12 +374,12 @@ static void draw_textured_begin(Object *ob)
static void draw_textured_end()
{
/* switch off textures */
- set_tpage(0);
+ GPU_set_tpage(0);
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
- /* XXX, bad patch - default_gl_light() calls
+ /* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_LIGHT_POSITION, ...) which
* is transformed by the current matrix... we
* need to make sure that matrix is identity.
@@ -987,7 +390,7 @@ static void draw_textured_end()
*/
glPushMatrix();
glLoadIdentity();
- default_gl_light();
+ GPU_default_lights();
glPopMatrix();
}
@@ -1057,50 +460,71 @@ static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmoot
return 1;
}
-static void draw_game_text_mesh(Object *ob, Mesh *me)
+void draw_mesh_text(Object *ob, int glsl)
{
- DerivedMesh *ddm = mesh_get_derived_deform(ob, CD_MASK_BAREMESH);
- MFace *mface= me->mface;
+ Mesh *me = ob->data;
+ DerivedMesh *ddm;
+ MFace *mf, *mface= me->mface;
MTFace *tface= me->mtface;
MCol *mcol= me->mcol; /* why does mcol exist? */
bProperty *prop = get_property(ob, "Text");
- int a, start= 0, totface= me->totface;
+ GPUVertexAttribs gattribs;
+ int a, totface= me->totface;
+
+ /* don't draw without tfaces */
+ if(!tface)
+ return;
+
+ /* don't draw when editing */
+ if(ob==G.obedit)
+ return;
+ else if(ob==OBACT)
+ if(FACESEL_PAINT_TEST)
+ return;
+
+ ddm = mesh_get_derived_deform(ob, CD_MASK_BAREMESH);
- tface+= start;
- mcol+= start*4;
- for (a=start; a<totface; a++, tface++, mcol+=4) {
- MFace *mf= &mface[a];
+ for(a=0, mf=mface; a<totface; a++, tface++, mf++) {
int mode= tface->mode;
int matnr= mf->mat_nr;
int mf_smooth= mf->flag & ME_SMOOTH;
if (!(mf->flag&ME_HIDE) && !(mode&TF_INVISIBLE) && (mode&TF_BMFONT)) {
- int badtex= set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE);
float v1[3], v2[3], v3[3], v4[3];
char string[MAX_PROPSTRING];
- int characters, index;
- ImBuf *ibuf;
- float curpos;
+ int characters, i, glattrib= -1, badtex= 0;
- if (badtex)
- continue;
+ if(glsl) {
+ GPU_enable_material(matnr+1, &gattribs);
+
+ for(i=0; i<gattribs.totlayer; i++) {
+ if(gattribs.layer[i].type == CD_MTFACE) {
+ glattrib = gattribs.layer[i].glindex;
+ break;
+ }
+ }
+ }
+ else {
+ badtex = set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE);
+ if (badtex) {
+ if (mcol) mcol+=4;
+ continue;
+ }
+ }
ddm->getVertCo(ddm, mf->v1, v1);
ddm->getVertCo(ddm, mf->v2, v2);
ddm->getVertCo(ddm, mf->v3, v3);
if (mf->v4) ddm->getVertCo(ddm, mf->v4, v4);
- // The BM_FONT handling code is duplicated in the gameengine
- // Search for 'Frank van Beek' ;-)
- // string = "Frank van Beek";
+ // The BM_FONT handling is in the gpu module, shared with the
+ // game engine, was duplicated previously
set_property_valstr(prop, string);
characters = strlen(string);
- ibuf= BKE_image_get_ibuf(tface->tpage, NULL);
- if (ibuf == NULL) {
+ if(!BKE_image_get_ibuf(tface->tpage, NULL))
characters = 0;
- }
if (!mf_smooth) {
float nor[3];
@@ -1110,46 +534,11 @@ static void draw_game_text_mesh(Object *ob, Mesh *me)
glNormal3fv(nor);
}
- curpos= 0.0;
- glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
- for (index = 0; index < characters; index++) {
- float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
- int character = string[index];
- char *cp= NULL;
-
- // lets calculate offset stuff
- // space starts at offset 1
- // character = character - ' ' + 1;
-
- matrixGlyph(ibuf, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
- movex+= curpos;
-
- if (tface->mode & TF_OBCOL)
- glColor3ubv(Gtexdraw.obcol);
- else if (me->mcol) cp= (char *)mcol;
- else glColor3ub(255, 255, 255);
-
- glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
- if (cp) glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
-
- glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
- if (cp) glColor3ub(cp[7], cp[6], cp[5]);
- glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
-
- glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
- if (cp) glColor3ub(cp[11], cp[10], cp[9]);
- glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
-
- if(mf->v4) {
- glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
- if (cp) glColor3ub(cp[15], cp[14], cp[13]);
- glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
- }
-
- curpos+= advance;
- }
- glEnd();
+ GPU_render_text(tface, tface->mode, string, characters,
+ (unsigned int*)mcol, v1, v2, v3, (mf->v4? v4: NULL), glattrib);
+ }
+ if (mcol) {
+ mcol+=4;
}
}
@@ -1159,7 +548,6 @@ static void draw_game_text_mesh(Object *ob, Mesh *me)
void draw_mesh_textured(Object *ob, DerivedMesh *dm, int faceselect)
{
Mesh *me= ob->data;
- int editing= 0;
/* correct for negative scale */
if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
@@ -1168,38 +556,20 @@ void draw_mesh_textured(Object *ob, DerivedMesh *dm, int faceselect)
/* draw the textured mesh */
draw_textured_begin(ob);
-#ifdef WITH_VERSE
- if(me->vnode) {
- /* verse-blender doesn't support uv mapping of textures yet */
- dm->drawFacesTex(dm, NULL);
- }
- else {
-#endif
- if(ob==G.obedit) {
- dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, G.editMesh);
- } else if(faceselect) {
- if(G.f & G_WEIGHTPAINT)
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me, 1);
- else
- dm->drawMappedFacesTex(dm, draw_tface_mapped__set_draw, me);
- }
+ if(ob==G.obedit) {
+ dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, G.editMesh);
+ } else if(faceselect) {
+ if(G.f & G_WEIGHTPAINT)
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me, 1);
else
- dm->drawFacesTex(dm, draw_tface__set_draw);
-#ifdef WITH_VERSE
- }
-#endif
-
- /* draw game engine text hack - but not if we are editing the mesh */
- if (me->mtface && get_property(ob, "Text")) {
- if(ob==G.obedit)
- editing= 1;
- else if(ob==OBACT)
- if(FACESEL_PAINT_TEST)
- editing= 1;
-
- if(!editing)
- draw_game_text_mesh(ob, me);
+ dm->drawMappedFacesTex(dm, draw_tface_mapped__set_draw, me);
}
+ else
+ dm->drawFacesTex(dm, draw_tface__set_draw);
+
+ /* draw game engine text hack */
+ if(get_property(ob, "Text"))
+ draw_mesh_text(ob, 0);
draw_textured_end();
@@ -1214,10 +584,3 @@ void draw_mesh_textured(Object *ob, DerivedMesh *dm, int faceselect)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
-void init_realtime_GL(void)
-{
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
-}
-
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c
index 213f49528f0..4876e6cae7c 100644
--- a/source/blender/src/drawobject.c
+++ b/source/blender/src/drawobject.c
@@ -93,6 +93,7 @@
#include "BKE_object.h"
#include "BKE_anim.h" //for the where_on_path function
#include "BKE_particle.h"
+#include "BKE_property.h"
#include "BKE_utildefines.h"
#ifdef WITH_VERSE
#include "BKE_verse.h"
@@ -129,6 +130,10 @@
#include "BKE_deform.h"
+#include "GPU_draw.h"
+#include "GPU_material.h"
+#include "GPU_extensions.h"
+
/* pretty stupid */
/* extern Lattice *editLatt; already in BKE_lattice.h */
/* editcurve.c */
@@ -143,114 +148,37 @@ static void drawcircle_size(float size);
static void draw_empty_sphere(float size);
static void draw_empty_cone(float size);
-/* ************* Setting OpenGL Material ************ */
-
-// Materials start counting at # one....
-#define MAXMATBUF (MAXMAT + 1)
-static float matbuf[MAXMATBUF][2][4];
-static int totmat_gl= 0;
+/* check for glsl drawing */
-int set_gl_material(int nr)
+int draw_glsl_material(Object *ob, int dt)
{
- static int last_gl_matnr= -1;
- static int last_ret_val= 1;
-
- /* prevent index to use un-initialized array items */
- if(nr>totmat_gl) nr= totmat_gl;
-
- if(nr<0) {
- last_gl_matnr= -1;
- last_ret_val= 1;
- }
- else if(nr<MAXMATBUF && nr!=last_gl_matnr) {
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matbuf[nr][0]);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matbuf[nr][1]);
- last_gl_matnr = nr;
- last_ret_val= matbuf[nr][0][3]!=0.0;
-
- /* matbuf alpha: 0.0 = skip draw, 1.0 = no blending, else blend */
- if(matbuf[nr][0][3]!= 0.0 && matbuf[nr][0][3]!= 1.0) {
- glEnable(GL_BLEND);
- }
- else
- glDisable(GL_BLEND);
-
- }
+ if(!GPU_extensions_minimum_support())
+ return 0;
+ if(G.f & G_PICKSEL)
+ return 0;
+ if(!CHECK_OB_DRAWTEXTURE(G.vd, dt))
+ return 0;
+ if(ob==OBACT && (G.f & G_WEIGHTPAINT))
+ return 0;
- return last_ret_val;
+ return ((G.fileflags & G_FILE_GAME_MAT) &&
+ (G.fileflags & G_FILE_GAME_MAT_GLSL) && (dt >= OB_SHADED));
}
-/* returns 1: when there's alpha needed to be drawn in a 2nd pass */
-int init_gl_materials(Object *ob, int check_alpha)
+static int check_material_alpha(Base *base, Object *ob, int glsl)
{
- extern Material defmaterial; // render module abuse...
- Material *ma;
- int a, has_alpha= 0;
-
- if(ob->totcol==0) {
- matbuf[0][0][0]= defmaterial.r;
- matbuf[0][0][1]= defmaterial.g;
- matbuf[0][0][2]= defmaterial.b;
- matbuf[0][0][3]= 1.0;
-
- matbuf[0][1][0]= defmaterial.specr;
- matbuf[0][1][1]= defmaterial.specg;
- matbuf[0][1][2]= defmaterial.specb;
- matbuf[0][1][3]= 1.0;
-
- /* do material 1 too, for displists! */
- QUATCOPY(matbuf[1][0], matbuf[0][0]);
- QUATCOPY(matbuf[1][1], matbuf[0][1]);
- }
-
- for(a=1; a<=ob->totcol; a++) {
- ma= give_current_material(ob, a);
- ma= editnode_get_active_material(ma);
- if(ma==NULL) ma= &defmaterial;
-
- if(a<MAXMATBUF) {
- if (ma->mode & MA_SHLESS) {
- matbuf[a][0][0]= ma->r;
- matbuf[a][0][1]= ma->g;
- matbuf[a][0][2]= ma->b;
- } else {
- matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r;
- matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g;
- matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b;
- }
+ if(base->flag & OB_FROMDUPLI)
+ return 0;
- /* draw transparent, not in pick-select, nor editmode */
- if(check_alpha && !(G.f & G_PICKSEL) && (ob->dtx & OB_DRAWTRANSP) && !(G.obedit && G.obedit->data==ob->data)) {
- if(G.vd->transp) { // drawing the transparent pass
- if(ma->alpha==1.0) matbuf[a][0][3]= 0.0; // means skip solid
- else matbuf[a][0][3]= ma->alpha;
- }
- else { // normal pass
- if(ma->alpha==1.0) matbuf[a][0][3]= 1.0;
- else {
- matbuf[a][0][3]= 0.0; // means skip transparent
- has_alpha= 1; // return value, to indicate adding to after-draw queue
- }
- }
- }
- else
- matbuf[a][0][3]= 1.0;
+ if(G.f & G_PICKSEL)
+ return 0;
- if (!(ma->mode & MA_SHLESS)) {
- matbuf[a][1][0]= ma->spec*ma->specr;
- matbuf[a][1][1]= ma->spec*ma->specg;
- matbuf[a][1][2]= ma->spec*ma->specb;
- matbuf[a][1][3]= 1.0;
- }
- }
- }
-
- totmat_gl= ob->totcol;
- set_gl_material(-1); // signal for static variable
- return has_alpha;
+ if(G.obedit && G.obedit->data==ob->data)
+ return 0;
+
+ return (glsl || (ob->dtx & OB_DRAWTRANSP));
}
-
/***/
static unsigned int colortab[24]=
{0x0, 0xFF88FF, 0xFFBBFF,
@@ -352,6 +280,9 @@ void drawaxes(float size, int flag, char drawtype)
float v1[3]= {0.0, 0.0, 0.0};
float v2[3]= {0.0, 0.0, 0.0};
float v3[3]= {0.0, 0.0, 0.0};
+
+ if(G.f & G_SIMULATION)
+ return;
switch(drawtype) {
@@ -734,6 +665,9 @@ static void drawlamp(Object *ob)
float pixsize, lampsize;
float imat[4][4], curcol[4];
char col[4];
+
+ if(G.f & G_SIMULATION)
+ return;
la= ob->data;
@@ -1024,6 +958,9 @@ static void drawcamera(Object *ob, int flag)
float vec[8][4], tmat[4][4], fac, facx, facy, depth;
int i;
+ if(G.f & G_SIMULATION)
+ return;
+
cam= ob->data;
glDisable(GL_LIGHTING);
@@ -1830,6 +1767,9 @@ static void draw_verse_debug(Object *ob, EditMesh *em)
struct EditFace *efa=NULL;
float v1[3], v2[3], v3[3], v4[3], fvec[3], col[3];
char val[32];
+
+ if(G.f & G_SIMULATION)
+ return;
if(G.vd->zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0)
glDisable(GL_DEPTH_TEST);
@@ -1894,6 +1834,9 @@ static void draw_em_measure_stats(Object *ob, EditMesh *em)
char conv_float[5]; /* Use a float conversion matching the grid size */
float area, col[3]; /* area of the face, color of the text to draw */
+ if(G.f & G_SIMULATION)
+ return;
+
/* make the precission of the pronted value proportionate to the gridsize */
if ((G.vd->grid) < 0.01)
strcpy(conv_float, "%.6f");
@@ -2054,12 +1997,20 @@ static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth
EditFace *efa = EM_get_face_for_index(index);
if (efa->h==0) {
- set_gl_material(efa->mat_nr+1);
+ GPU_enable_material(efa->mat_nr+1, NULL);
return 1;
- } else {
- return 0;
}
+ else
+ return 0;
}
+
+static int draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
+{
+ EditFace *efa = EM_get_face_for_index(index);
+
+ return (efa->h==0);
+}
+
static void draw_em_fancy(Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
{
Mesh *me = ob->data;
@@ -2082,9 +2033,21 @@ static void draw_em_fancy(Object *ob, EditMesh *em, DerivedMesh *cageDM, Derived
EM_init_index_arrays(1, 1, 1);
if(dt>OB_WIRE) {
- if( CHECK_OB_DRAWTEXTURE(G.vd, dt) ) {
- draw_mesh_textured(ob, finalDM, 0);
- } else {
+ if(CHECK_OB_DRAWTEXTURE(G.vd, dt)) {
+ if(draw_glsl_material(ob, dt)) {
+ glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
+
+ finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
+ draw_em_fancy__setGLSLFaceOpts, NULL);
+ GPU_disable_material();
+
+ glFrontFace(GL_CCW);
+ }
+ else {
+ draw_mesh_textured(ob, finalDM, 0);
+ }
+ }
+ else {
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
glEnable(GL_LIGHTING);
@@ -2208,6 +2171,7 @@ static void draw_em_fancy(Object *ob, EditMesh *em, DerivedMesh *cageDM, Derived
if(dt>OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(0.0);
+ GPU_disable_material();
}
EM_free_index_arrays();
@@ -2226,8 +2190,9 @@ static void draw_mesh_object_outline(Object *ob, DerivedMesh *dm)
drawFacesSolid() doesn't draw the transparent faces */
if(ob->dtx & OB_DRAWTRANSP) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- dm->drawFacesSolid(dm, set_gl_material);
+ dm->drawFacesSolid(dm, GPU_enable_material);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ GPU_disable_material();
}
else {
dm->drawEdges(dm, 0);
@@ -2312,7 +2277,19 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
draw_mesh_object_outline(ob, dm);
}
- draw_mesh_textured(ob, dm, faceselect);
+ if(draw_glsl_material(ob, dt)) {
+ glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
+
+ dm->drawFacesGLSL(dm, GPU_enable_material);
+ if(get_property(ob, "Text"))
+ draw_mesh_text(ob, 1);
+ GPU_disable_material();
+
+ glFrontFace(GL_CCW);
+ }
+ else {
+ draw_mesh_textured(ob, dm, faceselect);
+ }
if(!faceselect) {
if(base->flag & SELECT)
@@ -2323,18 +2300,17 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
dm->drawLooseEdges(dm);
}
}
- else if(dt==OB_SOLID ) {
-
- if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
+ else if(dt==OB_SOLID) {
+ if((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire)
draw_mesh_object_outline(ob, dm);
- }
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- dm->drawFacesSolid(dm, set_gl_material);
+ dm->drawFacesSolid(dm, GPU_enable_material);
+ GPU_disable_material();
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
@@ -2352,7 +2328,8 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
if(ob==OBACT) {
do_draw= 0;
if( (G.f & G_WEIGHTPAINT)) {
- set_gl_material(0); /* enforce defmaterial settings */
+ /* enforce default material settings */
+ GPU_enable_material(0, NULL);
/* but set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
@@ -2367,6 +2344,8 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
+
+ GPU_disable_material();
}
else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) {
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
@@ -2385,7 +2364,7 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
dm->release(dm);
shadeDispList(base);
dl = find_displist(&ob->disp, DL_VERTCOL);
- dm= mesh_get_derived_final(ob, get_viewedit_datamask());
+ dm= mesh_get_derived_final(ob, get_viewedit_datamask());
}
if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
@@ -2462,7 +2441,7 @@ static int draw_mesh_object(Base *base, int dt, int flag)
{
Object *ob= base->object;
Mesh *me= ob->data;
- int has_alpha= 0, drawlinked= 0, retval= 0;
+ int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
if(G.obedit && ob!=G.obedit && ob->data==G.obedit->data) {
if(ob_get_key(ob));
@@ -2478,7 +2457,12 @@ static int draw_mesh_object(Base *base, int dt, int flag)
cageDM = editmesh_get_derived_cage_and_final(&finalDM,
get_viewedit_datamask());
- if(dt>OB_WIRE) init_gl_materials(ob, 0); // no transp in editmode, the fancy draw over goes bad then
+ if(dt>OB_WIRE) {
+ // no transp in editmode, the fancy draw over goes bad then
+ glsl = draw_glsl_material(ob, dt);
+ GPU_set_object_materials(G.scene, ob, glsl, NULL);
+ }
+
draw_em_fancy(ob, G.editMesh, cageDM, finalDM, dt);
if (G.obedit!=ob && finalDM)
@@ -2491,15 +2475,22 @@ static int draw_mesh_object(Base *base, int dt, int flag)
else {
/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
if(me->totface<=4 || boundbox_clip(ob->obmat, (ob->bb)? ob->bb: me->bb)) {
- if(dt==OB_SOLID) has_alpha= init_gl_materials(ob, (base->flag & OB_FROMDUPLI)==0);
+ glsl = draw_glsl_material(ob, dt);
+ check_alpha = check_material_alpha(base, ob, glsl);
+
+ if(dt==OB_SOLID || glsl) {
+ GPU_set_object_materials(G.scene, ob, glsl,
+ (check_alpha)? &do_alpha_pass: NULL);
+ }
+
draw_mesh_fancy(base, dt, flag);
if(me->totvert==0) retval= 1;
}
}
- /* init_gl_materials did the proper checking if this is needed */
- if(has_alpha) add_view3d_after(G.vd, base, V3D_TRANSP, flag);
+ /* GPU_set_object_materials checked if this is needed */
+ if(do_alpha_pass) add_view3d_after(G.vd, base, V3D_TRANSP, flag);
return retval;
}
@@ -2601,9 +2592,10 @@ static int drawDispListwire(ListBase *dlbase)
return 0;
}
-static void drawDispListsolid(ListBase *lb, Object *ob)
+static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
{
DispList *dl;
+ GPUVertexAttribs gattribs;
float *data, curcol[4];
float *ndata;
@@ -2667,7 +2659,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
case DL_SURF:
if(dl->index) {
- set_gl_material(dl->col+1);
+ GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
@@ -2675,12 +2667,12 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
+ GPU_disable_material();
}
break;
case DL_INDEX3:
-
- set_gl_material(dl->col+1);
+ GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
@@ -2693,6 +2685,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
+ GPU_disable_material();
if(index3_nors_incr==0)
glEnableClientState(GL_NORMAL_ARRAY);
@@ -2700,12 +2693,13 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
break;
case DL_INDEX4:
-
- set_gl_material(dl->col+1);
+ GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
+
+ GPU_disable_material();
break;
}
@@ -2799,14 +2793,18 @@ static int drawDispList(Base *base, int dt)
draw_index_wire= 1;
}
else {
- if(dt==OB_SHADED) {
+ if(draw_glsl_material(ob, dt)) {
+ GPU_set_object_materials(G.scene, ob, 1, NULL);
+ drawDispListsolid(lb, ob, 1);
+ }
+ else if(dt == OB_SHADED) {
if(ob->disp.first==0) shadeDispList(base);
drawDispListshaded(lb, ob);
}
else {
- init_gl_materials(ob, 0);
+ GPU_set_object_materials(G.scene, ob, 0, NULL);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
- drawDispListsolid(lb, ob);
+ drawDispListsolid(lb, ob, 0);
}
if(ob==G.obedit && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0 && cu->ext2 == 0.0) {
cpack(0);
@@ -2833,15 +2831,19 @@ static int drawDispList(Base *base, int dt)
if(dl->nors==NULL) addnormalsDispList(ob, lb);
- if(dt==OB_SHADED) {
+ if(draw_glsl_material(ob, dt)) {
+ GPU_set_object_materials(G.scene, ob, 1, NULL);
+ drawDispListsolid(lb, ob, 1);
+ }
+ else if(dt==OB_SHADED) {
if(ob->disp.first==NULL) shadeDispList(base);
drawDispListshaded(lb, ob);
}
else {
- init_gl_materials(ob, 0);
+ GPU_set_object_materials(G.scene, ob, 0, NULL);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
- drawDispListsolid(lb, ob);
+ drawDispListsolid(lb, ob, 0);
}
}
else {
@@ -2857,16 +2859,20 @@ static int drawDispList(Base *base, int dt)
if(solid) {
- if(dt==OB_SHADED) {
+ if(draw_glsl_material(ob, dt)) {
+ GPU_set_object_materials(G.scene, ob, 1, NULL);
+ drawDispListsolid(lb, ob, 1);
+ }
+ else if(dt == OB_SHADED) {
dl= lb->first;
if(dl && dl->col1==0) shadeDispList(base);
drawDispListshaded(lb, ob);
}
else {
- init_gl_materials(ob, 0);
+ GPU_set_object_materials(G.scene, ob, 0, NULL);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
- drawDispListsolid(lb, ob);
+ drawDispListsolid(lb, ob, 0);
}
}
else{
@@ -4624,9 +4630,8 @@ static void drawSolidSelect(Base *base)
drawDispListwire(&ob->disp);
}
else if(ob->type==OB_ARMATURE) {
- if(!(ob->flag & OB_POSEMODE)) {
+ if(!(ob->flag & OB_POSEMODE))
draw_armature(base, OB_WIRE, 0);
- }
}
glLineWidth(1.0);
@@ -5094,8 +5099,9 @@ void draw_object(Base *base, int flag)
drawlattice(ob);
break;
case OB_ARMATURE:
- if(dt>OB_WIRE) set_gl_material(0); // we use defmaterial
+ if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
empty_object= draw_armature(base, dt, flag);
+ if(dt>OB_WIRE) GPU_disable_material();
break;
default:
drawaxes(1.0, flag, OB_ARROWS);
@@ -5138,9 +5144,8 @@ void draw_object(Base *base, int flag)
}
/* draw extra: after normal draw because of makeDispList */
- if(dtx) {
- if(G.f & G_SIMULATION);
- else if(dtx & OB_AXIS) {
+ if(dtx && !(G.f & G_SIMULATION)) {
+ if(dtx & OB_AXIS) {
drawaxes(1.0f, flag, OB_ARROWS);
}
if(dtx & OB_BOUNDBOX) draw_bounding_volume(ob);
@@ -5411,19 +5416,6 @@ static int bbs_mesh_solid__setDrawOpts(void *userData, int index, int *drawSmoot
}
}
-static int bbs_mesh_wire__setDrawOpts(void *userData, int index)
-{
- struct { Mesh *me; EdgeHash *eh; int offset; } *data = userData;
- MEdge *med = data->me->medge + index;
- uintptr_t flags = (intptr_t)BLI_edgehash_lookup(data->eh, med->v1, med->v2);
-
- if (flags & 1) {
- set_framebuffer_index_color(data->offset+index);
- return 1;
- } else
- return 0;
-}
-
/* TODO remove this - since face select mode now only works with painting */
static void bbs_mesh_solid(Object *ob)
{
@@ -5433,22 +5425,6 @@ static void bbs_mesh_solid(Object *ob)
glColor3ub(0, 0, 0);
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0);
- /* draw edges for seam marking in faceselect mode, but not when painting,
- so that painting doesn't get interrupted on an edge */
- if ((G.f & G_FACESELECT) && !(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT))) {
- struct { Mesh *me; EdgeHash *eh; int offset; } userData;
-
- userData.me = me;
- userData.eh = get_tface_mesh_marked_edge_info(me);
- userData.offset = userData.me->totface+1;
-
- bglPolygonOffset(1.0);
- dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOpts, (void*)&userData);
- bglPolygonOffset(0.0);
-
- BLI_edgehash_free(userData.eh, NULL);
- }
-
dm->release(dm);
}
@@ -5504,6 +5480,7 @@ void draw_object_backbufsel(Object *ob)
static void draw_object_mesh_instance(Object *ob, int dt, int outline)
{
DerivedMesh *dm=NULL, *edm=NULL;
+ int glsl;
if(G.obedit && ob->data==G.obedit->data)
edm= editmesh_get_derived_base();
@@ -5520,8 +5497,10 @@ static void draw_object_mesh_instance(Object *ob, int dt, int outline)
if(outline)
draw_mesh_object_outline(ob, dm?dm:edm);
- if(dm)
- init_gl_materials(ob, 0);
+ if(dm) {
+ glsl = draw_glsl_material(ob, dt);
+ GPU_set_object_materials(G.scene, ob, glsl, NULL);
+ }
else {
glEnable(GL_COLOR_MATERIAL);
BIF_ThemeColor(TH_BONE_SOLID);
@@ -5532,8 +5511,10 @@ static void draw_object_mesh_instance(Object *ob, int dt, int outline)
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
glEnable(GL_LIGHTING);
- if(dm)
- dm->drawFacesSolid(dm, set_gl_material);
+ if(dm) {
+ dm->drawFacesSolid(dm, GPU_enable_material);
+ GPU_disable_material();
+ }
else if(edm)
edm->drawMappedFaces(edm, NULL, NULL, 0);
diff --git a/source/blender/src/drawview.c b/source/blender/src/drawview.c
index 2030eb658de..020dfd407ad 100644
--- a/source/blender/src/drawview.c
+++ b/source/blender/src/drawview.c
@@ -64,6 +64,7 @@
#include "DNA_gpencil_types.h"
#include "DNA_image_types.h"
#include "DNA_key_types.h"
+#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
@@ -162,6 +163,9 @@
#include "RE_pipeline.h" // make_stars
+#include "GPU_draw.h"
+#include "GPU_material.h"
+
#include "multires.h"
/* For MULTISAMPLE_ARB #define.
@@ -193,132 +197,6 @@ static void star_stuff_term_func(void)
glEnd();
}
-void default_gl_light(void)
-{
- int a;
-
- /* initialize */
- if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
- U.light[0].flag= 1;
- U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
- U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
- U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
- U.light[0].spec[3]= 1.0;
-
- U.light[1].flag= 0;
- U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
- U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
- U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
- U.light[1].spec[3]= 1.0;
-
- U.light[2].flag= 0;
- U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
- U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
- U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
- U.light[2].spec[3]= 1.0;
- }
-
-
- glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
- glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
-
- glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
- glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
-
- glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
- glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
- glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
-
- for(a=0; a<8; a++) {
- if(a<3) {
- if(U.light[a].flag) glEnable(GL_LIGHT0+a);
- else glDisable(GL_LIGHT0+a);
-
- // clear stuff from other opengl lamp usage
- glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
- glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
- glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
- }
- else glDisable(GL_LIGHT0+a);
- }
-
- glDisable(GL_LIGHTING);
-
- glDisable(GL_COLOR_MATERIAL);
-}
-
-/* also called when render 'ogl'
- keep synced with Myinit_gl_stuff in the game engine! */
-void init_gl_stuff(void)
-{
- float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
- float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
- float mat_shininess[] = { 35.0 };
- int a, x, y;
- GLubyte pat[32*32];
- const GLubyte *patc= pat;
-
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-
- default_gl_light();
-
- /* no local viewer, looks ugly in ortho mode */
- /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
-
- glDepthFunc(GL_LEQUAL);
- /* scaling matrices */
- glEnable(GL_NORMALIZE);
-
- glShadeModel(GL_FLAT);
-
- glDisable(GL_ALPHA_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_FOG);
- glDisable(GL_LIGHTING);
- glDisable(GL_LOGIC_OP);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_TEXTURE_1D);
- glDisable(GL_TEXTURE_2D);
-
- /* default on, disable/enable should be local per function */
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi(GL_RED_SCALE, 1);
- glPixelTransferi(GL_RED_BIAS, 0);
- glPixelTransferi(GL_GREEN_SCALE, 1);
- glPixelTransferi(GL_GREEN_BIAS, 0);
- glPixelTransferi(GL_BLUE_SCALE, 1);
- glPixelTransferi(GL_BLUE_BIAS, 0);
- glPixelTransferi(GL_ALPHA_SCALE, 1);
- glPixelTransferi(GL_ALPHA_BIAS, 0);
-
- glPixelTransferi(GL_DEPTH_BIAS, 0);
- glPixelTransferi(GL_DEPTH_SCALE, 1);
- glDepthRange(0.0, 1.0);
-
- a= 0;
- for(x=0; x<32; x++) {
- for(y=0; y<4; y++) {
- if( (x) & 1) pat[a++]= 0x88;
- else pat[a++]= 0x22;
- }
- }
-
- glPolygonStipple(patc);
-
-
- init_realtime_GL();
-}
-
void circf(float x, float y, float rad)
{
GLUquadricObj *qobj = gluNewQuadric();
@@ -2737,7 +2615,7 @@ void add_view3d_after(View3D *v3d, Base *base, int type, int flag)
}
/* clears zbuffer and draws it over */
-static void view3d_draw_xray(View3D *v3d)
+static void view3d_draw_xray(View3D *v3d, int clear)
{
View3DAfter *v3da, *next;
int doit= 0;
@@ -2746,7 +2624,7 @@ static void view3d_draw_xray(View3D *v3d)
if(v3da->type==V3D_XRAY) doit= 1;
if(doit) {
- if(v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT);
+ if(clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT);
v3d->xray= TRUE;
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
@@ -2768,7 +2646,7 @@ static void view3d_draw_transp(View3D *v3d)
glDepthMask(0);
v3d->transp= TRUE;
-
+
for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
next= v3da->next;
if(v3da->type==V3D_TRANSP) {
@@ -2946,7 +2824,7 @@ static void draw_sculpt_depths(View3D *v3d)
}
}
-void draw_depth(ScrArea *sa, void *spacedata)
+void draw_depth(ScrArea *sa, void *spacedata, int (* func)(void *))
{
View3D *v3d= spacedata;
Base *base;
@@ -2986,9 +2864,11 @@ void draw_depth(ScrArea *sa, void *spacedata)
if(G.scene->set) {
for(SETLOOPER(G.scene->set, base)) {
if(v3d->lay & base->lay) {
- draw_object(base, 0);
- if(base->object->transflag & OB_DUPLI) {
- draw_dupli_objects_color(v3d, base, TH_WIRE);
+ if (func == NULL || func(base)) {
+ draw_object(base, 0);
+ if(base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects_color(v3d, base, TH_WIRE);
+ }
}
}
}
@@ -2996,12 +2876,13 @@ void draw_depth(ScrArea *sa, void *spacedata)
for(base= G.scene->base.first; base; base= base->next) {
if(v3d->lay & base->lay) {
-
- /* dupli drawing */
- if(base->object->transflag & OB_DUPLI) {
- draw_dupli_objects(v3d, base);
+ if (func == NULL || func(base)) {
+ /* dupli drawing */
+ if(base->object->transflag & OB_DUPLI) {
+ draw_dupli_objects(v3d, base);
+ }
+ draw_object(base, 0);
}
- draw_object(base, 0);
}
}
@@ -3046,6 +2927,84 @@ void draw_depth(ScrArea *sa, void *spacedata)
static void draw_viewport_fps(ScrArea *sa);
+typedef struct View3DShadow{
+ struct View3DShadow*next, *prev;
+ GPULamp *lamp;
+} View3DShadow;
+
+static void gpu_render_lamp_update(View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows)
+{
+ GPULamp *lamp;
+ View3DShadow *shadow;
+
+ lamp = GPU_lamp_from_blender(G.scene, ob, par);
+
+ if(lamp) {
+ GPU_lamp_update(lamp, obmat);
+
+ if(GPU_lamp_has_shadow_buffer(lamp)) {
+ shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");
+ shadow->lamp = lamp;
+ BLI_addtail(shadows, shadow);
+ }
+ }
+}
+
+static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
+{
+ ListBase shadows;
+ View3DShadow *shadow;
+ Scene *sce;
+ Base *base;
+ Object *ob;
+
+ shadows.first= shadows.last= NULL;
+
+ /* update lamp transform and gather shadow lamps */
+ for(SETLOOPER(G.scene, base)) {
+ ob= base->object;
+
+ if(ob->type == OB_LAMP)
+ gpu_render_lamp_update(v3d, ob, NULL, ob->obmat, &shadows);
+
+ if (ob->transflag & OB_DUPLI) {
+ DupliObject *dob;
+ ListBase *lb = object_duplilist(G.scene, ob);
+
+ for(dob=lb->first; dob; dob=dob->next)
+ if(dob->ob->type==OB_LAMP)
+ gpu_render_lamp_update(v3d, dob->ob, ob, dob->mat, &shadows);
+
+ free_object_duplilist(lb);
+ }
+ }
+
+ /* render shadows after updating all lamps, nested object_duplilist
+ * don't work correct since it's replacing object matrices */
+ for(shadow=shadows.first; shadow; shadow=shadow->next) {
+ /* this needs to be done better .. */
+ float viewmat[4][4], winmat[4][4];
+ int drawtype, lay, winsize, flag2;
+
+ drawtype= v3d->drawtype;
+ lay= v3d->lay;
+ flag2= v3d->flag2 & V3D_SOLID_TEX;
+
+ v3d->drawtype = OB_SOLID;
+ v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
+ v3d->flag2 &= ~V3D_SOLID_TEX;
+
+ GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
+ drawview3d_render(v3d, viewmat, winsize, winsize, winmat, 1);
+ GPU_lamp_shadow_buffer_unbind(shadow->lamp);
+
+ v3d->drawtype= drawtype;
+ v3d->lay= lay;
+ v3d->flag2 |= flag2;
+ }
+
+ BLI_freelistN(&shadows);
+}
void drawview3dspace(ScrArea *sa, void *spacedata)
{
@@ -3066,6 +3025,10 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
for(base= G.scene->base.first; base; base= base->next)
object_handle_update(base->object); // bke_object.h
+
+ /* shadow buffers, before we setup matrices */
+ if(draw_glsl_material(NULL, v3d->drawtype))
+ gpu_update_lamps_shadows(G.scene, v3d);
setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
setviewmatrixview3d(); /* note: calls where_is_object for camera... */
@@ -3208,8 +3171,8 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
/* Transp and X-ray afterdraw stuff */
- view3d_draw_xray(v3d); // clears zbuffer if it is used!
view3d_draw_transp(v3d);
+ view3d_draw_xray(v3d, 1); // clears zbuffer if it is used!
if(!retopo && sculptparticle && (obact && (OBACT->dtx & OB_DRAWXRAY))) {
if(G.f & G_SCULPTMODE)
@@ -3328,18 +3291,29 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
}
-
-void drawview3d_render(struct View3D *v3d, int winx, int winy, float winmat[][4])
+void drawview3d_render(struct View3D *v3d, float viewmat[][4], int winx, int winy, float winmat[][4], int shadow)
{
Base *base;
Scene *sce;
- float v3dwinmat[4][4];
+ float v3dviewmat[4][4], v3dwinmat[4][4];
+
+ /* shadow buffers, before we setup matrices */
+ if(!shadow && draw_glsl_material(NULL, v3d->drawtype))
+ gpu_update_lamps_shadows(G.scene, v3d);
if(!winmat)
setwinmatrixview3d(winx, winy, NULL);
- setviewmatrixview3d();
- myloadmatrix(v3d->viewmat);
+ if(viewmat) {
+ Mat4CpyMat4(v3dviewmat, viewmat);
+ Mat4CpyMat4(v3d->viewmat, viewmat);
+ }
+ else {
+ setviewmatrixview3d();
+ Mat4CpyMat4(v3dviewmat, v3d->viewmat);
+ }
+
+ myloadmatrix(v3dviewmat);
/* when winmat is not NULL, it overrides the regular window matrix */
glMatrixMode(GL_PROJECTION);
@@ -3348,12 +3322,14 @@ void drawview3d_render(struct View3D *v3d, int winx, int winy, float winmat[][4]
mygetmatrix(v3dwinmat);
glMatrixMode(GL_MODELVIEW);
- Mat4MulMat4(v3d->persmat, v3d->viewmat, v3dwinmat);
+ Mat4MulMat4(v3d->persmat, v3dviewmat, v3dwinmat);
Mat4Invert(v3d->persinv, v3d->persmat);
Mat4Invert(v3d->viewinv, v3d->viewmat);
- free_all_realtime_images();
- reshadeall_displist();
+ if(!shadow) {
+ GPU_free_images();
+ reshadeall_displist();
+ }
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
@@ -3431,8 +3407,8 @@ void drawview3d_render(struct View3D *v3d, int winx, int winy, float winmat[][4]
if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
/* Transp and X-ray afterdraw stuff */
- view3d_draw_xray(v3d); // clears zbuffer if it is used!
view3d_draw_transp(v3d);
+ view3d_draw_xray(v3d, !shadow); // clears zbuffer if it is used!
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
@@ -3451,11 +3427,12 @@ void drawview3d_render(struct View3D *v3d, int winx, int winy, float winmat[][4]
G.f &= ~G_SIMULATION;
- glFlush();
+ if(!shadow) {
+ glFlush();
+ GPU_free_images();
+ }
glLoadIdentity();
-
- free_all_realtime_images();
}
diff --git a/source/blender/src/editdeform.c b/source/blender/src/editdeform.c
index 5de4c6ed23c..3f178e1ea2b 100644
--- a/source/blender/src/editdeform.c
+++ b/source/blender/src/editdeform.c
@@ -270,7 +270,7 @@ static void del_defgroup_update_users(Object *ob, int id)
int a;
/* these cases don't use names to refer to vertex groups, so when
- * they get deleted the numbers get out of synce, this corrects that */
+ * they get deleted the numbers get out of sync, this corrects that */
if(ob->soft) {
if(ob->soft->vertgroup == id)
diff --git a/source/blender/src/editface.c b/source/blender/src/editface.c
index 781210cd373..008ddf3b5f0 100644
--- a/source/blender/src/editface.c
+++ b/source/blender/src/editface.c
@@ -82,13 +82,14 @@
#include "BIF_space.h" /* for allqueue */
#include "BIF_drawimage.h" /* for allqueue */
-#include "BDR_drawmesh.h"
#include "BDR_editface.h"
#include "BDR_vpaint.h"
#include "BDR_editface.h"
#include "BDR_vpaint.h"
+#include "GPU_draw.h"
+
#include "mydevice.h"
#include "blendef.h"
#include "butspace.h"
@@ -1315,7 +1316,7 @@ void set_texturepaint() /* toggle */
if(G.f & G_TEXTUREPAINT) {
G.f &= ~G_TEXTUREPAINT;
- texpaint_enable_mipmap();
+ GPU_paint_set_mipmap(1);
}
else if (me) {
G.f |= G_TEXTUREPAINT;
@@ -1324,7 +1325,7 @@ void set_texturepaint() /* toggle */
make_tfaces(me);
brush_check_exists(&G.scene->toolsettings->imapaint.brush);
- texpaint_disable_mipmap();
+ GPU_paint_set_mipmap(0);
}
allqueue(REDRAWVIEW3D, 0);
diff --git a/source/blender/src/editipo_lib.c b/source/blender/src/editipo_lib.c
index e1e286e10cf..7bfd097b87f 100644
--- a/source/blender/src/editipo_lib.c
+++ b/source/blender/src/editipo_lib.c
@@ -392,7 +392,15 @@ int texchannel_to_adrcode(int channel)
case 6: return MA_MAP7;
case 7: return MA_MAP8;
case 8: return MA_MAP9;
- case 9: return MA_MAP10;
+ case 9: return MA_MAP10;
+ case 10: return MA_MAP11;
+ case 11: return MA_MAP12;
+ case 12: return MA_MAP13;
+ case 13: return MA_MAP14;
+ case 14: return MA_MAP15;
+ case 15: return MA_MAP16;
+ case 16: return MA_MAP17;
+ case 17: return MA_MAP18;
default: return 0;
}
}
diff --git a/source/blender/src/editlattice.c b/source/blender/src/editlattice.c
index 0782e012f68..06b092a30ac 100644
--- a/source/blender/src/editlattice.c
+++ b/source/blender/src/editlattice.c
@@ -131,7 +131,7 @@ void make_editLatt(void)
copy_dverts(editLatt->dvert, lt->dvert, tot);
}
- BIF_undo_push("original");
+ BIF_undo_push("Original");
}
diff --git a/source/blender/src/editmode_undo.c b/source/blender/src/editmode_undo.c
index d0a44360ad5..7893dac2408 100644
--- a/source/blender/src/editmode_undo.c
+++ b/source/blender/src/editmode_undo.c
@@ -107,6 +107,7 @@ typedef struct UndoElem {
Object *ob; // pointer to edited object
int type; // type of edited object
void *undodata;
+ uintptr_t undosize;
char name[MAXUNDONAME];
void (*freedata)(void *);
void (*to_editmode)(void *);
@@ -138,6 +139,7 @@ void undo_editmode_push(char *name, void (*freedata)(void *),
{
UndoElem *uel;
int nr;
+ uintptr_t memused, totmem, maxmem;
/* at first here was code to prevent an "original" key to be insterted twice
this was giving conflicts for example when mesh changed due to keys or apply */
@@ -145,9 +147,8 @@ void undo_editmode_push(char *name, void (*freedata)(void *),
/* remove all undos after (also when curundo==NULL) */
while(undobase.last != curundo) {
uel= undobase.last;
- BLI_remlink(&undobase, uel);
uel->freedata(uel->undodata);
- MEM_freeN(uel);
+ BLI_freelinkN(&undobase, uel);
}
/* make new */
@@ -160,7 +161,7 @@ void undo_editmode_push(char *name, void (*freedata)(void *),
uel->from_editmode= from_editmode;
uel->validate_undo= validate_undo;
- /* and limit amount to the maximum */
+ /* limit amount to the maximum amount*/
nr= 0;
uel= undobase.last;
while(uel) {
@@ -171,19 +172,43 @@ void undo_editmode_push(char *name, void (*freedata)(void *),
if(uel) {
while(undobase.first!=uel) {
UndoElem *first= undobase.first;
- BLI_remlink(&undobase, first);
first->freedata(first->undodata);
- MEM_freeN(first);
+ BLI_freelinkN(&undobase, first);
}
}
/* copy */
+ memused= MEM_get_memory_in_use();
curundo->undodata= curundo->from_editmode();
+ curundo->undosize= MEM_get_memory_in_use() - memused;
curundo->ob= G.obedit;
curundo->id= G.obedit->id;
curundo->type= G.obedit->type;
-}
+ if(U.undomemory != 0) {
+ /* limit to maximum memory (afterwards, we can't know in advance) */
+ totmem= 0;
+ maxmem= ((uintptr_t)U.undomemory)*1024*1024;
+
+ uel= undobase.last;
+ while(uel && uel->prev) {
+ totmem+= uel->undosize;
+ if(totmem>maxmem) break;
+ uel= uel->prev;
+ }
+
+ if(uel) {
+ if(uel->prev && uel->prev->prev)
+ uel= uel->prev;
+
+ while(undobase.first!=uel) {
+ UndoElem *first= undobase.first;
+ first->freedata(first->undodata);
+ BLI_freelinkN(&undobase, first);
+ }
+ }
+ }
+}
/* helper to remove clean other objects from undo stack */
static void undo_clean_stack(void)
@@ -205,9 +230,8 @@ static void undo_clean_stack(void)
}
else {
mixed= 1;
- BLI_remlink(&undobase, uel);
uel->freedata(uel->undodata);
- MEM_freeN(uel);
+ BLI_freelinkN(&undobase, uel);
}
uel= next;
diff --git a/source/blender/src/editview.c b/source/blender/src/editview.c
index d2e59ae676d..2133a92a54e 100644
--- a/source/blender/src/editview.c
+++ b/source/blender/src/editview.c
@@ -2247,7 +2247,7 @@ void view3d_border_zoom(void)
/* Get Z Depths, needed for perspective, nice for ortho */
bgl_get_mats(&mats);
- draw_depth(curarea, (void *)v3d);
+ draw_depth(curarea, (void *)v3d, NULL);
/* force updating */
if (v3d->depths) {
diff --git a/source/blender/src/header_image.c b/source/blender/src/header_image.c
index fac9e3af1af..1b90c406f0e 100644
--- a/source/blender/src/header_image.c
+++ b/source/blender/src/header_image.c
@@ -239,8 +239,10 @@ void do_image_buttons(unsigned short event)
if(ima->twsta>=nr) ima->twsta= 1;
if(ima->twend>=nr) ima->twend= nr-1;
if(ima->twsta>ima->twend) ima->twsta= 1;
- allqueue(REDRAWIMAGE, 0);
}
+
+ allqueue(REDRAWIMAGE, 0);
+ allqueue(REDRAWVIEW3D, 0);
}
break;
}
@@ -1293,7 +1295,7 @@ void image_buttons(void)
uiBlockEndAlign(block);
xco+= 166;
}
- uiDefIconButBitI(block, TOG, SI_DRAWTOOL, B_SIMAGEPAINTTOOL, ICON_TPAINT_HLT, xco,0,XIC,YIC, &G.sima->flag, 0, 0, 0, 0, "Enables painting textures on the image with left mouse button");
+ uiDefIconButBitI(block, TOG, SI_DRAWTOOL, B_SIMAGEPAINTTOOL, ICON_TPAINT_HLT, xco,0,XIC,YIC, &G.sima->flag, 0, 0, 0, 0, "Enable image painting");
xco+= XIC+8;
diff --git a/source/blender/src/header_info.c b/source/blender/src/header_info.c
index 8b8fd9ef266..9bacc2b6351 100644
--- a/source/blender/src/header_info.c
+++ b/source/blender/src/header_info.c
@@ -39,8 +39,6 @@
#include <config.h>
#endif
-#include "BLO_sys_types.h" // for intptr_t support
-
#include "DNA_group_types.h"
#include "DNA_ID.h"
#include "DNA_image_types.h"
@@ -120,6 +118,9 @@
#include "BPY_extern.h"
#include "BPY_menus.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
#include "blendef.h"
#include "interface.h"
#include "mydevice.h"
@@ -926,7 +927,7 @@ static void do_info_filemenu(void *arg, int event)
winqueue_break= 1; /* leave queues everywhere */
BKE_reset_undo();
- BKE_write_undo("original"); /* save current state */
+ BKE_write_undo("Original"); /* save current state */
refresh_interface_font();
}
break;
@@ -1591,20 +1592,83 @@ static uiBlock *info_addmenu(void *arg_unused)
/************************** GAME *****************************/
-
+void do_info_game_glslmenu(void *arg, int event)
+{
+ switch (event) {
+ case G_FILE_GLSL_NO_LIGHTS:
+ case G_FILE_GLSL_NO_SHADERS:
+ case G_FILE_GLSL_NO_SHADOWS:
+ case G_FILE_GLSL_NO_RAMPS:
+ case G_FILE_GLSL_NO_NODES:
+ case G_FILE_GLSL_NO_EXTRA_TEX:
+ G.fileflags ^= event;
+ GPU_materials_free();
+ allqueue(REDRAWINFO, 0);
+ allqueue(REDRAWVIEW3D, 0);
+ break;
+ default:
+ break;
+ }
+}
+
+static uiBlock *info_game_glslmenu(void *arg_unused)
+{
+ uiBlock *block;
+ short yco= 0, menuwidth=160;
+ int check;
+
+ block= uiNewBlock(&curarea->uiblocks, "game_glslmenu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
+ uiBlockSetButmFunc(block, do_info_game_glslmenu, NULL);
+
+ check = (G.fileflags & G_FILE_GLSL_NO_LIGHTS)? ICON_CHECKBOX_DEHLT: ICON_CHECKBOX_HLT;
+ uiDefIconTextBut(block, BUTM, 1, check, "Enable Lights", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GLSL_NO_LIGHTS,
+ "Enable using lights in GLSL materials.");
+ check = (G.fileflags & G_FILE_GLSL_NO_SHADERS)? ICON_CHECKBOX_DEHLT: ICON_CHECKBOX_HLT;
+ uiDefIconTextBut(block, BUTM, 1, check, "Enable Shaders", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GLSL_NO_SHADERS,
+ "Enable using shaders other than Lambert in GLSL materials");
+ check = (G.fileflags & G_FILE_GLSL_NO_SHADOWS)? ICON_CHECKBOX_DEHLT: ICON_CHECKBOX_HLT;
+ uiDefIconTextBut(block, BUTM, 1, check, "Enable Shadows", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GLSL_NO_SHADOWS,
+ "Enable using shadows in GLSL materials");
+ check = (G.fileflags & G_FILE_GLSL_NO_RAMPS)? ICON_CHECKBOX_DEHLT: ICON_CHECKBOX_HLT;
+ uiDefIconTextBut(block, BUTM, 1, check, "Enable Ramps", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GLSL_NO_RAMPS,
+ "Enable using ramps in GLSL materials");
+ check = (G.fileflags & G_FILE_GLSL_NO_NODES)? ICON_CHECKBOX_DEHLT: ICON_CHECKBOX_HLT;
+ uiDefIconTextBut(block, BUTM, 1, check, "Enable Nodes", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GLSL_NO_NODES,
+ "Enable using nodes in GLSL materials.");
+ check = (G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX)? ICON_CHECKBOX_DEHLT: ICON_CHECKBOX_HLT;
+ uiDefIconTextBut(block, BUTM, 1, check, "Enable Extra Textures", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GLSL_NO_EXTRA_TEX,
+ "Enable using texture channels other than Col and Alpha in GLSL materials.");
+
+ uiBlockSetDirection(block, UI_RIGHT);
+ uiTextBoundsBlock(block, 50);
+
+ return block;
+}
+
static void do_info_gamemenu(void *arg, int event)
{
switch (event) {
case G_FILE_ENABLE_ALL_FRAMES:
- case G_FILE_DIAPLAY_LISTS:
+ case G_FILE_DISPLAY_LISTS:
case G_FILE_SHOW_FRAMERATE:
case G_FILE_SHOW_DEBUG_PROPS:
case G_FILE_AUTOPLAY:
case G_FILE_GAME_TO_IPO:
- case G_FILE_GAME_MAT:
case G_FILE_SHOW_PHYSICS:
G.fileflags ^= event;
break;
+ case G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL:
+ G.fileflags &= ~(G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL);
+ break;
+ case G_FILE_GAME_MAT:
+ G.fileflags |= G_FILE_GAME_MAT;
+ G.fileflags &= ~G_FILE_GAME_MAT_GLSL;
+ break;
+ case G_FILE_GAME_MAT_GLSL:
+ if(!GPU_extensions_minimum_support())
+ error("GLSL not supported with this graphics card or driver.");
+ G.fileflags |= (G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL);
+ break;
default:
; /* ignore the rest */
}
@@ -1635,22 +1699,14 @@ static uiBlock *info_gamemenu(void *arg_unused)
uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Record Game Physics to IPO", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_TO_IPO, "");
} else {
- if(G.fileflags & G_FILE_DIAPLAY_LISTS) {
- uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Generate Display Lists", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_DIAPLAY_LISTS, "");
+ if(G.fileflags & G_FILE_DISPLAY_LISTS) {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Generate Display Lists", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_DISPLAY_LISTS, "");
} else {
- uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Generate Display Lists", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_DIAPLAY_LISTS, "");
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Generate Display Lists", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_DISPLAY_LISTS, "");
}
uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Record Game Physics to IPO", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_TO_IPO, "");
}
- if(G.fileflags & G_FILE_GAME_MAT) {
- uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Use Blender Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_MAT, "");
- } else {
- uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Use Blender Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_MAT, "");
- }
-
-
-
if(G.fileflags & G_FILE_SHOW_FRAMERATE) {
uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Show Framerate and Profile", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_SHOW_FRAMERATE, "");
} else {
@@ -1669,6 +1725,28 @@ static uiBlock *info_gamemenu(void *arg_unused)
} else {
uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Show Debug Properties", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_SHOW_DEBUG_PROPS, "");
}
+
+ uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 1, 0, "");
+
+ if(!(G.fileflags & G_FILE_GAME_MAT)) {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Texture Face Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 0, "");
+ } else {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Texture Face Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_MAT|G_FILE_GAME_MAT_GLSL, "");
+ }
+
+ if((G.fileflags & G_FILE_GAME_MAT) && !(G.fileflags & G_FILE_GAME_MAT_GLSL)) {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Blender Multitexture Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 0, "");
+ } else {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Blender Multitexture Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_MAT, "");
+ }
+
+ if((G.fileflags & G_FILE_GAME_MAT) && (G.fileflags & G_FILE_GAME_MAT_GLSL)) {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Blender GLSL Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 0, "");
+ } else {
+ uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Blender GLSL Materials", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, G_FILE_GAME_MAT_GLSL, "");
+ }
+
+ uiDefIconTextBlockBut(block, info_game_glslmenu, NULL, ICON_RIGHTARROW_THIN, "GLSL Material Settings", 0, yco-=20, menuwidth, 19, "");
uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 1, 0, "");
@@ -2108,13 +2186,16 @@ static void info_text(int x, int y)
{
Object *ob= OBACT;
extern float hashvectf[];
- extern uintptr_t mem_in_use, mmap_in_use;
+ uintptr_t mem_in_use, mmap_in_use;
unsigned int swatch_color;
float fac1, fac2, fac3;
char infostr[300], memstr[64];
char *headerstr, *s;
int hsize;
+ mem_in_use= MEM_get_memory_in_use();
+ mmap_in_use= MEM_get_mapped_memory_in_use();
+
s= memstr + sprintf(memstr," | Mem:%.2fM ", ((mem_in_use-mmap_in_use)>>10)/1024.0);
if(mmap_in_use)
sprintf(s,"(%.2fM) ", ((mmap_in_use)>>10)/1024.0);
diff --git a/source/blender/src/header_view3d.c b/source/blender/src/header_view3d.c
index e57a3480b52..5d284f5eab4 100644
--- a/source/blender/src/header_view3d.c
+++ b/source/blender/src/header_view3d.c
@@ -4512,7 +4512,7 @@ static void do_view3d_tpaintmenu(void *arg, int event)
{
switch(event) {
case 0: /* undo image painting */
- imagepaint_undo();
+ undo_imagepaint_step(1);
break;
}
diff --git a/source/blender/src/headerbuttons.c b/source/blender/src/headerbuttons.c
index 1a91ada1562..44044841a99 100644
--- a/source/blender/src/headerbuttons.c
+++ b/source/blender/src/headerbuttons.c
@@ -154,7 +154,6 @@
#include "BSE_editipo.h"
#include "BSE_drawipo.h"
-#include "BDR_drawmesh.h"
#include "BDR_vpaint.h"
#include "BDR_editface.h"
#include "BDR_editobject.h"
@@ -165,6 +164,8 @@
#include "BPY_extern.h"
#include "BPY_menus.h"
+#include "GPU_draw.h"
+
#include "mydevice.h"
#include "blendef.h"
#include "interface.h"
@@ -1425,11 +1426,11 @@ void do_global_buttons(unsigned short event)
show_splash();
break;
case B_MIPMAPCHANGED:
- set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
+ GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
allqueue(REDRAWVIEW3D, 0);
break;
case B_GLRESLIMITCHANGED:
- free_all_realtime_images(); /* force reloading with new res limit */
+ GPU_free_images(); /* force reloading with new res limit */
allqueue(REDRAWVIEW3D, 0);
break;
case B_NEWSPACE:
diff --git a/source/blender/src/imagepaint.c b/source/blender/src/imagepaint.c
index 15c289cc21c..164c368b6fa 100644
--- a/source/blender/src/imagepaint.c
+++ b/source/blender/src/imagepaint.c
@@ -44,6 +44,8 @@
#include "BLI_winstuff.h"
#endif
#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "BLI_dynstr.h"
#include "PIL_time.h"
#include "IMB_imbuf.h"
@@ -64,10 +66,12 @@
#include "BKE_brush.h"
#include "BKE_global.h"
#include "BKE_image.h"
+#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_utildefines.h"
+#include "BIF_interface.h"
#include "BIF_mywindow.h"
#include "BIF_screen.h"
#include "BIF_space.h"
@@ -78,10 +82,11 @@
#include "BSE_trans_types.h"
#include "BSE_view.h"
-#include "BDR_drawmesh.h"
#include "BDR_imagepaint.h"
#include "BDR_vpaint.h"
+#include "GPU_draw.h"
+
#include "GHOST_Types.h"
#include "blendef.h"
@@ -103,6 +108,8 @@
#define IMAPAINT_TILE_SIZE (1 << IMAPAINT_TILE_BITS)
#define IMAPAINT_TILE_NUMBER(size) (((size)+IMAPAINT_TILE_SIZE-1) >> IMAPAINT_TILE_BITS)
+#define MAXUNDONAME 64
+
typedef struct ImagePaintState {
Brush *brush;
short tool, blend;
@@ -120,48 +127,206 @@ typedef struct ImagePaintState {
float uv[2];
} ImagePaintState;
-typedef struct ImagePaintUndo {
- Image *image;
- ImBuf *tilebuf;
- void **tiles;
- int xtiles, ytiles;
-} ImagePaintUndo;
+typedef struct UndoTile {
+ struct UndoTile *next, *prev;
+ ID id;
+ void *rect;
+ int x, y;
+} UndoTile;
+
+typedef struct UndoElem {
+ struct UndoElem *next, *prev;
+ char name[MAXUNDONAME];
+ unsigned long undosize;
+
+ ImBuf *ibuf;
+ ListBase tiles;
+} UndoElem;
typedef struct ImagePaintPartialRedraw {
int x1, y1, x2, y2;
int enabled;
} ImagePaintPartialRedraw;
-static ImagePaintUndo imapaintundo = {NULL, NULL, NULL, 0, 0};
+static ListBase undobase = {NULL, NULL};
+static UndoElem *curundo = NULL;
static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
-static void init_imagapaint_undo(Image *ima, ImBuf *ibuf)
+/* UNDO */
+
+/* internal functions */
+
+static void undo_copy_tile(UndoTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int restore)
{
- int xt, yt;
-
- imapaintundo.image = ima;
- imapaintundo.xtiles = xt = IMAPAINT_TILE_NUMBER(ibuf->x);
- imapaintundo.ytiles = yt = IMAPAINT_TILE_NUMBER(ibuf->y);
- imapaintundo.tiles = MEM_callocN(sizeof(void*)*xt*yt, "ImagePaintUndoTiles");
- imapaintundo.tilebuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE,
- ibuf->depth, (ibuf->rect_float)? IB_rectfloat: IB_rect, 0);
+ /* copy or swap contents of tile->rect and region in ibuf->rect */
+ IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x*IMAPAINT_TILE_SIZE,
+ tile->y*IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
+
+ if(ibuf->rect_float) SWAP(void*, tmpibuf->rect_float, tile->rect)
+ else SWAP(void*, tmpibuf->rect, tile->rect)
+
+ if(restore)
+ IMB_rectcpy(ibuf, tmpibuf, tile->x*IMAPAINT_TILE_SIZE,
+ tile->y*IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
}
-static void imapaint_copy_tile(ImBuf *ibuf, int tile, int x, int y, int swapundo)
+static void undo_restore(UndoElem *undo)
{
- IMB_rectcpy(imapaintundo.tilebuf, ibuf, 0, 0, x*IMAPAINT_TILE_SIZE,
- y*IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
+ Image *ima = NULL;
+ ImBuf *ibuf, *tmpibuf;
+ UndoTile *tile;
- if (imapaintundo.tilebuf->rect_float)
- SWAP(void*, imapaintundo.tilebuf->rect_float, imapaintundo.tiles[tile])
- else
- SWAP(void*, imapaintundo.tilebuf->rect, imapaintundo.tiles[tile])
+ if(!undo)
+ return;
+
+ tmpibuf= IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
+ IB_rectfloat|IB_rect, 0);
+
+ for(tile=undo->tiles.first; tile; tile=tile->next) {
+ /* find image based on name, pointer becomes invalid with global undo */
+ if(ima && strcmp(tile->id.name, ima->id.name)==0);
+ else {
+ for(ima=G.main->image.first; ima; ima=ima->id.next)
+ if(strcmp(tile->id.name, ima->id.name)==0)
+ break;
+ }
+
+ ibuf= BKE_image_get_ibuf(ima, NULL);
+
+ if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float))
+ continue;
+
+ undo_copy_tile(tile, tmpibuf, ibuf, 1);
+
+ GPU_free_image(ima); /* force OpenGL reload */
+ if(ibuf->rect_float)
+ imb_freerectImBuf(ibuf); /* force recreate of char rect */
+ }
+
+ IMB_freeImBuf(tmpibuf);
+}
+
+static void undo_free(UndoElem *undo)
+{
+ UndoTile *tile;
+
+ for(tile=undo->tiles.first; tile; tile=tile->next)
+ MEM_freeN(tile->rect);
+ BLI_freelistN(&undo->tiles);
+}
+
+static void undo_imagepaint_push_begin(char *name)
+{
+ UndoElem *uel;
+ int nr;
+
+ /* Undo push is split up in begin and end, the reason is that as painting
+ * happens more tiles are added to the list, and at the very end we know
+ * how much memory the undo used to remove old undo elements */
+
+ /* remove all undos after (also when curundo==NULL) */
+ while(undobase.last != curundo) {
+ uel= undobase.last;
+ undo_free(uel);
+ BLI_freelinkN(&undobase, uel);
+ }
+
+ /* make new */
+ curundo= uel= MEM_callocN(sizeof(UndoElem), "undo file");
+ BLI_addtail(&undobase, uel);
+
+ /* name can be a dynamic string */
+ strncpy(uel->name, name, MAXUNDONAME-1);
+
+ /* limit amount to the maximum amount*/
+ nr= 0;
+ uel= undobase.last;
+ while(uel) {
+ nr++;
+ if(nr==U.undosteps) break;
+ uel= uel->prev;
+ }
+ if(uel) {
+ while(undobase.first!=uel) {
+ UndoElem *first= undobase.first;
+ undo_free(first);
+ BLI_freelinkN(&undobase, first);
+ }
+ }
+}
+
+static void undo_imagepaint_push_end()
+{
+ UndoElem *uel;
+ unsigned long totmem, maxmem;
+
+ if(U.undomemory != 0) {
+ /* limit to maximum memory (afterwards, we can't know in advance) */
+ totmem= 0;
+ maxmem= ((unsigned long)U.undomemory)*1024*1024;
+
+ uel= undobase.last;
+ while(uel) {
+ totmem+= uel->undosize;
+ if(totmem>maxmem) break;
+ uel= uel->prev;
+ }
+
+ if(uel) {
+ while(undobase.first!=uel) {
+ UndoElem *first= undobase.first;
+ undo_free(first);
+ BLI_freelinkN(&undobase, first);
+ }
+ }
+ }
+}
+
+/* external functions */
+
+/* 1= an undo, -1 is a redo. */
+void undo_imagepaint_step(int step)
+{
+ UndoElem *undo;
+
+ if(step==1) {
+ if(curundo==NULL) error("No more steps to undo");
+ else {
+ if(G.f & G_DEBUG) printf("undo %s\n", curundo->name);
+ undo_restore(curundo);
+ curundo= curundo->prev;
+ }
+ }
+ else if(step==-1) {
+ if((curundo!=NULL && curundo->next==NULL) || undobase.first==NULL) error("No more steps to redo");
+ else {
+ undo= (curundo && curundo->next)? curundo->next: undobase.first;
+ undo_restore(undo);
+ curundo= undo;
+ if(G.f & G_DEBUG) printf("redo %s\n", undo->name);
+ }
+ }
+
+ allqueue(REDRAWVIEW3D, 0);
+ allqueue(REDRAWIMAGE, 0);
+}
+
+void undo_imagepaint_clear(void)
+{
+ UndoElem *uel;
- if (swapundo)
- IMB_rectcpy(ibuf, imapaintundo.tilebuf, x*IMAPAINT_TILE_SIZE,
- y*IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
+ uel= undobase.first;
+ while(uel) {
+ undo_free(uel);
+ uel= uel->next;
+ }
+
+ BLI_freelistN(&undobase);
+ curundo= NULL;
}
+/* Imagepaint Partial Redraw & Dirty Region */
+
static void imapaint_clear_partial_redraw()
{
memset(&imapaintpartial, 0, sizeof(imapaintpartial));
@@ -169,7 +334,9 @@ static void imapaint_clear_partial_redraw()
static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w, int h)
{
- int srcx= 0, srcy= 0, origx, tile, allocsize;
+ ImBuf *tmpibuf;
+ UndoTile *tile;
+ int srcx= 0, srcy= 0, origx, allocsize;
IMB_rectclip(ibuf, NULL, &x, &y, &srcx, &srcy, &w, &h);
@@ -195,24 +362,36 @@ static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w,
origx = (x >> IMAPAINT_TILE_BITS);
y = (y >> IMAPAINT_TILE_BITS);
+ tmpibuf= IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
+ IB_rectfloat|IB_rect, 0);
+
for (; y <= h; y++) {
for (x=origx; x <= w; x++) {
- if (ima != imapaintundo.image) {
- free_imagepaint();
- init_imagapaint_undo(ima, ibuf);
- }
+ for(tile=curundo->tiles.first; tile; tile=tile->next)
+ if(tile->x == x && tile->y == y && strcmp(tile->id.name, ima->id.name)==0)
+ break;
+
+ if(!tile) {
+ tile= MEM_callocN(sizeof(UndoTile), "ImaUndoTile");
+ tile->id= ima->id;
+ tile->x= x;
+ tile->y= y;
+
+ allocsize= IMAPAINT_TILE_SIZE*IMAPAINT_TILE_SIZE*4;
+ allocsize *= (ibuf->rect_float)? sizeof(float): sizeof(char);
+ tile->rect= MEM_mapallocN(allocsize, "ImaUndoRect");
+
+ undo_copy_tile(tile, tmpibuf, ibuf, 0);
+ curundo->undosize += allocsize;
- tile = y*imapaintundo.xtiles + x;
- if (!imapaintundo.tiles[tile]) {
- allocsize= (ibuf->rect_float)? sizeof(float): sizeof(char);
- imapaintundo.tiles[tile]= MEM_mapallocN(allocsize*4*
- IMAPAINT_TILE_SIZE*IMAPAINT_TILE_SIZE, "ImagePaintUndoTile");
- imapaint_copy_tile(ibuf, tile, x, y, 0);
+ BLI_addtail(&curundo->tiles, tile);
}
}
}
ibuf->userflags |= IB_BITMAPDIRTY;
+
+ IMB_freeImBuf(tmpibuf);
}
static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint)
@@ -226,7 +405,7 @@ static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint)
if(texpaint || G.sima->lock) {
int w = imapaintpartial.x2 - imapaintpartial.x1;
int h = imapaintpartial.y2 - imapaintpartial.y1;
- update_realtime_image(image, imapaintpartial.x1, imapaintpartial.y1, w, h);
+ GPU_paint_update_image(image, imapaintpartial.x1, imapaintpartial.y1, w, h);
}
}
@@ -239,7 +418,7 @@ static void imapaint_redraw(int final, int texpaint, Image *image)
allqueue(REDRAWIMAGE, 0);
else if(!G.sima->lock) {
if(image)
- free_realtime_image(image); /* force OpenGL reload */
+ GPU_free_image(image); /* force OpenGL reload */
allqueue(REDRAWVIEW3D, 0);
}
allqueue(REDRAWHEADERS, 0);
@@ -269,46 +448,6 @@ static void imapaint_redraw(int final, int texpaint, Image *image)
force_draw(0);
}
-void imagepaint_undo()
-{
- Image *ima= imapaintundo.image;
- ImBuf *ibuf= BKE_image_get_ibuf(ima, G.sima?&G.sima->iuser:NULL);
- int x, y, tile;
-
- if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float))
- return;
-
- for (tile = 0, y = 0; y < imapaintundo.ytiles; y++)
- for (x = 0; x < imapaintundo.xtiles; x++, tile++)
- if (imapaintundo.tiles[tile])
- imapaint_copy_tile(ibuf, tile, x, y, 1);
-
- free_realtime_image(ima); /* force OpenGL reload */
- if(ibuf->rect_float)
- imb_freerectImBuf(ibuf); /* force recreate of char rect */
-
- allqueue(REDRAWIMAGE, 0);
- allqueue(REDRAWVIEW3D, 0);
-}
-
-void free_imagepaint()
-{
- /* todo: does this need to be in the same places as editmode_undo_clear,
- vertex paint isn't? */
- int i, size = imapaintundo.xtiles*imapaintundo.ytiles;
-
- if (imapaintundo.tiles) {
- for (i = 0; i < size; i++)
- if (imapaintundo.tiles[i])
- MEM_freeN(imapaintundo.tiles[i]);
- MEM_freeN(imapaintundo.tiles);
- }
- if (imapaintundo.tilebuf)
- IMB_freeImBuf(imapaintundo.tilebuf);
-
- memset(&imapaintundo, 0, sizeof(imapaintundo));
-}
-
/* Image Paint Operations */
static void imapaint_ibuf_get_set_rgb(ImBuf *ibuf, int x, int y, short torus, short set, float *rgb)
@@ -580,7 +719,6 @@ static void imapaint_paint_stroke(ImagePaintState *s, BrushPainter *painter, sho
int breakstroke = 0, redraw = 0;
if (texpaint) {
-
/* pick new face and image */
if (facesel_face_pick(s->me, mval, &newfaceindex, 0)) {
ImBuf *ibuf;
@@ -692,7 +830,7 @@ void imagepaint_paint(short mousebutton, short texpaint)
}
settings->imapaint.flag |= IMAGEPAINT_DRAWING;
- free_imagepaint();
+ undo_imagepaint_push_begin("Image Paint");
/* create painter and paint once */
painter= brush_painter_new(s.brush);
@@ -741,6 +879,7 @@ void imagepaint_paint(short mousebutton, short texpaint)
brush_painter_free(painter);
imapaint_redraw(1, texpaint, s.image);
+ undo_imagepaint_push_end();
if (texpaint) {
if (s.warnmultifile)
diff --git a/source/blender/src/meshtools.c b/source/blender/src/meshtools.c
index 99833625baa..eed7737c26d 100644
--- a/source/blender/src/meshtools.c
+++ b/source/blender/src/meshtools.c
@@ -84,7 +84,6 @@ void sort_faces(void);
#include "BIF_toolbox.h"
#include "BIF_editconstraint.h"
-#include "BDR_drawmesh.h"
#include "BDR_editobject.h"
#include "BDR_editface.h"
#include "BDR_sculptmode.h"
@@ -107,6 +106,8 @@ void sort_faces(void);
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
+#include "GPU_draw.h"
+
#include "BLO_sys_types.h" // for intptr_t support
/* from rendercode.c */
@@ -1130,7 +1131,7 @@ void objects_bake_render(short event, char **error_msg)
if(ima->ok==IMA_OK_LOADED) {
ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
if(ibuf && (ibuf->userflags & IB_BITMAPDIRTY)) {
- free_realtime_image(ima);
+ GPU_free_image(ima);
imb_freemipmapImBuf(ibuf);
}
}
diff --git a/source/blender/src/playanim.c b/source/blender/src/playanim.c
index 7a61368b4cd..8421101f66c 100644
--- a/source/blender/src/playanim.c
+++ b/source/blender/src/playanim.c
@@ -45,15 +45,6 @@
#endif
#include "MEM_guardedalloc.h"
-#ifdef WITH_QUICKTIME
-#ifdef _WIN32
-#include <QTML.h>
-#include <Movies.h>
-#elif defined(__APPLE__)
-#include <QuickTime/Movies.h>
-#endif /* __APPLE__ */
-#endif /* WITH_QUICKTIME */
-
#include "PIL_time.h"
#include <math.h>
@@ -77,6 +68,15 @@
#include "BMF_Api.h"
+#ifdef WITH_QUICKTIME
+#ifdef _WIN32
+#include <QTML.h>
+#include <Movies.h>
+#elif defined(__APPLE__)
+#include <QuickTime/Movies.h>
+#endif /* __APPLE__ */
+#endif /* WITH_QUICKTIME */
+
#include "playanim_ext.h"
#include "mydevice.h"
#include "blendef.h"
@@ -346,6 +346,7 @@ void playanim(int argc, char **argv)
int start_x= 0, start_y= 0;
int sfra= -1;
int efra= -1;
+ int totblock;
while (argc > 1) {
if (argv[1][0] == '-'){
@@ -823,6 +824,7 @@ void playanim(int argc, char **argv)
free_blender();
window_destroy(g_window);
+ totblock= MEM_get_memory_blocks_in_use();
if(totblock!=0) {
printf("Error Totblock: %d\n",totblock);
MEM_printmemlist();
diff --git a/source/blender/src/previewrender.c b/source/blender/src/previewrender.c
index 0be63197dd1..1730bb890bc 100644
--- a/source/blender/src/previewrender.c
+++ b/source/blender/src/previewrender.c
@@ -97,6 +97,8 @@
#include "RE_pipeline.h"
#include "BLO_readfile.h"
+#include "GPU_material.h"
+
#include "blendef.h" /* CLAMP */
#include "interface.h" /* ui_graphics_to_window(), SOLVE! (ton) */
#include "mydevice.h"
@@ -221,6 +223,36 @@ void BIF_preview_changed(short id_code)
}
}
}
+
+ if(ELEM4(id_code, ID_MA, ID_TE, ID_LA, ID_WO)) {
+ Object *ob;
+ Material *ma;
+
+ if(id_code == ID_WO) {
+ for(ma=G.main->mat.first; ma; ma=ma->id.next) {
+ if(ma->gpumaterial.first) {
+ GPU_material_free(ma);
+ allqueue(REDRAWVIEW3D, 0);
+ }
+ }
+ }
+ else if(id_code == ID_LA) {
+ for(ob=G.main->object.first; ob; ob=ob->id.next) {
+ if(ob->gpulamp.first) {
+ GPU_lamp_free(ob);
+ allqueue(REDRAWVIEW3D, 0);
+ }
+ }
+ } else if(OBACT) {
+ Object *ob = OBACT;
+
+ ma= give_current_material(ob, ob->actcol);
+ if(ma && ma->gpumaterial.first) {
+ GPU_material_free(ma);
+ allqueue(REDRAWVIEW3D, 0);
+ }
+ }
+ }
}
/* *************************** Preview for buttons *********************** */
diff --git a/source/blender/src/renderwin.c b/source/blender/src/renderwin.c
index 88f5f6efe15..33484500328 100644
--- a/source/blender/src/renderwin.c
+++ b/source/blender/src/renderwin.c
@@ -50,8 +50,6 @@
#endif
-#include "BLO_sys_types.h" // for intptr_t support
-
#include <limits.h>
#include "BLI_blenlib.h"
@@ -102,6 +100,8 @@
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
+#include "GPU_draw.h"
+
#include "blendef.h"
#include "mydevice.h"
#include "winlay.h"
@@ -676,7 +676,7 @@ static void open_renderwin(int winpos[2], int winsize[2], int imagesize[2])
/* mywindow has to know about it too */
mywindow_build_and_set_renderwin(winpos[0], winpos[1], winsize[0], winsize[1]+RW_HEADERY);
/* and we should be able to draw 3d in it */
- init_gl_stuff();
+ GPU_state_init();
renderwin_draw(render_win, 1);
renderwin_draw(render_win, 1);
@@ -903,10 +903,13 @@ static void renderwin_progress_display_cb(RenderResult *rr, volatile rcti *rect)
void make_renderinfo_string(RenderStats *rs, char *str)
{
extern char info_time_str[32]; // header_info.c
- extern uintptr_t mem_in_use, mmap_in_use;
+ uintptr_t mem_in_use, mmap_in_use;
float megs_used_memory, mmap_used_memory;
char *spos= str;
+ mem_in_use= MEM_get_memory_in_use();
+ mmap_in_use= MEM_get_mapped_memory_in_use();
+
megs_used_memory= (mem_in_use-mmap_in_use)/(1024.0*1024.0);
mmap_used_memory= (mmap_in_use)/(1024.0*1024.0);
@@ -1304,10 +1307,10 @@ void do_ogl_view3d_render(Render *re, View3D *v3d, int winx, int winy)
if(v3d->persp==V3D_CAMOB && v3d->camera) {
/* in camera view, use actual render winmat */
RE_GetCameraWindow(re, v3d->camera, CFRA, winmat);
- drawview3d_render(v3d, winx, winy, winmat);
+ drawview3d_render(v3d, NULL, winx, winy, winmat, 0);
}
else
- drawview3d_render(v3d, winx, winy, NULL);
+ drawview3d_render(v3d, NULL, winx, winy, NULL, 0);
}
/* set up display, render the current area view in an image */
@@ -1336,7 +1339,7 @@ void BIF_do_ogl_render(View3D *v3d, int anim)
if(render_win)
render_win->flags &= ~RW_FLAGS_ESCAPE;
- init_gl_stuff();
+ GPU_state_init();
waitcursor(1);
diff --git a/source/blender/src/sculptmode.c b/source/blender/src/sculptmode.c
index 24f4100efdb..31d5ae4610d 100644
--- a/source/blender/src/sculptmode.c
+++ b/source/blender/src/sculptmode.c
@@ -82,7 +82,6 @@
#include "BIF_space.h"
#include "BIF_toolbox.h"
-#include "BDR_drawobject.h"
#include "BDR_sculptmode.h"
#include "BSE_drawview.h"
@@ -98,6 +97,8 @@
#include "RE_render_ext.h"
#include "RE_shader_ext.h" /*for multitex_ext*/
+#include "GPU_draw.h"
+
#include <math.h>
#include <stdlib.h>
#include <string.h>
@@ -1514,7 +1515,7 @@ void sculptmode_draw_mesh(int only_damaged)
mymultmatrix(OBACT->obmat);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
- init_gl_materials(OBACT, 0);
+ GPU_set_object_materials(G.scene, OBACT, 0, NULL);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
@@ -1532,7 +1533,7 @@ void sculptmode_draw_mesh(int only_damaged)
int new_matnr= f->mat_nr + 1;
if(new_matnr != matnr)
- drawCurrentMat= set_gl_material(matnr = new_matnr);
+ drawCurrentMat= GPU_enable_material(matnr = new_matnr, NULL);
/* If only_damaged!=0, only draw faces that are partially
inside the area(s) modified by the brush */
diff --git a/source/blender/src/sequence.c b/source/blender/src/sequence.c
index 7e2ffc3ba63..bf24c02e723 100644
--- a/source/blender/src/sequence.c
+++ b/source/blender/src/sequence.c
@@ -2949,12 +2949,16 @@ void do_render_seq(RenderResult *rr, int cfra)
(schlaile)
*/
{
- extern int mem_in_use;
- extern int mmap_in_use;
+ uintptr_t mem_in_use;
+ uintptr_t mmap_in_use;
+ uintptr_t max;
+
+ mem_in_use= MEM_get_memory_in_use();
+ mmap_in_use= MEM_get_mapped_memory_in_use();
+ max = MEM_CacheLimiter_get_maximum();
- int max = MEM_CacheLimiter_get_maximum();
if (max != 0 && mem_in_use + mmap_in_use > max) {
- fprintf(stderr, "mem_in_use = %d, max = %d\n",
+ fprintf(stderr, "mem_in_use = %lu, max = %lu\n",
mem_in_use + mmap_in_use, max);
fprintf(stderr, "Cleaning up, please wait...\n"
"If this happens very often,\n"
diff --git a/source/blender/src/space.c b/source/blender/src/space.c
index 81b0efeef0d..88a0bf0f9b1 100644
--- a/source/blender/src/space.c
+++ b/source/blender/src/space.c
@@ -182,6 +182,9 @@
#include "SYS_System.h" /* for the user def menu ... should move elsewhere. */
+#include "GPU_extensions.h"
+#include "GPU_draw.h"
+
#include "BLO_sys_types.h" // for intptr_t support
/* maybe we need this defined somewhere else */
@@ -386,7 +389,7 @@ void space_set_commmandline_options(void) {
SYS_WriteCommandLineInt(syshandle, "noaudio", a);
a= (U.gameflags & USER_DISABLE_MIPMAP);
- set_mipmap(!a);
+ GPU_set_mipmap(!a);
SYS_WriteCommandLineInt(syshandle, "nomipmap", a);
/* File specific settings: */
@@ -415,7 +418,9 @@ void space_set_commmandline_options(void) {
a=(G.fileflags & G_FILE_GAME_MAT);
SYS_WriteCommandLineInt(syshandle, "blender_material", a);
- a=(G.fileflags & G_FILE_DIAPLAY_LISTS);
+ a=(G.fileflags & G_FILE_GAME_MAT_GLSL);
+ SYS_WriteCommandLineInt(syshandle, "blender_glsl_material", a);
+ a=(G.fileflags & G_FILE_DISPLAY_LISTS);
SYS_WriteCommandLineInt(syshandle, "displaylists", a);
@@ -432,11 +437,10 @@ static void SaveState(void)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
- init_realtime_GL();
- init_gl_stuff();
+ GPU_state_init();
if(G.f & G_TEXTUREPAINT)
- texpaint_enable_mipmap();
+ GPU_paint_set_mipmap(1);
waitcursor(1);
}
@@ -444,7 +448,7 @@ static void SaveState(void)
static void RestoreState(void)
{
if(G.f & G_TEXTUREPAINT)
- texpaint_disable_mipmap();
+ GPU_paint_set_mipmap(0);
curarea->win_swap = 0;
curarea->head_swap=0;
@@ -1024,9 +1028,9 @@ void BIF_undo(void)
}
else {
if(G.f & G_TEXTUREPAINT)
- imagepaint_undo();
+ undo_imagepaint_step(1);
else if(curarea->spacetype==SPACE_IMAGE && (G.sima->flag & SI_DRAWTOOL))
- imagepaint_undo();
+ undo_imagepaint_step(1);
else if(G.f & G_PARTICLEEDIT)
PE_undo();
else {
@@ -1048,9 +1052,9 @@ void BIF_redo(void)
}
else {
if(G.f & G_TEXTUREPAINT)
- imagepaint_undo();
+ undo_imagepaint_step(-1);
else if(curarea->spacetype==SPACE_IMAGE && (G.sima->flag & SI_DRAWTOOL))
- imagepaint_undo();
+ undo_imagepaint_step(-1);
else if(G.f & G_PARTICLEEDIT)
PE_redo();
else {
@@ -2643,10 +2647,9 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
else if(G.f & G_VERTEXPAINT)
BIF_undo();
else if(G.f & G_TEXTUREPAINT)
- imagepaint_undo();
- else {
+ undo_imagepaint_step(1);
+ else
single_user();
- }
}
break;
@@ -3259,7 +3262,7 @@ void initipo(ScrArea *sa)
/* ******************** SPACE: INFO ********************** */
void space_mipmap_button_function(int event) {
- set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
+ GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
allqueue(REDRAWVIEW3D, 0);
}
@@ -3949,20 +3952,23 @@ void drawinfospace(ScrArea *sa, void *spacedata)
uiDefBut(block, LABEL,0,"Transform:",
- (xpos+(2*edgsp)+mpref),y5label, mpref,buth,
+ (xpos+(2*edgsp)+mpref),y6label, mpref,buth,
0, 0, 0, 0, 0, "");
uiDefButBitI(block, TOG, USER_DRAGIMMEDIATE, B_DRAWINFO, "Drag Immediately",
- (xpos+edgsp+mpref+midsp),y4,mpref,buth,
+ (xpos+edgsp+mpref+midsp),y5,mpref,buth,
&(U.flag), 0, 0, 0, 0, "Moving things with a mouse drag doesn't require a click to confirm (Best for tablet users)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"Undo:",
- (xpos+(2*edgsp)+mpref),y3label, mpref,buth,
+ (xpos+(2*edgsp)+mpref),y4label, mpref,buth,
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButS(block, NUMSLI, B_DRAWINFO, "Steps: ",
- (xpos+edgsp+mpref+midsp),y2,mpref,buth,
+ (xpos+edgsp+mpref+midsp),y3,mpref,buth,
&(U.undosteps), 0, 64, 0, 0, "Number of undo steps available (smaller values conserve memory)");
+ uiDefButS(block, NUM, B_DRAWINFO, "Memory Limit: ",
+ (xpos+edgsp+mpref+midsp),y2,mpref,buth,
+ &(U.undomemory), 0, 32767, -1, 0, "Maximum memory usage in megabytes (0 means unlimited)");
uiDefButBitI(block, TOG, USER_GLOBALUNDO, B_DRAWINFO, "Global Undo",
(xpos+edgsp+mpref+midsp),y1,mpref,buth,
@@ -4297,6 +4303,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
uiDefButI(block, NUM, 0, "Collect Rate ",
(xpos+edgsp+(5*mpref)+(5*midsp)), y2, mpref, buth,
&U.texcollectrate, 1.0, 3600.0, 30, 2, "Number of seconds between each run of the GL texture garbage collector.");
+ uiBlockEndAlign(block);
/* *** */
uiDefBut(block, LABEL,0,"Color range for weight paint",
@@ -4533,7 +4540,7 @@ static void winqreadinfospace(ScrArea *sa, void *spacedata, BWinEvent *evt)
if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0)
U.light[0].flag= 1;
- default_gl_light();
+ GPU_default_lights();
addqueue(sa->win, REDRAW, 1);
allqueue(REDRAWVIEW3D, 0);
}
@@ -5173,8 +5180,8 @@ static void init_seqspace(ScrArea *sa)
sseq->v2d.max[0]= MAXFRAMEF;
sseq->v2d.max[1]= MAXSEQ;
- sseq->v2d.minzoom= 0.1f;
- sseq->v2d.maxzoom= 10.0;
+ sseq->v2d.minzoom= 0.01f;
+ sseq->v2d.maxzoom= 100.0;
sseq->v2d.scroll= L_SCROLL+B_SCROLL;
sseq->v2d.keepaspect= 0;
@@ -5989,7 +5996,7 @@ static void init_oopsspace(ScrArea *sa)
soops= MEM_callocN(sizeof(SpaceOops), "initoopsspace");
BLI_addhead(&sa->spacedata, soops);
- soops->visiflag= OOPS_OB+OOPS_MA+OOPS_ME+OOPS_TE+OOPS_CU+OOPS_IP;
+ soops->visiflag= OOPS_OB|OOPS_MA|OOPS_ME|OOPS_TE|OOPS_CU|OOPS_IP;
/* new oops is default an outliner */
soops->type= SO_OUTLINER;
diff --git a/source/blender/src/toets.c b/source/blender/src/toets.c
index 5f80f14d069..efd97ed9786 100644
--- a/source/blender/src/toets.c
+++ b/source/blender/src/toets.c
@@ -104,6 +104,8 @@
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
+#include "GPU_draw.h"
+
#include "mydevice.h"
#include "transform.h"
@@ -964,7 +966,7 @@ int blenderqread(unsigned short event, short val)
/* Reset lights
* This isn't done when reading userdef, do it now
* */
- default_gl_light();
+ GPU_default_lights();
}
return 0;
}
diff --git a/source/blender/src/usiblender.c b/source/blender/src/usiblender.c
index e757f634a45..21bec1ec978 100644
--- a/source/blender/src/usiblender.c
+++ b/source/blender/src/usiblender.c
@@ -34,8 +34,6 @@
#include <stdio.h>
#include <string.h>
-#include "GL/glew.h"
-
#ifdef WIN32
#include <windows.h> /* need to include windows.h so _WIN32_IE is defined */
#ifndef _WIN32_IE
@@ -149,6 +147,9 @@
#include "PIL_time.h"
+#include "GPU_extensions.h"
+#include "GPU_draw.h"
+
/***/
/* define for setting colors in theme below */
@@ -577,8 +578,9 @@ void BIF_read_file(char *name)
if (retval!=0) G.relbase_valid = 1;
undo_editmode_clear();
+ undo_imagepaint_clear();
BKE_reset_undo();
- BKE_write_undo("original"); /* save current state */
+ BKE_write_undo("Original"); /* save current state */
refresh_interface_font();
}
@@ -650,8 +652,9 @@ int BIF_read_homefile(int from_memory)
init_userdef_file();
undo_editmode_clear();
+ undo_imagepaint_clear();
BKE_reset_undo();
- BKE_write_undo("original"); /* save current state */
+ BKE_write_undo("Original"); /* save current state */
/* if from memory, need to refresh python scripts */
if (from_memory) {
@@ -1049,8 +1052,9 @@ void BIF_init(void)
BIF_filelist_init_icons();
- init_gl_stuff(); /* drawview.c, after homefile */
- glewInit();
+ GPU_state_init();
+ GPU_extensions_init();
+
readBlog();
BLI_strncpy(G.lib, G.sce, FILE_MAX);
}
@@ -1063,6 +1067,7 @@ extern ListBase editelems;
void exit_usiblender(void)
{
struct TmpFont *tf;
+ int totblock;
BIF_clear_tempfiles();
@@ -1108,7 +1113,6 @@ void exit_usiblender(void)
free_ipocopybuf();
free_actcopybuf();
free_vertexpaint();
- free_imagepaint();
free_texttools();
/* editnurb can remain to exist outside editmode */
@@ -1127,6 +1131,7 @@ void exit_usiblender(void)
sound_exit_audio();
if(G.listener) MEM_freeN(G.listener);
+ GPU_extensions_exit();
libtiff_exit();
@@ -1136,6 +1141,7 @@ void exit_usiblender(void)
/* undo free stuff */
undo_editmode_clear();
+ undo_imagepaint_clear();
BKE_undo_save_quit(); // saves quit.blend if global undo is on
BKE_reset_undo();
@@ -1161,6 +1167,7 @@ void exit_usiblender(void)
BLI_freelistN(&U.themes);
BIF_preview_free_dbase();
+ totblock= MEM_get_memory_blocks_in_use();
if(totblock!=0) {
printf("Error Totblock: %d\n",totblock);
MEM_printmemlist();
diff --git a/source/blender/src/verse_image.c b/source/blender/src/verse_image.c
index fe9e6137091..4a78126e3f8 100644
--- a/source/blender/src/verse_image.c
+++ b/source/blender/src/verse_image.c
@@ -327,7 +327,7 @@ void post_bitmap_tile_set(VBitmapLayer *vblayer, unsigned int xs, unsigned int y
rect[channel] = (char)vuint8[i];
}
- free_realtime_image(image);
+ GPU_free_image(image);
/* redraw preview of image ... uncommented, because rendering
* was computed too often */
diff --git a/source/creator/CMakeLists.txt b/source/creator/CMakeLists.txt
index d17b94c631d..04219ac5868 100644
--- a/source/creator/CMakeLists.txt
+++ b/source/creator/CMakeLists.txt
@@ -37,8 +37,10 @@ INCLUDE_DIRECTORIES(../../intern/guardedalloc
../blender/render/extern/include
../blender/python
../blender/makesdna
+ ../blender/gpu
../kernel/gen_messaging
../kernel/gen_system
+ ../../extern/glew/include
)
@@ -210,6 +212,7 @@ IF(UNIX)
blender_python
bf_blenkernel
bf_nodes
+ bf_gpu
bf_blenloader
bf_blenpluginapi
bf_imbuf
diff --git a/source/creator/Makefile b/source/creator/Makefile
index 8a0d20264ea..158aee1a647 100644
--- a/source/creator/Makefile
+++ b/source/creator/Makefile
@@ -49,9 +49,11 @@ CPPFLAGS += -I../blender/renderconverter
CPPFLAGS += -I../blender/blenkernel
CPPFLAGS += -I../blender/python
CPPFLAGS += -I../blender/blenloader
+CPPFLAGS += -I../blender/gpu
CPPFLAGS += -I../kernel/gen_system
CPPFLAGS += -I../kernel/gen_messaging
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
+CPPFLAGS += -I$(NAN_GLEW)/include
ifeq ($(WITH_QUICKTIME), true)
CPPFLAGS += -I$(NAN_QUICKTIME)/include -DWITH_QUICKTIME
diff --git a/source/creator/SConscript b/source/creator/SConscript
index cac9e895a97..a4c218f89d6 100644
--- a/source/creator/SConscript
+++ b/source/creator/SConscript
@@ -7,7 +7,7 @@ incs = '#/intern/guardedalloc ../blender/blenlib ../blender/blenkernel'
incs += ' ../blender/include ../blender/blenloader ../blender/imbuf'
incs += ' ../blender/renderconverter ../blender/render/extern/include'
incs += ' ../blender/python ../blender/makesdna ../kernel/gen_messaging'
-incs += ' ../kernel/gen_system'
+incs += ' ../kernel/gen_system #/extern/glew/include ../blender/gpu'
incs += ' ' + env['BF_OPENGL_INC']
defs = []
diff --git a/source/creator/creator.c b/source/creator/creator.c
index e17b0f66977..ec87cdd8cf7 100644
--- a/source/creator/creator.c
+++ b/source/creator/creator.c
@@ -70,14 +70,14 @@
#include "BLO_writefile.h"
#include "BLO_readfile.h"
-#include "BDR_drawmesh.h"
-
#include "IMB_imbuf.h" // for quicktime_init
#include "BPY_extern.h"
#include "RE_pipeline.h"
+#include "GPU_draw.h"
+
#include "playanim_ext.h"
#include "mydevice.h"
#include "nla.h"
@@ -600,12 +600,12 @@ int main(int argc, char **argv)
/* doMipMap */
if (!strcmp(argv[a],"nomipmap"))
{
- set_mipmap(0); //doMipMap = 0;
+ GPU_set_mipmap(0); //doMipMap = 0;
}
/* linearMipMap */
if (!strcmp(argv[a],"linearmipmap"))
{
- set_linear_mipmap(1); //linearMipMap = 1;
+ GPU_set_linear_mipmap(1); //linearMipMap = 1;
}
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 16f8ae0095a..1f66335c749 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -79,6 +79,8 @@
#include "DNA_scene_types.h"
/***/
+#include "GPU_extensions.h"
+
#ifdef __cplusplus
extern "C" {
#endif
@@ -138,6 +140,9 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
usemat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0);
+ if(GPU_extensions_minimum_support())
+ useglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 0) != 0);
+
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(area);
canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
@@ -304,13 +309,14 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
mousedevice,
networkdevice,
audiodevice,
- startscenename);
+ startscenename,
+ blscene);
// some python things
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
- PyObject *gameLogic = initGameLogic(startscene);
+ PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module.
PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
initGameKeys();
@@ -526,8 +532,6 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
// create the ketsjiengine
KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
- int i;
-
Scene *blscene = NULL;
if (!bfd)
{
@@ -543,7 +547,7 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
} else {
blscene = bfd->curscene;
}
- int cframe,startFrame;
+ int cframe = 1, startFrame;
if (blscene)
{
cframe=blscene->r.cfra;
@@ -574,12 +578,14 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
mousedevice,
networkdevice,
audiodevice,
- startscenename);
+ startscenename,
+ blscene);
+
// some python things
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(rasterizer, canvas);
- PyObject *gameLogic = initGameLogic(startscene);
+ PyObject *gameLogic = initGameLogic(ketsjiengine, startscene);
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module
initGameKeys();
initPythonConstraintBinding();
diff --git a/source/gameengine/BlenderRoutines/CMakeLists.txt b/source/gameengine/BlenderRoutines/CMakeLists.txt
index 1d72fb9cde1..340a1ae310b 100644
--- a/source/gameengine/BlenderRoutines/CMakeLists.txt
+++ b/source/gameengine/BlenderRoutines/CMakeLists.txt
@@ -31,6 +31,7 @@ SET(INC
../../../intern/SoundSystem
../../../source/blender/misc
../../../source/blender/blenloader
+ ../../../source/blender/gpu
../../../extern/bullet2/src
../../../extern/solid
../../../extern/glew/include
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
index da52be56d1b..669e7bd1b3f 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
@@ -26,7 +26,6 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#include "GL/glew.h"
#include "KX_BlenderGL.h"
#ifdef HAVE_CONFIG_H
@@ -93,80 +92,6 @@ void BL_SwapBuffers()
myswapbuffers();
}
-void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface,
- unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3])
-{
- Image* ima;
-
- if(mode & TF_BMFONT) {
- //char string[MAX_PROPSTRING];
- int characters, index, character;
- float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
-
-// bProperty *prop;
-
- // string = "Frank van Beek";
-
- characters = textlen;
-
- ima = (struct Image*) tface->tpage;
- if (ima == NULL) {
- characters = 0;
- }
-
- /* When OBCOL flag is on the color is set in IndexPrimitives_3DText */
- if (tface->mode & TF_OBCOL) { /* Color has been set */
- col= NULL;
- } else {
- if(!col) glColor3f(1.0f, 1.0f, 1.0f);
- }
-
- glPushMatrix();
- for (index = 0; index < characters; index++) {
- // lets calculate offset stuff
- character = textstr[index];
-
- // space starts at offset 1
- // character = character - ' ' + 1;
-
- matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
-
- glBegin(GL_POLYGON);
- // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
- // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
- glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
-
- if(col) spack(col[0]);
- // glVertex3fv(v1);
- glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
-
- glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
- if(col) spack(col[1]);
- // glVertex3fv(v2);
- glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
-
- glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
- if(col) spack(col[2]);
- // glVertex3fv(v3);
- glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
-
- if(v4) {
- // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
- glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
- if(col) spack(col[3]);
- // glVertex3fv(v4);
- glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
- }
- glEnd();
-
- glTranslatef(advance, 0.0, 0.0);
- }
- glPopMatrix();
-
- }
-}
-
-
void DisableForText()
{
if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.h b/source/gameengine/BlenderRoutines/KX_BlenderGL.h
index c8e0d47afb6..b891a7343c2 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.h
@@ -46,9 +46,6 @@ void BL_HideMouse();
void BL_NormalMouse();
void BL_WaitMouse();
-void BL_RenderText(int mode,const char* textstr,int textlen,struct MTFace* tface,
- unsigned int *col,float v1[3],float v2[3],float v3[3],float v4[3]);
-
void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height);
void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index dafc2599850..1797d6c1a0f 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -26,8 +26,6 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#include "KX_BlenderRenderTools.h"
-
#include "GL/glew.h"
#include "RAS_IRenderTools.h"
@@ -36,23 +34,22 @@
#include "RAS_ICanvas.h"
#include "RAS_GLExtensionManager.h"
-// next two includes/dependencies come from the shadow feature
-// it needs the gameobject and the sumo physics scene for a raycast
#include "KX_GameObject.h"
-
#include "KX_PolygonMaterial.h"
#include "KX_BlenderMaterial.h"
+#include "KX_RayCast.h"
+#include "KX_IPhysicsController.h"
-#include "Value.h"
+#include "PHY_IPhysicsEnvironment.h"
-#include "KX_BlenderGL.h" // for text printing
#include "STR_String.h"
-#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "PHY_IPhysicsEnvironment.h"
-#include "KX_Scene.h"
+#include "GPU_draw.h"
+
+#include "KX_BlenderGL.h" // for text printing
+#include "KX_BlenderRenderTools.h"
+
+unsigned int KX_BlenderRenderTools::m_numgllights;
KX_BlenderRenderTools::KX_BlenderRenderTools()
{
@@ -61,73 +58,90 @@ KX_BlenderRenderTools::KX_BlenderRenderTools()
m_numgllights = 8;
}
-/**
-ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information.
-There are 20 'official' layers in blender.
-A light is applied on an object only when they are in the same layer.
-OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene.
-*/
+KX_BlenderRenderTools::~KX_BlenderRenderTools()
+{
+}
-int KX_BlenderRenderTools::ProcessLighting(int layer)
+void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
{
-
- int result = false;
+ m_clientobject = NULL;
+ m_lastlightlayer = -1;
+ m_lastlighting = false;
+ DisableOpenGLLights();
+}
- if (layer < 0)
- {
- DisableOpenGLLights();
- result = false;
- } else
+void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
+{
+}
+
+/* ProcessLighting performs lighting on objects. the layer is a bitfield that
+ * contains layer information. There are 20 'official' layers in blender. A
+ * light is applied on an object only when they are in the same layer. OpenGL
+ * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
+ * a scene. */
+
+void KX_BlenderRenderTools::ProcessLighting(int layer, const MT_Transform& viewmat)
+{
+ if(m_lastlightlayer == layer)
+ return;
+
+ m_lastlightlayer = layer;
+
+ bool enable = false;
+
+ if (layer >= 0)
{
if (m_clientobject)
{
if (layer == RAS_LIGHT_OBJECT_LAYER)
- {
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
- }
- if (applyLights(layer))
- {
- EnableOpenGLLights();
- result = true;
- } else
- {
- DisableOpenGLLights();
- result = false;
- }
+
+ enable = applyLights(layer, viewmat);
}
}
- return result;
-
-
+
+ if(enable)
+ EnableOpenGLLights();
+ else
+ DisableOpenGLLights();
}
+void KX_BlenderRenderTools::EnableOpenGLLights()
+{
+ if(m_lastlighting == true)
+ return;
-void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
+ glEnable(GL_LIGHTING);
+ glEnable(GL_COLOR_MATERIAL);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
+ if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ m_lastlighting = true;
+}
+
+void KX_BlenderRenderTools::DisableOpenGLLights()
{
- m_clientobject = NULL;
- m_lastblenderobject = NULL;
- m_lastblenderlights = false;
- m_lastlayer = -1;
- m_lastlighting = false;
- m_modified = true;
- DisableOpenGLLights();
+ if(m_lastlighting == false)
+ return;
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ m_lastlighting = false;
}
-void KX_BlenderRenderTools::SetClientObject(void* obj)
+
+void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
{
if (m_clientobject != obj)
{
- if (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling())
- {
- glFrontFace(GL_CCW);
- } else
- {
- glFrontFace(GL_CW);
- }
+ bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
+ rasty->SetFrontFace(ccw);
+
m_clientobject = obj;
- m_modified = true;
}
}
@@ -182,7 +196,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
- KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
@@ -218,7 +232,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
@@ -252,13 +266,29 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
}
-/**
-Render Text renders text into a (series of) polygon, using a texture font,
-Each character consists of one polygon (one quad or two triangles)
-*/
-void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3])
+void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height)
+{
+ STR_String tmpstr(text);
+
+ if(mode == RAS_IRenderTools::RAS_TEXT_PADDED)
+ BL_print_gamedebug_line_padded(tmpstr.Ptr(), xco, yco, width, height);
+ else
+ BL_print_gamedebug_line(tmpstr.Ptr(), xco, yco, width, height);
+}
+
+/* Render Text renders text into a (series of) polygon, using a texture font,
+ * Each character consists of one polygon (one quad or two triangles) */
+
+void KX_BlenderRenderTools::RenderText(
+ int mode,
+ RAS_IPolyMaterial* polymat,
+ float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
-
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
@@ -275,67 +305,9 @@ void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float
col = blenderpoly->GetMCol();
}
- BL_RenderText( mode,mytext,mytext.Length(),tface,col,v1,v2,v3,v4);
-
-}
-
-
-
-KX_BlenderRenderTools::~KX_BlenderRenderTools()
-{
-};
-
-
-void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
-{
+ GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
}
-
-
-void KX_BlenderRenderTools::DisableOpenGLLights()
-{
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
-}
-
-
-void KX_BlenderRenderTools::EnableOpenGLLights()
-{
- glEnable(GL_LIGHTING);
-
- glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
- if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-
-}
-
-
-/**
- * Rendering text using 2D bitmap functionality.
- */
-void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height)
-{
- switch (mode) {
- case RAS_IRenderTools::RAS_TEXT_PADDED: {
- STR_String tmpstr(text);
- BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
- break;
- }
- default: {
- STR_String tmpstr(text);
- BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
- }
- }
-}
-
-
void KX_BlenderRenderTools::PushMatrix()
{
@@ -348,14 +320,13 @@ void KX_BlenderRenderTools::PopMatrix()
}
-
-int KX_BlenderRenderTools::applyLights(int objectlayer)
+int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
-// taken from blender source, incompatibility between Blender Object / GameObject
-
+ // taken from blender source, incompatibility between Blender Object / GameObject
+ float glviewmat[16];
unsigned int count;
float vec[4];
-
+
vec[3]= 1.0;
for(count=0; count<m_numgllights; count++)
@@ -363,9 +334,11 @@ int KX_BlenderRenderTools::applyLights(int objectlayer)
//std::vector<struct RAS_LightObject*> m_lights;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
+
+ viewmat.getValue(glviewmat);
glPushMatrix();
- glLoadMatrixf(m_viewmat);
+ glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
@@ -433,7 +406,6 @@ int KX_BlenderRenderTools::applyLights(int objectlayer)
glEnable((GLenum)(GL_LIGHT0+count));
count++;
-
}
}
glPopMatrix();
@@ -442,22 +414,6 @@ int KX_BlenderRenderTools::applyLights(int objectlayer)
}
-
-
-RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
- const STR_String &texname,
- bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant,bool zsort, int lightlayer
- ,bool bIsTriangle,void* clientobject,void* tface)
-{
- assert(!"Deprecated");
-/* return new KX_BlenderPolyMaterial(
-
- texname,
- ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
- ,bIsTriangle,clientobject,(struct MTFace*)tface);*/
- return NULL;
-}
-
void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
@@ -491,4 +447,3 @@ void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
m_filtermanager.RenderFilters(canvas);
}
-unsigned int KX_BlenderRenderTools::m_numgllights;
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
index 8027136aa52..a7618462c9b 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
@@ -26,6 +26,7 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
+
#ifndef __KX_BLENDERRENDERTOOLS
#define __KX_BLENDERRENDERTOOLS
@@ -39,65 +40,50 @@
struct KX_ClientObjectInfo;
class KX_RayCast;
-/**
-BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which are not
-part of the (polygon) Rasterizer.
-Effects like 2D text, 3D (polygon) text, lighting.
-*/
+/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
+ * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
+ * text, lighting.
+ *
+ * Most of this code is duplicated in GPC_RenderTools, so this should be
+ * moved to some common location to avoid duplication. */
class KX_BlenderRenderTools : public RAS_IRenderTools
{
- bool m_lastblenderlights;
- void* m_lastblenderobject;
- int m_lastlayer;
+ int m_lastlightlayer;
bool m_lastlighting;
static unsigned int m_numgllights;
-
-
+
public:
-
KX_BlenderRenderTools();
virtual ~KX_BlenderRenderTools();
- virtual void EndFrame(class RAS_IRasterizer* rasty);
- virtual void BeginFrame(class RAS_IRasterizer* rasty);
- void DisableOpenGLLights();
+ void EndFrame(RAS_IRasterizer* rasty);
+ void BeginFrame(RAS_IRasterizer* rasty);
+
void EnableOpenGLLights();
- int ProcessLighting(int layer);
+ void DisableOpenGLLights();
+ void ProcessLighting(int layer, const MT_Transform& viewmat);
- virtual void RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
int yco,
int width,
int height);
- virtual void RenderText(int mode,
+ void RenderText(int mode,
class RAS_IPolyMaterial* polymat,
float v1[3],
float v2[3],
float v3[3],
- float v4[3]);
- void applyTransform(class RAS_IRasterizer* rasty,
- double* oglmatrix,
- int objectdrawmode );
- int applyLights(int objectlayer);
- virtual void PushMatrix();
- virtual void PopMatrix();
-
- virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial(const STR_String &texname,
- bool ba,
- const STR_String& matname,
- int tile,
- int tilexrep,
- int tileyrep,
- int mode,
- bool transparant,
- bool zsort,
- int lightlayer,
- bool bIsTriangle,
- void* clientobject,
- void* tface);
-
+ float v4[3],
+ int glattrib);
+
+ void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
+ int applyLights(int objectlayer, const MT_Transform& viewmat);
+
+ void PushMatrix();
+ void PopMatrix();
+
bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo*) { return true; }
@@ -107,8 +93,7 @@ public:
virtual void Render2DFilters(RAS_ICanvas* canvas);
- virtual void SetClientObject(void* obj);
-
+ virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
};
#endif //__KX_BLENDERRENDERTOOLS
diff --git a/source/gameengine/BlenderRoutines/Makefile b/source/gameengine/BlenderRoutines/Makefile
index a7394158a20..4b9a2a3af17 100644
--- a/source/gameengine/BlenderRoutines/Makefile
+++ b/source/gameengine/BlenderRoutines/Makefile
@@ -54,6 +54,7 @@ CPPFLAGS += -I../../blender/blenkernel
CPPFLAGS += -I../../blender/render/extern/include
CPPFLAGS += -I../../blender/blenloader
CPPFLAGS += -I../../blender/blenkernel
+CPPFLAGS += -I../../blender/gpu
CPPFLAGS += -I../Converter
CPPFLAGS += -I../Expressions
CPPFLAGS += -I../GameLogic
@@ -72,9 +73,5 @@ ifeq ($(OS),windows)
CPPFLAGS += -I../../blender
endif
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
-
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
diff --git a/source/gameengine/BlenderRoutines/SConscript b/source/gameengine/BlenderRoutines/SConscript
index 327f4798e04..78adbc83d9b 100644
--- a/source/gameengine/BlenderRoutines/SConscript
+++ b/source/gameengine/BlenderRoutines/SConscript
@@ -15,7 +15,7 @@ incs += ' #source/gameengine/SceneGraph #source/gameengine/Physics/common'
incs += ' #source/gameengine/Physics/Bullet #source/gameengine/Physics/Sumo'
incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork'
incs += ' #intern/SoundSystem #source/blender/misc #source/blender/blenloader'
-incs += ' #extern/glew/include'
+incs += ' #extern/glew/include #source/blender/gpu'
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_SOLID_INC']
@@ -26,7 +26,4 @@ cxxflags = []
if env['OURPLATFORM']=='win32-vc':
cxxflags.append ('/GR')
-if env['WITH_BF_GLEXT'] == 1:
- env['CPPFLAGS'].append('-DWITH_GLEXT')
-
env.BlenderLib ( 'bf_bloutines', sources, Split(incs), [], libtype=['game', 'game2', 'player'], priority=[0, 0, 55] , compileflags=cxxflags)
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index cdfce321713..bf774bf7568 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -53,16 +53,20 @@ BL_ArmatureObject::BL_ArmatureObject(
: KX_GameObject(sgReplicationInfo,callbacks),
m_objArma(armature),
- m_mrdPose(NULL),
m_framePose(NULL),
- m_lastframe(0.),
+ m_lastframe(0.0),
m_activeAct(NULL),
- m_activePriority(999)
+ m_activePriority(999),
+ m_lastapplyframe(0.0)
{
m_armature = get_armature(m_objArma);
- m_pose = m_objArma->pose;
-}
+ /* we make a copy of blender object's pose, and then always swap it with
+ * the original pose before calling into blender functions, to deal with
+ * replica's or other objects using the same blender object */
+ m_pose = NULL;
+ copy_pose(&m_pose, m_objArma->pose, 1 /* copy_constraint_channels_hack */);
+}
CValue* BL_ArmatureObject::GetReplica()
{
@@ -79,34 +83,39 @@ void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
{
KX_GameObject::ProcessReplica(replica);
+ replica->m_pose = NULL;
+ copy_pose(&replica->m_pose, m_pose, 1 /* copy_constraint_channels_hack */);
}
BL_ArmatureObject::~BL_ArmatureObject()
{
- if (m_mrdPose)
- free_pose(m_mrdPose);
+ if (m_pose)
+ free_pose(m_pose);
}
-/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
-/* there is only 1 unique Pose per Armature */
-void BL_ArmatureObject::ApplyPose()
+bool BL_ArmatureObject::VerifyPose()
{
- if (m_pose) {
- // copy to armature object
- if (m_objArma->pose != m_pose)/* This should never happen but it does - Campbell */
- extract_pose_from_pose(m_objArma->pose, m_pose);
-
- // is this needed anymore?
- //if (!m_mrdPose)
- // copy_pose (&m_mrdPose, m_pose, 0);
- //else
- // extract_pose_from_pose(m_mrdPose, m_pose);
+ if(m_lastapplyframe != m_lastframe) {
+ extract_pose_from_pose(m_objArma->pose, m_pose);
+ where_is_pose(m_objArma);
+ m_lastapplyframe = m_lastframe;
+ extract_pose_from_pose(m_pose, m_objArma->pose);
+ return false;
}
+ else
+ return true;
+}
+
+void BL_ArmatureObject::ApplyPose()
+{
+ if(VerifyPose())
+ extract_pose_from_pose(m_objArma->pose, m_pose);
}
void BL_ArmatureObject::SetPose(bPose *pose)
{
- m_pose = pose;
+ extract_pose_from_pose(m_pose, pose);
+ m_lastapplyframe = -1.0;
}
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
@@ -162,6 +171,7 @@ void BL_ArmatureObject::GetPose(bPose **pose)
if (*pose == m_pose)
// no need to copy if the pointers are the same
return;
+
extract_pose_from_pose(*pose, m_pose);
}
}
@@ -171,20 +181,16 @@ void BL_ArmatureObject::GetMRDPose(bPose **pose)
/* If the caller supplies a null pose, create a new one. */
/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
- // is this needed anymore?
- //if (!m_mrdPose){
- // copy_pose (&m_mrdPose, m_pose, 0);
- //}
-
if (!*pose) {
// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
// because it will free the blender constraints.
// Ideally, blender should rememeber that the constraints were not copied so that
// free_pose_channels() would not free them.
- copy_pose(pose, m_objArma->pose, 1);
+ copy_pose(pose, m_pose, 1);
+ }
+ else {
+ extract_pose_from_pose(*pose, m_pose);
}
- else
- extract_pose_from_pose(*pose, m_objArma->pose);
}
@@ -198,16 +204,18 @@ double BL_ArmatureObject::GetLastFrame()
return m_lastframe;
}
-bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const
+bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
{
- Object* par_arma = m_objArma;
- where_is_pose(par_arma);
- bPoseChannel *pchan= get_pose_channel(par_arma->pose, bone->name);
+ bPoseChannel *pchan;
+
+ ApplyPose();
+ pchan = get_pose_channel(m_objArma->pose, bone->name);
if(pchan) {
matrix.setValue(&pchan->pose_mat[0][0]);
return true;
}
+
return false;
}
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index a612ca77ec0..6f2c0d2f4c9 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -59,7 +59,10 @@ public:
void GetMRDPose(struct bPose **pose);
void GetPose(struct bPose **pose);
void SetPose (struct bPose *pose);
+
void ApplyPose();
+ bool VerifyPose();
+
bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
struct bArmature * GetArmature() { return m_armature; }
@@ -69,7 +72,7 @@ public:
/// Retrieve the pose matrix for the specified bone.
/// Returns true on success.
- bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const;
+ bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix);
/// Returns the bone length. The end of the bone is in the local y direction.
float GetBoneLength(Bone* bone) const;
@@ -79,11 +82,12 @@ protected:
Object *m_objArma;
struct bArmature *m_armature;
struct bPose *m_pose;
- struct bPose *m_mrdPose;
struct bPose *m_framePose;
double m_lastframe;
class BL_ActionActuator *m_activeAct;
short m_activePriority;
+
+ double m_lastapplyframe;
};
#endif
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index edc14dabc70..def4938b053 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -601,7 +601,6 @@ BL_Material* ConvertMaterial(
(tface->mode & TF_INVISIBLE)
)?POLY_VIS:0;
- material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0;
material->transp = tface->transp;
material->tile = tface->tile;
material->mode = tface->mode;
@@ -617,7 +616,7 @@ BL_Material* ConvertMaterial(
}
else {
// nothing at all
- material->ras_mode |= (COLLIDER|POLY_VIS| (validmat?0:USE_LIGHT));
+ material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT));
material->mode = default_face_mode;
material->transp = TF_SOLID;
material->tile = 0;
@@ -627,13 +626,19 @@ BL_Material* ConvertMaterial(
if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
material->transp = TF_ALPHA;
- // always zsort alpha + add
- if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha)
- && (material->transp != TF_CLIP)) {
+ // always zsort alpha + add
+ if((material->transp == TF_ALPHA || texalpha) && (material->transp != TF_CLIP)) {
material->ras_mode |= ALPHA;
material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
}
+ // collider or not?
+ material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0;
+
+ // these flags are irrelevant at this point, remove so they
+ // don't hurt material bucketing
+ material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX);
+
// get uv sets
if(validmat)
{
@@ -644,6 +649,7 @@ BL_Material* ConvertMaterial(
for (int vind = 0; vind<material->num_enabled; vind++)
{
BL_Mapping &map = material->mapping[vind];
+
if (map.uvCoName.IsEmpty())
isFirstSet = false;
else
@@ -673,7 +679,7 @@ BL_Material* ConvertMaterial(
isFirstSet = false;
uvName = layer.name;
}
- else
+ else if(strcmp(layer.name, uvName) != 0)
{
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
@@ -702,7 +708,6 @@ BL_Material* ConvertMaterial(
material->SetConversionUV(uvName, uv);
material->SetConversionUV2(uv2Name, uv2);
- material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
if(validmat)
material->matname =(mat->id.name);
@@ -767,7 +772,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
meshobj->SetName(mesh->id.name);
- meshobj->m_xyz_index_to_vertex_index_mapping.resize(totvert);
+ meshobj->m_sharedvertex_map.resize(totvert);
for (int f=0;f<totface;f++,mface++)
{
@@ -830,7 +835,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
ma = give_current_material(blenderobj, mface->mat_nr+1);
{
- bool polyvisible = true;
+ bool visible = true;
RAS_IPolyMaterial* polymat = NULL;
BL_Material *bl_mat = NULL;
@@ -845,7 +850,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
bl_mat->material_index = (int)mface->mat_nr;
- polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0);
+ visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
/* vertex colors and uv's were stored in bl_mat temporarily */
@@ -862,7 +867,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
uv22 = uv[2]; uv23 = uv[3];
/* then the KX_BlenderMaterial */
- polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
+ polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer);
}
else {
/* do Texture Face materials */
@@ -886,7 +891,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
tile = tface->tile;
mode = tface->mode;
- polyvisible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
+ visible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
uv0 = MT_Point2(tface->uv[0]);
uv1 = MT_Point2(tface->uv[1]);
@@ -940,15 +945,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
rgb3 = KX_rgbaint2uint_new(color);
}
- bool istriangle = (mface->v4==0);
-
// only zsort alpha + add
bool alpha = (transp == TF_ALPHA || transp == TF_ADD);
bool zsort = (mode & TF_ALPHASORT)? alpha: 0;
polymat = new KX_PolygonMaterial(imastr, ma,
tile, tilexrep, tileyrep,
- mode, transp, alpha, zsort, lightlayer, istriangle, blenderobj, tface, (unsigned int*)mcol);
+ mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol);
if (ma) {
polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
@@ -961,6 +964,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
}
+ /* mark face as flat, so vertices are split */
+ bool flat = (mface->flag & ME_SMOOTH) == 0;
+
// see if a bucket was reused or a new one was created
// this way only one KX_BlenderMaterial object has to exist per bucket
bool bucketCreated;
@@ -981,49 +987,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
polymat = bucket->GetPolyMaterial();
}
- int nverts = mface->v4?4:3;
- int vtxarray = meshobj->FindVertexArray(nverts,polymat);
- RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
-
- bool flat;
-
- if (skinMesh) {
- /* If the face is set to solid, all fnors are the same */
- if (mface->flag & ME_SMOOTH)
- flat = false;
- else
- flat = true;
- }
- else
- flat = false;
+ int nverts = (mface->v4)? 4: 3;
+ RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts);
- poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
- poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
- poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
-
- meshobj->AddPolygon(poly);
- if (poly->IsCollider())
- {
- RAS_TriangleIndex idx;
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v2;
- idx.m_index[2] = mface->v3;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- if (nverts==4)
- {
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v3;
- idx.m_index[2] = mface->v4;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- }
- }
-
-// poly->SetVisibleWireframeEdges(mface->edcode);
+ poly->SetVisible(visible);
poly->SetCollider(collider);
+ //poly->SetEdgeCode(mface->edcode);
+
+ meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1);
+ meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2);
+ meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3);
+
+ if (nverts==4)
+ meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4);
}
if (tface)
@@ -1039,13 +1015,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
layer.face++;
}
}
- meshobj->m_xyz_index_to_vertex_index_mapping.clear();
- meshobj->UpdateMaterialList();
+ meshobj->m_sharedvertex_map.clear();
// pre calculate texture generation
- for(RAS_MaterialBucket::Set::iterator mit = meshobj->GetFirstMaterial();
+ for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
mit != meshobj->GetLastMaterial(); ++ mit) {
- (*mit)->GetPolyMaterial()->OnConstruction();
+ mit->m_bucket->GetPolyMaterial()->OnConstruction();
}
if (layers)
@@ -1490,14 +1465,9 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
}
-#ifdef BLENDER_GLSL
- if(converter->GetGLSLMaterials())
- GPU_lamp_from_blender(ob, la);
-
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp);
-#else
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL);
-#endif
+ gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
+ lightobj, converter->GetGLSLMaterials());
+
BL_ConvertLampIpos(la, gamelight, converter);
return gamelight;
@@ -1534,7 +1504,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gamelight->AddRef();
kxscene->GetLightList()->Add(gamelight);
-
+
break;
}
@@ -1643,20 +1613,6 @@ struct parentChildLink {
SG_Node* m_gamechildnode;
};
- /**
- * Find the specified scene by name, or the first
- * scene if nothing matches (shouldn't happen).
- */
-static struct Scene *GetSceneForName(struct Main *maggie, const STR_String& scenename) {
- Scene *sce;
-
- for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
- if (scenename == (sce->id.name+2))
- return sce;
-
- return (Scene*) maggie->scene.first;
-}
-
#include "DNA_constraint_types.h"
#include "BIF_editconstraint.h"
@@ -1755,7 +1711,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
)
{
- Scene *blenderscene = GetSceneForName(maggie, scenename);
+ Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
// for SETLOOPER
Scene *sce;
Base *base;
@@ -1990,7 +1946,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//tf.Add(gameobj->GetSGNode());
gameobj->NodeUpdateGS(0,true);
- gameobj->Bucketize();
+ gameobj->AddMeshUser();
}
else
@@ -2187,7 +2143,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//tf.Add(gameobj->GetSGNode());
gameobj->NodeUpdateGS(0,true);
- gameobj->Bucketize();
+ gameobj->AddMeshUser();
}
else
@@ -2273,8 +2229,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
// parent this to a bone
Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
- KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
- pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
+
+ if(parent_bone) {
+ KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
+ pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
+ }
break;
}
@@ -2511,5 +2470,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
kxscene->DupliGroupRecurse(gameobj, 0);
}
}
+
+ KX_Camera *activecam = kxscene->GetActiveCamera();
+ MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f;
+ RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
+ bucketmanager->OptimizeBuckets(distance);
}
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index d23274324ee..1d62a41cce9 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -41,12 +41,14 @@ BL_DeformableGameObject::~BL_DeformableGameObject()
delete m_pDeformer; // __NLA : Temporary until we decide where to put this
}
-void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
+void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
{
+ BL_MeshDeformer *deformer;
KX_GameObject::ProcessReplica(replica);
- if (m_pDeformer){
- ((BL_DeformableGameObject*)replica)->m_pDeformer = m_pDeformer->GetReplica();
+ if (m_pDeformer) {
+ deformer = (BL_MeshDeformer*)m_pDeformer->GetReplica();
+ ((BL_DeformableGameObject*)replica)->m_pDeformer = deformer;
}
}
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 39d66a90e92..fa3b8185fe2 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -50,26 +50,26 @@
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
- size_t i, j;
+ size_t i;
float *co;
// only apply once per frame if the mesh is actually modified
if(m_pMeshObject->MeshModified() &&
m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
// For each material
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
-
- // For each array
- for (i=0; i<vertexarrays.size(); i++){
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
+ RAS_MeshSlot::iterator it;
+ // for each array
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
// For each vertex
- for (j=0; j<vertexarray.size(); j++){
- RAS_TexVert& v = vertexarray[j];
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
co = m_bmesh->mvert[v.getOrigIndex()].co;
v.SetXYZ(MT_Point3(co));
}
@@ -90,7 +90,17 @@ BL_MeshDeformer::~BL_MeshDeformer()
delete [] m_transverts;
if (m_transnors)
delete [] m_transnors;
-};
+}
+
+void BL_MeshDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+{
+ void **h_obj = (*map)[m_gameobj];
+
+ if (h_obj)
+ m_gameobj = (BL_DeformableGameObject*)(*h_obj);
+ else
+ m_gameobj = NULL;
+}
/**
* @warning This function is expensive!
@@ -101,41 +111,41 @@ void BL_MeshDeformer::RecalcNormals()
* gives area-weight normals which often look better anyway, and use
* GL_NORMALIZE so we don't have to do per vertex normalization either
* since the GPU can do it faster */
- size_t i, j;
+ list<RAS_MeshMaterial>::iterator mit;
+ RAS_MeshSlot::iterator it;
+ size_t i;
/* set vertex normals to zero */
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
/* add face normals to vertices. */
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat);
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for (i=0; i<indexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
- const KX_IndexArray& indexarray = (*indexarrays[i]);
- int nvert = mat->UsesTriangles()? 3: 4;
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ int nvert = (int)it.array->m_type;
- for(j=0; j<indexarray.size(); j+=nvert) {
- RAS_TexVert& v1 = vertexarray[indexarray[j]];
- RAS_TexVert& v2 = vertexarray[indexarray[j+1]];
- RAS_TexVert& v3 = vertexarray[indexarray[j+2]];
+ for(i=0; i<it.totindex; i+=nvert) {
+ RAS_TexVert& v1 = it.vertex[it.index[i]];
+ RAS_TexVert& v2 = it.vertex[it.index[i+1]];
+ RAS_TexVert& v3 = it.vertex[it.index[i+2]];
RAS_TexVert *v4 = NULL;
- const float *co1 = v1.getLocalXYZ();
- const float *co2 = v2.getLocalXYZ();
- const float *co3 = v3.getLocalXYZ();
+ const float *co1 = v1.getXYZ();
+ const float *co2 = v2.getXYZ();
+ const float *co3 = v3.getXYZ();
const float *co4 = NULL;
/* compute face normal */
float fnor[3], n1[3], n2[3];
if(nvert == 4) {
- v4 = &vertexarray[indexarray[j+3]];
- co4 = v4->getLocalXYZ();
+ v4 = &it.vertex[it.index[i+3]];
+ co4 = v4->getXYZ();
n1[0]= co1[0]-co3[0];
n1[1]= co1[1]-co3[1];
@@ -174,7 +184,7 @@ void BL_MeshDeformer::RecalcNormals()
}
/* in case of flat - just assign, the vertices are split */
- if(v1.getFlag() & TV_CALCFACENORMAL) {
+ if(v1.getFlag() & RAS_TexVert::FLAT) {
v1.SetNormal(fnor);
v2.SetNormal(fnor);
v3.SetNormal(fnor);
@@ -186,19 +196,18 @@ void BL_MeshDeformer::RecalcNormals()
}
/* assign smooth vertex normals */
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for (i=0; i<vertexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
-
- for(j=0; j<vertexarray.size(); j++) {
- RAS_TexVert& v = vertexarray[j];
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
- if(!(v.getFlag() & TV_CALCFACENORMAL))
+ if(!(v.getFlag() & RAS_TexVert::FLAT))
v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
}
}
@@ -219,4 +228,4 @@ void BL_MeshDeformer::VerifyStorage()
m_tvtot = m_bmesh->totvert;
}
}
-
+
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index e9f7f0b192f..9d3d2e78123 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -47,7 +47,7 @@ class BL_MeshDeformer : public RAS_Deformer
public:
void VerifyStorage();
void RecalcNormals();
- virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){};
+ virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
BL_MeshDeformer(BL_DeformableGameObject *gameobj,
struct Object* obj,
class BL_SkinMeshObject *meshobj ):
@@ -67,6 +67,7 @@ public:
virtual RAS_Deformer* GetReplica(){return NULL;};
struct Mesh* GetMesh() { return m_bmesh; };
// virtual void InitDeform(double time){};
+
protected:
class BL_SkinMeshObject* m_pMeshObject;
struct Mesh* m_bmesh;
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index 942e3b502e0..799b6b74b66 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -134,7 +134,6 @@ void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
{
vector<float>::const_iterator it;
float dstweight;
- int i;
KeyBlock *kb;
dstweight = 1.0F - srcweight;
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index b2e54539b19..236cd1a6667 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -111,10 +111,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
int type;
// the shape drivers use the bone matrix as input. Must
// update the matrix now
- Object* par_arma = m_armobj->GetArmatureObject();
m_armobj->ApplyPose();
- where_is_pose( par_arma );
- PoseApplied(true);
for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
// no need to set a specific time: this curve has a driver
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h
index 5f0188e3a42..1465bb01e22 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -43,17 +43,6 @@ struct IpoCurve;
class BL_ShapeDeformer : public BL_SkinDeformer
{
public:
- virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
- {
- void **h_obj = (*map)[m_gameobj];
- if (h_obj){
- m_gameobj = (BL_DeformableGameObject*)(*h_obj);
- }
- else
- m_gameobj=NULL;
- // relink the underlying skin deformer
- BL_SkinDeformer::Relink(map);
- };
BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
Object *bmeshobj,
BL_SkinMeshObject *mesh)
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index f96c40c098f..d8e7a9cdadf 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -99,9 +99,26 @@ BL_SkinDeformer::~BL_SkinDeformer()
m_armobj->Release();
}
+void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+{
+ if (m_armobj) {
+ void **h_obj = (*map)[m_armobj];
+
+ if (h_obj)
+ SetArmature( (BL_ArmatureObject*)(*h_obj) );
+ else
+ m_armobj=NULL;
+ }
+
+ BL_MeshDeformer::Relink(map);
+}
+
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
- size_t i, j;
+ RAS_MeshSlot::iterator it;
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ size_t i;
// update the vertex in m_transverts
Update();
@@ -110,16 +127,18 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ mmat = m_pMeshObject->GetMeshMaterial(mat);
+ if(!mmat->m_slots[(void*)m_gameobj])
+ return true;
- // For each array
- for (i=0; i<vertexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
+ slot = *mmat->m_slots[(void*)m_gameobj];
- // For each vertex
+ // for each array
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ // for each vertex
// copy the untransformed data from the original mvert
- for (j=0; j<vertexarray.size(); j++) {
- RAS_TexVert& v = vertexarray[j];
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
v.SetXYZ(m_transverts[v.getOrigIndex()]);
}
}
@@ -147,14 +166,10 @@ bool BL_SkinDeformer::Update(void)
/* See if the armature has been updated for this frame */
if (PoseUpdated()){
float obmat[4][4]; // the original object matrice
-
+
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
Object* par_arma = m_armobj->GetArmatureObject();
- if (!PoseApplied()){
- m_armobj->ApplyPose();
- where_is_pose( par_arma );
- }
/* store verts locally */
VerifyStorage();
@@ -163,6 +178,8 @@ bool BL_SkinDeformer::Update(void)
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
+ m_armobj->ApplyPose();
+
// save matrix first
Mat4CpyMat4(obmat, m_objMesh->obmat);
// set reference matrix
@@ -179,11 +196,11 @@ bool BL_SkinDeformer::Update(void)
/* Update the current frame */
m_lastArmaUpdate=m_armobj->GetLastFrame();
- /* reset for next frame */
- PoseApplied(false);
+
/* indicate that the m_transverts and normals are up to date */
return true;
}
+
return false;
}
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index d3fc5ae2a81..e08de8c478a 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -50,17 +50,7 @@ class BL_SkinDeformer : public BL_MeshDeformer
{
public:
// void SetArmatureController (BL_ArmatureController *cont);
- virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
- {
- if (m_armobj){
- void **h_obj = (*map)[m_armobj];
- if (h_obj){
- SetArmature( (BL_ArmatureObject*)(*h_obj) );
- }
- else
- m_armobj=NULL;
- }
- }
+ virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
void SetArmature (class BL_ArmatureObject *armobj);
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
@@ -81,10 +71,6 @@ public:
virtual ~BL_SkinDeformer();
bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
- bool PoseApplied()
- { return m_poseApplied; }
- void PoseApplied(bool applied)
- { m_poseApplied = applied; }
bool PoseUpdated(void)
{
if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp
index fa215df1e1c..4f9f1a434b5 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.cpp
+++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp
@@ -28,42 +28,69 @@
* Deformer that supports armature skinning
*/
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
-#include "RAS_IPolygonMaterial.h"
-#include "BL_SkinMeshObject.h"
-#include "BL_DeformableGameObject.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
-#include "KX_GameObject.h"
+
#include "RAS_BucketManager.h"
+#include "RAS_IPolygonMaterial.h"
-//void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr)
-void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec)
-{
+#include "KX_GameObject.h"
+
+#include "BL_SkinMeshObject.h"
+#include "BL_DeformableGameObject.h"
- KX_MeshSlot ms;
- ms.m_clientObj = clientobj;
- ms.m_mesh = this;
- ms.m_OpenGLMatrix = oglmatrix;
- ms.m_bObjectColor = useObjectColor;
- ms.m_RGBAcolor = rgbavec;
- ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
-
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();it++)
+BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer)
+ : RAS_MeshObject (mesh, lightlayer)
+{
+ m_bDeformed = true;
+
+ if (m_mesh && m_mesh->key)
{
+ KeyBlock *kb;
+ int count=0;
+ // initialize weight cache for shape objects
+ // count how many keys in this mesh
+ for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
+ count++;
+ m_cacheWeightIndex.resize(count,-1);
+ }
+}
- RAS_MaterialBucket* materialbucket = (*it);
+BL_SkinMeshObject::~BL_SkinMeshObject()
+{
+ if (m_mesh && m_mesh->key)
+ {
+ KeyBlock *kb;
+ // remove the weight cache to avoid memory leak
+ for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
+ if(kb->weights)
+ MEM_freeN(kb->weights);
+ kb->weights= NULL;
+ }
+ }
+}
+
+void BL_SkinMeshObject::UpdateBuckets(void* clientobj,double* oglmatrix,bool useObjectColor,const MT_Vector4& rgbavec, bool visible, bool culled)
+{
+ list<RAS_MeshMaterial>::iterator it;
+ list<RAS_MeshSlot*>::iterator sit;
+
+ for(it = m_materials.begin();it!=m_materials.end();++it) {
+ if(!it->m_slots[clientobj])
+ continue;
-// KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial());
- materialbucket->SetMeshSlot(ms);
+ RAS_MeshSlot *slot = *it->m_slots[clientobj];
+ slot->m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
}
+ RAS_MeshObject::UpdateBuckets(clientobj, oglmatrix, useObjectColor, rgbavec, visible, culled);
}
static int get_def_index(Object* ob, const char* vgroup)
@@ -74,6 +101,7 @@ static int get_def_index(Object* ob, const char* vgroup)
for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++)
if (!strcmp(curdef->name, vgroup))
return index;
+
return -1;
}
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h
index c21fb64204b..8544a2b958c 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.h
+++ b/source/gameengine/Converter/BL_SkinMeshObject.h
@@ -33,62 +33,27 @@
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
-#include "MEM_guardedalloc.h"
+
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_MeshDeformer.h"
-#include "DNA_mesh_types.h"
-#include "DNA_key_types.h"
-#include "DNA_meshdata_types.h"
-
class BL_SkinMeshObject : public RAS_MeshObject
{
-
-// enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
-// enum { BUCKET_MAX_TRIANGLES = 4096};
-
protected:
vector<int> m_cacheWeightIndex;
public:
- void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec);
-// void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr);
-
- BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer)
- {
- m_class = 1;
- if (m_mesh && m_mesh->key)
- {
- KeyBlock *kb;
- int count=0;
- // initialize weight cache for shape objects
- // count how many keys in this mesh
- for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
- count++;
- m_cacheWeightIndex.resize(count,-1);
- }
- };
+ BL_SkinMeshObject(Mesh* mesh, int lightlayer);
+ ~BL_SkinMeshObject();
- virtual ~BL_SkinMeshObject()
- {
- if (m_mesh && m_mesh->key)
- {
- KeyBlock *kb;
- // remove the weight cache to avoid memory leak
- for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
- if(kb->weights)
- MEM_freeN(kb->weights);
- kb->weights= NULL;
- }
- }
- };
+ void UpdateBuckets(void* clientobj, double* oglmatrix,
+ bool useObjectColor, const MT_Vector4& rgbavec, bool visible, bool culled);
// for shape keys,
void CheckWeightCache(struct Object* obj);
-
};
#endif
diff --git a/source/gameengine/Converter/CMakeLists.txt b/source/gameengine/Converter/CMakeLists.txt
index adb7304b10e..217bdb30907 100644
--- a/source/gameengine/Converter/CMakeLists.txt
+++ b/source/gameengine/Converter/CMakeLists.txt
@@ -64,6 +64,7 @@ SET(INC
../../../source/gameengine/Network/LoopBackNetwork
../../../source/blender/misc
../../../source/blender/blenloader
+ ../../../source/blender/gpu
../../../extern/bullet2/src
../../../extern/solid
${PYTHON_INC}
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index de91bce2ab1..1f5b578d441 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -184,20 +184,21 @@ bool KX_BlenderSceneConverter::TryAndLoadNewFile()
return result;
}
-
+Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
+{
+ Scene *sce;
/**
* Find the specified scene by name, or the first
* scene if nothing matches (shouldn't happen).
*/
-static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
- Scene *sce;
- for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
- if (scenename == (sce->id.name+2))
+ for (sce= (Scene*) m_maggie->scene.first; sce; sce= (Scene*) sce->id.next)
+ if (name == (sce->id.name+2))
return sce;
- return (Scene*) maggie->scene.first;
+ return (Scene*)m_maggie->scene.first;
+
}
#include "KX_PythonInit.h"
@@ -258,7 +259,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
class RAS_ICanvas* canvas)
{
//find out which physics engine
- Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
+ Scene *blenderscene = GetBlenderSceneForName(scenename);
e_PhysicsEngine physics_engine = UseBullet;
// hook for registration function during conversion.
@@ -818,7 +819,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
if (gameObj->IsDynamic())
{
- KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
+ //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
Object* blenderObject = FindBlenderObject(gameObj);
if (blenderObject)
@@ -846,7 +847,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
- const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
+ //const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
const MT_Point3& position = gameObj->NodeGetWorldPosition();
Ipo* ipo = blenderObject->ipo;
@@ -974,7 +975,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
if (gameObj->IsDynamic())
{
- KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
+ //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
Object* blenderObject = FindBlenderObject(gameObj);
if (blenderObject)
@@ -1002,8 +1003,8 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
- const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
- const MT_Point3& position = gameObj->NodeGetWorldPosition();
+ //const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
+ //const MT_Point3& position = gameObj->NodeGetWorldPosition();
Ipo* ipo = blenderObject->ipo;
if (ipo)
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index e5d6ccc5caf..2317e952a0a 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -45,6 +45,7 @@ class BL_Material;
struct IpoCurve;
struct Main;
struct SpaceIpo;
+struct Scene;
class KX_BlenderSceneConverter : public KX_ISceneConverter
{
@@ -151,6 +152,7 @@ public:
virtual void SetGLSLMaterials(bool val);
virtual bool GetGLSLMaterials();
+ struct Scene* GetBlenderSceneForName(const STR_String& name);
};
#endif //__KX_BLENDERSCENECONVERTER_H
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 7e976beaf44..321fc325bb8 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -1064,7 +1064,7 @@ void BL_ConvertActuators(char* maggiename,
{
bParentActuator *parAct = (bParentActuator *) bact->data;
int mode = KX_ParentActuator::KX_PARENT_NODEF;
- KX_GameObject *tmpgob;
+ KX_GameObject *tmpgob = NULL;
switch(parAct->type)
{
diff --git a/source/gameengine/Converter/Makefile b/source/gameengine/Converter/Makefile
index f312fc13221..4dd63e428bd 100644
--- a/source/gameengine/Converter/Makefile
+++ b/source/gameengine/Converter/Makefile
@@ -51,6 +51,7 @@ CPPFLAGS += -I../../blender/include
CPPFLAGS += -I../../blender/blenlib
CPPFLAGS += -I../../blender/blenkernel
CPPFLAGS += -I../../blender/render/extern/include
+CPPFLAGS += -I../../blender/gpu
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
CPPFLAGS += -I../Expressions -I../Rasterizer -I../GameLogic
CPPFLAGS += -I../Ketsji -I../BlenderRoutines -I../SceneGraph
diff --git a/source/gameengine/Converter/SConscript b/source/gameengine/Converter/SConscript
index f5e382b471e..3be352c568b 100644
--- a/source/gameengine/Converter/SConscript
+++ b/source/gameengine/Converter/SConscript
@@ -16,7 +16,7 @@ incs += ' #source/gameengine/Expressions #source/gameengine/Network #source/game
incs += ' #source/gameengine/Physics/common #source/gameengine/Physics/Bullet #source/gameengine/Physics/BlOde'
incs += ' #source/gameengine/Physics/Dummy #source/gameengine/Physics/Sumo'
incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork'
-incs += ' #source/blender/misc #source/blender/blenloader'
+incs += ' #source/blender/misc #source/blender/blenloader #source/blender/gpu'
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_SOLID_INC']
diff --git a/source/gameengine/GamePlayer/common/CMakeLists.txt b/source/gameengine/GamePlayer/common/CMakeLists.txt
index e26f8b9d69a..0c6c4179e2d 100644
--- a/source/gameengine/GamePlayer/common/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/common/CMakeLists.txt
@@ -30,7 +30,6 @@ SET(SRC
GPC_Engine.cpp
GPC_KeyboardDevice.cpp
GPC_MouseDevice.cpp
- GPC_PolygonMaterial.cpp
GPC_RawImage.cpp
GPC_RawLoadDotBlendArray.cpp
GPC_RawLogoArrays.cpp
@@ -69,6 +68,7 @@ SET(INC
../../../../source/gameengine/GamePlayer/ghost
../../../../source/blender/misc
../../../../source/blender/blenloader
+ ../../../../source/blender/gpu
../../../../extern/glew/include
${PYTHON_INC}
${SOLID_INC}
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index a64c85f6c17..78d8eaf2aa3 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -27,141 +27,256 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#include <assert.h>
-
-#ifdef WIN32
-#pragma warning (disable : 4786)
-#include <windows.h>
-#endif
-
#include "GL/glew.h"
-#include <iostream>
-
-#include "GPC_RenderTools.h"
-
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
#include "RAS_LightObject.h"
#include "RAS_ICanvas.h"
#include "RAS_GLExtensionManager.h"
-// next two includes/dependencies come from the shadow feature
-// it needs the gameobject and the sumo physics scene for a raycast
#include "KX_GameObject.h"
-
-#include "GPC_PolygonMaterial.h"
#include "KX_PolygonMaterial.h"
-#include "Value.h"
+#include "KX_BlenderMaterial.h"
+#include "KX_RayCast.h"
+#include "KX_IPhysicsController.h"
+
+#include "PHY_IPhysicsEnvironment.h"
-//#include "KX_BlenderGL.h" // for text printing
-//#include "KX_BlenderClientObject.h"
#include "STR_String.h"
-#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
-
-
-// Blender includes
-/* This list includes only data type definitions */
-#include "DNA_object_types.h"
-#include "DNA_material_types.h"
-#include "DNA_image_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_group_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_property_types.h"
-#include "DNA_text_types.h"
-#include "DNA_sensor_types.h"
-#include "DNA_controller_types.h"
-#include "DNA_actuator_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_view3d_types.h"
-#include "DNA_world_types.h"
-
-#include "BKE_global.h"
-#include "BKE_image.h"
-#include "BKE_bmfont.h"
+
+#include "GPU_draw.h"
+
+#include "BKE_bmfont.h" // for text printing
#include "BKE_bmfont_types.h"
-#include "BKE_main.h"
-#include "IMB_imbuf_types.h"
-// End of Blender includes
+#include "GPC_RenderTools.h"
-#include "KX_Scene.h"
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "PHY_IPhysicsEnvironment.h"
-#include "KX_BlenderMaterial.h"
+unsigned int GPC_RenderTools::m_numgllights;
GPC_RenderTools::GPC_RenderTools()
{
m_font = BMF_GetFont(BMF_kHelvetica10);
+
glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
if (m_numgllights < 8)
m_numgllights = 8;
}
-
GPC_RenderTools::~GPC_RenderTools()
{
}
+void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
+{
+ m_clientobject = NULL;
+ m_lastlightlayer = -1;
+ m_lastlighting = false;
+ DisableOpenGLLights();
+}
void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty)
{
}
+/* ProcessLighting performs lighting on objects. the layer is a bitfield that
+ * contains layer information. There are 20 'official' layers in blender. A
+ * light is applied on an object only when they are in the same layer. OpenGL
+ * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
+ * a scene. */
-void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty)
+void GPC_RenderTools::ProcessLighting(int layer, const MT_Transform& viewmat)
{
- m_clientobject=NULL;
- m_modified=true;
- DisableOpenGLLights();
+ if(m_lastlightlayer == layer)
+ return;
-}
+ m_lastlightlayer = layer;
-int GPC_RenderTools::ProcessLighting(int layer)
-{
- int result = false;
+ bool enable = false;
- if (layer < 0)
- {
- DisableOpenGLLights();
- result = false;
- } else
+ if (layer >= 0)
{
if (m_clientobject)
- {
- if (applyLights(layer))
- {
- EnableOpenGLLights();
- result = true;
- } else
- {
- DisableOpenGLLights();
- result = false;
- }
+ {
+ if (layer == RAS_LIGHT_OBJECT_LAYER)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+
+ enable = applyLights(layer, viewmat);
}
}
- return result;
+
+ if(enable)
+ EnableOpenGLLights();
+ else
+ DisableOpenGLLights();
}
void GPC_RenderTools::EnableOpenGLLights()
{
+ if(m_lastlighting == true)
+ return;
+
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ m_lastlighting = true;
}
-void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height)
+void GPC_RenderTools::DisableOpenGLLights()
+{
+ if(m_lastlighting == false)
+ return;
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+
+ m_lastlighting = false;
+}
+
+
+void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
+{
+ if (m_clientobject != obj)
+ {
+ bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
+ rasty->SetFrontFace(ccw);
+
+ m_clientobject = obj;
+ }
+}
+
+bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
+{
+ double* const oglmatrix = (double* const) data;
+ MT_Point3 resultpoint(result->m_hitPoint);
+ MT_Vector3 resultnormal(result->m_hitNormal);
+ MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
+ MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
+ left = (dir.cross(resultnormal)).safe_normalized();
+ // for the up vector, we take the 'resultnormal' returned by the physics
+
+ double maat[16]={
+ left[0], left[1], left[2], 0,
+ dir[0], dir[1], dir[2], 0,
+ resultnormal[0],resultnormal[1],resultnormal[2], 0,
+ 0, 0, 0, 1};
+ glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
+ //glMultMatrixd(oglmatrix);
+ glMultMatrixd(maat);
+ return true;
+}
+
+void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
+{
+ /* FIXME:
+ blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
+ MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.
+
+ Program received signal SIGABRT, Aborted.
+ [Switching to Thread 16384 (LWP 1519)]
+ 0x40477571 in kill () from /lib/libc.so.6
+ (gdb) bt
+ #7 0x08334368 in MT_Vector3::normalized() const ()
+ #8 0x0833e6ec in GPC_RenderTools::applyTransform(RAS_IRasterizer*, double*, int) ()
+ */
+
+ if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
+ objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
+ {
+ // rotate the billboard/halo
+ //page 360/361 3D Game Engine Design, David Eberly for a discussion
+ // on screen aligned and axis aligned billboards
+ // assumed is that the preprocessor transformed all billboard polygons
+ // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
+ // when new parenting for objects is done, this rotation
+ // will be moved into the object
+
+ MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
+ MT_Point3 campos = rasty->GetCameraPosition();
+ MT_Vector3 dir = (campos - objpos).safe_normalized();
+ MT_Vector3 up(0,0,1.0);
+
+ KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
+ // get scaling of halo object
+ MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
+
+ bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
+ if (screenaligned)
+ {
+ up = (up - up.dot(dir) * dir).safe_normalized();
+ } else
+ {
+ dir = (dir - up.dot(dir)*up).safe_normalized();
+ }
+
+ MT_Vector3 left = dir.normalized();
+ dir = (left.cross(up)).normalized();
+
+ // we have calculated the row vectors, now we keep
+ // local scaling into account:
+
+ left *= size[0];
+ dir *= size[1];
+ up *= size[2];
+ double maat[16]={
+ left[0], left[1],left[2], 0,
+ dir[0], dir[1],dir[2],0,
+ up[0],up[1],up[2],0,
+ 0,0,0,1};
+ glTranslated(objpos[0],objpos[1],objpos[2]);
+ glMultMatrixd(maat);
+
+ } else
+ {
+ if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
+ {
+ // shadow must be cast to the ground, physics system needed here!
+ MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
+ KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
+ MT_Vector3 direction = MT_Vector3(0,0,-1);
+
+ direction.normalize();
+ direction *= 100000;
+
+ MT_Point3 topoint = frompoint + direction;
+
+ KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
+ PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
+ KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
+
+ KX_GameObject *parent = gameobj->GetParent();
+ if (!physics_controller && parent)
+ physics_controller = parent->GetPhysicsController();
+ if (parent)
+ parent->Release();
+
+ KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
+ if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
+ {
+ // couldn't find something to cast the shadow on...
+ glMultMatrixd(oglmatrix);
+ }
+ } else
+ {
+
+ // 'normal' object
+ glMultMatrixd(oglmatrix);
+ }
+ }
+}
+
+
+void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height)
{
STR_String tmpstr(text);
int lines;
@@ -234,21 +349,19 @@ void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
glDisable(GL_LIGHTING);
}
-/**
- * Copied from KX_BlenderRenderTools.cpp in KX_blenderhook
- * Renders text into a (series of) polygon(s), using a texture font,
- * Each character consists of one polygon (one quad or two triangles)
- */
+/* Render Text renders text into a (series of) polygon, using a texture font,
+ * Each character consists of one polygon (one quad or two triangles) */
+
void GPC_RenderTools::RenderText(
int mode,
RAS_IPolyMaterial* polymat,
- float v1[3], float v2[3], float v3[3], float v4[3])
+ float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
- unsigned int* col = 0;
+ unsigned int *col = 0;
if(flag & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
@@ -259,110 +372,29 @@ void GPC_RenderTools::RenderText(
tface = blenderpoly->GetMTFace();
col = blenderpoly->GetMCol();
}
-
- BL_RenderText(mode, mytext, mytext.Length(), tface, col, v1, v2, v3, v4);
+
+ GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
}
-
-/**
- * Copied from KX_BlenderGL.cpp in KX_blenderhook
- */
-void GPC_RenderTools::BL_RenderText(
- int mode,
- const char* textstr,
- int textlen,
- struct MTFace* tface,
- unsigned int* col,
- float v1[3],float v2[3],float v3[3],float v4[3])
+void GPC_RenderTools::PushMatrix()
{
- struct Image* ima;
-
- if (mode & TF_BMFONT) {
- //char string[MAX_PROPSTRING];
-// float tmat[4][4];
- int characters, index, character;
- float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
-
-// bProperty *prop;
-
- // string = "Frank van Beek";
-
- characters = textlen;
-
- ima = (struct Image*) tface->tpage;
- if (ima == NULL) {
- characters = 0;
- }
-
- if(!col) glColor3f(1.0f, 1.0f, 1.0f);
-
- glPushMatrix();
- for (index = 0; index < characters; index++) {
- // lets calculate offset stuff
- character = textstr[index];
-
- // space starts at offset 1
- // character = character - ' ' + 1;
-
- matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
-
- glBegin(GL_POLYGON);
- // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
- // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
- glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
-
- if(col) BL_spack(col[0]);
- // glVertex3fv(v1);
- glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
-
- glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
- if(col) BL_spack(col[1]);
- // glVertex3fv(v2);
- glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
-
- glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
- if(col) BL_spack(col[2]);
- // glVertex3fv(v3);
- glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
-
- if(v4) {
- // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy);
- glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
- if(col) BL_spack(col[3]);
- // glVertex3fv(v4);
- glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
- }
- glEnd();
-
- glTranslatef(advance, 0.0, 0.0);
- }
- glPopMatrix();
-
- }
+ glPushMatrix();
}
-
-RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial(
- const STR_String &texname,
- bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant, bool zsort,
- int lightlayer,bool bIsTriangle,void* clientobject,void* tface)
+void GPC_RenderTools::PopMatrix()
{
- assert(!"Deprecated");
-/* return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep,
- mode,transparant,zsort,lightlayer,bIsTriangle,clientobject,tface);
- */
- return NULL;
+ glPopMatrix();
}
-int GPC_RenderTools::applyLights(int objectlayer)
+int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
-// taken from blender source, incompatibility between Blender Object / GameObject
-
- int count;
+ // taken from blender source, incompatibility between Blender Object / GameObject
+ float glviewmat[16];
+ unsigned int count;
float vec[4];
-
+
vec[3]= 1.0;
for(count=0; count<m_numgllights; count++)
@@ -371,23 +403,20 @@ int GPC_RenderTools::applyLights(int objectlayer)
//std::vector<struct RAS_LightObject*> m_lights;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
+ viewmat.getValue(glviewmat);
+ glPushMatrix();
+ glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
if (lightdata->m_layer & objectlayer)
{
-
- glPushMatrix();
- glLoadMatrixf(m_viewmat);
-
-
vec[0] = (*(lightdata->m_worldmatrix))(0,3);
vec[1] = (*(lightdata->m_worldmatrix))(1,3);
vec[2] = (*(lightdata->m_worldmatrix))(2,3);
vec[3] = 1;
-
if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) {
vec[0] = (*(lightdata->m_worldmatrix))(0,2);
@@ -443,141 +472,16 @@ int GPC_RenderTools::applyLights(int objectlayer)
}
glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0+count));
-
- count++;
- glPopMatrix();
+ count++;
}
}
+ glPopMatrix();
return count;
}
-void GPC_RenderTools::SetClientObject(void* obj)
-{
- if (m_clientobject != obj)
- {
- if (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling())
- {
- glFrontFace(GL_CCW);
- } else
- {
- glFrontFace(GL_CW);
- }
- m_clientobject = obj;
- m_modified = true;
- }
-}
-
-bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
-{
- double* const oglmatrix = (double* const) data;
- MT_Point3 resultpoint(result->m_hitPoint);
- MT_Vector3 resultnormal(result->m_hitNormal);
- MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
- MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
- left = (dir.cross(resultnormal)).safe_normalized();
- // for the up vector, we take the 'resultnormal' returned by the physics
-
- double maat[16]={
- left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- resultnormal[0],resultnormal[1],resultnormal[2], 0,
- 0, 0, 0, 1};
- glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
- //glMultMatrixd(oglmatrix);
- glMultMatrixd(maat);
- return true;
-}
-
-void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode )
-{
- if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
- objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
- {
- // rotate the billboard/halo
- //page 360/361 3D Game Engine Design, David Eberly for a discussion
- // on screen aligned and axis aligned billboards
- // assumed is that the preprocessor transformed all billboard polygons
- // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0)
- // when new parenting for objects is done, this rotation
- // will be moved into the object
-
- MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- MT_Point3 campos = rasty->GetCameraPosition();
- MT_Vector3 dir = (campos - objpos).safe_normalized();
- MT_Vector3 up(0,0,1.0);
-
- KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
- // get scaling of halo object
- MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
-
- bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
- if (screenaligned)
- {
- up = (up - up.dot(dir) * dir).safe_normalized();
- } else
- {
- dir = (dir - up.dot(dir)*up).safe_normalized();
- }
-
- MT_Vector3 left = dir.normalized();
- dir = (left.cross(up)).normalized();
-
- // we have calculated the row vectors, now we keep
- // local scaling into account:
-
- left *= size[0];
- dir *= size[1];
- up *= size[2];
- double maat[16]={
- left[0], left[1],left[2], 0,
- dir[0], dir[1],dir[2],0,
- up[0],up[1],up[2],0,
- 0,0,0,1};
- glTranslated(objpos[0],objpos[1],objpos[2]);
- glMultMatrixd(maat);
-
- } else
- {
- if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
- {
- // shadow must be cast to the ground, physics system needed here!
- MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
- MT_Vector3 direction = MT_Vector3(0,0,-1);
-
- direction.normalize();
- direction *= 100000;
-
- MT_Point3 topoint = frompoint + direction;
-
- KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
- PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
- KX_IPhysicsController* physics_controller = gameobj->GetPhysicsController();
-
- KX_GameObject *parent = gameobj->GetParent();
- if (!physics_controller && parent)
- physics_controller = parent->GetPhysicsController();
- if (parent)
- parent->Release();
-
- KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
- if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
- {
- // couldn't find something to cast the shadow on...
- glMultMatrixd(oglmatrix);
- }
- } else
- {
-
- // 'normal' object
- glMultMatrixd(oglmatrix);
- }
- }
-}
-
void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
@@ -608,7 +512,6 @@ void GPC_RenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameOb
void GPC_RenderTools::Render2DFilters(RAS_ICanvas* canvas)
{
- m_filtermanager.RenderFilters( canvas);
+ m_filtermanager.RenderFilters(canvas);
}
-unsigned int GPC_RenderTools::m_numgllights;
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
index 9f70f67caf2..382956e73ea 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
@@ -31,11 +31,11 @@
#define __GPC_RENDERTOOLS_H
#ifdef WIN32
- #include <windows.h>
+// don't show stl-warnings
+#pragma warning (disable:4786)
+#include <windows.h>
#endif // WIN32
-#include "GL/glew.h"
-
#include "RAS_IRenderTools.h"
#include "BMF_Api.h"
@@ -43,100 +43,52 @@
struct KX_ClientObjectInfo;
class KX_RayCast;
+/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
+ * are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
+ * text, lighting.
+ *
+ * Most of this code is duplicated in KX_BlenderRenderTools, so this should be
+ * moved to some common location to avoid duplication. */
+
class GPC_RenderTools : public RAS_IRenderTools
{
+ int m_lastlightlayer;
+ bool m_lastlighting;
+ static unsigned int m_numgllights;
+
+ BMF_Font* m_font;
+
public:
- GPC_RenderTools();
- virtual ~GPC_RenderTools();
-
- virtual void EndFrame(RAS_IRasterizer* rasty);
- virtual void BeginFrame(RAS_IRasterizer* rasty);
-
- void DisableOpenGLLights()
- {
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- }
-
- void EnableOpenGLLights();
-
- int ProcessLighting(int layer);
-
- void Perspective(int a, int width, int height, float mat[4][4], float viewmat[4][4])
- {
- if(a== 0)
- {
- glMatrixMode(GL_PROJECTION);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- }
- else
- {
- if(a== 1)
- {
- glMatrixMode(GL_PROJECTION);
- glMatrixMode(GL_MODELVIEW);
- }
- }
- }
-
- /**
- * @attention mode is ignored here
- */
- virtual void RenderText2D(
- RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height);
-
- /**
- * Renders text into a (series of) polygon(s), using a texture font,
- * Each character consists of one polygon (one quad or two triangles)
- */
- virtual void RenderText(
- int mode,
- RAS_IPolyMaterial* polymat,
- float v1[3],
- float v2[3],
- float v3[3],
- float v4[3]);
-
- void Render(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode)
- {
- glPopMatrix();
- glPushMatrix();
- glMultMatrixd(oglmatrix);
- }
-
- void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
-
- virtual void PushMatrix()
- {
- glPushMatrix();
- }
-
- virtual void PopMatrix()
- {
- glPopMatrix();
- }
-
- virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial(
- const STR_String &texname,
- bool ba,
- const STR_String& matname,
- int tile,
- int tilexrep,int tileyrep,
- int mode,
- bool transparant,
- bool zsort,
- int lightlayer,
- bool bIsTriangle,
- void* clientobject,
- void* tface);
-
- int applyLights(int objectlayer);
+ GPC_RenderTools();
+ virtual ~GPC_RenderTools();
+
+ void EndFrame(RAS_IRasterizer* rasty);
+ void BeginFrame(RAS_IRasterizer* rasty);
+
+ void EnableOpenGLLights();
+ void DisableOpenGLLights();
+ void ProcessLighting(int layer, const MT_Transform& viewmat);
+
+ /* @attention mode is ignored here */
+ void RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height);
+ void RenderText(int mode,
+ class RAS_IPolyMaterial* polymat,
+ float v1[3],
+ float v2[3],
+ float v3[3],
+ float v4[3],
+ int glattrib);
+
+ void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
+ int applyLights(int objectlayer, const MT_Transform& viewmat);
+
+ void PushMatrix();
+ void PopMatrix();
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
@@ -147,28 +99,7 @@ public:
virtual void Render2DFilters(RAS_ICanvas* canvas);
- virtual void SetClientObject(void* obj);
-
-protected:
- /**
- * Copied from KX_BlenderGL.cpp in KX_blenderhook
- */
- void BL_RenderText(
- int mode,
- const char* textstr,
- int textlen,
- struct MTFace* tface,
- unsigned int* col,
- float v1[3],float v2[3],float v3[3],float v4[3]);
- void BL_spack(unsigned int ucol)
- {
- char *cp = (char *)&ucol;
- glColor3ub(cp[3], cp[2], cp[1]);
- }
-
-
- BMF_Font* m_font;
- static unsigned int m_numgllights;
+ virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj);
};
#endif // __GPC_RENDERTOOLS_H
diff --git a/source/gameengine/GamePlayer/common/Makefile b/source/gameengine/GamePlayer/common/Makefile
index 19d792ddbdb..6a12e659be6 100644
--- a/source/gameengine/GamePlayer/common/Makefile
+++ b/source/gameengine/GamePlayer/common/Makefile
@@ -43,6 +43,7 @@ CPPFLAGS += -I../../../blender/blenloader
CPPFLAGS += -I../../../blender/blenlib
CPPFLAGS += -I../../../blender/imbuf
CPPFLAGS += -I../../../blender/makesdna
+CPPFLAGS += -I../../../blender/gpu
CPPFLAGS += -I../../../kernel/gen_system
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
@@ -72,10 +73,6 @@ CPPFLAGS += -I../../../gameengine/Rasterizer/RAS_OpenGLRasterizer
CPPFLAGS += -I../../../gameengine/Physics/Sumo
CPPFLAGS += -I../../../gameengine/Physics/common
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
-
###############################
SOURCEDIR = source/gameengine/GamePlayer/common
diff --git a/source/gameengine/GamePlayer/common/SConscript b/source/gameengine/GamePlayer/common/SConscript
index 3b2367d2592..30f20a670d3 100644
--- a/source/gameengine/GamePlayer/common/SConscript
+++ b/source/gameengine/GamePlayer/common/SConscript
@@ -8,7 +8,6 @@ source_files = ['bmfont.cpp',
'GPC_Engine.cpp',
'GPC_KeyboardDevice.cpp',
'GPC_MouseDevice.cpp',
- 'GPC_PolygonMaterial.cpp',
'GPC_RawImage.cpp',
'GPC_RawLoadDotBlendArray.cpp',
'GPC_RawLogoArrays.cpp',
@@ -46,6 +45,7 @@ incs = ['.',
'#source/gameengine/GamePlayer/ghost',
'#source/blender/misc',
'#source/blender/blenloader',
+ '#source/blender/gpu',
'#extern/glew/include']
#This is all plugin stuff!
diff --git a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h
index fee729a84ac..e5ed7f39811 100644
--- a/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h
+++ b/source/gameengine/GamePlayer/common/unix/GPU_PolygonMaterial.h
@@ -37,9 +37,9 @@ class GPU_PolygonMaterial : public BP_PolygonMaterial
public:
GPUPolygonMaterial(const STR_String& texname, bool ba,const STR_String& matname,
int tile, int tileXrep, int tileYrep, int mode, int transparant,
- int lightlayer,bool bIsTriangle,void* clientobject,void* tpage) :
+ int lightlayer,,void* tpage) :
BP_PolygonMaterial(texname, ba,matname, tile, tileXrep, tileYrep,
- mode, transparant, lightlayer, bIsTriangle, clientobject),
+ mode, transparant, lightlayer),
m_tface(tpage)
{
}
diff --git a/source/gameengine/GamePlayer/ghost/CMakeLists.txt b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
index d9f0675001f..5e0ca93ac06 100644
--- a/source/gameengine/GamePlayer/ghost/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
@@ -64,6 +64,7 @@ SET(INC
../../../../source/gameengine/GamePlayer/common
../../../../source/blender/misc
../../../../source/blender/blenloader
+ ../../../../source/blender/gpu
../../../../extern/solid
../../../../extern/glew/include
${PYTHON_INC}
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index c56a6d0da23..a690beb9f38 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -38,6 +38,7 @@
#endif
#include "GL/glew.h"
+#include "GPU_extensions.h"
#include "GPG_Application.h"
@@ -104,9 +105,10 @@ static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
static GHOST_ISystem* fSystem = 0;
static const int kTimerFreq = 10;
-GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName)
- : m_startSceneName(startSceneName),
- m_maggie(maggie),
+GPG_Application::GPG_Application(GHOST_ISystem* system)
+ : m_startSceneName(""),
+ m_startScene(0),
+ m_maggie(0),
m_exitRequested(0),
m_system(system),
m_mainWindow(0),
@@ -142,15 +144,16 @@ GPG_Application::~GPG_Application(void)
-bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSceneName)
+bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene)
{
bool result = false;
- if (maggie != NULL && startSceneName != "")
+ if (maggie != NULL && scene != NULL)
{
- G.scene = (Scene*)maggie->scene.first;
+ G.scene = scene;
m_maggie = maggie;
- m_startSceneName = startSceneName;
+ m_startSceneName = scene->id.name+2;
+ m_startScene = scene;
result = true;
}
@@ -480,7 +483,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
{
if (!m_engineInitialized)
{
- glewInit();
+ GPU_extensions_init();
bgl::InitExtensions(true);
// get and set the preferences
@@ -499,12 +502,18 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixed_framerate", fixedFr) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
- bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DIAPLAY_LISTS) != 0);
+ bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DISPLAY_LISTS) != 0);
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) {
int gameflag =(G.fileflags & G_FILE_GAME_MAT);
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", gameflag) != 0);
}
+
+ if(GPU_extensions_minimum_support()) {
+ int gameflag = (G.fileflags & G_FILE_GAME_MAT_GLSL);
+
+ m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", gameflag) != 0);
+ }
// create the canvas, rasterizer and rendertools
m_canvas = new GPG_Canvas(window);
@@ -640,14 +649,15 @@ bool GPG_Application::startEngine(void)
m_mouse,
m_networkdevice,
m_audiodevice,
- startscenename);
+ startscenename,
+ m_startScene);
// some python things
PyObject* dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Lowest);
m_ketsjiengine->SetPythonDictionary(dictionaryobject);
initRasterizer(m_rasterizer, m_canvas);
- PyObject *gameLogic = initGameLogic(startscene);
+ PyObject *gameLogic = initGameLogic(m_ketsjiengine, startscene);
PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module
initGameKeys();
initPythonConstraintBinding();
@@ -745,6 +755,8 @@ void GPG_Application::stopEngine()
void GPG_Application::exitEngine()
{
+ GPU_extensions_exit();
+
if (m_ketsjiengine)
{
stopEngine();
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h
index 31f5eb75e52..5242a419808 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h
@@ -50,14 +50,15 @@ class GPG_Canvas;
class GPG_KeyboardDevice;
class GPG_System;
struct Main;
+struct Scene;
class GPG_Application : public GHOST_IEventConsumer
{
public:
- GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName);
+ GPG_Application(GHOST_ISystem* system);
~GPG_Application(void);
- bool SetGameEngineData(struct Main* maggie,STR_String startSceneName);
+ bool SetGameEngineData(struct Main* maggie, struct Scene* scene);
bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
const bool stereoVisual, const int stereoMode);
bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
@@ -123,6 +124,7 @@ protected:
/* The game data */
STR_String m_startSceneName;
+ struct Scene* m_startScene;
struct Main* m_maggie;
/* Exit state. */
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index 26a85128025..cc781a38bbb 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -64,13 +64,15 @@ extern "C"
#ifdef __cplusplus
}
#endif // __cplusplus
+
+#include "GPU_draw.h"
+
/**********************************
* End Blender include block
**********************************/
#include "SYS_System.h"
#include "GPG_Application.h"
-#include "GPC_PolygonMaterial.h"
#include "GHOST_ISystem.h"
#include "RAS_IRasterizer.h"
@@ -282,7 +284,7 @@ int main(int argc, char** argv)
bool fullScreenParFound = false;
bool windowParFound = false;
bool closeConsole = true;
- RAS_IRasterizer::StereoMode stereomode;
+ RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
bool stereoWindow = false;
bool stereoParFound = false;
int windowLeft = 100;
@@ -525,8 +527,6 @@ int main(int argc, char** argv)
return 0;
}
- if (!stereoParFound) stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
-
#ifdef WIN32
if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION)
#endif
@@ -539,7 +539,7 @@ int main(int argc, char** argv)
if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0))
{
- GPC_PolygonMaterial::SetMipMappingEnabled(0);
+ GPU_set_mipmap(0);
}
// Create the system
@@ -561,7 +561,7 @@ int main(int argc, char** argv)
{
int exitcode = KX_EXIT_REQUEST_NO_REQUEST;
STR_String exitstring = "";
- GPG_Application app(system, NULL, exitstring);
+ GPG_Application app(system);
bool firstTimeRunning = true;
char *filename = get_filename(argc, argv);
char *titlename;
@@ -619,7 +619,7 @@ int main(int argc, char** argv)
#endif // WIN32
Main *maggie = bfd->main;
Scene *scene = bfd->curscene;
- char *startscenename = scene->id.name + 2;
+ G.main = maggie;
G.fileflags = bfd->fileflags;
//Seg Fault; icon.c gIcons == 0
@@ -661,7 +661,7 @@ int main(int argc, char** argv)
}
// GPG_Application app (system, maggie, startscenename);
- app.SetGameEngineData(maggie, startscenename);
+ app.SetGameEngineData(maggie, scene);
if (firstTimeRunning)
{
diff --git a/source/gameengine/GamePlayer/ghost/Makefile b/source/gameengine/GamePlayer/ghost/Makefile
index 13940ac3fc8..0b187791734 100644
--- a/source/gameengine/GamePlayer/ghost/Makefile
+++ b/source/gameengine/GamePlayer/ghost/Makefile
@@ -69,6 +69,7 @@ CPPFLAGS += -I../../../blender/blenloader
CPPFLAGS += -I../../../blender/imbuf
CPPFLAGS += -I../../../blender/makesdna
CPPFLAGS += -I../../../blender/readblenfile
+CPPFLAGS += -I../../../blender/gpu
CPPFLAGS += -I../../../gameengine/BlenderRoutines
@@ -80,7 +81,3 @@ CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_GHOST)/include
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
-
diff --git a/source/gameengine/GamePlayer/ghost/SConscript b/source/gameengine/GamePlayer/ghost/SConscript
index f3cce6c7443..33cf07b6211 100644
--- a/source/gameengine/GamePlayer/ghost/SConscript
+++ b/source/gameengine/GamePlayer/ghost/SConscript
@@ -40,6 +40,7 @@ incs = ['.',
'#source/gameengine/GamePlayer/common',
'#source/blender/misc',
'#source/blender/blenloader',
+ '#source/blender/gpu',
'#extern/glew/include']
incs += Split(env['BF_PYTHON_INC'])
@@ -48,8 +49,5 @@ cflags = []
if env['OURPLATFORM']=='win32-vc':
cflags = ['/GR']
-if env['WITH_BF_GLEXT'] == 1:
- env['CPPFLAGS'].append('-DWITH_GLEXT')
-
env.BlenderLib (libname='gp_ghost', sources=source_files, includes = incs, defines = [], libtype='player',priority=0, compileflags=cflags)
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index a9a0771936c..13b8235687b 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -9,108 +9,64 @@
#include "BL_BlenderShader.h"
#include "BL_Material.h"
-#ifdef BLENDER_GLSL
#include "GPU_extensions.h"
#include "GPU_material.h"
-#endif
#include "RAS_BucketManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
- /* this is evil, but we need the scene to create materials with
- * lights from the correct scene .. */
-static struct Scene *GetSceneForName(const STR_String& scenename)
-{
- Scene *sce;
-
- for (sce= (Scene*)G.main->scene.first; sce; sce= (Scene*)sce->id.next)
- if (scenename == (sce->id.name+2))
- return sce;
-
- return (Scene*)G.main->scene.first;
-}
-
-bool BL_BlenderShader::Ok()
-{
-#ifdef BLENDER_GLSL
- VerifyShader();
-
- return (mMat && mMat->gpumaterial);
-#else
- return 0;
-#endif
-}
-
BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
:
-#ifdef BLENDER_GLSL
mScene(scene),
mMat(ma),
- mGPUMat(NULL),
-#endif
- mBound(false),
mLightLayer(lightlayer)
{
-#ifdef BLENDER_GLSL
- mBlenderScene = GetSceneForName(scene->GetName());
+ mBlenderScene = scene->GetBlenderScene(); //GetSceneForName(scene->GetName());
mBlendMode = GPU_BLEND_SOLID;
- if(mMat) {
+ if(mMat)
GPU_material_from_blender(mBlenderScene, mMat);
- mGPUMat = mMat->gpumaterial;
- }
-#endif
}
BL_BlenderShader::~BL_BlenderShader()
{
-#ifdef BLENDER_GLSL
- if(mMat && mMat->gpumaterial)
- GPU_material_unbind(mMat->gpumaterial);
-#endif
+ if(mMat && GPU_material_from_blender(mBlenderScene, mMat))
+ GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
}
-bool BL_BlenderShader::VerifyShader()
+bool BL_BlenderShader::Ok()
{
-#ifdef BLENDER_GLSL
- if(mMat && !mMat->gpumaterial)
- GPU_material_from_blender(mBlenderScene, mMat);
+ return VerifyShader();
+}
- mGPUMat = mMat->gpumaterial;
-
- return (mMat && mGPUMat);
-#else
- return false;
-#endif
+bool BL_BlenderShader::VerifyShader()
+{
+ if(mMat)
+ return (GPU_material_from_blender(mBlenderScene, mMat) != 0);
+ else
+ return false;
}
-void BL_BlenderShader::SetProg(bool enable)
+void BL_BlenderShader::SetProg(bool enable, double time)
{
-#ifdef BLENDER_GLSL
if(VerifyShader()) {
- if(enable) {
- GPU_material_bind(mGPUMat, mLightLayer);
- mBound = true;
- }
- else {
- GPU_material_unbind(mGPUMat);
- mBound = false;
- }
+ if(enable)
+ GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, time);
+ else
+ GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
}
-#endif
}
int BL_BlenderShader::GetAttribNum()
{
-#ifdef BLENDER_GLSL
GPUVertexAttribs attribs;
int i, enabled = 0;
if(!VerifyShader())
return enabled;
- GPU_material_vertex_attributes(mGPUMat, &attribs);
+ GPU_material_vertex_attributes(GPU_material_from_blender(mBlenderScene, mMat), &attribs);
for(i = 0; i < attribs.totlayer; i++)
if(attribs.layer[i].glindex+1 > enabled)
@@ -120,24 +76,23 @@ int BL_BlenderShader::GetAttribNum()
enabled = BL_MAX_ATTRIB;
return enabled;
-#else
- return 0;
-#endif
}
void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
{
-#ifdef BLENDER_GLSL
GPUVertexAttribs attribs;
+ GPUMaterial *gpumat;
int i, attrib_num;
ras->SetAttribNum(0);
if(!VerifyShader())
return;
+
+ gpumat = GPU_material_from_blender(mBlenderScene, mMat);
if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
- GPU_material_vertex_attributes(mGPUMat, &attribs);
+ GPU_material_vertex_attributes(gpumat, &attribs);
attrib_num = GetAttribNum();
ras->SetTexCoordNum(0);
@@ -168,44 +123,37 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
else
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
}
-
- ras->EnableTextures(true);
}
- else
- ras->EnableTextures(false);
-#endif
}
-void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
+void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
-#ifdef BLENDER_GLSL
float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4];
+ GPUMaterial *gpumat;
- VerifyShader();
+ gpumat = GPU_material_from_blender(mBlenderScene, mMat);
- if(!mGPUMat) // || !mBound)
+ if(!gpumat || !GPU_material_bound(gpumat))
return;
MT_Matrix4x4 model;
model.setValue(ms.m_OpenGLMatrix);
- MT_Matrix4x4 view;
- rasty->GetViewMatrix(view);
+ const MT_Matrix4x4& view = rasty->GetViewMatrix();
+ const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
+ // note: getValue gives back column major as needed by OpenGL
model.getValue((float*)obmat);
view.getValue((float*)viewmat);
-
- view.invert();
- view.getValue((float*)viewinvmat);
+ viewinv.getValue((float*)viewinvmat);
if(ms.m_bObjectColor)
ms.m_RGBAcolor.getValue((float*)obcol);
else
obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
- GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat, obcol);
+ GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol);
- mBlendMode = GPU_material_blend_mode(mGPUMat, obcol);
-#endif
+ mBlendMode = GPU_material_blend_mode(gpumat, obcol);
}
int BL_BlenderShader::GetBlendMode()
@@ -215,12 +163,8 @@ int BL_BlenderShader::GetBlendMode()
bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
{
-#ifdef BLENDER_GLSL
/* to avoid unneeded state switches */
- return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer);
-#else
- return true;
-#endif
+ return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer);
}
// eof
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h
index da9765dafa4..5c1f59f94ad 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.h
+++ b/source/gameengine/Ketsji/BL_BlenderShader.h
@@ -2,9 +2,7 @@
#ifndef __BL_GPUSHADER_H__
#define __BL_GPUSHADER_H__
-#ifdef BLENDER_GLSL
#include "GPU_material.h"
-#endif
#include "MT_Matrix4x4.h"
#include "MT_Matrix3x3.h"
@@ -29,13 +27,9 @@ class BL_Material;
class BL_BlenderShader
{
private:
-#ifdef BLENDER_GLSL
KX_Scene *mScene;
struct Scene *mBlenderScene;
struct Material *mMat;
- GPUMaterial *mGPUMat;
-#endif
- bool mBound;
int mLightLayer;
int mBlendMode;
@@ -46,11 +40,11 @@ public:
virtual ~BL_BlenderShader();
bool Ok();
- void SetProg(bool enable);
+ void SetProg(bool enable, double time=0.0);
int GetAttribNum();
void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);
- void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
+ void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty);
int GetBlendMode();
bool Equals(BL_BlenderShader *blshader);
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index dcb66ea2579..0eaa234566c 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -18,9 +18,9 @@ struct EnvMap;
this will default to users available units
to build with more available, just increment this value
although the more you add the slower the search time will be.
- we will go for three, which should be enough
+ we will go for eight, which should be enough
*/
-#define MAXTEX 3 //match in RAS_TexVert & RAS_OpenGLRasterizer
+#define MAXTEX 8 //match in RAS_TexVert & RAS_OpenGLRasterizer
// different mapping modes
class BL_Mapping
@@ -139,7 +139,7 @@ enum BL_ras_mode
COLLIDER=2,
ZSORT=4,
ALPHA=8,
- TRIANGLE=16,
+ // TRIANGLE=16,
USE_LIGHT=32,
WIRE=64
};
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
index 57d0fe4140f..f28d3fa2912 100644
--- a/source/gameengine/Ketsji/BL_Shader.cpp
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -433,7 +433,7 @@ void BL_Shader::SetProg(bool enable)
}
}
-void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
+void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
if(!Ok() || !mPreDef.size())
return;
@@ -445,8 +445,7 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
{
MT_Matrix4x4 model;
model.setValue(ms.m_OpenGLMatrix);
- MT_Matrix4x4 view;
- rasty->GetViewMatrix(view);
+ const MT_Matrix4x4& view = rasty->GetViewMatrix();
if(mAttr==SHD_TANGENT)
ms.m_mesh->SetMeshModified(true);
@@ -525,13 +524,15 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
}
case VIEWMATRIX_INVERSE:
{
- view.invert();
+ MT_Matrix4x4 viewinv = view;
+ viewinv.invert();
SetUniform(uni->mLoc, view);
break;
}
case VIEWMATRIX_INVERSETRANSPOSE:
{
- view.invert();
+ MT_Matrix4x4 viewinv = view;
+ viewinv.invert();
SetUniform(uni->mLoc, view, true);
break;
}
@@ -670,6 +671,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose)
)
{
float value[16];
+ // note: getValue gives back column major as needed by OpenGL
vec.getValue(value);
glUniformMatrix4fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
}
diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h
index 8f303454087..c7fae31ba03 100644
--- a/source/gameengine/Ketsji/BL_Shader.h
+++ b/source/gameengine/Ketsji/BL_Shader.h
@@ -177,7 +177,7 @@ public:
void UnloadShader();
// Update predefined uniforms each render call
- void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
+ void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty);
//// Set sampler units (copied)
//void InitializeSampler(int unit, BL_Texture* texture );
diff --git a/source/gameengine/Ketsji/CMakeLists.txt b/source/gameengine/Ketsji/CMakeLists.txt
index be009d94701..58411f6d25e 100644
--- a/source/gameengine/Ketsji/CMakeLists.txt
+++ b/source/gameengine/Ketsji/CMakeLists.txt
@@ -69,6 +69,7 @@ SET(INC
../../../intern/SoundSystem
../../../source/blender/misc
../../../source/blender/blenloader
+ ../../../source/blender/gpu
../../../extern/bullet2/src
../../../extern/solid
../../../extern/glew/include
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index a67e5b26667..f92200780d5 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -19,13 +19,12 @@
#include "MT_Vector4.h"
#include "MT_Matrix4x4.h"
+#include "RAS_BucketManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
-extern "C" {
-#include "BDR_drawmesh.h"
-}
+#include "GPU_draw.h"
#include "STR_HashedString.h"
@@ -48,7 +47,6 @@ KX_BlenderMaterial::KX_BlenderMaterial(
BL_Material *data,
bool skin,
int lightlayer,
- void *clientobject,
PyTypeObject *T
)
: PyObjectPlus(T),
@@ -62,9 +60,7 @@ KX_BlenderMaterial::KX_BlenderMaterial(
data->transp,
((data->ras_mode &ALPHA)!=0),
((data->ras_mode &ZSORT)!=0),
- lightlayer,
- ((data->ras_mode &TRIANGLE)!=0),
- clientobject
+ lightlayer
),
mMaterial(data),
mShader(0),
@@ -78,9 +74,10 @@ KX_BlenderMaterial::KX_BlenderMaterial(
{
// --------------------------------
// RAS_IPolyMaterial variables...
- m_flag |=RAS_BLENDERMAT;
- m_flag |=(mMaterial->IdMode>=ONETEX)?RAS_MULTITEX:0;
- m_flag |=(mMaterial->ras_mode & USE_LIGHT)!=0?RAS_MULTILIGHT:0;
+ m_flag |= RAS_BLENDERMAT;
+ m_flag |= (mMaterial->IdMode>=ONETEX)? RAS_MULTITEX: 0;
+ m_flag |= ((mMaterial->ras_mode & USE_LIGHT)!=0)? RAS_MULTILIGHT: 0;
+ m_flag |= (mMaterial->glslmat)? RAS_BLENDERGLSL: 0;
// figure max
int enabled = mMaterial->num_enabled;
@@ -97,7 +94,7 @@ KX_BlenderMaterial::KX_BlenderMaterial(
mMaterial->blend_mode[i]
);
}
- m_multimode += mMaterial->IdMode+mMaterial->ras_mode;
+ m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(COLLIDER|USE_LIGHT));
}
@@ -204,7 +201,7 @@ void KX_BlenderMaterial::OnExit()
}
if( mMaterial->tface )
- set_tpage(mMaterial->tface);
+ GPU_set_tpage(mMaterial->tface);
}
@@ -256,25 +253,28 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras)
{
if( !enable || !mBlenderShader->Ok() ) {
+ ras->SetBlendingMode(TF_SOLID);
+
// frame cleanup.
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
+ else
+ BL_Texture::DisableAllTextures();
- ras->SetBlendingMode(TF_SOLID);
- BL_Texture::DisableAllTextures();
return;
}
if(!mBlenderShader->Equals(mLastBlenderShader)) {
ras->SetBlendingMode(mMaterial->transp);
- BL_Texture::DisableAllTextures();
if(mLastBlenderShader)
mLastBlenderShader->SetProg(false);
+ else
+ BL_Texture::DisableAllTextures();
- mBlenderShader->SetProg(true);
+ mBlenderShader->SetProg(true, ras->GetTime());
mLastBlenderShader= mBlenderShader;
}
}
@@ -354,21 +354,22 @@ KX_BlenderMaterial::ActivatShaders(
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
- tmp->setShaderData( false, rasty);
+ tmp->setShaderData(false, rasty);
cachingInfo = GetCachingInfo();
if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
- tmp->setShaderData( true, rasty);
+ tmp->setShaderData(true, rasty);
else
- tmp->setShaderData( false, rasty);
+ tmp->setShaderData(false, rasty);
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
- if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
+ if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
+ (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
@@ -394,31 +395,24 @@ KX_BlenderMaterial::ActivateBlenderShaders(
mLastShader= NULL;
}
- // reset...
- if(tmp->mMaterial->IsShared())
- cachingInfo =0;
-
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setBlenderShaderData(false, rasty);
cachingInfo = GetCachingInfo();
- if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
+ if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setBlenderShaderData(true, rasty);
- rasty->EnableTextures(true);
- }
- else {
+ else
tmp->setBlenderShaderData(false, rasty);
- rasty->EnableTextures(false);
- }
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
- if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
+ if (((mMaterial->ras_mode & WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
+ (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
@@ -426,10 +420,10 @@ KX_BlenderMaterial::ActivateBlenderShaders(
}
else
rasty->SetLines(false);
- }
- ActivatGLMaterials(rasty);
- mBlenderShader->SetAttribs(rasty, mMaterial);
+ ActivatGLMaterials(rasty);
+ mBlenderShader->SetAttribs(rasty, mMaterial);
+ }
}
void
@@ -466,7 +460,8 @@ KX_BlenderMaterial::ActivateMat(
else
rasty->SetCullFace(true);
- if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
+ if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
+ (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
@@ -486,12 +481,10 @@ KX_BlenderMaterial::Activate(
TCachingInfo& cachingInfo
)const
{
- bool dopass = false;
- if( GLEW_ARB_shader_objects && ( mShader && mShader->Ok() ) ) {
- if( (mPass++) < mShader->getNumPass() ) {
+ if(GLEW_ARB_shader_objects && (mShader && mShader->Ok())) {
+ if((mPass++) < mShader->getNumPass() ) {
ActivatShaders(rasty, cachingInfo);
- dopass = true;
- return dopass;
+ return true;
}
else {
if(mShader == mLastShader) {
@@ -499,36 +492,29 @@ KX_BlenderMaterial::Activate(
mLastShader = NULL;
}
mPass = 0;
- dopass = false;
- return dopass;
+ return false;
}
}
- else if( GLEW_ARB_shader_objects && ( mBlenderShader && mBlenderShader->Ok() ) ) {
- if( (mPass++) == 0 ) {
+ else if( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) {
+ if(mPass++ == 0) {
ActivateBlenderShaders(rasty, cachingInfo);
- dopass = true;
- return dopass;
+ return true;
}
else {
mPass = 0;
- dopass = false;
- return dopass;
+ return false;
}
}
else {
- switch (mPass++)
- {
- case 0:
- ActivateMat(rasty, cachingInfo);
- dopass = true;
- break;
- default:
- mPass = 0;
- dopass = false;
- break;
+ if(mPass++ == 0) {
+ ActivateMat(rasty, cachingInfo);
+ return true;
+ }
+ else {
+ mPass = 0;
+ return false;
}
}
- return dopass;
}
bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
@@ -536,14 +522,15 @@ bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
if(!RAS_IPolyMaterial::UsesLighting(rasty))
return false;
- if(mShader && mShader->Ok());
+ if(mShader && mShader->Ok())
+ return true;
else if(mBlenderShader && mBlenderShader->Ok())
return false;
-
- return true;
+ else
+ return true;
}
-void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const
+void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const
{
if(mShader && GLEW_ARB_shader_objects) {
mShader->Update(ms, rasty);
@@ -554,7 +541,7 @@ void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterize
mBlenderShader->Update(ms, rasty);
/* we do blend modes here, because they can change per object
- * with the same material due to obcolor */
+ * with the same material due to obcolor/obalpha */
blendmode = mBlenderShader->GetBlendMode();
if((blendmode == TF_SOLID || blendmode == TF_ALPHA) && mMaterial->transp != TF_SOLID)
blendmode = mMaterial->transp;
@@ -633,11 +620,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
else
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
}
-
- ras->EnableTextures(true);
}
- else
- ras->EnableTextures(false);
}
void KX_BlenderMaterial::setTexMatrixData(int i)
@@ -712,8 +695,7 @@ void KX_BlenderMaterial::setObjectMatrixData(int i, RAS_IRasterizer *ras)
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
- MT_Matrix4x4 mvmat;
- ras->GetViewMatrix(mvmat);
+ const MT_Matrix4x4& mvmat = ras->GetViewMatrix();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
@@ -835,7 +817,9 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
}
if(mShader && !mShader->GetError()) {
+ m_flag &= ~RAS_BLENDERGLSL;
mMaterial->SetSharedMaterial(true);
+ mScene->GetBucketManager()->ReleaseDisplayLists(this);
Py_INCREF(mShader);
return mShader;
}else
@@ -870,8 +854,6 @@ void KX_BlenderMaterial::SetBlenderGLSLShader(void)
delete mBlenderShader;
mBlenderShader = 0;
}
- else
- m_flag |= RAS_BLENDERGLSL;
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()")
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h
index 0d7657b8cdb..4ddf5a924df 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.h
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h
@@ -28,7 +28,6 @@ public:
BL_Material* mat,
bool skin,
int lightlayer,
- void* clientobject,
PyTypeObject* T=&Type
);
@@ -47,7 +46,7 @@ public:
virtual
void ActivateMeshSlot(
- const KX_MeshSlot & ms,
+ const RAS_MeshSlot & ms,
RAS_IRasterizer* rasty
) const;
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index d6997ee29a8..9607489497d 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -76,16 +76,16 @@
struct KX_PhysicsInstance
{
DT_VertexBaseHandle m_vertexbase;
- int m_vtxarray;
+ RAS_DisplayArray* m_darray;
RAS_IPolyMaterial* m_material;
-
- KX_PhysicsInstance(DT_VertexBaseHandle vertex_base, int vtxarray, RAS_IPolyMaterial* mat)
+
+ KX_PhysicsInstance(DT_VertexBaseHandle vertex_base, RAS_DisplayArray *darray, RAS_IPolyMaterial* mat)
: m_vertexbase(vertex_base),
- m_vtxarray(vtxarray),
- m_material(mat)
+ m_darray(darray),
+ m_material(mat)
{
}
-
+
~KX_PhysicsInstance()
{
DT_DeleteVertexBase(m_vertexbase);
@@ -100,11 +100,11 @@ static void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoSce
static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope);
void KX_ConvertSumoObject( KX_GameObject* gameobj,
- RAS_MeshObject* meshobj,
- KX_Scene* kxscene,
- PHY_ShapeProps* kxshapeprops,
- PHY_MaterialProps* kxmaterial,
- struct KX_ObjectProperties* objprop)
+ RAS_MeshObject* meshobj,
+ KX_Scene* kxscene,
+ PHY_ShapeProps* kxshapeprops,
+ PHY_MaterialProps* kxmaterial,
+ struct KX_ObjectProperties* objprop)
{
@@ -150,23 +150,23 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
objprop->m_boundobject.box.m_extends[1],
objprop->m_boundobject.box.m_extends[2]);
smprop->m_inertia.scale(objprop->m_boundobject.box.m_extends[0]*objprop->m_boundobject.box.m_extends[0],
- objprop->m_boundobject.box.m_extends[1]*objprop->m_boundobject.box.m_extends[1],
- objprop->m_boundobject.box.m_extends[2]*objprop->m_boundobject.box.m_extends[2]);
+ objprop->m_boundobject.box.m_extends[1]*objprop->m_boundobject.box.m_extends[1],
+ objprop->m_boundobject.box.m_extends[2]*objprop->m_boundobject.box.m_extends[2]);
smprop->m_inertia *= smprop->m_mass/MT_Vector3(objprop->m_boundobject.box.m_extends).length();
break;
case KX_BOUNDCYLINDER:
shape = DT_NewCylinder(smprop->m_radius, objprop->m_boundobject.c.m_height);
smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
+ smprop->m_mass*smprop->m_radius*smprop->m_radius,
+ smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
break;
case KX_BOUNDCONE:
shape = DT_NewCone(objprop->m_radius, objprop->m_boundobject.c.m_height);
smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
+ smprop->m_mass*smprop->m_radius*smprop->m_radius,
+ smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
break;
- /* Dynamic mesh objects. WARNING! slow. */
+ /* Dynamic mesh objects. WARNING! slow. */
case KX_BOUNDPOLYTOPE:
polytope = true;
// fall through
@@ -186,15 +186,15 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
shape = DT_NewSphere(objprop->m_radius);
smprop->m_inertia *= smprop->m_mass*smprop->m_radius*smprop->m_radius;
break;
-
+
}
-
+
sumoObj = new SM_Object(shape, !objprop->m_ghost?smmaterial:NULL,smprop,NULL);
-
+
sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false);
-
+
BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true);
-
+
}
else {
// non physics object
@@ -320,12 +320,11 @@ static void BL_RegisterSumoObject(
physicscontroller->SetObject(gameobj->GetSGNode());
}
-static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, int vtxarray, RAS_IPolyMaterial *mat)
+static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat)
{
// instance a mesh from a single vertex array & material
- const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(mat)[vtxarray])[0]);
- //const KX_IndexArray &index_array = *meshobj->GetIndexCache(mat)[vtxarray];
- DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getLocalXYZ(), sizeof(RAS_TexVert));
+ const RAS_TexVert *vertex_array = &darray->m_vertex[0];
+ DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert));
DT_ShapeHandle shape = DT_NewComplexShape(vertex_base);
@@ -337,15 +336,19 @@ static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, int vtxarr
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
- DT_VertexIndices(3, poly->GetVertexIndexBase().m_indexarray);
+ DT_Begin();
+ DT_VertexIndex(poly->GetVertexOffset(0));
+ DT_VertexIndex(poly->GetVertexOffset(1));
+ DT_VertexIndex(poly->GetVertexOffset(2));
+ DT_End();
// tesselate
if (poly->VertexCount() == 4)
{
DT_Begin();
- DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[0]);
- DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[2]);
- DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[3]);
+ DT_VertexIndex(poly->GetVertexOffset(0));
+ DT_VertexIndex(poly->GetVertexOffset(2));
+ DT_VertexIndex(poly->GetVertexOffset(3));
DT_End();
}
}
@@ -354,16 +357,15 @@ static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, int vtxarr
//DT_VertexIndices(indices.size(), &indices[0]);
DT_EndComplexShape();
- map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, vtxarray, mat));
+ map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat));
return shape;
}
-static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, int vtxarray, RAS_IPolyMaterial *mat)
+static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat)
{
// instance a mesh from a single vertex array & material
- const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(mat)[vtxarray])[0]);
- //const KX_IndexArray &index_array = *meshobj->GetIndexCache(mat)[vtxarray];
- DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getLocalXYZ(), sizeof(RAS_TexVert));
+ const RAS_TexVert *vertex_array = &darray->m_vertex[0];
+ DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert));
std::vector<DT_Index> indices;
for (int p = 0; p < meshobj->NumPolygons(); p++)
@@ -373,12 +375,12 @@ static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, int vtxar
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
- indices.push_back(poly->GetVertexIndexBase().m_indexarray[0]);
- indices.push_back(poly->GetVertexIndexBase().m_indexarray[1]);
- indices.push_back(poly->GetVertexIndexBase().m_indexarray[2]);
+ indices.push_back(poly->GetVertexOffset(0));
+ indices.push_back(poly->GetVertexOffset(1));
+ indices.push_back(poly->GetVertexOffset(2));
if (poly->VertexCount() == 4)
- indices.push_back(poly->GetVertexIndexBase().m_indexarray[3]);
+ indices.push_back(poly->GetVertexOffset(3));
}
}
@@ -386,7 +388,7 @@ static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, int vtxar
DT_VertexIndices(indices.size(), &indices[0]);
DT_EndPolytope();
- map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, vtxarray, mat));
+ map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat));
return shape;
}
@@ -398,8 +400,8 @@ bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj)
KX_PhysicsInstance *instance = *map_gamemesh_to_instance[GEN_HashedPtr(meshobj)];
if (instance)
{
- const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(instance->m_material)[instance->m_vtxarray])[0]);
- DT_ChangeVertexBase(instance->m_vertexbase, vertex_array[0].getLocalXYZ());
+ const RAS_TexVert *vertex_array = &instance->m_darray->m_vertex[0];
+ DT_ChangeVertexBase(instance->m_vertexbase, vertex_array[0].getXYZ());
return true;
}
return false;
@@ -425,7 +427,7 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope
// Count the number of collision polygons and check they all come from the same
// vertex array
int numvalidpolys = 0;
- int vtxarray = -1;
+ RAS_DisplayArray *darray = NULL;
RAS_IPolyMaterial *poly_material = NULL;
bool reinstance = true;
@@ -437,14 +439,14 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope
if (poly->IsCollider())
{
// check polygon is from the same vertex array
- if (poly->GetVertexIndexBase().m_vtxarray != vtxarray)
+ if (poly->GetDisplayArray() != darray)
{
- if (vtxarray < 0)
- vtxarray = poly->GetVertexIndexBase().m_vtxarray;
+ if (darray == NULL)
+ darray = poly->GetDisplayArray();
else
{
reinstance = false;
- vtxarray = -1;
+ darray = NULL;
}
}
@@ -478,9 +480,9 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope
if (reinstance)
{
if (polytope)
- shape = InstancePhysicsPolytope(meshobj, vtxarray, poly_material);
+ shape = InstancePhysicsPolytope(meshobj, darray, poly_material);
else
- shape = InstancePhysicsComplex(meshobj, vtxarray, poly_material);
+ shape = InstancePhysicsComplex(meshobj, darray, poly_material);
}
else
{
@@ -489,7 +491,7 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope
std::cout << "CreateShapeFromMesh: " << meshobj->GetName() << " is not suitable for polytope." << std::endl;
if (!poly_material)
std::cout << " Check mesh materials." << std::endl;
- if (vtxarray < 0)
+ if (darray == NULL)
std::cout << " Check number of vertices." << std::endl;
}
@@ -505,18 +507,10 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope
if (poly->IsCollider())
{ /* We have to tesselate here because SOLID can only raycast triangles */
DT_Begin();
- /* V1 */
- DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
- /* V2 */
- DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[1],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
- /* V3 */
- DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+ /* V1, V2, V3 */
+ DT_Vertex(poly->GetVertex(2)->getXYZ());
+ DT_Vertex(poly->GetVertex(1)->getXYZ());
+ DT_Vertex(poly->GetVertex(0)->getXYZ());
numvalidpolys++;
DT_End();
@@ -524,18 +518,10 @@ static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope
if (poly->VertexCount() == 4)
{
DT_Begin();
- /* V1 */
- DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[3],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
- /* V3 */
- DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
- /* V4 */
- DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+ /* V1, V3, V4 */
+ DT_Vertex(poly->GetVertex(3)->getXYZ());
+ DT_Vertex(poly->GetVertex(2)->getXYZ());
+ DT_Vertex(poly->GetVertex(0)->getXYZ());
numvalidpolys++;
DT_End();
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index cc2956813c1..bec5d188f06 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -79,10 +79,12 @@ KX_GameObject::KX_GameObject(
m_bDyna(false),
m_layer(0),
m_pBlenderObject(NULL),
+ m_pBlenderGroupObject(NULL),
m_bSuspendDynamics(false),
m_bUseObjectColor(false),
m_bIsNegativeScaling(false),
m_bVisible(true),
+ m_bCulled(true),
m_pPhysicsController1(NULL),
m_pPhysicsEnvironment(NULL),
m_xray(false),
@@ -101,8 +103,11 @@ KX_GameObject::KX_GameObject(
};
+
KX_GameObject::~KX_GameObject()
{
+ RemoveMeshes();
+
// is this delete somewhere ?
//if (m_sumoObj)
// delete m_sumoObj;
@@ -164,7 +169,6 @@ STR_String KX_GameObject::GetName()
void KX_GameObject::SetName(STR_String name)
{
m_name = name;
-
}; // Set the name of the value
@@ -285,11 +289,11 @@ void KX_GameObject::ProcessReplica(KX_GameObject* replica)
CValue* KX_GameObject::GetReplica()
{
KX_GameObject* replica = new KX_GameObject(*this);
-
+
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
ProcessReplica(replica);
-
+
return replica;
}
@@ -355,24 +359,26 @@ double* KX_GameObject::GetOpenGLMatrix()
return fl;
}
+void KX_GameObject::AddMeshUser()
+{
+ for (size_t i=0;i<m_meshes.size();i++)
+ m_meshes[i]->AddMeshUser(this);
+
+ UpdateBuckets();
+}
-
-void KX_GameObject::Bucketize()
+void KX_GameObject::UpdateBuckets()
{
double* fl = GetOpenGLMatrix();
for (size_t i=0;i<m_meshes.size();i++)
- m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor);
+ m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
}
-
-
void KX_GameObject::RemoveMeshes()
{
- double* fl = GetOpenGLMatrix();
-
for (size_t i=0;i<m_meshes.size();i++)
- m_meshes[i]->RemoveFromBuckets(fl, this);
+ m_meshes[i]->RemoveFromBuckets(this);
//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
@@ -455,13 +461,14 @@ KX_GameObject::UpdateMaterialData(
)
{
int mesh = 0;
-
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
- RAS_MaterialBucket::Set::iterator mit = m_meshes[mesh]->GetFirstMaterial();
+ list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
+
for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
{
- RAS_IPolyMaterial* poly = (*mit)->GetPolyMaterial();
- if(poly->GetFlag() & RAS_BLENDERMAT)
+ RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
+
+ if(poly->GetFlag() & RAS_BLENDERMAT )
{
KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
@@ -469,8 +476,7 @@ KX_GameObject::UpdateMaterialData(
{
m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
// if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
- if(!(poly->GetFlag() & RAS_BLENDERGLSL))
- SetObjectColor(rgba);
+ SetObjectColor(rgba);
}
else
{
@@ -504,60 +510,39 @@ KX_GameObject::SetVisible(
m_bVisible = v;
}
-void
-KX_GameObject::SetLayer(
- int l
+bool
+KX_GameObject::GetCulled(
+ void
)
{
- m_layer = l;
+ return m_bCulled;
}
-int
-KX_GameObject::GetLayer(
- void
+void
+KX_GameObject::SetCulled(
+ bool c
)
{
- return m_layer;
+ m_bCulled = c;
}
-// used by Python, and the actuatorshould _not_ be misused by the
-// scene!
-void
-KX_GameObject::MarkVisible(
- bool visible
+
+void
+KX_GameObject::SetLayer(
+ int l
)
{
- /* If explicit visibility settings are used, this is
- * determined on this level. Maybe change this to mesh level
- * later on? */
-
- double* fl = GetOpenGLMatrixPtr()->getPointer();
- for (size_t i=0;i<m_meshes.size();i++)
- {
- m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor);
- }
+ m_layer = l;
}
-
-// Always use the flag?
-void
-KX_GameObject::MarkVisible(
+int
+KX_GameObject::GetLayer(
void
)
{
- double* fl = GetOpenGLMatrixPtr()->getPointer();
- for (size_t i=0;i<m_meshes.size();i++)
- {
- m_meshes[i]->MarkVisible(fl,
- this,
- m_bVisible,
- m_bUseObjectColor,
- m_objectColor
- );
- }
+ return m_layer;
}
-
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
{
if (m_pPhysicsController1)
@@ -1052,6 +1037,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr
if (attr == "visible")
{
SetVisible(val != 0);
+ UpdateBuckets();
return 0;
}
}
@@ -1221,8 +1207,8 @@ PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* value)
return NULL;
}
- MarkVisible(visible!=0);
- m_bVisible = (visible!=0);
+ SetVisible(visible != 0);
+ UpdateBuckets();
Py_RETURN_NONE;
}
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 508bc7cdfd0..9dcf6526448 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -75,15 +75,17 @@ protected:
int m_layer;
std::vector<RAS_MeshObject*> m_meshes;
struct Object* m_pBlenderObject;
+ struct Object* m_pBlenderGroupObject;
bool m_bSuspendDynamics;
bool m_bUseObjectColor;
bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
- // Is this object set to be visible? Only useful for the
- // visibility subsystem right now.
- bool m_bVisible;
+ // visible = user setting
+ // culled = while rendering, depending on camera
+ bool m_bVisible;
+ bool m_bCulled;
KX_IPhysicsController* m_pPhysicsController1;
// used for ray casting
@@ -395,6 +397,16 @@ public:
{
m_pBlenderObject = obj;
}
+
+ struct Object* GetBlenderGroupObject( )
+ {
+ return m_pBlenderGroupObject;
+ }
+
+ void SetBlenderGroupObject( struct Object* obj)
+ {
+ m_pBlenderGroupObject = obj;
+ }
bool IsDupliGroup()
{
@@ -538,18 +550,22 @@ public:
/**
* @section Mesh accessor functions.
*/
+
+ /**
+ * Update buckets to indicate that there is a new
+ * user of this object's meshes.
+ */
+ void
+ AddMeshUser(
+ );
/**
- * Run through the meshes associated with this
- * object and bucketize them. See RAS_Mesh for
- * more details on this function. Interesting to
- * note that polygon bucketizing seems to happen on a per
- * object basis. Which may explain why there is such
- * a big performance gain when all static objects
- * are joined into 1.
+ * Update buckets with data about the mesh after
+ * creating or duplicating the object, changing
+ * visibility, object color, .. .
*/
void
- Bucketize(
+ UpdateBuckets(
);
/**
@@ -610,38 +626,37 @@ public:
ResetDebugColor(
);
- /**
- * Set the visibility of the meshes associated with this
- * object.
+ /**
+ * Was this object marked visible? (only for the explicit
+ * visibility system).
*/
- void
- MarkVisible(
- bool visible
+ bool
+ GetVisible(
+ void
);
- /**
- * Set the visibility according to the visibility flag.
+ /**
+ * Set visibility flag of this object
*/
- void
- MarkVisible(
void
+ SetVisible(
+ bool b
);
/**
- * Was this object marked visible? (only for the ewxplicit
- * visibility system).
+ * Was this object culled?
*/
bool
- GetVisible(
+ GetCulled(
void
);
/**
- * Set visibility flag of this object
+ * Set culled flag of this object
*/
void
- SetVisible(
- bool b
+ SetCulled(
+ bool c
);
/**
@@ -670,6 +685,14 @@ public:
) { return m_bIsNegativeScaling; }
/**
+ * Is this a light?
+ */
+ virtual bool
+ IsLight(
+ void
+ ) { return false; }
+
+ /**
* @section Logic bubbling methods.
*/
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index f069048cd3d..3709fa8c784 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -32,6 +32,8 @@
#include "STR_String.h"
#include "KX_Python.h"
+struct Scene;
+
class KX_ISceneConverter
{
@@ -77,6 +79,8 @@ public:
// use blender glsl materials
virtual void SetGLSLMaterials(bool val) =0;
virtual bool GetGLSLMaterials()=0;
+
+ virtual struct Scene* GetBlenderSceneForName(const STR_String& name)=0;
};
#endif //__KX_ISCENECONVERTER_H
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 1d6cc975ab5..cf98bb72601 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -96,6 +96,7 @@ double KX_KetsjiEngine::m_ticrate = DEFAULT_LOGIC_TIC_RATE;
double KX_KetsjiEngine::m_anim_framerate = 25.0;
double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
+double KX_KetsjiEngine::m_average_framerate = 0.0;
/**
@@ -310,6 +311,12 @@ void KX_KetsjiEngine::EndFrame()
{
RenderDebugProperties();
}
+
+ m_average_framerate = m_logger->GetAverage();
+ if (m_average_framerate < 1e-6)
+ m_average_framerate = 1e-6;
+ m_average_framerate = 1.0/m_average_framerate;
+
// Go to next profiling measurement, time spend after this call is shown in the next frame.
m_logger->NextMeasurement(m_kxsystem->GetTimeInSeconds());
@@ -321,8 +328,6 @@ void KX_KetsjiEngine::EndFrame()
m_canvas->EndDraw();
-
-
}
//#include "PIL_time.h"
@@ -897,11 +902,18 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
{
- CListValue *lightlist = scene->GetLightList();
+ CListValue *objectlist = scene->GetObjectList();
int i, drawmode;
- for(i=0; i<lightlist->GetCount(); i++) {
- KX_LightObject *light = (KX_LightObject*)lightlist->GetValue(i);
+ m_rendertools->SetAuxilaryClientInfo(scene);
+
+ for(i=0; i<objectlist->GetCount(); i++) {
+ KX_GameObject *gameobj = (KX_GameObject*)objectlist->GetValue(i);
+
+ if(!gameobj->IsLight())
+ continue;
+
+ KX_LightObject *light = (KX_LightObject*)gameobj;
light->Update();
@@ -1281,12 +1293,13 @@ void KX_KetsjiEngine::RemoveScheduledScenes()
KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename)
{
-
+ Scene *scene = m_sceneconverter->GetBlenderSceneForName(scenename);
KX_Scene* tmpscene = new KX_Scene(m_keyboarddevice,
m_mousedevice,
m_networkdevice,
m_audiodevice,
- scenename);
+ scenename,
+ scene);
m_sceneconverter->ConvertScene(scenename,
tmpscene,
@@ -1442,6 +1455,11 @@ void KX_KetsjiEngine::SetAnimFrameRate(double framerate)
m_anim_framerate = framerate;
}
+double KX_KetsjiEngine::GetAverageFrameRate()
+{
+ return m_average_framerate;
+}
+
void KX_KetsjiEngine::SetTimingDisplay(bool frameRate, bool profile, bool properties)
{
m_show_framerate = frameRate;
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index 77b69ec2d9e..97458362f0f 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -149,6 +149,8 @@ private:
/** Labels for profiling display. */
static const char m_profileLabels[tc_numCategories][15];
+ /** Last estimated framerate */
+ static double m_average_framerate;
/** Show the framerate on the game display? */
bool m_show_framerate;
/** Show profiling info on the game display? */
@@ -272,6 +274,11 @@ public:
static void SetAnimFrameRate(double framerate);
/**
+ * Gets the last estimated average framerate
+ */
+ static double GetAverageFrameRate();
+
+ /**
* Activates or deactivates timing information display.
* @param frameRate Display for frame rate on or off.
* @param profile Display for individual components on or off.
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 4e3d6180d22..6cfe5610863 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -42,14 +42,13 @@
#include "KX_PyMath.h"
-#ifdef BLENDER_GLSL
+#include "DNA_object_types.h"
#include "GPU_material.h"
-#endif
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
class RAS_IRenderTools* rendertools,
const RAS_LightObject& lightobj,
- struct GPULamp *gpulamp,
+ bool glsl,
PyTypeObject* T
)
:
@@ -59,7 +58,8 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
m_lightobj = lightobj;
m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
m_rendertools->AddLight(&m_lightobj);
- m_gpulamp = gpulamp;
+ m_glsl = glsl;
+ m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
};
@@ -73,7 +73,7 @@ CValue* KX_LightObject::GetReplica()
{
KX_LightObject* replica = new KX_LightObject(*this);
-
+
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
@@ -81,13 +81,23 @@ CValue* KX_LightObject::GetReplica()
replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
m_rendertools->AddLight(&replica->m_lightobj);
+
return replica;
}
+GPULamp *KX_LightObject::GetGPULamp()
+{
+ if(m_glsl)
+ return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject());
+ else
+ return false;
+}
+
void KX_LightObject::Update()
{
-#ifdef BLENDER_GLSL
- if(m_gpulamp) {
+ GPULamp *lamp;
+
+ if((lamp = GetGPULamp())) {
float obmat[4][4];
double *dobmat = GetOpenGLMatrixPtr()->getPointer();
@@ -95,38 +105,39 @@ void KX_LightObject::Update()
for(int j=0; j<4; j++, dobmat++)
obmat[i][j] = (float)*dobmat;
- GPU_lamp_update(m_gpulamp, obmat);
+ GPU_lamp_update(lamp, obmat);
}
-#endif
}
bool KX_LightObject::HasShadowBuffer()
{
-#ifdef BLENDER_GLSL
- return (m_gpulamp && GPU_lamp_has_shadow_buffer(m_gpulamp));
-#else
- return false;
-#endif
+ GPULamp *lamp;
+
+ if((lamp = GetGPULamp()))
+ return GPU_lamp_has_shadow_buffer(lamp);
+ else
+ return false;
}
int KX_LightObject::GetShadowLayer()
{
-#ifdef BLENDER_GLSL
- if(m_gpulamp)
- return GPU_lamp_shadow_layer(m_gpulamp);
+ GPULamp *lamp;
+
+ if((lamp = GetGPULamp()))
+ return GPU_lamp_shadow_layer(lamp);
else
-#endif
return 0;
}
void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans)
{
-#ifdef BLENDER_GLSL
+ GPULamp *lamp;
float viewmat[4][4], winmat[4][4];
int winsize;
/* bind framebuffer */
- GPU_lamp_shadow_buffer_bind(m_gpulamp, viewmat, &winsize, winmat);
+ lamp = GetGPULamp();
+ GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat);
/* setup camera transformation */
MT_Matrix4x4 modelviewmat((float*)viewmat);
@@ -146,14 +157,12 @@ void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_T
ras->SetProjectionMatrix(projectionmat);
ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(),
cam->GetCameraLocation(), cam->GetCameraOrientation());
-#endif
}
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
{
-#ifdef BLENDER_GLSL
- GPU_lamp_shadow_buffer_unbind(m_gpulamp);
-#endif
+ GPULamp *lamp = GetGPULamp();
+ GPU_lamp_shadow_buffer_unbind(lamp);
}
PyObject* KX_LightObject::_getattr(const STR_String& attr)
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index 62eb26c61a8..e5dbf0b7f4a 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -33,6 +33,7 @@
#include "KX_GameObject.h"
struct GPULamp;
+struct Scene;
class KX_Camera;
class RAS_IRasterizer;
class RAS_IRenderTools;
@@ -44,16 +45,18 @@ class KX_LightObject : public KX_GameObject
protected:
RAS_LightObject m_lightobj;
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
- struct GPULamp *m_gpulamp;
- static char doc[];
+ bool m_glsl;
+ Scene* m_blenderscene;
+ static char doc[];
public:
- KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, struct GPULamp *gpulamp, PyTypeObject *T = &Type);
+ KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, bool glsl, PyTypeObject *T = &Type);
virtual ~KX_LightObject();
virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
/* GLSL shadow */
+ struct GPULamp *GetGPULamp();
bool HasShadowBuffer();
int GetShadowLayer();
void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans);
@@ -62,6 +65,8 @@ public:
virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
+
+ virtual bool IsLight(void) { return true; }
};
#endif //__KX_LIGHT
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp
index 29842af7fb6..5bfe8c70cba 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.cpp
+++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp
@@ -96,10 +96,11 @@ KX_MeshProxy::_getattr(const STR_String& attr)
if (attr == "materials")
{
PyObject *materials = PyList_New(0);
- RAS_MaterialBucket::Set::iterator mit = m_meshobj->GetFirstMaterial();
+ list<RAS_MeshMaterial>::iterator mit = m_meshobj->GetFirstMaterial();
for(; mit != m_meshobj->GetLastMaterial(); ++mit)
{
- RAS_IPolyMaterial *polymat = (*mit)->GetPolyMaterial();
+ RAS_IPolyMaterial *polymat = mit->m_bucket->GetPolyMaterial();
+
if(polymat->GetFlag() & RAS_BLENDERMAT)
{
KX_BlenderMaterial *mat = static_cast<KX_BlenderMaterial*>(polymat);
@@ -204,11 +205,11 @@ PyObject* KX_MeshProxy::PyGetVertexArrayLength(PyObject* self,
if (PyArg_ParseTuple(args,"i",&matid))
{
- RAS_IPolyMaterial* mat = m_meshobj->GetMaterialBucket(matid)->GetPolyMaterial();
+ RAS_MeshMaterial *mmat = m_meshobj->GetMeshMaterial(matid);
+ RAS_IPolyMaterial* mat = mmat->m_bucket->GetPolyMaterial();
+
if (mat)
- {
- length = m_meshobj->GetVertexArrayLength(mat);
- }
+ length = m_meshobj->NumVertices(mat);
}
else {
return NULL;
diff --git a/source/gameengine/Ketsji/KX_PolyProxy.cpp b/source/gameengine/Ketsji/KX_PolyProxy.cpp
index 658c8a98e4f..c6f6bc2db01 100644
--- a/source/gameengine/Ketsji/KX_PolyProxy.cpp
+++ b/source/gameengine/Ketsji/KX_PolyProxy.cpp
@@ -112,8 +112,8 @@ KX_PolyProxy::_getattr(const STR_String& attr)
unsigned int matid;
for (matid=0; matid<m_mesh->NumMaterials(); matid++)
{
- RAS_MaterialBucket* meshBucket = m_mesh->GetMaterialBucket(matid);
- if (meshBucket == polyBucket)
+ RAS_MeshMaterial* meshMat = m_mesh->GetMeshMaterial(matid);
+ if (meshMat->m_bucket == polyBucket)
// found it
break;
}
@@ -121,19 +121,19 @@ KX_PolyProxy::_getattr(const STR_String& attr)
}
if (attr == "v1")
{
- return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[0]);
+ return PyInt_FromLong(m_polygon->GetVertexOffset(0));
}
if (attr == "v2")
{
- return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[1]);
+ return PyInt_FromLong(m_polygon->GetVertexOffset(1));
}
if (attr == "v3")
{
- return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[2]);
+ return PyInt_FromLong(m_polygon->GetVertexOffset(2));
}
if (attr == "v4")
{
- return PyInt_FromLong(((m_polygon->VertexCount()>3)?m_polygon->GetVertexIndexBase().m_indexarray[3]:0));
+ return PyInt_FromLong(((m_polygon->VertexCount()>3)?m_polygon->GetVertexOffset(3):0));
}
if (attr == "visible")
{
@@ -178,8 +178,8 @@ KX_PYMETHODDEF_DOC_NOARG(KX_PolyProxy, getMaterialIndex,
unsigned int matid;
for (matid=0; matid<m_mesh->NumMaterials(); matid++)
{
- RAS_MaterialBucket* meshBucket = m_mesh->GetMaterialBucket(matid);
- if (meshBucket == polyBucket)
+ RAS_MeshMaterial* meshMat = m_mesh->GetMeshMaterial(matid);
+ if (meshMat->m_bucket == polyBucket)
// found it
break;
}
@@ -234,7 +234,7 @@ KX_PYMETHODDEF_DOC(KX_PolyProxy, getVertexIndex,
}
if (index < m_polygon->VertexCount())
{
- return PyInt_FromLong(m_polygon->GetVertexIndexBase().m_indexarray[index]);
+ return PyInt_FromLong(m_polygon->GetVertexOffset(index));
}
return PyInt_FromLong(0);
}
diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
index 144f74a1a4c..c9180bf3a80 100644
--- a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
@@ -35,10 +35,6 @@
#include "BKE_global.h"
#include "BKE_image.h"
-extern "C" {
-#include "BDR_drawmesh.h"
-}
-
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
@@ -46,6 +42,8 @@ extern "C" {
#include "IMB_imbuf_types.h"
+#include "GPU_draw.h"
+
#include "MEM_guardedalloc.h"
#include "RAS_LightObject.h"
@@ -63,8 +61,6 @@ KX_PolygonMaterial::KX_PolygonMaterial(const STR_String &texname,
bool alpha,
bool zsort,
int lightlayer,
- bool bIsTriangle,
- void* clientobject,
struct MTFace* tface,
unsigned int* mcol,
PyTypeObject *T)
@@ -78,9 +74,7 @@ KX_PolygonMaterial::KX_PolygonMaterial(const STR_String &texname,
transp,
alpha,
zsort,
- lightlayer,
- bIsTriangle,
- clientobject),
+ lightlayer),
m_tface(tface),
m_mcol(mcol),
m_material(material),
@@ -140,38 +134,29 @@ void KX_PolygonMaterial::DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& c
if (GetCachingInfo() != cachingInfo)
{
if (!cachingInfo)
- {
- set_tpage(NULL);
- }
+ GPU_set_tpage(NULL);
+
cachingInfo = GetCachingInfo();
if ((m_drawingmode & 4)&& (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED))
{
- update_realtime_texture((struct MTFace*) m_tface, rasty->GetTime());
- set_tpage(m_tface);
- rasty->EnableTextures(true);
+ Image *ima = (Image*)m_tface->tpage;
+ GPU_update_image_time(ima, rasty->GetTime());
+ GPU_set_tpage(m_tface);
}
else
- {
- set_tpage(NULL);
- rasty->EnableTextures(false);
- }
+ GPU_set_tpage(NULL);
if(m_drawingmode & RAS_IRasterizer::KX_TWOSIDE)
- {
rasty->SetCullFace(false);
- }
else
- {
rasty->SetCullFace(true);
- }
- if (m_drawingmode & RAS_IRasterizer::KX_LINES) {
+ if ((m_drawingmode & RAS_IRasterizer::KX_LINES) ||
+ (rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
rasty->SetLines(true);
- }
- else {
+ else
rasty->SetLines(false);
- }
}
rasty->SetSpecularity(m_specular[0],m_specular[1],m_specular[2],m_specularity);
@@ -253,7 +238,8 @@ PyObject* KX_PolygonMaterial::_getattr(const STR_String& attr)
if (attr == "lightlayer")
return PyInt_FromLong(m_lightlayer);
if (attr == "triangle")
- return PyInt_FromLong(m_bIsTriangle);
+ // deprecated, triangle/quads shouldn't have been a material property
+ return 0;
if (attr == "diffuse")
return PyObjectFrom(m_diffuse);
@@ -333,7 +319,7 @@ int KX_PolygonMaterial::_setattr(const STR_String &attr, PyObject *pyvalue)
// This probably won't work...
if (attr == "triangle")
{
- m_bIsTriangle = value;
+ // deprecated, triangle/quads shouldn't have been a material property
return 0;
}
}
@@ -386,7 +372,9 @@ KX_PYMETHODDEF_DOC(KX_PolygonMaterial, updateTexture, "updateTexture(tface, rast
{
MTFace *tface = (MTFace*) PyCObject_AsVoidPtr(pytface);
RAS_IRasterizer *rasty = (RAS_IRasterizer*) PyCObject_AsVoidPtr(pyrasty);
- update_realtime_texture(tface, rasty->GetTime());
+ Image *ima = (Image*)tface->tpage;
+ GPU_update_image_time(ima, rasty->GetTime());
+
Py_Return;
}
@@ -399,7 +387,7 @@ KX_PYMETHODDEF_DOC(KX_PolygonMaterial, setTexture, "setTexture(tface)")
if (PyArg_ParseTuple(args, "O!", &PyCObject_Type, &pytface))
{
MTFace *tface = (MTFace*) PyCObject_AsVoidPtr(pytface);
- set_tpage(tface);
+ GPU_set_tpage(tface);
Py_Return;
}
diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.h b/source/gameengine/Ketsji/KX_PolygonMaterial.h
index 11c8baa8b1f..fe116f757db 100644
--- a/source/gameengine/Ketsji/KX_PolygonMaterial.h
+++ b/source/gameengine/Ketsji/KX_PolygonMaterial.h
@@ -68,8 +68,6 @@ public:
bool alpha,
bool zsort,
int lightlayer,
- bool bIsTriangle,
- void* clientobject,
struct MTFace* tface,
unsigned int* mcol,
PyTypeObject *T = &Type);
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 4b6a38f18c0..120311fb967 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -57,13 +57,13 @@
#include "BL_ActionActuator.h"
#include "RAS_IRasterizer.h"
#include "RAS_ICanvas.h"
+#include "RAS_BucketManager.h"
#include "MT_Vector3.h"
#include "MT_Point3.h"
#include "ListValue.h"
#include "KX_Scene.h"
#include "SND_DeviceManager.h"
-#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
#include "BL_Shader.h"
#include "KX_PyMath.h"
@@ -83,6 +83,7 @@ extern "C" {
#include "BKE_utildefines.h"
#include "BKE_global.h"
#include "BLI_blenlib.h"
+#include "GPU_material.h"
static void setSandbox(TPythonSecurityLevel level);
@@ -90,6 +91,7 @@ static void setSandbox(TPythonSecurityLevel level);
// 'local' copy of canvas ptr, for window height/width python scripts
static RAS_ICanvas* gp_Canvas = NULL;
static KX_Scene* gp_KetsjiScene = NULL;
+static KX_KetsjiEngine* gp_KetsjiEngine = NULL;
static RAS_IRasterizer* gp_Rasterizer = NULL;
void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
@@ -270,6 +272,11 @@ static PyObject* gPyGetPhysicsTicRate(PyObject*)
return PyFloat_FromDouble(PHY_GetActiveEnvironment()->getFixedTimeStep());
}
+static PyObject* gPyGetAverageFrameRate(PyObject*)
+{
+ return PyFloat_FromDouble(KX_KetsjiEngine::GetAverageFrameRate());
+}
+
static PyObject* gPyGetBlendFileList(PyObject*, PyObject* args)
{
char cpath[sizeof(G.sce)];
@@ -409,6 +416,7 @@ static struct PyMethodDef game_methods[] = {
{"setLogicTicRate", (PyCFunction) gPySetLogicTicRate, METH_VARARGS, "Sets the logic tic rate"},
{"getPhysicsTicRate", (PyCFunction) gPyGetPhysicsTicRate, METH_NOARGS, "Gets the physics tic rate"},
{"setPhysicsTicRate", (PyCFunction) gPySetPhysicsTicRate, METH_VARARGS, "Sets the physics tic rate"},
+ {"getAverageFrameRate", (PyCFunction) gPyGetAverageFrameRate, METH_NOARGS, "Gets the estimated average frame rate"},
{"getBlendFileList", (PyCFunction)gPyGetBlendFileList, METH_VARARGS, "Gets a list of blend files in the same directory as the current blend file"},
{"PrintGLInfo", (PyCFunction)pyPrintExt, METH_NOARGS, "Prints GL Extension Info"},
{NULL, (PyCFunction) NULL, 0, NULL }
@@ -670,6 +678,76 @@ static PyObject* gPyDisableMotionBlur(PyObject*, PyObject* args)
Py_Return;
}
+int getGLSLSettingFlag(char *setting)
+{
+ if(strcmp(setting, "lights") == 0)
+ return G_FILE_GLSL_NO_LIGHTS;
+ else if(strcmp(setting, "shaders") == 0)
+ return G_FILE_GLSL_NO_SHADERS;
+ else if(strcmp(setting, "shadows") == 0)
+ return G_FILE_GLSL_NO_SHADOWS;
+ else if(strcmp(setting, "ramps") == 0)
+ return G_FILE_GLSL_NO_RAMPS;
+ else if(strcmp(setting, "nodes") == 0)
+ return G_FILE_GLSL_NO_NODES;
+ else if(strcmp(setting, "extra_textures") == 0)
+ return G_FILE_GLSL_NO_EXTRA_TEX;
+ else
+ return -1;
+}
+
+static PyObject* gPySetGLSLMaterialSetting(PyObject*,
+ PyObject* args,
+ PyObject*)
+{
+ char *setting;
+ int enable, flag;
+
+ if (PyArg_ParseTuple(args,"si",&setting,&enable))
+ {
+ flag = getGLSLSettingFlag(setting);
+
+ if(flag != -1) {
+ if (enable)
+ G.fileflags &= ~flag;
+ else
+ G.fileflags |= flag;
+
+ /* display lists and GLSL materials need to be remade */
+ if(gp_KetsjiEngine) {
+ KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
+ KX_SceneList::iterator it;
+
+ for(it=scenes->begin(); it!=scenes->end(); it++)
+ if((*it)->GetBucketManager())
+ (*it)->GetBucketManager()->ReleaseDisplayLists();
+ }
+
+ GPU_materials_free();
+ }
+ }
+
+ Py_Return;
+}
+
+static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
+ PyObject* args,
+ PyObject*)
+{
+ char *setting;
+ int enabled = 0, flag;
+
+ if (PyArg_ParseTuple(args,"s",&setting))
+ {
+ flag = getGLSLSettingFlag(setting);
+
+ if(flag != -1)
+ enabled = ((G.fileflags & flag) != 0);
+ }
+
+ return PyInt_FromLong(enabled);
+}
+
STR_String gPyGetWindowHeight__doc__="getWindowHeight doc";
STR_String gPyGetWindowWidth__doc__="getWindowWidth doc";
STR_String gPyEnableVisibility__doc__="enableVisibility doc";
@@ -703,11 +781,13 @@ static struct PyMethodDef rasterizer_methods[] = {
{"getEyeSeparation", (PyCFunction) gPyGetEyeSeparation, METH_VARARGS, "get the eye separation for stereo mode"},
{"setFocalLength", (PyCFunction) gPySetFocalLength, METH_VARARGS, "set the focal length for stereo mode"},
{"getFocalLength", (PyCFunction) gPyGetFocalLength, METH_VARARGS, "get the focal length for stereo mode"},
+ {"setGLSLMaterialSetting",(PyCFunction) gPySetGLSLMaterialSetting,
+ METH_VARARGS, "set the state of a GLSL material setting"},
+ {"getGLSLMaterialSetting",(PyCFunction) gPyGetGLSLMaterialSetting,
+ METH_VARARGS, "get the state of a GLSL material setting"},
{ NULL, (PyCFunction) NULL, 0, NULL }
};
-
-
// Initialization function for the module (*must* be called initGameLogic)
static char GameLogic_module_documentation[] =
@@ -720,11 +800,12 @@ static char Rasterizer_module_documentation[] =
-PyObject* initGameLogic(KX_Scene* scene) // quick hack to get gravity hook
+PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack to get gravity hook
{
PyObject* m;
PyObject* d;
+ gp_KetsjiEngine = engine;
gp_KetsjiScene = scene;
gUseVisibilityTemp=false;
diff --git a/source/gameengine/Ketsji/KX_PythonInit.h b/source/gameengine/Ketsji/KX_PythonInit.h
index f094a1ca575..388d073c6db 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.h
+++ b/source/gameengine/Ketsji/KX_PythonInit.h
@@ -40,7 +40,7 @@ typedef enum {
extern bool gUseVisibilityTemp;
-PyObject* initGameLogic(class KX_Scene* ketsjiscene);
+PyObject* initGameLogic(class KX_KetsjiEngine *engine, class KX_Scene* ketsjiscene);
PyObject* initGameKeys();
PyObject* initRasterizer(class RAS_IRasterizer* rasty,class RAS_ICanvas* canvas);
PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecurityLevel level);
diff --git a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
index f085ff435dc..d651373869a 100644
--- a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
+++ b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
@@ -78,7 +78,7 @@ UpdateChildCoordinates(
if (parent)
{
- const BL_ArmatureObject *armature = (const BL_ArmatureObject*)(parent->GetSGClientObject());
+ BL_ArmatureObject *armature = (BL_ArmatureObject*)(parent->GetSGClientObject());
if (armature)
{
MT_Matrix4x4 parent_matrix;
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 1c37fcea77e..2ad0412f1bf 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -68,6 +68,7 @@
#include "SG_IObject.h"
#include "SG_Tree.h"
#include "DNA_group_types.h"
+#include "DNA_scene_types.h"
#include "BKE_anim.h"
#include "KX_SG_NodeRelationships.h"
@@ -116,7 +117,8 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
class NG_NetworkDeviceInterface *ndi,
class SND_IAudioDevice* adi,
- const STR_String& sceneName):
+ const STR_String& sceneName,
+ Scene *scene):
PyObjectPlus(&KX_Scene::Type),
m_keyboardmgr(NULL),
m_mousemgr(NULL),
@@ -126,7 +128,8 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_adi(adi),
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
- m_ueberExecutionPriority(0)
+ m_ueberExecutionPriority(0),
+ m_blenderScene(scene)
{
m_suspendedtime = 0.0;
m_suspendeddelta = 0.0;
@@ -453,7 +456,7 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
// this is the list of object that are send to the graphics pipeline
m_objectlist->Add(newobj->AddRef());
- newobj->Bucketize();
+ newobj->AddMeshUser();
// logic cannot be replicated, until the whole hierarchy is replicated.
m_logicHierarchicalGameObjects.push_back(newobj);
@@ -623,6 +626,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
if (blgroupobj == blenderobj)
// this check is also in group_duplilist()
continue;
+
gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
if (gameobj == NULL)
{
@@ -630,6 +634,9 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
// Should not happen as dupli group are created automatically
continue;
}
+
+ gameobj->SetBlenderGroupObject(blgroupobj);
+
if ((blenderobj->lay & group->layer)==0)
{
// object is not visible in the 3D view, will not be instantiated
@@ -999,7 +1006,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
newobj->m_pDeformer = NULL;
}
- if (mesh->m_class == 1)
+ if (mesh->IsDeformed())
{
// we must create a new deformer but which one?
KX_GameObject* parentobj = newobj->GetParent();
@@ -1073,7 +1080,8 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
parentobj->Release();
}
}
- gameobj->Bucketize();
+
+ gameobj->AddMeshUser();
}
@@ -1225,7 +1233,9 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi
for (int m=0;m<nummeshes;m++)
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
}
- gameobj->MarkVisible(visible);
+
+ gameobj->SetCulled(!visible);
+ gameobj->UpdateBuckets();
}
}
if (node->Left())
@@ -1242,7 +1252,8 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
// Shadow lamp layers
if(layer && !(gameobj->GetLayer() & layer)) {
- gameobj->MarkVisible(false);
+ gameobj->SetCulled(true);
+ gameobj->UpdateBuckets();
return;
}
@@ -1288,9 +1299,11 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
}
// Visibility/ non-visibility are marked
// elsewhere now.
- gameobj->MarkVisible();
+ gameobj->SetCulled(false);
+ gameobj->UpdateBuckets();
} else {
- gameobj->MarkVisible(false);
+ gameobj->SetCulled(true);
+ gameobj->UpdateBuckets();
}
}
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 1c56dd1ee55..5f7e1167e27 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -54,6 +54,7 @@
*/
struct SM_MaterialProps;
struct SM_ShapeProps;
+struct Scene;
class GEN_HashedPtr;
class CListValue;
@@ -277,12 +278,15 @@ protected:
*/
PyObject* m_attrlist;
+ struct Scene* m_blenderScene;
+
public:
KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
class NG_NetworkDeviceInterface* ndi,
class SND_IAudioDevice* adi,
- const STR_String& scenename );
+ const STR_String& scenename,
+ struct Scene* scene);
virtual
~KX_Scene();
@@ -582,6 +586,10 @@ public:
* was running and not suspended) and the "curtime"
*/
double getSuspendedDelta();
+ /**
+ * Returns the Blender scene this was made from
+ */
+ struct Scene *GetBlenderScene() { return m_blenderScene; }
};
typedef std::vector<KX_Scene*> KX_SceneList;
diff --git a/source/gameengine/Ketsji/KX_VertexProxy.cpp b/source/gameengine/Ketsji/KX_VertexProxy.cpp
index 5cec65dff1c..25205714308 100644
--- a/source/gameengine/Ketsji/KX_VertexProxy.cpp
+++ b/source/gameengine/Ketsji/KX_VertexProxy.cpp
@@ -82,7 +82,7 @@ PyObject*
KX_VertexProxy::_getattr(const STR_String& attr)
{
if (attr == "XYZ")
- return PyObjectFrom(MT_Vector3(m_vertex->getLocalXYZ()));
+ return PyObjectFrom(MT_Vector3(m_vertex->getXYZ()));
if (attr == "UV")
return PyObjectFrom(MT_Point2(m_vertex->getUV1()));
@@ -102,11 +102,11 @@ KX_VertexProxy::_getattr(const STR_String& attr)
// pos
if (attr == "x")
- return PyFloat_FromDouble(m_vertex->getLocalXYZ()[0]);
+ return PyFloat_FromDouble(m_vertex->getXYZ()[0]);
if (attr == "y")
- return PyFloat_FromDouble(m_vertex->getLocalXYZ()[1]);
+ return PyFloat_FromDouble(m_vertex->getXYZ()[1]);
if (attr == "z")
- return PyFloat_FromDouble(m_vertex->getLocalXYZ()[2]);
+ return PyFloat_FromDouble(m_vertex->getXYZ()[2]);
// Col
if (attr == "r")
@@ -184,7 +184,7 @@ int KX_VertexProxy::_setattr(const STR_String& attr, PyObject *pyvalue)
{
float val = PyFloat_AsDouble(pyvalue);
// pos
- MT_Point3 pos(m_vertex->getLocalXYZ());
+ MT_Point3 pos(m_vertex->getXYZ());
if (attr == "x")
{
pos.x() = val;
@@ -312,7 +312,7 @@ PyObject* KX_VertexProxy::PyGetXYZ(PyObject*,
PyObject*,
PyObject*)
{
- return PyObjectFrom(MT_Point3(m_vertex->getLocalXYZ()));
+ return PyObjectFrom(MT_Point3(m_vertex->getXYZ()));
}
PyObject* KX_VertexProxy::PySetXYZ(PyObject*,
@@ -426,7 +426,7 @@ PyObject* KX_VertexProxy::PySetUV2(PyObject*,
{
if (PyVecTo(list, vec))
{
- m_vertex->SetFlag((m_vertex->getFlag()|TV_2NDUV));
+ m_vertex->SetFlag((m_vertex->getFlag()|RAS_TexVert::SECOND_UV));
m_vertex->SetUnit(unit);
m_vertex->SetUV2(vec);
m_mesh->SetMeshModified(true);
diff --git a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
index b4693a7a7db..5a0cadcbcfe 100644
--- a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
+++ b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
@@ -76,7 +76,7 @@ KX_VisibilityActuator::Update()
KX_GameObject *obj = (KX_GameObject*) GetParent();
obj->SetVisible(m_visible);
- obj->MarkVisible();
+ obj->UpdateBuckets();
return true;
}
diff --git a/source/gameengine/Ketsji/Makefile b/source/gameengine/Ketsji/Makefile
index 995237adf2c..0b48ad8b8c3 100644
--- a/source/gameengine/Ketsji/Makefile
+++ b/source/gameengine/Ketsji/Makefile
@@ -64,13 +64,9 @@ CPPFLAGS += -I../../blender/blenlib
CPPFLAGS += -I../../blender/include
CPPFLAGS += -I../../blender/makesdna
CPPFLAGS += -I../../blender/imbuf
+CPPFLAGS += -I../../blender/gpu
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
-
-
###########################
SOURCEDIR = source/gameengine/Ketsji
diff --git a/source/gameengine/Ketsji/SConscript b/source/gameengine/Ketsji/SConscript
index f6f744b199a..02e7aed82a5 100644
--- a/source/gameengine/Ketsji/SConscript
+++ b/source/gameengine/Ketsji/SConscript
@@ -32,16 +32,13 @@ incs += ' #source/gameengine/SceneGraph #source/gameengine/Physics/common #sourc
incs += ' #source/gameengine/Physics/BlOde #source/gameengine/Physics/Dummy'
incs += ' #source/gameengine/Physics/Sumo #source/gameengine/Physics/Sumo/include'
incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork'
-incs += ' #source/blender/misc #source/blender/blenloader #extern/glew/include'
+incs += ' #source/blender/misc #source/blender/blenloader #extern/glew/include #source/blender/gpu'
cflags = []
if env['OURPLATFORM'] == 'win32-vc':
cflags.append('/GR')
cflags.append('/Ox')
-if env['WITH_BF_GLEXT'] == 1:
- env['CPPFLAGS'].append('-DWITH_GLEXT')
-
incs += ' ' + env['BF_SOLID_INC']
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_SDL_INC']
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 2ec96c75a68..8fd89295b03 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -815,9 +815,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope)
{
for (int i=0;i<poly->VertexCount();i++)
{
- const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[i],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
+ const float* vtx = poly->GetVertex(i)->getXYZ();
btPoint3 point(vtx[0],vtx[1],vtx[2]);
m_vertexArray.push_back(point);
numvalidpolys++;
@@ -825,18 +823,15 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope)
} else
{
{
- const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
+ const float* vtx = poly->GetVertex(2)->getXYZ();
btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[1],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
+
+ vtx = poly->GetVertex(1)->getXYZ();
btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
+
+ vtx = poly->GetVertex(0)->getXYZ();
btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
+
m_vertexArray.push_back(vertex0);
m_vertexArray.push_back(vertex1);
m_vertexArray.push_back(vertex2);
@@ -845,18 +840,15 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope)
}
if (poly->VertexCount() == 4)
{
- const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[3],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
+ const float* vtx = poly->GetVertex(3)->getXYZ();
btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
+
+ vtx = poly->GetVertex(2)->getXYZ();
btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
+
+ vtx = poly->GetVertex(0)->getXYZ();
btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
+
m_vertexArray.push_back(vertex0);
m_vertexArray.push_back(vertex1);
m_vertexArray.push_back(vertex2);
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 8a7f1062f53..a3fbb502c08 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -128,7 +128,8 @@ struct CcdConstructionInfo
CcdConstructionInfo()
- : m_gravity(0,0,0),
+ : m_localInertiaTensor(1.f, 1.f, 1.f),
+ m_gravity(0,0,0),
m_scaling(1.f,1.f,1.f),
m_mass(0.f),
m_restitution(0.1f),
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
index b65bc0f3ce8..af3d2810553 100644
--- a/source/gameengine/PyDoc/GameLogic.py
+++ b/source/gameengine/PyDoc/GameLogic.py
@@ -220,6 +220,13 @@ def setPhysicsTicRate(ticrate):
@param ticrate: The new update frequency (in Hz).
@type ticrate: float
"""
+def getAverageFrameRate():
+ """
+ Gets the estimated average framerate
+
+ @return: The estimed average framerate in frames per second
+ @rtype: float
+ """
def expandPath(path):
"""
@@ -245,4 +252,4 @@ def getBlendFileList(path = "//"):
@type path: string
@return: A list of filenames, with no directory prefix
@rtype: list
- """ \ No newline at end of file
+ """
diff --git a/source/gameengine/PyDoc/Rasterizer.py b/source/gameengine/PyDoc/Rasterizer.py
index 3711ac63b3e..7afdcf07f2e 100644
--- a/source/gameengine/PyDoc/Rasterizer.py
+++ b/source/gameengine/PyDoc/Rasterizer.py
@@ -146,3 +146,20 @@ def getFocalLength():
@rtype: float
"""
+
+def setGLSLMaterialSetting(setting, enable):
+ """
+ Enables or disables a GLSL material setting.
+
+ @type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
+ @type enable: boolean
+ """
+
+def getGLSLMaterialSetting(setting, enable):
+ """
+ Get the state of a GLSL material setting.
+
+ @type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
+ @rtype: boolean
+ """
+
diff --git a/source/gameengine/Rasterizer/Makefile b/source/gameengine/Rasterizer/Makefile
index e3b1f274ee5..917f70c7108 100644
--- a/source/gameengine/Rasterizer/Makefile
+++ b/source/gameengine/Rasterizer/Makefile
@@ -49,10 +49,6 @@ ifeq ($(OS),darwin)
CPPFLAGS += -fpascal-strings
endif
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
-
###############
SOURCEDIR = source/gameengine/Rasterizer
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index 82bdce44519..9fb21a3c17b 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -26,10 +26,6 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#ifdef WIN32
// don't show these anoying STL warnings
#pragma warning (disable:4786)
@@ -39,168 +35,243 @@
#include "RAS_MaterialBucket.h"
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
-#define KX_NUM_MATERIALBUCKETS 100
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
+#include <algorithm>
#include <set>
-RAS_BucketManager::RAS_BucketManager()
+/* sorting */
+
+struct RAS_BucketManager::sortedmeshslot
{
+public:
+ MT_Scalar m_z; /* depth */
+ RAS_MeshSlot *m_ms; /* mesh slot */
+ RAS_MaterialBucket *m_bucket; /* buck mesh slot came from */
-}
+ sortedmeshslot() {}
-RAS_BucketManager::~RAS_BucketManager()
-{
- RAS_BucketManagerClearAll();
-}
+ void set(RAS_MeshSlot *ms, RAS_MaterialBucket *bucket, const MT_Vector3& pnorm)
+ {
+ // would be good to use the actual bounding box center instead
+ MT_Point3 pos(ms->m_OpenGLMatrix[12], ms->m_OpenGLMatrix[13], ms->m_OpenGLMatrix[14]);
-/**
- * struct alphamesh holds a mesh, (m_ms) it's depth, (m_z) and the bucket it came from (m_bucket.)
- */
-struct RAS_BucketManager::alphamesh
-{
-public:
- MT_Scalar m_z;
- RAS_MaterialBucket::T_MeshSlotList::iterator m_ms;
- RAS_MaterialBucket *m_bucket;
- alphamesh(MT_Scalar z, RAS_MaterialBucket::T_MeshSlotList::iterator &ms, RAS_MaterialBucket *bucket) :
- m_z(z),
- m_ms(ms),
- m_bucket(bucket)
- {}
+ m_z = MT_dot(pnorm, pos);
+ m_ms = ms;
+ m_bucket = bucket;
+ }
};
struct RAS_BucketManager::backtofront
{
- bool operator()(const alphamesh &a, const alphamesh &b)
+ bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
{
- return a.m_z < b.m_z;
+ return (a.m_z < b.m_z) || (a.m_z == b.m_z && a.m_ms < b.m_ms);
}
};
+
+struct RAS_BucketManager::fronttoback
+{
+ bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
+ {
+ return (a.m_z > b.m_z) || (a.m_z == b.m_z && a.m_ms > b.m_ms);
+ }
+};
+
+/* bucket manager */
+
+RAS_BucketManager::RAS_BucketManager()
+{
+
+}
+
+RAS_BucketManager::~RAS_BucketManager()
+{
+ BucketList::iterator it;
+
+ for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
+ delete (*it);
+
+ for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
+ delete(*it);
+ m_SolidBuckets.clear();
+ m_AlphaBuckets.clear();
+}
+
+void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha)
+{
+ BucketList::iterator bit;
+ list<RAS_MeshSlot>::iterator mit;
+ size_t size = 0, i = 0;
+
+ /* Camera's near plane equation: pnorm.dot(point) + pval,
+ * but we leave out pval since it's constant anyway */
+ const MT_Vector3 pnorm(cameratrans.getBasis()[2]);
+
+ for (bit = buckets.begin(); bit != buckets.end(); ++bit)
+ for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
+ if (!mit->IsCulled())
+ size++;
+
+ slots.resize(size);
+
+ for (bit = buckets.begin(); bit != buckets.end(); ++bit)
+ for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
+ if (!mit->IsCulled())
+ slots[i++].set(&*mit, *bit, pnorm);
+
+ if(alpha)
+ sort(slots.begin(), slots.end(), backtofront());
+ else
+ sort(slots.begin(), slots.end(), fronttoback());
+}
+
+//static int TOTASLOT = 0;
+//static int TOTSLOT = 0;
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
- BucketList::iterator bit;
- std::multiset<alphamesh, backtofront> alphameshset;
- RAS_MaterialBucket::T_MeshSlotList::iterator mit;
+ vector<sortedmeshslot> slots;
+ vector<sortedmeshslot>::iterator sit;
+
+ // Having depth masks disabled/enabled gives different artifacts in
+ // case no sorting is done or is done inexact. For compatibility, we
+ // disable it.
+ rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
+
+ OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
- /* Camera's near plane equation: cam_norm.dot(point) + cam_origin */
- const MT_Vector3 cam_norm(cameratrans.getBasis()[2]);
- const MT_Scalar cam_origin = cameratrans.getOrigin()[2];
- for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
- {
- for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
- {
- if ((*mit).m_bVisible)
- {
- MT_Point3 pos((*mit).m_OpenGLMatrix[12], (*mit).m_OpenGLMatrix[13], (*mit).m_OpenGLMatrix[14]);
- alphameshset.insert(alphamesh(MT_dot(cam_norm, pos) + cam_origin, mit, *bit));
+ for(sit=slots.begin(); sit!=slots.end(); ++sit) {
+ rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
+
+ while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) {
+ sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
+ //TOTASLOT++;
+ }
+ }
+
+ rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
+}
+
+void RAS_BucketManager::RenderSolidBuckets(
+ const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
+{
+ BucketList::iterator bit;
+ list<RAS_MeshSlot>::iterator mit;
+
+ rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
+
+ for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
+ for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
+ if (mit->IsCulled())
+ continue;
+
+ rendertools->SetClientObject(rasty, mit->m_clientObj);
+
+ while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools)) {
+ (*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
+ //TOTSLOT++;
}
}
}
- // It shouldn't be strictly necessary to disable depth writes; but
- // it is needed for compatibility.
- rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
+#if 0
+ vector<sortedmeshslot> slots;
+ vector<sortedmeshslot>::iterator sit;
- RAS_IRasterizer::DrawMode drawingmode;
- std::multiset< alphamesh, backtofront>::iterator msit = alphameshset.begin();
- for (; msit != alphameshset.end(); ++msit)
- {
- rendertools->SetClientObject((*(*msit).m_ms).m_clientObj);
- while ((*msit).m_bucket->ActivateMaterial(cameratrans, rasty, rendertools, drawingmode))
- (*msit).m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(*msit).m_ms, drawingmode);
+ OrderBuckets(cameratrans, m_SolidBuckets, slots, false);
+
+ for(sit=slots.begin(); sit!=slots.end(); ++sit) {
+ rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
+
+ while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
+ sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
}
-
- rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
+#endif
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
- BucketList::iterator bucket;
-
- rasty->EnableTextures(false);
- rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
-
// beginning each frame, clear (texture/material) caching information
rasty->ClearCachingInfo();
- RAS_MaterialBucket::StartFrame();
-
- for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
- (*bucket)->Render(cameratrans,rasty,rendertools);
+ //TOTASLOT = 0;
+ //TOTSLOT = 0;
+ RenderSolidBuckets(cameratrans, rasty, rendertools);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
- RAS_MaterialBucket::EndFrame();
+
+ //printf("total slots = %d = %d + %d\n", TOTSLOT + TOTASLOT, TOTSLOT, TOTASLOT);
+
+ rendertools->SetClientObject(rasty, NULL);
}
RAS_MaterialBucket* RAS_BucketManager::FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
{
- bucketCreated = false;
BucketList::iterator it;
- for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
- {
+
+ bucketCreated = false;
+
+ for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
- }
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
- {
if (*(*it)->GetPolyMaterial() == *material)
return *it;
- }
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
bucketCreated = true;
+
if (bucket->IsAlpha())
m_AlphaBuckets.push_back(bucket);
else
- m_MaterialBuckets.push_back(bucket);
+ m_SolidBuckets.push_back(bucket);
return bucket;
}
-void RAS_BucketManager::RAS_BucketManagerClearAll()
+void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
{
- BucketList::iterator it;
- for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
- {
- delete (*it);
- }
- for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
- {
- delete(*it);
- }
+ BucketList::iterator bit;
- m_MaterialBuckets.clear();
- m_AlphaBuckets.clear();
+ distance = 10.0;
+
+ for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
+ (*bit)->Optimize(distance);
+ for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
+ (*bit)->Optimize(distance);
}
-void RAS_BucketManager::ReleaseDisplayLists()
+void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
{
BucketList::iterator bit;
- RAS_MaterialBucket::T_MeshSlotList::iterator mit;
+ list<RAS_MeshSlot>::iterator mit;
- for (bit = m_MaterialBuckets.begin(); bit != m_MaterialBuckets.end(); ++bit) {
- for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
- if(mit->m_DisplayList) {
- mit->m_DisplayList->Release();
- mit->m_DisplayList = NULL;
+ for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
+ if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
+ for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
+ if(mit->m_DisplayList) {
+ mit->m_DisplayList->Release();
+ mit->m_DisplayList = NULL;
+ }
}
}
}
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
- for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
- if(mit->m_DisplayList) {
- mit->m_DisplayList->Release();
- mit->m_DisplayList = NULL;
+ if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
+ for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
+ if(mit->m_DisplayList) {
+ mit->m_DisplayList->Release();
+ mit->m_DisplayList = NULL;
+ }
}
}
}
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.h b/source/gameengine/Rasterizer/RAS_BucketManager.h
index 08b67ed022f..74526f365a0 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.h
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.h
@@ -39,32 +39,33 @@
class RAS_BucketManager
{
- //GEN_Map<class RAS_IPolyMaterial,class RAS_MaterialBucket*> m_MaterialBuckets;
-
typedef std::vector<class RAS_MaterialBucket*> BucketList;
- BucketList m_MaterialBuckets;
+ BucketList m_SolidBuckets;
BucketList m_AlphaBuckets;
- struct alphamesh;
+ struct sortedmeshslot;
struct backtofront;
+ struct fronttoback;
public:
RAS_BucketManager();
virtual ~RAS_BucketManager();
- void RenderAlphaBuckets(const MT_Transform& cameratrans,
- RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
void Renderbuckets(const MT_Transform & cameratrans,
- RAS_IRasterizer* rasty,
- class RAS_IRenderTools* rendertools);
+ RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated);
+ void OptimizeBuckets(MT_Scalar distance);
- void ReleaseDisplayLists();
+ void ReleaseDisplayLists(RAS_IPolyMaterial * material = NULL);
private:
- void RAS_BucketManagerClearAll();
+ void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha);
+ void RenderSolidBuckets(const MT_Transform& cameratrans,
+ RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
+ void RenderAlphaBuckets(const MT_Transform& cameratrans,
+ RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
};
#endif //__RAS_BUCKETMANAGER
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index 4ee06d96603..fb3607f89f4 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -42,11 +42,8 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
int transp,
bool alpha,
bool zsort,
- int lightlayer,
- bool bIsTriangle,
- void* clientobject=NULL) :
-
- m_texturename(texname),
+ int lightlayer)
+ : m_texturename(texname),
m_materialname(matname),
m_tile(tile),
m_tilexrep(tilexrep),
@@ -56,7 +53,6 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
m_alpha(alpha),
m_zsort(zsort),
m_lightlayer(lightlayer),
- m_bIsTriangle(bIsTriangle),
m_polymatid(m_newpolymatid++),
m_flag(0),
m_multimode(0)
@@ -72,15 +68,16 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
{
if(m_flag &RAS_BLENDERMAT)
{
- return (
+ bool test = (
this->m_multimode == lhs.m_multimode &&
this->m_flag == lhs.m_flag &&
this->m_drawingmode == lhs.m_drawingmode &&
this->m_transp == lhs.m_transp &&
- this->m_lightlayer == lhs.m_lightlayer &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
);
+
+ return test;
}
else
{
@@ -92,8 +89,6 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
this->m_alpha == lhs.m_alpha &&
this->m_zsort == lhs.m_zsort &&
this->m_drawingmode == lhs.m_drawingmode &&
- this->m_bIsTriangle == lhs.m_bIsTriangle &&
- this->m_lightlayer == lhs.m_lightlayer &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
);
@@ -123,11 +118,6 @@ bool RAS_IPolyMaterial::IsZSort() const
return m_zsort;
}
-bool RAS_IPolyMaterial::UsesTriangles() const
-{
- return m_bIsTriangle;
-}
-
unsigned int RAS_IPolyMaterial::hash() const
{
return m_texturename.hash();
@@ -172,5 +162,10 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
return dolights;
}
+bool RAS_IPolyMaterial::UsesObjectColor() const
+{
+ return !(m_flag & RAS_BLENDERGLSL);
+}
+
unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index 8fc53e6b038..218dd91cb30 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -71,7 +71,6 @@ protected:
bool m_alpha;
bool m_zsort;
int m_lightlayer;
- bool m_bIsTriangle;
unsigned int m_polymatid;
static unsigned int m_newpolymatid;
@@ -106,9 +105,7 @@ public:
int transp,
bool alpha,
bool zsort,
- int lightlayer,
- bool bIsTriangle,
- void* clientobject);
+ int lightlayer);
virtual ~RAS_IPolyMaterial() {};
/**
@@ -129,14 +126,13 @@ public:
{
return false;
}
- virtual void ActivateMeshSlot(const class KX_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
+ virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
bool Less(const RAS_IPolyMaterial& rhs) const;
int GetLightLayer() const;
bool IsAlpha() const;
bool IsZSort() const;
- bool UsesTriangles() const;
unsigned int hash() const;
int GetDrawingMode() const;
const STR_String& GetMaterialName() const;
@@ -145,6 +141,7 @@ public:
const unsigned int GetFlag() const;
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
+ virtual bool UsesObjectColor() const;
/*
* PreCalculate texture gen
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 9e03212283e..1d18d02a583 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -217,39 +217,18 @@ public:
// Drawing Functions
/**
- * IndexPrimitives: Renders primitives.
- * @param vertexarrays is an array of vertex arrays
- * @param indexarrays is an array of index arrays
- * @param mode determines the type of primitive stored in the vertex/index arrays
- * @param useObjectColor will render the object using @param rgbacolor instead of
- * vertex colors.
- */
- virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)=0;
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)=0;
+ * IndexPrimitives: Renders primitives from mesh slot.
+ */
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms)=0;
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms)=0;
/**
* IndexPrimitives_3DText will render text into the polygons.
* The text to be rendered is from @param rendertools client object's text property.
*/
- virtual void IndexPrimitives_3DText( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
+ virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor)=0;
+ class RAS_IRenderTools* rendertools)=0;
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
/* This one should become our final version, methinks. */
@@ -271,9 +250,6 @@ public:
virtual const MT_Point3& GetCameraPosition()=0;
/**
*/
- virtual void LoadViewMatrix()=0;
- /**
- */
virtual void SetFog(float start,
float dist,
float r,
@@ -309,9 +285,6 @@ public:
*/
virtual int GetDrawingMode()=0;
/**
- */
- virtual void EnableTextures(bool enable)=0;
- /**
* Sets face culling
*/
virtual void SetCullFace(bool enable)=0;
@@ -385,7 +358,9 @@ public:
virtual void SetAttribNum(int num) = 0;
virtual void SetTexCoord(TexCoGen coords, int unit) = 0;
virtual void SetAttrib(TexCoGen coords, int unit) = 0;
- virtual void GetViewMatrix(MT_Matrix4x4 &mat) const = 0;
+
+ virtual const MT_Matrix4x4& GetViewMatrix() const = 0;
+ virtual const MT_Matrix4x4& GetViewInvMatrix() const = 0;
virtual bool QueryLists(){return false;}
virtual bool QueryArrays(){return false;}
@@ -398,6 +373,7 @@ public:
virtual void SetMotionBlurState(int newstate)=0;
virtual void SetBlendingMode(int blendmode)=0;
+ virtual void SetFrontFace(bool ccw)=0;
};
#endif //__RAS_IRASTERIZER
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp b/source/gameengine/Rasterizer/RAS_IRenderTools.cpp
index 2be9bb75ebf..555a3520bb4 100644
--- a/source/gameengine/Rasterizer/RAS_IRenderTools.cpp
+++ b/source/gameengine/Rasterizer/RAS_IRenderTools.cpp
@@ -28,42 +28,22 @@
#include "RAS_IRenderTools.h"
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-void RAS_IRenderTools::SetViewMat(const MT_Transform& trans)
-{
- trans.getValue(m_viewmat);
-}
-
-
-
-void RAS_IRenderTools::SetClientObject(void* obj)
+void RAS_IRenderTools::SetClientObject(RAS_IRasterizer* rasty, void *obj)
{
if (m_clientobject != obj)
- {
m_clientobject = obj;
- m_modified = true;
- }
}
-
-
void RAS_IRenderTools::SetAuxilaryClientInfo(void* inf)
{
m_auxilaryClientInfo = inf;
}
-
-
void RAS_IRenderTools::AddLight(struct RAS_LightObject* lightobject)
{
m_lights.push_back(lightobject);
}
-
-
void RAS_IRenderTools::RemoveLight(struct RAS_LightObject* lightobject)
{
std::vector<struct RAS_LightObject*>::iterator lit =
@@ -71,5 +51,5 @@ void RAS_IRenderTools::RemoveLight(struct RAS_LightObject* lightobject)
if (!(lit==m_lights.end()))
m_lights.erase(lit);
-
}
+
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h
index 54a663ba111..57f331e64cb 100644
--- a/source/gameengine/Rasterizer/RAS_IRenderTools.h
+++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h
@@ -44,12 +44,9 @@ class RAS_IRenderTools
{
protected:
- float m_viewmat[16];
void* m_clientobject;
void* m_auxilaryClientInfo;
- bool m_modified;
-
std::vector<struct RAS_LightObject*> m_lights;
RAS_2DFilterManager m_filtermanager;
@@ -68,8 +65,7 @@ public:
RAS_IRenderTools(
) :
- m_clientobject(NULL),
- m_modified(true)
+ m_clientobject(NULL)
{
};
@@ -131,24 +127,21 @@ public:
float v1[3],
float v2[3],
float v3[3],
- float v4[3]
+ float v4[3],
+ int glattrib
)=0;
virtual
- void
- SetViewMat(
- const MT_Transform& trans
- );
-
- virtual
- int
+ void
ProcessLighting(
- int layer
+ int layer,
+ const MT_Transform& trans
)=0;
virtual
void
SetClientObject(
+ RAS_IRasterizer* rasty,
void* obj
);
@@ -190,24 +183,6 @@ public:
virtual
void
Render2DFilters(RAS_ICanvas* canvas)=0;
-
- virtual
- class RAS_IPolyMaterial*
- CreateBlenderPolyMaterial(
- const STR_String &texname,
- bool ba,
- const STR_String& matname,
- int tile,
- int tilexrep,
- int tileyrep,
- int mode,
- bool transparant,
- bool zsort,
- int lightlayer,
- bool bIsTriangle,
- void* clientobject,
- void* tface
- )=0;
};
#endif //__RAS_IRENDERTOOLS
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 0015b6a251f..e003cdc9368 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -28,10 +28,6 @@
#include "RAS_MaterialBucket.h"
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#ifdef WIN32
#pragma warning (disable:4786)
#include <windows.h>
@@ -44,79 +40,408 @@
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h" // __NLA
+/* mesh slot */
+
+RAS_MeshSlot::RAS_MeshSlot()
+{
+ m_clientObj = NULL;
+ m_pDeformer = NULL;
+ m_OpenGLMatrix = NULL;
+ m_mesh = NULL;
+ m_bucket = NULL;
+ m_bVisible = false;
+ m_bCulled = true;
+ m_bObjectColor = false;
+ m_RGBAcolor = MT_Vector4(0.0, 0.0, 0.0, 0.0);
+ m_DisplayList = NULL;
+ m_bDisplayList = true;
+ m_joinSlot = NULL;
+}
+
+RAS_MeshSlot::~RAS_MeshSlot()
+{
+ vector<RAS_DisplayArray*>::iterator it;
+
+ Split(true);
+
+ while(m_joinedSlots.size())
+ m_joinedSlots.front()->Split(true);
+ for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ (*it)->m_users--;
+ if((*it)->m_users == 0)
+ delete *it;
+ }
+
+ if (m_DisplayList) {
+ m_DisplayList->Release();
+ m_DisplayList = NULL;
+ }
+}
-KX_VertexIndex::KX_VertexIndex(int size)
+RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot)
{
- m_size = size;
+ vector<RAS_DisplayArray*>::iterator it;
+
+ m_clientObj = NULL;
+ m_pDeformer = NULL;
+ m_OpenGLMatrix = NULL;
+ m_mesh = slot.m_mesh;
+ m_bucket = slot.m_bucket;
+ m_bVisible = slot.m_bVisible;
+ m_bCulled = slot.m_bCulled;
+ m_bObjectColor = slot.m_bObjectColor;
+ m_RGBAcolor = slot.m_RGBAcolor;
+ m_DisplayList = NULL;
+ m_bDisplayList = slot.m_bDisplayList;
+ m_joinSlot = NULL;
+ m_currentArray = slot.m_currentArray;
+ m_displayArrays = slot.m_displayArrays;
+ m_joinedSlots = slot.m_joinedSlots;
+
+ m_startarray = slot.m_startarray;
+ m_startvertex = slot.m_startvertex;
+ m_startindex = slot.m_startindex;
+ m_endarray = slot.m_endarray;
+ m_endvertex = slot.m_endvertex;
+ m_endindex = slot.m_endindex;
+
+ for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ *it = new RAS_DisplayArray(**it);
+ (*it)->m_users = 1;
+ }
}
+void RAS_MeshSlot::init(RAS_MaterialBucket *bucket, int numverts)
+{
+ m_bucket = bucket;
+
+ SetDisplayArray(numverts);
+ m_startarray = 0;
+ m_startvertex = 0;
+ m_startindex = 0;
+ m_endarray = 0;
+ m_endvertex = 0;
+ m_endindex = 0;
+}
-void KX_VertexIndex::SetIndex(short loc,unsigned int index)
+void RAS_MeshSlot::begin(RAS_MeshSlot::iterator& it)
{
- m_indexarray[loc]=index;
+ int startvertex, endvertex;
+ int startindex, endindex;
+
+ it.array = m_displayArrays[m_startarray];
+
+ startvertex = m_startvertex;
+ endvertex = (m_startarray == m_endarray)? m_endvertex: it.array->m_vertex.size();
+ startindex = m_startindex;
+ endindex = (m_startarray == m_endarray)? m_endindex: it.array->m_index.size();
+
+ it.vertex = &it.array->m_vertex[0];
+ it.index = &it.array->m_index[startindex];
+ it.startvertex = startvertex;
+ it.endvertex = endvertex;
+ it.totindex = endindex-startindex;
+ it.arraynum = m_startarray;
}
-bool KX_MeshSlot::Less(const KX_MeshSlot& lhs) const
+void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it)
{
- bool result = ((m_mesh < lhs.m_mesh ) ||
- ((m_mesh == lhs.m_mesh)&&(m_OpenGLMatrix < lhs.m_OpenGLMatrix)));
-
- return result;
+ int startvertex, endvertex;
+ int startindex, endindex;
+
+ if(it.arraynum == (size_t)m_endarray) {
+ it.array = NULL;
+ it.vertex = NULL;
+ it.index = NULL;
+ it.startvertex = 0;
+ it.endvertex = 0;
+ it.totindex = 0;
+ }
+ else {
+ it.arraynum++;
+ it.array = m_displayArrays[it.arraynum];
+
+ startindex = 0;
+ endindex = (it.arraynum == (size_t)m_endarray)? m_endindex: it.array->m_index.size();
+ startvertex = 0;
+ endvertex = (it.arraynum == (size_t)m_endarray)? m_endvertex: it.array->m_vertex.size();
+
+ it.vertex = &it.array->m_vertex[0];
+ it.index = &it.array->m_index[startindex];
+ it.startvertex = startvertex;
+ it.endvertex = endvertex;
+ it.totindex = endindex-startindex;
+ }
}
-KX_MeshSlot::~KX_MeshSlot()
+bool RAS_MeshSlot::end(RAS_MeshSlot::iterator& it)
{
- if (m_DisplayList)
- m_DisplayList->Release();
+ return (it.array == NULL);
}
+RAS_DisplayArray *RAS_MeshSlot::CurrentDisplayArray()
+{
+ return m_currentArray;
+}
-RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat)
- :m_bModified(true)
+void RAS_MeshSlot::SetDisplayArray(int numverts)
{
- m_material = mat;
+ vector<RAS_DisplayArray*>::iterator it;
+ RAS_DisplayArray *darray = NULL;
+
+ for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ darray = *it;
+
+ if(darray->m_type == numverts) {
+ if(darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX)
+ darray = NULL;
+ else if(darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX)
+ darray = NULL;
+ else
+ break;
+ }
+ else
+ darray = NULL;
+ }
+
+ if(!darray) {
+ darray = new RAS_DisplayArray();
+ darray->m_users = 1;
+
+ if(numverts == 2) darray->m_type = RAS_DisplayArray::LINE;
+ else if(numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE;
+ else darray->m_type = RAS_DisplayArray::QUAD;
+
+ m_displayArrays.push_back(darray);
+
+ if(numverts == 2)
+ darray->m_type = RAS_DisplayArray::LINE;
+ else if(numverts == 3)
+ darray->m_type = RAS_DisplayArray::TRIANGLE;
+ else if(numverts == 4)
+ darray->m_type = RAS_DisplayArray::QUAD;
+
+ m_endarray = m_displayArrays.size()-1;
+ m_endvertex = 0;
+ m_endindex = 0;
+ }
+
+ m_currentArray = darray;
}
+void RAS_MeshSlot::AddPolygon(int numverts)
+{
+ SetDisplayArray(numverts);
+}
+int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv)
+{
+ RAS_DisplayArray *darray;
+ int offset;
+
+ darray = m_currentArray;
+ darray->m_vertex.push_back(tv);
+ offset = darray->m_vertex.size()-1;
-RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const
-{
- return m_material;
+ if(darray == m_displayArrays[m_endarray])
+ m_endvertex++;
+
+ return offset;
}
+void RAS_MeshSlot::AddPolygonVertex(int offset)
+{
+ RAS_DisplayArray *darray;
+
+ darray = m_currentArray;
+ darray->m_index.push_back(offset);
+
+ if(darray == m_displayArrays[m_endarray])
+ m_endindex++;
+}
+bool RAS_MeshSlot::Equals(RAS_MeshSlot *target)
+{
+ if(!m_OpenGLMatrix || !target->m_OpenGLMatrix)
+ return false;
+ if(m_pDeformer || target->m_pDeformer)
+ return false;
+ if(m_bVisible != target->m_bVisible)
+ return false;
+ if(m_bObjectColor != target->m_bObjectColor)
+ return false;
+ if(m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor))
+ return false;
-void RAS_MaterialBucket::SetMeshSlot(KX_MeshSlot& ms)
+ return true;
+}
+
+bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
{
- m_meshSlots.insert(ms);
+ vector<RAS_DisplayArray*>::iterator it;
+ iterator mit;
+ size_t i;
+
+ // verify if we can join
+ if(m_joinSlot || m_joinedSlots.size() || target->m_joinSlot)
+ return false;
+
+ if(!Equals(target))
+ return false;
+
+ MT_Vector3 co(&m_OpenGLMatrix[12]);
+ MT_Vector3 targetco(&target->m_OpenGLMatrix[12]);
+
+ if((co - targetco).length() > distance)
+ return false;
+
+ MT_Matrix4x4 mat(m_OpenGLMatrix);
+ MT_Matrix4x4 targetmat(target->m_OpenGLMatrix);
+ targetmat.invert();
+
+ MT_Matrix4x4 transform = targetmat*mat;
+
+ // m_mesh, clientobj
+ m_joinSlot = target;
+ m_joinInvTransform = transform;
+ m_joinInvTransform.invert();
+ target->m_joinedSlots.push_back(this);
+
+ MT_Matrix4x4 ntransform = m_joinInvTransform.transposed();
+ ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f;
+
+ for(begin(mit); !end(mit); next(mit))
+ for(i=mit.startvertex; i<mit.endvertex; i++)
+ mit.vertex[i].Transform(transform, ntransform);
+
+ for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ target->m_displayArrays.push_back(*it);
+ target->m_endarray++;
+ target->m_endvertex = target->m_displayArrays.back()->m_vertex.size();
+ target->m_endindex = target->m_displayArrays.back()->m_index.size();
+ }
+
+ if (m_DisplayList) {
+ m_DisplayList->Release();
+ m_DisplayList = NULL;
+ }
+ if (target->m_DisplayList) {
+ target->m_DisplayList->Release();
+ target->m_DisplayList = NULL;
+ }
+
+ return true;
+#if 0
+ return false;
+#endif
}
+bool RAS_MeshSlot::Split(bool force)
+{
+ list<RAS_MeshSlot*>::iterator jit;
+ RAS_MeshSlot *target = m_joinSlot;
+ vector<RAS_DisplayArray*>::iterator it, jt;
+ iterator mit;
+ size_t i, found0 = 0, found1 = 0;
+
+ if(target && (force || !Equals(target))) {
+ m_joinSlot = NULL;
+
+ for(jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) {
+ if(*jit == this) {
+ target->m_joinedSlots.erase(jit);
+ found0 = 1;
+ break;
+ }
+ }
+
+ if(!found0)
+ abort();
+
+ for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ found1 = 0;
+ for(jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) {
+ if(*jt == *it) {
+ target->m_displayArrays.erase(jt);
+ target->m_endarray--;
+ found1 = 1;
+ break;
+ }
+ }
+
+ if(!found1)
+ abort();
+ }
+
+ if(target->m_displayArrays.size()) {
+ target->m_endvertex = target->m_displayArrays.back()->m_vertex.size();
+ target->m_endindex = target->m_displayArrays.back()->m_index.size();
+ }
+ else {
+ target->m_endvertex = 0;
+ target->m_endindex = 0;
+ }
+
+ MT_Matrix4x4 ntransform = m_joinInvTransform.inverse().transposed();
+ ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f;
+ for(begin(mit); !end(mit); next(mit))
+ for(i=mit.startvertex; i<mit.endvertex; i++)
+ mit.vertex[i].Transform(m_joinInvTransform, ntransform);
+
+ if (target->m_DisplayList) {
+ target->m_DisplayList->Release();
+ target->m_DisplayList = NULL;
+ }
+
+ return true;
+ }
-void RAS_MaterialBucket::RemoveMeshSlot(KX_MeshSlot& ms)
+ return false;
+}
+
+bool RAS_MeshSlot::IsCulled()
{
- T_MeshSlotList::iterator it = m_meshSlots.find(ms);
+ list<RAS_MeshSlot*>::iterator it;
- if (!(it == m_meshSlots.end()))
- m_meshSlots.erase(it);
-
+ if(m_joinSlot)
+ return true;
+ if(!m_bCulled)
+ return false;
+
+ for(it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++)
+ if(!(*it)->m_bCulled)
+ return false;
+
+ return true;
}
+/* material bucket sorting */
+
+struct RAS_MaterialBucket::less
+{
+ bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const
+ {
+ return *x->GetPolyMaterial() < *y->GetPolyMaterial();
+ }
+};
+/* material bucket */
-void RAS_MaterialBucket::MarkVisibleMeshSlot(KX_MeshSlot& ms,
- bool visible,
- bool color,
- const MT_Vector4& rgbavec)
+RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat)
+{
+ m_material = mat;
+}
+
+RAS_MaterialBucket::~RAS_MaterialBucket()
{
- T_MeshSlotList::iterator it = m_meshSlots.find(ms);
-
- assert (!(it == m_meshSlots.end()));
- (*it).m_bVisible = visible;
- (*it).m_bObjectColor = color;
- (*it).m_RGBAcolor= rgbavec;
+}
+
+RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const
+{
+ return m_material;
}
bool RAS_MaterialBucket::IsAlpha() const
@@ -129,162 +454,129 @@ bool RAS_MaterialBucket::IsZSort() const
return (m_material->IsZSort());
}
-
-
-void RAS_MaterialBucket::StartFrame()
+RAS_MeshSlot* RAS_MaterialBucket::AddMesh(int numverts)
{
-}
+ RAS_MeshSlot *ms;
+ m_meshSlots.push_back(RAS_MeshSlot());
+
+ ms = &m_meshSlots.back();
+ ms->init(this, numverts);
+ return ms;
+}
-void RAS_MaterialBucket::EndFrame()
+RAS_MeshSlot* RAS_MaterialBucket::CopyMesh(RAS_MeshSlot *ms)
{
+ m_meshSlots.push_back(RAS_MeshSlot(*ms));
+
+ return &m_meshSlots.back();
}
-unsigned int RAS_MaterialBucket::NumMeshSlots()
+void RAS_MaterialBucket::RemoveMesh(RAS_MeshSlot* ms)
{
- return m_meshSlots.size();
+ list<RAS_MeshSlot>::iterator it;
+
+ for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) {
+ if(&*it == ms) {
+ m_meshSlots.erase(it);
+ return;
+ }
+ }
}
-RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msBegin()
+list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msBegin()
{
return m_meshSlots.begin();
}
-RAS_MaterialBucket::T_MeshSlotList::iterator RAS_MaterialBucket::msEnd()
+list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd()
{
return m_meshSlots.end();
}
bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode &drawmode)
+ RAS_IRenderTools *rendertools)
{
- rendertools->SetViewMat(cameratrans);
-
if (!rasty->SetMaterial(*m_material))
return false;
if (m_material->UsesLighting(rasty))
- rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER/*m_material->GetLightLayer()*/);
- else
- rendertools->ProcessLighting(-1);
-
- if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID)
- drawmode = RAS_IRasterizer::KX_MODE_LINES;
- else if(m_material->UsesTriangles())
- drawmode = RAS_IRasterizer::KX_MODE_TRIANGLES;
+ rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER, cameratrans);
else
- drawmode = RAS_IRasterizer::KX_MODE_QUADS;
+ rendertools->ProcessLighting(-1, cameratrans);
return true;
}
void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode)
+ RAS_IRenderTools* rendertools, RAS_MeshSlot &ms)
{
- if (!ms.m_bVisible)
- return;
-
m_material->ActivateMeshSlot(ms, rasty);
- /* __NLA Do the deformation */
if (ms.m_pDeformer)
{
ms.m_pDeformer->Apply(m_material);
// KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_)
}
- /* End __NLA */
- if (rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
- ms.m_mesh->SortPolygons(cameratrans*MT_Transform(ms.m_OpenGLMatrix));
+ if(IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
+ ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
rendertools->PushMatrix();
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
if(rasty->QueryLists())
- {
if(ms.m_DisplayList)
ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified());
- }
// verify if we can use display list, not for deformed object, and
// also don't create a new display list when drawing shadow buffers,
- // then it won't have texture coordinates for actual drawing
- KX_ListSlot **displaylist;
+ // then it won't have texture coordinates for actual drawing. also
+ // for zsort we can't make a display list, since the polygon order
+ // changes all the time.
if(ms.m_pDeformer)
- displaylist = 0;
+ ms.m_bDisplayList = false;
else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
- displaylist = 0;
+ ms.m_bDisplayList = false;
+ else if (IsZSort())
+ ms.m_bDisplayList = false;
+ else if(m_material->UsesObjectColor() && ms.m_bObjectColor)
+ ms.m_bDisplayList = false;
else
- displaylist = &ms.m_DisplayList;
+ ms.m_bDisplayList = true;
- // Use the text-specific IndexPrimitives for text faces
+ // for text drawing using faces
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
- {
- rasty->IndexPrimitives_3DText(
- ms.m_mesh->GetVertexCache(m_material),
- ms.m_mesh->GetIndexCache(m_material),
- drawmode,
- m_material,
- rendertools, // needed for textprinting on polys
- ms.m_bObjectColor,
- ms.m_RGBAcolor);
- }
-
- // for using glMultiTexCoord
+ rasty->IndexPrimitives_3DText(ms, m_material, rendertools);
+ // for multitexturing
else if((m_material->GetFlag() & RAS_MULTITEX))
- {
- rasty->IndexPrimitivesMulti(
- ms.m_mesh->GetVertexCache(m_material),
- ms.m_mesh->GetIndexCache(m_material),
- drawmode,
- ms.m_bObjectColor,
- ms.m_RGBAcolor,
- displaylist);
- }
-
- // Use the normal IndexPrimitives
+ rasty->IndexPrimitivesMulti(ms);
+ // use normal IndexPrimitives
else
- {
- rasty->IndexPrimitives(
- ms.m_mesh->GetVertexCache(m_material),
- ms.m_mesh->GetIndexCache(m_material),
- drawmode,
- ms.m_bObjectColor,
- ms.m_RGBAcolor,
- displaylist);
- }
+ rasty->IndexPrimitives(ms);
- if(rasty->QueryLists()) {
+ if(rasty->QueryLists())
if(ms.m_DisplayList)
ms.m_mesh->SetMeshModified(false);
- }
rendertools->PopMatrix();
}
-void RAS_MaterialBucket::Render(const MT_Transform& cameratrans,
- RAS_IRasterizer* rasty,
- RAS_IRenderTools* rendertools)
+void RAS_MaterialBucket::Optimize(MT_Scalar distance)
{
- if (m_meshSlots.begin()== m_meshSlots.end())
- return;
-
- //rendertools->SetViewMat(cameratrans);
-
- //rasty->SetMaterial(*m_material);
+ /* TODO: still have to check before this works correct:
+ * - lightlayer, frontface, text, billboard
+ * - make it work with physics */
- RAS_IRasterizer::DrawMode drawmode;
- for (T_MeshSlotList::const_iterator it = m_meshSlots.begin();
- ! (it == m_meshSlots.end()); ++it)
- {
- rendertools->SetClientObject((*it).m_clientObj);
- while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode)) {
- RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode);
- }
- }
- // to reset the eventual GL_CW mode
- rendertools->SetClientObject(NULL);
+#if 0
+ list<RAS_MeshSlot>::iterator it;
+ list<RAS_MeshSlot>::iterator jt;
+
+ // greed joining on all following buckets
+ for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++)
+ for(jt=it, jt++; jt!=m_meshSlots.end(); jt++)
+ jt->Join(&*it, distance);
+#endif
}
-
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
index 4eef889c533..475f01d549a 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
@@ -36,30 +36,15 @@
#include "MT_Transform.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_IRasterizer.h"
-#include "RAS_Deformer.h" // __NLA
+#include "RAS_Deformer.h"
+
#include <vector>
-#include <map>
#include <set>
+#include <list>
using namespace std;
-/**
- * KX_VertexIndex
- */
-struct KX_VertexIndex {
-public:
- KX_VertexIndex(int size);
- void SetIndex(short loc,unsigned int index);
-
- // The vertex array
- short m_vtxarray;
- // An index into the vertex array for up to 4 verticies
- unsigned short m_indexarray[4];
- short m_size;
-};
+/* Display List Slot */
-/**
- * KX_ListSlot.
- */
class KX_ListSlot
{
protected:
@@ -80,91 +65,149 @@ public:
virtual void SetModified(bool mod)=0;
};
-/**
- * KX_MeshSlot.
- */
-class KX_MeshSlot
+class RAS_DisplayArray;
+class RAS_MeshSlot;
+class RAS_MeshMaterial;
+class RAS_MaterialBucket;
+
+/* An array with data used for OpenGL drawing */
+
+class RAS_DisplayArray
{
public:
- void* m_clientObj;
- RAS_Deformer* m_pDeformer; // __NLA
- double* m_OpenGLMatrix;
- class RAS_MeshObject* m_mesh;
- mutable bool m_bVisible; // for visibility
- mutable bool m_bObjectColor;
- mutable MT_Vector4 m_RGBAcolor;
- mutable KX_ListSlot* m_DisplayList; // for lists
- KX_MeshSlot() :
- m_pDeformer(NULL),
- m_bVisible(true),
- m_DisplayList(0)
- {
- }
- ~KX_MeshSlot();
- bool Less(const KX_MeshSlot& lhs) const;
+ vector<RAS_TexVert> m_vertex;
+ vector<unsigned short> m_index;
+ enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type;
+ //RAS_MeshSlot *m_origSlot;
+ int m_users;
+
+ enum { BUCKET_MAX_INDEX = 65535 };
+ enum { BUCKET_MAX_VERTEX = 65535 };
};
+/* Entry of a RAS_MeshObject into RAS_MaterialBucket */
-inline bool operator <( const KX_MeshSlot& rhs,const KX_MeshSlot& lhs)
+class RAS_MeshSlot
{
- return ( rhs.Less(lhs));
-}
+private:
+ // indices into display arrays
+ int m_startarray;
+ int m_endarray;
+ int m_startindex;
+ int m_endindex;
+ int m_startvertex;
+ int m_endvertex;
+ vector<RAS_DisplayArray*> m_displayArrays;
+
+ // for construction only
+ RAS_DisplayArray* m_currentArray;
+
+public:
+ // for rendering
+ RAS_MaterialBucket* m_bucket;
+ RAS_MeshObject* m_mesh;
+ void* m_clientObj;
+ RAS_Deformer* m_pDeformer;
+ double* m_OpenGLMatrix;
+ // visibility
+ bool m_bVisible;
+ bool m_bCulled;
+ // object color
+ bool m_bObjectColor;
+ MT_Vector4 m_RGBAcolor;
+ // display lists
+ KX_ListSlot* m_DisplayList;
+ bool m_bDisplayList;
+ // joined mesh slots
+ RAS_MeshSlot* m_joinSlot;
+ MT_Matrix4x4 m_joinInvTransform;
+ list<RAS_MeshSlot*> m_joinedSlots;
+
+ RAS_MeshSlot();
+ RAS_MeshSlot(const RAS_MeshSlot& slot);
+ virtual ~RAS_MeshSlot();
+
+ void init(RAS_MaterialBucket *bucket, int numverts);
+
+ struct iterator {
+ RAS_DisplayArray *array;
+ RAS_TexVert *vertex;
+ unsigned short *index;
+ size_t startvertex;
+ size_t endvertex;
+ size_t totindex;
+ size_t arraynum;
+ };
+
+ void begin(iterator& it);
+ void next(iterator& it);
+ bool end(iterator& it);
+
+ /* used during construction */
+ void SetDisplayArray(int numverts);
+ RAS_DisplayArray *CurrentDisplayArray();
+
+ void AddPolygon(int numverts);
+ int AddVertex(const RAS_TexVert& tv);
+ void AddPolygonVertex(int offset);
+
+ /* optimization */
+ bool Split(bool force=false);
+ bool Join(RAS_MeshSlot *target, MT_Scalar distance);
+ bool Equals(RAS_MeshSlot *target);
+ bool IsCulled();
+};
+
+/* Used by RAS_MeshObject, to point to it's slots in a bucket */
+
+class RAS_MeshMaterial
+{
+public:
+ RAS_MeshSlot *m_baseslot;
+ class RAS_MaterialBucket *m_bucket;
+
+ GEN_Map<GEN_HashedPtr,RAS_MeshSlot*> m_slots;
+};
+
+/* Contains a list of display arrays with the same material,
+ * and a mesh slot for each mesh that uses display arrays in
+ * this bucket */
-/**
- * Contains a list of meshs with the same material properties.
- */
class RAS_MaterialBucket
{
public:
- typedef std::set<KX_MeshSlot> T_MeshSlotList;
-
RAS_MaterialBucket(RAS_IPolyMaterial* mat);
- virtual ~RAS_MaterialBucket() {}
-
- void Render(const MT_Transform& cameratrans,
- class RAS_IRasterizer* rasty,
- class RAS_IRenderTools* rendertools);
+ virtual ~RAS_MaterialBucket();
+ /* Bucket Sorting */
+ struct less;
+ typedef set<RAS_MaterialBucket*, less> Set;
+
+ /* Material Properties */
RAS_IPolyMaterial* GetPolyMaterial() const;
- bool IsAlpha() const;
- bool IsZSort() const;
+ bool IsAlpha() const;
+ bool IsZSort() const;
- static void StartFrame();
- static void EndFrame();
-
- void SetMeshSlot(KX_MeshSlot& ms);
- void RemoveMeshSlot(KX_MeshSlot& ms);
- void MarkVisibleMeshSlot(KX_MeshSlot& ms,
- bool visible,
- bool color,
- const MT_Vector4& rgbavec);
-
- void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools* rendertools, const KX_MeshSlot &ms, RAS_IRasterizer::DrawMode drawmode);
+ /* Rendering */
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
- RAS_IRenderTools *rendertools, RAS_IRasterizer::DrawMode& drawmode);
-
- unsigned int NumMeshSlots();
- T_MeshSlotList::iterator msBegin();
- T_MeshSlotList::iterator msEnd();
-
- struct less
- {
- bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const
- {
- return *x->GetPolyMaterial() < *y->GetPolyMaterial();
- }
- };
+ RAS_IRenderTools *rendertools);
+ void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
+ RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
- typedef set<RAS_MaterialBucket*, less> Set;
+ /* Mesh Slot Access */
+ list<RAS_MeshSlot>::iterator msBegin();
+ list<RAS_MeshSlot>::iterator msEnd();
+
+ class RAS_MeshSlot* AddMesh(int numverts);
+ class RAS_MeshSlot* CopyMesh(class RAS_MeshSlot *ms);
+ void RemoveMesh(class RAS_MeshSlot* ms);
+ void Optimize(MT_Scalar distance);
+
private:
-
- T_MeshSlotList m_meshSlots;
- bool m_bModified;
+ list<RAS_MeshSlot> m_meshSlots;
RAS_IPolyMaterial* m_material;
- double* m_pOGLMatrix;
};
-#endif //__KX_BUCKET
+#endif //__RAS_MATERIAL_BUCKET
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index a4f7f3f01dd..a907994bf57 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -26,10 +26,6 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "MT_MinMax.h"
@@ -37,62 +33,84 @@
#include <algorithm>
+/* polygon sorting */
-STR_String RAS_MeshObject::s_emptyname = "";
+struct RAS_MeshObject::polygonSlot
+{
+ float m_z;
+ int m_index[4];
+
+ polygonSlot() {}
+ /* pnorm is the normal from the plane equation that the distance from is
+ * used to sort again. */
+ void get(const RAS_TexVert *vertexarray, const unsigned short *indexarray,
+ int offset, int nvert, const MT_Vector3& pnorm)
+ {
+ MT_Vector3 center(0, 0, 0);
+ int i;
+ for(i=0; i<nvert; i++) {
+ m_index[i] = indexarray[offset+i];
+ center += vertexarray[m_index[i]].getXYZ();
+ }
-KX_ArrayOptimizer::~KX_ArrayOptimizer()
-{
- for (vector<KX_VertexArray*>::iterator itv = m_VertexArrayCache1.begin();
- !(itv == m_VertexArrayCache1.end());++itv)
- {
- delete (*itv);
+ /* note we don't divide center by the number of vertices, since all
+ * polygons have the same number of vertices, and that we leave out
+ * the 4-th component of the plane equation since it is constant. */
+ m_z = MT_dot(pnorm, center);
}
- for (vector<KX_IndexArray*>::iterator iti = m_IndexArrayCache1.begin();
- !(iti == m_IndexArrayCache1.end());++iti)
+ void set(unsigned short *indexarray, int offset, int nvert)
{
- delete (*iti);
+ int i;
+
+ for(i=0; i<nvert; i++)
+ indexarray[offset+i] = m_index[i];
}
+};
- m_TriangleArrayCount.clear();
- m_VertexArrayCache1.clear();
- m_IndexArrayCache1.clear();
-
+struct RAS_MeshObject::backtofront
+{
+ bool operator()(const polygonSlot &a, const polygonSlot &b) const
+ {
+ return a.m_z < b.m_z;
+ }
+};
-}
+struct RAS_MeshObject::fronttoback
+{
+ bool operator()(const polygonSlot &a, const polygonSlot &b) const
+ {
+ return a.m_z > b.m_z;
+ }
+};
+/* mesh object */
+STR_String RAS_MeshObject::s_emptyname = "";
RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer)
- : m_bModified(true),
- m_lightlayer(lightlayer),
- m_zsort(false),
- m_MeshMod(true),
+ : m_lightlayer(lightlayer),
+ m_bModified(true),
+ m_bMeshModified(true),
m_mesh(mesh),
- m_class(0)
+ m_bDeformed(false)
{
}
-
-bool RAS_MeshObject::MeshModified()
-{
- return m_MeshMod;
-}
-
-
RAS_MeshObject::~RAS_MeshObject()
{
- for (vector<RAS_Polygon*>::iterator it=m_Polygons.begin();!(it==m_Polygons.end());it++)
- {
- delete (*it);
- }
+ vector<RAS_Polygon*>::iterator it;
- ClearArrayData();
+ for(it=m_Polygons.begin(); it!=m_Polygons.end(); it++)
+ delete (*it);
}
-
+bool RAS_MeshObject::MeshModified()
+{
+ return m_bMeshModified;
+}
unsigned int RAS_MeshObject::GetLightLayer()
{
@@ -108,18 +126,21 @@ int RAS_MeshObject::NumMaterials()
const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
{
- RAS_MaterialBucket* bucket = GetMaterialBucket(matid);
+ RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
+
+ if(mmat)
+ return mmat->m_bucket->GetPolyMaterial()->GetMaterialName();
- return bucket?bucket->GetPolyMaterial()->GetMaterialName():s_emptyname;
+ return s_emptyname;
}
-RAS_MaterialBucket* RAS_MeshObject::GetMaterialBucket(unsigned int matid)
+RAS_MeshMaterial* RAS_MeshObject::GetMeshMaterial(unsigned int matid)
{
if (m_materials.size() > 0 && (matid < m_materials.size()))
{
- RAS_MaterialBucket::Set::const_iterator it = m_materials.begin();
+ list<RAS_MeshMaterial>::iterator it = m_materials.begin();
while (matid--) ++it;
- return *it;
+ return &*it;
}
return NULL;
@@ -141,14 +162,17 @@ RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const
-RAS_MaterialBucket::Set::iterator RAS_MeshObject::GetFirstMaterial()
+
+ list<RAS_MeshMaterial>::iterator GetFirstMaterial();
+ list<RAS_MeshMaterial>::iterator GetLastMaterial();
+list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetFirstMaterial()
{
return m_materials.begin();
}
-RAS_MaterialBucket::Set::iterator RAS_MeshObject::GetLastMaterial()
+list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetLastMaterial()
{
return m_materials.end();
}
@@ -171,377 +195,238 @@ const STR_String& RAS_MeshObject::GetName()
const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
{
- RAS_MaterialBucket* bucket = GetMaterialBucket(matid);
+ RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
- return bucket?bucket->GetPolyMaterial()->GetTextureName():s_emptyname;
+ if(mmat)
+ return mmat->m_bucket->GetPolyMaterial()->GetTextureName();
+
+ return s_emptyname;
}
+RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat)
+{
+ list<RAS_MeshMaterial>::iterator mit;
+ /* find a mesh material */
+ for(mit = m_materials.begin(); mit != m_materials.end(); mit++)
+ if(mit->m_bucket->GetPolyMaterial() == mat)
+ return &*mit;
-void RAS_MeshObject::AddPolygon(RAS_Polygon* poly)
-{
- m_Polygons.push_back(poly);
+ return NULL;
}
+RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts)
+{
+ RAS_MeshMaterial *mmat;
+ RAS_Polygon *poly;
+ RAS_MeshSlot *slot;
+ /* find a mesh material */
+ mmat = GetMeshMaterial(bucket->GetPolyMaterial());
+
+ /* none found, create a new one */
+ if(!mmat) {
+ RAS_MeshMaterial meshmat;
+ meshmat.m_bucket = bucket;
+ meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts);
+ m_materials.push_back(meshmat);
+ mmat = &m_materials.back();
+ }
+
+ /* add it to the bucket, this also adds new display arrays */
+ slot = mmat->m_baseslot;
+ slot->AddPolygon(numverts);
+
+ /* create a new polygon */
+ RAS_DisplayArray *darray = slot->CurrentDisplayArray();
+ poly = new RAS_Polygon(bucket, darray, numverts);
+ m_Polygons.push_back(poly);
+
+ return poly;
+}
void RAS_MeshObject::DebugColor(unsigned int abgr)
{
-/*
- int numpolys = NumPolygons();
- for (int i=0;i<numpolys;i++)
- {
+ /*int numpolys = NumPolygons();
+
+ for (int i=0;i<numpolys;i++) {
RAS_Polygon* poly = m_polygons[i];
for (int v=0;v<poly->VertexCount();v++)
- {
- RAS_TexVert* vtx = poly->GetVertex(v);
- vtx->setDebugRGBA(abgr);
- }
+ RAS_TexVert* vtx = poly->GetVertex(v)->setDebugRGBA(abgr);
}
*/
- m_debugcolor = abgr;
+ /* m_debugcolor = abgr; */
}
void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba)
{
- const vecVertexArray & vertexvec = GetVertexCache(mat);
-
- for (vector<KX_VertexArray*>::const_iterator it = vertexvec.begin(); it != vertexvec.end(); ++it)
- {
- KX_VertexArray::iterator vit;
- for (vit=(*it)->begin(); vit != (*it)->end(); vit++)
- {
- vit->SetRGBA(rgba);
- }
- }
-}
-
-void RAS_MeshObject::SchedulePoly(const KX_VertexIndex& idx,
- int numverts,
- RAS_IPolyMaterial* mat)
-{
- KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
-
- ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[0]);
- ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[1]);
- ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[2]);
-
- if (!mat->UsesTriangles())
- ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(idx.m_indexarray[3]);
-}
+ RAS_MeshMaterial *mmat = GetMeshMaterial(mat);
+ RAS_MeshSlot *slot = mmat->m_baseslot;
+ RAS_MeshSlot::iterator it;
+ size_t i;
+
+ for(slot->begin(it); !slot->end(it); slot->next(it))
+ for(i=it.startvertex; i<it.endvertex; i++)
+ it.vertex[i].SetRGBA(rgba);
+}
+
+void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
+ const MT_Point3& xyz,
+ const MT_Point2& uv,
+ const MT_Point2& uv2,
+ const MT_Vector4& tangent,
+ const unsigned int rgba,
+ const MT_Vector3& normal,
+ bool flat,
+ int origindex)
+{
+ RAS_TexVert texvert(xyz, uv, uv2, tangent, rgba, normal, flat, origindex);
+ RAS_MeshMaterial *mmat;
+ RAS_DisplayArray *darray;
+ RAS_MeshSlot *slot;
+ int offset;
+
+ mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial());
+ slot = mmat->m_baseslot;
+ darray = slot->CurrentDisplayArray();
+ if(!flat) {
+ /* find vertices shared between faces, with the restriction
+ * that they exist in the same display array, and have the
+ * same uv coordinate etc */
+ vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex];
+ vector<SharedVertex>::iterator it;
-void RAS_MeshObject::ScheduleWireframePoly(const KX_VertexIndex& idx,
- int numverts,
- int edgecode,
- RAS_IPolyMaterial* mat)
-{
- //int indexpos = m_IndexArrayCount[idx.m_vtxarray];
- int edgetrace = 1<<(numverts-1);
- bool drawedge = (edgecode & edgetrace)!=0;
- edgetrace = 1;
- int prevvert = idx.m_indexarray[numverts-1];
- KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
-
- for (int v = 0; v < numverts; v++)
- {
- unsigned int curvert = idx.m_indexarray[v];
- if (drawedge)
+ for(it = sharedmap.begin(); it != sharedmap.end(); it++)
{
- ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(prevvert);
- ao->m_IndexArrayCache1[idx.m_vtxarray]->push_back(curvert);
+ if(it->m_darray != darray)
+ continue;
+ if(!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert))
+ continue;
+
+ /* found one, add it and we're done */
+ if(poly->IsVisible())
+ slot->AddPolygonVertex(it->m_offset);
+ poly->SetVertexOffset(i, it->m_offset);
+ return;
}
- prevvert = curvert;
- drawedge = (edgecode & edgetrace)!=0;
- edgetrace*=2;
}
- //m_IndexArrayCount[idx.m_vtxarray] = indexpos;
-}
-int RAS_MeshObject::FindOrAddVertex(int vtxarray,
- const MT_Point3& xyz,
- const MT_Point2& uv,
- const MT_Point2& uv2,
- const MT_Vector4& tangent,
- const unsigned int rgbacolor,
- const MT_Vector3& normal,
- bool flat,
- RAS_IPolyMaterial* mat,
- int origindex)
-{
- KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
-
- int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray];
- RAS_TexVert newvert(xyz,uv,uv2,tangent,rgbacolor,normal, flat? TV_CALCFACENORMAL: 0,origindex);
+ /* no shared vertex found, add a new one */
+ offset = slot->AddVertex(texvert);
+ if(poly->IsVisible())
+ slot->AddPolygonVertex(offset);
+ poly->SetVertexOffset(i, offset);
-#define KX_FIND_SHARED_VERTICES
-#ifdef KX_FIND_SHARED_VERTICES
if(!flat) {
- for (std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[origindex].begin();
- it != m_xyz_index_to_vertex_index_mapping[origindex].end();
- it++)
- {
- if ((*it).m_arrayindex1 == ao->m_index1 &&
- (*it).m_array == vtxarray &&
- *(*it).m_matid == *mat &&
- (*ao->m_VertexArrayCache1[vtxarray])[(*it).m_index].closeTo(&newvert)
- )
- {
- return (*it).m_index;
- }
- }
+ SharedVertex shared;
+ shared.m_darray = darray;
+ shared.m_offset = offset;
+ m_sharedvertex_map[origindex].push_back(shared);
}
-#endif // KX_FIND_SHARED_VERTICES
-
- // no vertex found, add one
- ao->m_VertexArrayCache1[vtxarray]->push_back(newvert);
- // printf("(%f,%f,%f) ",xyz[0],xyz[1],xyz[2]);
- RAS_MatArrayIndex idx;
- idx.m_arrayindex1 = ao->m_index1;
- idx.m_array = vtxarray;
- idx.m_index = numverts;
- idx.m_matid = mat;
- m_xyz_index_to_vertex_index_mapping[origindex].push_back(idx);
-
- return numverts;
}
-vecVertexArray& RAS_MeshObject::GetVertexCache (RAS_IPolyMaterial* mat)
+int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat)
{
- KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
-
- return ao->m_VertexArrayCache1;
-}
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ RAS_MeshSlot::iterator it;
+ size_t len = 0;
-int RAS_MeshObject::GetVertexArrayLength(RAS_IPolyMaterial* mat)
-{
- int len = 0;
-
- const vecVertexArray & vertexvec = GetVertexCache(mat);
- vector<KX_VertexArray*>::const_iterator it = vertexvec.begin();
+ mmat = GetMeshMaterial(mat);
+ slot = mmat->m_baseslot;
+ for(slot->begin(it); !slot->end(it); slot->next(it))
+ len += it.endvertex - it.startvertex;
- for (; it != vertexvec.end(); ++it)
- {
- len += (*it)->size();
- }
-
return len;
}
-
RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
unsigned int index)
{
- RAS_TexVert* vertex = NULL;
-
- RAS_MaterialBucket* bucket = GetMaterialBucket(matid);
- if (bucket)
- {
- RAS_IPolyMaterial* mat = bucket->GetPolyMaterial();
- if (mat)
- {
- const vecVertexArray & vertexvec = GetVertexCache(mat);
- vector<KX_VertexArray*>::const_iterator it = vertexvec.begin();
-
- for (unsigned int len = 0; it != vertexvec.end(); ++it)
- {
- if (index < len + (*it)->size())
- {
- vertex = &(*(*it))[index-len];
- break;
- }
- else
- {
- len += (*it)->size();
- }
- }
- }
- }
-
- return vertex;
-}
-
-
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ RAS_MeshSlot::iterator it;
+ size_t len;
-const vecIndexArrays& RAS_MeshObject::GetIndexCache (RAS_IPolyMaterial* mat)
-{
- KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
-
- return ao->m_IndexArrayCache1;
-}
+ mmat = GetMeshMaterial(matid);
-
-
-KX_ArrayOptimizer* RAS_MeshObject::GetArrayOptimizer(RAS_IPolyMaterial* polymat)
-{
- KX_ArrayOptimizer** aop = m_matVertexArrayS[polymat];
-
- if(aop)
- return *aop;
+ if(!mmat)
+ return NULL;
- // didn't find array, but an array might already exist
- // for a material equal to this one
- for(int i=0;i<m_matVertexArrayS.size();i++) {
- RAS_IPolyMaterial *mat = (RAS_IPolyMaterial*)(m_matVertexArrayS.getKey(i)->getValue());
- if(*mat == *polymat) {
- m_matVertexArrayS.insert(polymat, *m_matVertexArrayS.at(i));
- return *m_matVertexArrayS.at(i);
- }
+ slot = mmat->m_baseslot;
+ len = 0;
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ if(index >= len + it.endvertex - it.startvertex)
+ len += it.endvertex - it.startvertex;
+ else
+ return &it.vertex[index - len];
}
-
- // create new array
- int numelements = m_matVertexArrayS.size();
- m_sortedMaterials.push_back(polymat);
-
- KX_ArrayOptimizer* ao = new KX_ArrayOptimizer(numelements);
- m_matVertexArrayS.insert(polymat, ao);
- return ao;
+ return NULL;
}
-
-
-void RAS_MeshObject::Bucketize(double* oglmatrix,
- void* clientobj,
- bool useObjectColor,
- const MT_Vector4& rgbavec)
+void RAS_MeshObject::AddMeshUser(void *clientobj)
{
- KX_MeshSlot ms;
- ms.m_clientObj = clientobj;
- ms.m_mesh = this;
- ms.m_OpenGLMatrix = oglmatrix;
- ms.m_bObjectColor = useObjectColor;
- ms.m_RGBAcolor = rgbavec;
-
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
- {
- RAS_MaterialBucket* bucket = *it;
-// KX_ArrayOptimizer* oa = GetArrayOptimizer(bucket->GetPolyMaterial());
- bucket->SetMeshSlot(ms);
- }
+ list<RAS_MeshMaterial>::iterator it;
-}
-
-
-
-void RAS_MeshObject::MarkVisible(double* oglmatrix,
- void* clientobj,
- bool visible,
- bool useObjectColor,
- const MT_Vector4& rgbavec)
-{
- KX_MeshSlot ms;
- ms.m_clientObj = clientobj;
- ms.m_mesh = this;
- ms.m_OpenGLMatrix = oglmatrix;
- ms.m_RGBAcolor = rgbavec;
- ms.m_bObjectColor= useObjectColor;
-
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
- {
- RAS_MaterialBucket* bucket = *it;
-// KX_ArrayOptimizer* oa = GetArrayOptimizer(bucket->GetPolyMaterial());
- bucket->MarkVisibleMeshSlot(ms,visible,useObjectColor,rgbavec);
+ for(it = m_materials.begin();it!=m_materials.end();++it) {
+ /* always copy from the base slot, which is never removed
+ * since new objects can be created with the same mesh data */
+ RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot);
+ ms->m_clientObj = clientobj;
+ it->m_slots.insert(clientobj, ms);
}
}
-
-void RAS_MeshObject::RemoveFromBuckets(double* oglmatrix,
- void* clientobj)
+void RAS_MeshObject::UpdateBuckets(void* clientobj,
+ double* oglmatrix,
+ bool useObjectColor,
+ const MT_Vector4& rgbavec,
+ bool visible,
+ bool culled)
{
- KX_MeshSlot ms;
- ms.m_clientObj = clientobj;
- ms.m_mesh = this;
- ms.m_OpenGLMatrix = oglmatrix;
-
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
- {
- RAS_MaterialBucket* bucket = *it;
-// RAS_IPolyMaterial* polymat = bucket->GetPolyMaterial();
- //KX_ArrayOptimizer* oa = GetArrayOptimizer(polymat);
- bucket->RemoveMeshSlot(ms);
- }
-
-}
-
-
+ list<RAS_MeshMaterial>::iterator it;
-/*
- * RAS_MeshObject::GetVertex returns the vertex located somewhere in the vertexpool
- * it is the clients responsibility to make sure the array and index are valid
- */
-RAS_TexVert* RAS_MeshObject::GetVertex(short array,
- unsigned int index,
- RAS_IPolyMaterial* polymat)
-{
- KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat);
- return &((*(ao->m_VertexArrayCache1)[array])[index]);
-}
+ for(it = m_materials.begin();it!=m_materials.end();++it) {
+ RAS_MeshSlot **msp = it->m_slots[clientobj];
+ if(!msp)
+ continue;
+ RAS_MeshSlot *ms = *msp;
-void RAS_MeshObject::ClearArrayData()
-{
- for (int i=0;i<m_matVertexArrayS.size();i++) {
- KX_ArrayOptimizer** ao = m_matVertexArrayS.at(i);
-
- // we have duplicate entries, only free once
- for(int j=i+1;j<m_matVertexArrayS.size();j++) {
- if(ao == m_matVertexArrayS.at(j)) {
- ao = NULL;
- break;
- }
- }
+ ms->m_mesh = this;
+ ms->m_OpenGLMatrix = oglmatrix;
+ ms->m_bObjectColor = useObjectColor;
+ ms->m_RGBAcolor = rgbavec;
+ ms->m_bVisible = visible;
+ ms->m_bCulled = culled || !visible;
- if (ao)
- delete *ao;
+ /* split if necessary */
+ ms->Split();
}
}
-
-
-/**
- * RAS_MeshObject::CreateNewVertices creates vertices within sorted pools of vertices that share same material
-*/
-int RAS_MeshObject::FindVertexArray(int numverts,
- RAS_IPolyMaterial* polymat)
+void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
{
-// bool found=false;
- int array=-1;
+ list<RAS_MeshMaterial>::iterator it;
- KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat);
+ for(it = m_materials.begin();it!=m_materials.end();++it) {
+ RAS_MeshSlot **msp = it->m_slots[clientobj];
- for (unsigned int i=0;i<ao->m_VertexArrayCache1.size();i++)
- {
- if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES)
- {
- if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES))
- {
- array = i;
- ao->m_TriangleArrayCount[array]+=numverts-2;
- break;
- }
- }
- }
+ if(!msp)
+ continue;
- if (array == -1)
- {
- array = ao->m_VertexArrayCache1.size();
- vector<RAS_TexVert>* va = new vector<RAS_TexVert>;
- ao->m_VertexArrayCache1.push_back(va);
- KX_IndexArray *ia = new KX_IndexArray();
- ao->m_IndexArrayCache1.push_back(ia);
- ao->m_TriangleArrayCount.push_back(numverts-2);
- }
+ RAS_MeshSlot *ms = *msp;
- return array;
+ it->m_bucket->RemoveMesh(ms);
+ it->m_slots.remove(clientobj);
+ }
}
-
-
-
//void RAS_MeshObject::Transform(const MT_Transform& trans)
//{
//m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans);
@@ -563,71 +448,7 @@ void RAS_MeshObject::RelativeTransform(const MT_Vector3& vec)
}
*/
-
-
-void RAS_MeshObject::UpdateMaterialList()
-{
- m_materials.clear();
- unsigned int numpolys = m_Polygons.size();
- // for all polygons, find out which material they use, and add it to the set of materials
- for (unsigned int i=0;i<numpolys;i++)
- {
- m_materials.insert(m_Polygons[i]->GetMaterial());
- }
-}
-
-struct RAS_MeshObject::polygonSlot
-{
- float m_z;
- int m_index[4];
-
- polygonSlot() {}
-
- /* pnorm is the normal from the plane equation that the distance from is
- * used to sort again. */
- void get(const KX_VertexArray& vertexarray, const KX_IndexArray& indexarray,
- int offset, int nvert, const MT_Vector3& pnorm)
- {
- MT_Vector3 center(0, 0, 0);
- int i;
-
- for(i=0; i<nvert; i++) {
- m_index[i] = indexarray[offset+i];
- center += vertexarray[m_index[i]].getLocalXYZ();
- }
-
- /* note we don't divide center by the number of vertices, since all
- * polygons have the same number of vertices, and that we leave out
- * the 4-th component of the plane equation since it is constant. */
- m_z = MT_dot(pnorm, center);
- }
-
- void set(KX_IndexArray& indexarray, int offset, int nvert)
- {
- int i;
-
- for(i=0; i<nvert; i++)
- indexarray[offset+i] = m_index[i];
- }
-};
-
-struct RAS_MeshObject::backtofront
-{
- bool operator()(const polygonSlot &a, const polygonSlot &b) const
- {
- return a.m_z < b.m_z;
- }
-};
-
-struct RAS_MeshObject::fronttoback
-{
- bool operator()(const polygonSlot &a, const polygonSlot &b) const
- {
- return a.m_z > b.m_z;
- }
-};
-
-void RAS_MeshObject::SortPolygons(const MT_Transform &transform)
+void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform)
{
// Limitations: sorting is quite simple, and handles many
// cases wrong, partially due to polygons being sorted per
@@ -645,43 +466,34 @@ void RAS_MeshObject::SortPolygons(const MT_Transform &transform)
// to avoid excessive state changes while drawing. e) would
// require splitting polygons.
- if (!m_zsort)
- return;
+ RAS_MeshSlot::iterator it;
+ size_t j;
- // Extract camera Z plane...
- const MT_Vector3 pnorm(transform.getBasis()[2]);
- // unneeded: const MT_Scalar pval = transform.getOrigin()[2];
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ unsigned int nvert = (int)it.array->m_type;
+ unsigned int totpoly = it.totindex/nvert;
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
- {
- if(!(*it)->IsZSort())
+ if(totpoly <= 1)
+ continue;
+ if(it.array->m_type == RAS_DisplayArray::LINE)
continue;
- RAS_IPolyMaterial *mat = (*it)->GetPolyMaterial();
- KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);
-
- vecIndexArrays& indexarrays = ao->m_IndexArrayCache1;
- vecVertexArray& vertexarrays = ao->m_VertexArrayCache1;
- unsigned int i, j, nvert = (mat->UsesTriangles())? 3: 4;
-
- for(i=0; i<indexarrays.size(); i++) {
- KX_IndexArray& indexarray = *indexarrays[i];
- KX_VertexArray& vertexarray = *vertexarrays[i];
+ // Extract camera Z plane...
+ const MT_Vector3 pnorm(transform.getBasis()[2]);
+ // unneeded: const MT_Scalar pval = transform.getOrigin()[2];
- unsigned int totpoly = indexarray.size()/nvert;
- vector<polygonSlot> slots(totpoly);
+ vector<polygonSlot> slots(totpoly);
- /* get indices and z into temporary array */
- for(j=0; j<totpoly; j++)
- slots[j].get(vertexarray, indexarray, j*nvert, nvert, pnorm);
+ /* get indices and z into temporary array */
+ for(j=0; j<totpoly; j++)
+ slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm);
- /* sort (stable_sort might be better, if flickering happens?) */
- std::sort(slots.begin(), slots.end(), backtofront());
+ /* sort (stable_sort might be better, if flickering happens?) */
+ std::sort(slots.begin(), slots.end(), backtofront());
- /* get indices from temporary array again */
- for(j=0; j<totpoly; j++)
- slots[j].set(indexarray, j*nvert, nvert);
- }
+ /* get indices from temporary array again */
+ for(j=0; j<totpoly; j++)
+ slots[j].set(it.index, j*nvert, nvert);
}
}
@@ -690,37 +502,8 @@ void RAS_MeshObject::SchedulePolygons(int drawingmode)
{
if (m_bModified)
{
- int i, numpolys = m_Polygons.size();
-
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();++it)
- if ((*it)->IsZSort())
- m_zsort = true;
-
- if (drawingmode == RAS_IRasterizer::KX_WIREFRAME)
- {
- for (i=0;i<numpolys;i++)
- {
- RAS_Polygon* poly = m_Polygons[i];
- if (poly->IsVisible())
- ScheduleWireframePoly(poly->GetVertexIndexBase(),poly->VertexCount(),poly->GetEdgeCode(),
- poly->GetMaterial()->GetPolyMaterial());
-
- }
- m_zsort = false;
- }
- else
- {
- for (i=0;i<numpolys;i++)
- {
- RAS_Polygon* poly = m_Polygons[i];
- if (poly->IsVisible())
- SchedulePoly(poly->GetVertexIndexBase(),poly->VertexCount(),
- poly->GetMaterial()->GetPolyMaterial());
- }
- }
-
m_bModified = false;
- m_MeshMod = true;
+ m_bMeshModified = true;
}
}
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index 9a46d89c393..0d35a2f402b 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -36,6 +36,7 @@
#include <vector>
#include <set>
+#include <list>
#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
@@ -44,194 +45,71 @@
#include "GEN_HashedPtr.h"
struct Mesh;
-/**
- * This class holds an array of vertices and indicies.
- */
-class KX_ArrayOptimizer
-{
-public:
- KX_ArrayOptimizer(int index)
- : m_index1(index)
- {};
- virtual ~KX_ArrayOptimizer();
-
- vector<KX_VertexArray*> m_VertexArrayCache1;
- vector<int> m_TriangleArrayCount;
- vector<KX_IndexArray*> m_IndexArrayCache1;
- /**
- order in which they are stored into the mesh
- */
- int m_index1;
-};
+/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
+ * but the actual vertices and index arrays are stored in material
+ * buckets, referenced by the list of RAS_MeshMaterials. */
-/**
- * This struct holds a triangle.
- */
-struct RAS_TriangleIndex
-{
-public:
- int m_index[3];
- int m_array;
- RAS_IPolyMaterial* m_matid;
- bool m_collider;
-};
-
-/**
- * This class looks horribly broken. Only m_matid is used, and
- * m_matid is a (int) RAS_IPolyMaterial*.
- * --> m_matid == lhs.m_matid should be *m_matid == *lhs.m_matid
- */
-class RAS_MatArrayIndex
-{
-public:
-
- int m_arrayindex1;
- RAS_IPolyMaterial* m_matid;
- int m_array;
- int m_index;
-
-/*
- inline bool Less(const RAS_MatArrayIndex& lhs) const {
- bool result =
- ( (m_matid < lhs.m_matid) ||
- ((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
- ((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
- (m_index < lhs.m_index))
-
- );
- return result;
-
- }
-*/
-
-};
-/*
-inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
-{
- return ( rhs.Less(lhs));
-}*/
-
-/**
- * RAS_MeshObject stores mesh data for the renderer.
- */
class RAS_MeshObject
{
-
- // GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
- //vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
- virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
- //vector<RAS_Polygon*> m_polygons;
-
+private:
unsigned int m_debugcolor;
- bool m_bModified;
int m_lightlayer;
-
- vector<class RAS_Polygon*> m_Polygons;
+
+ bool m_bModified;
+ bool m_bMeshModified;
+
STR_String m_name;
static STR_String s_emptyname;
- bool m_zsort;
- bool m_MeshMod;
+ vector<class RAS_Polygon*> m_Polygons;
+
+ /* polygon sorting */
struct polygonSlot;
struct backtofront;
struct fronttoback;
- void SchedulePoly(
- const KX_VertexIndex& idx,
- int numverts,
- RAS_IPolyMaterial* mat
- );
-
- void ScheduleWireframePoly(
- const KX_VertexIndex& idx,
- int numverts,
- int edgecode,
- RAS_IPolyMaterial* mat
- );
-
protected:
- enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192};
- enum { BUCKET_MAX_TRIANGLES = 65535 };
-
- GEN_Map<GEN_HashedPtr,KX_ArrayOptimizer*> m_matVertexArrayS;
-
- RAS_MaterialBucket::Set m_materials;
+ list<RAS_MeshMaterial> m_materials;
Mesh* m_mesh;
+ bool m_bDeformed;
+
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(Mesh* mesh, int lightlayer);
virtual ~RAS_MeshObject();
- vector<RAS_IPolyMaterial*> m_sortedMaterials;
- vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping;
- vector<RAS_TriangleIndex > m_triangle_indices;
-
- int m_class;
- unsigned int GetLightLayer();
+ bool IsDeformed() { return m_bDeformed; }
+
+ /* materials */
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);
- RAS_MaterialBucket* GetMaterialBucket(unsigned int matid);
const STR_String& GetTextureName(unsigned int matid);
- virtual void AddPolygon(RAS_Polygon* poly);
- void UpdateMaterialList();
-
- int NumPolygons();
- RAS_Polygon* GetPolygon(int num) const;
-
- virtual void Bucketize(
- double* oglmatrix,
- void* clientobj,
- bool useObjectColor,
- const MT_Vector4& rgbavec
- );
- void RemoveFromBuckets(
- double* oglmatrix,
- void* clientobj
- );
+ RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
+ RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
- void MarkVisible(
- double* oglmatrix,
- void* clientobj,
- bool visible,
- bool useObjectColor,
- const MT_Vector4& rgbavec
- );
+ list<RAS_MeshMaterial>::iterator GetFirstMaterial();
+ list<RAS_MeshMaterial>::iterator GetLastMaterial();
- void DebugColor(unsigned int abgr);
- void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
-
- /**
- * Sorts the polygons by their transformed z values.
- */
- void SortPolygons(const MT_Transform &transform);
+ unsigned int GetLightLayer();
- void SchedulePolygons(int drawingmode);
+ /* name */
+ void SetName(STR_String name);
+ const STR_String& GetName();
- void ClearArrayData();
-
- RAS_MaterialBucket::Set::iterator GetFirstMaterial();
- RAS_MaterialBucket::Set::iterator GetLastMaterial();
-
- virtual RAS_TexVert* GetVertex(
- short array,
- unsigned int index,
- RAS_IPolyMaterial* polymat
- );
-
- virtual int FindVertexArray(
- int numverts,
- RAS_IPolyMaterial* polymat
- );
+ /* modification state */
+ bool MeshModified();
+ void SetMeshModified(bool v){m_bMeshModified = v;}
+ /* original blender mesh */
+ Mesh* GetMesh() { return m_mesh; }
+
+ /* mesh construction */
- // find (and share) or add vertices
- // for some speedup, only the last 20 added vertices are searched for equality
-
- virtual int FindOrAddVertex(
- int vtxarray,
+ virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
+ virtual void AddVertex(RAS_Polygon *poly, int i,
const MT_Point3& xyz,
const MT_Point2& uv,
const MT_Point2& uv2,
@@ -239,27 +117,43 @@ public:
const unsigned int rgbacolor,
const MT_Vector3& normal,
bool flat,
- RAS_IPolyMaterial* mat,
- int origindex
- );
-
- vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
+ int origindex);
+
+ void SchedulePolygons(int drawingmode);
+
+ /* vertex and polygon acces */
+ int NumVertices(RAS_IPolyMaterial* mat);
+ RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
+
+ int NumPolygons();
+ RAS_Polygon* GetPolygon(int num) const;
- int GetVertexArrayLength(RAS_IPolyMaterial* mat);
+ /* buckets */
+ virtual void AddMeshUser(void *clientobj);
+ virtual void UpdateBuckets(
+ void* clientobj,
+ double* oglmatrix,
+ bool useObjectColor,
+ const MT_Vector4& rgbavec,
+ bool visible,
+ bool culled);
- RAS_TexVert* GetVertex(
- unsigned int matid,
- unsigned int index
- );
+ void RemoveFromBuckets(void *clientobj);
- const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
- void SetName(STR_String name);
- const STR_String& GetName();
+ /* colors */
+ void DebugColor(unsigned int abgr);
+ void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
+
+ /* polygon sorting by Z for alpha */
+ void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
- bool MeshModified();
- void SetMeshModified(bool v){m_MeshMod = v;}
- Mesh* GetMesh() { return m_mesh; }
+ /* for construction to find shared vertices */
+ struct SharedVertex {
+ RAS_DisplayArray *m_darray;
+ int m_offset;
+ };
+ vector<vector<SharedVertex> > m_sharedvertex_map;
};
#endif //__RAS_MESHOBJECT
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
index 2a6d64ecc73..e4403ace69f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
@@ -32,6 +32,7 @@ SET(INC
../../../../intern/moto/include
../../../../source/gameengine/Rasterizer
../../../../extern/glew/include
+ ../../../../source/blender/gpu
)
BLENDERLIB(bf_oglrasterizer "${SRC}" "${INC}")
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile
index f01978b8eb1..aee485a22be 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile
@@ -41,12 +41,11 @@ CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include
CPPFLAGS += -I../../../kernel/gen_system
+CPPFLAGS += -I../../../blender/gpu
CPPFLAGS += -I../../BlenderRoutines
CPPFLAGS += -I..
+
ifeq ($(OS),darwin)
CPPFLAGS += -fpascal-strings
endif
-ifeq ($(WITH_BF_GLEXT),true)
- CPPFLAGS += -DWITH_GLEXT
-endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index c2687319717..2c4b55ff964 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -9,6 +9,7 @@
#include "GL/glew.h"
+#include "RAS_MaterialBucket.h"
#include "RAS_TexVert.h"
#include "MT_assert.h"
@@ -125,20 +126,20 @@ void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
}
}
-RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot)
+RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
{
/*
Keep a copy of constant lists submitted for rendering,
this guards against (replicated)new...delete every frame,
and we can reuse lists!
- :: sorted by vertex array
+ :: sorted by mesh slot
*/
- RAS_ListSlot* localSlot = (RAS_ListSlot*)*slot;
+ RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList;
if(!localSlot) {
- RAS_Lists::iterator it = mLists.find(vertexarrays);
+ RAS_Lists::iterator it = mLists.find(&ms);
if(it == mLists.end()) {
localSlot = new RAS_ListSlot(this);
- mLists.insert(std::pair<vecVertexArray, RAS_ListSlot*>(vertexarrays, localSlot));
+ mLists.insert(std::pair<RAS_MeshSlot*, RAS_ListSlot*>(&ms, localSlot));
} else {
localSlot = static_cast<RAS_ListSlot*>(it->second->AddRef());
}
@@ -157,69 +158,45 @@ void RAS_ListRasterizer::ReleaseAlloc()
mLists.clear();
}
-
-void RAS_ListRasterizer::IndexPrimitives(
- const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
- // useObjectColor(are we updating every frame?)
- if(!useObjectColor && slot) {
- localSlot = FindOrAdd(vertexarrays, slot);
+ if(ms.m_bDisplayList) {
+ localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
return;
}
}
- if (mUseVertexArrays) {
- RAS_VAOpenGLRasterizer::IndexPrimitives(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- } else {
- RAS_OpenGLRasterizer::IndexPrimitives(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- }
+ if (mUseVertexArrays)
+ RAS_VAOpenGLRasterizer::IndexPrimitives(ms);
+ else
+ RAS_OpenGLRasterizer::IndexPrimitives(ms);
- if(!useObjectColor && slot) {
+ if(ms.m_bDisplayList) {
localSlot->EndList();
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
}
}
-void RAS_ListRasterizer::IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
- // useObjectColor(are we updating every frame?)
- if(!useObjectColor && slot) {
- localSlot = FindOrAdd(vertexarrays, slot);
+ if(ms.m_bDisplayList) {
+ localSlot = FindOrAdd(ms);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
return;
}
}
@@ -227,23 +204,14 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(
// workaround: note how we do not use vertex arrays for making display
// lists, since glVertexAttribPointerARB doesn't seem to work correct
// in display lists on ATI? either a bug in the driver or in Blender ..
- if (mUseVertexArrays && !localSlot) {
- RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- } else {
- RAS_OpenGLRasterizer::IndexPrimitivesMulti(
- vertexarrays, indexarrays,
- mode, useObjectColor,
- rgbacolor,slot
- );
- }
+ if (mUseVertexArrays && !localSlot)
+ RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(ms);
+ else
+ RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
- if(!useObjectColor && slot) {
+ if(ms.m_bDisplayList) {
localSlot->EndList();
- *slot = localSlot;
+ ms.m_DisplayList = localSlot;
}
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
index b1b19144c12..96d6d2a995d 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
@@ -4,6 +4,7 @@
#include "RAS_MaterialBucket.h"
#include "RAS_VAOpenGLRasterizer.h"
#include <vector>
+#include <map>
class RAS_ListRasterizer;
class RAS_ListSlot : public KX_ListSlot
@@ -34,14 +35,14 @@ enum RAS_ListSlotFlags {
LIST_REGEN =64
};
-typedef std::map<const vecVertexArray, RAS_ListSlot*> RAS_Lists;
+typedef std::map<class RAS_MeshSlot*, RAS_ListSlot*> RAS_Lists;
class RAS_ListRasterizer : public RAS_VAOpenGLRasterizer
{
bool mUseVertexArrays;
RAS_Lists mLists;
- RAS_ListSlot* FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot);
+ RAS_ListSlot* FindOrAdd(class RAS_MeshSlot& ms);
void ReleaseAlloc();
public:
@@ -49,23 +50,8 @@ public:
RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays=false, bool lock=false);
virtual ~RAS_ListRasterizer();
- virtual void IndexPrimitives(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- );
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- );
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
virtual bool Init();
virtual void Exit();
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 1dcc6e70934..62ee2edb731 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -38,6 +38,9 @@
#include "MT_CmMatrix4x4.h"
#include "RAS_IRenderTools.h" // rendering text
+#include "GPU_draw.h"
+#include "GPU_material.h"
+
/**
* 32x32 bit masks for vinterlace stereo mode
*/
@@ -67,10 +70,12 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_motionblurvalue(-1.0),
m_texco_num(0),
m_attrib_num(0),
- m_last_blendmode(0),
+ m_last_blendmode(GPU_BLEND_SOLID),
+ m_last_frontface(true),
m_materialCachingInfo(0)
{
- m_viewmatrix.Identity();
+ m_viewmatrix.setIdentity();
+ m_viewinvmatrix.setIdentity();
for (int i = 0; i < 32; i++)
{
@@ -87,81 +92,9 @@ RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer()
{
}
-
-
-static void Myinit_gl_stuff(void)
-{
- float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
- float mat_shininess[] = { 35.0 };
-/* float one= 1.0; */
- int a, x, y;
- GLubyte pat[32*32];
- const GLubyte *patc= pat;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-
-
-#if defined(__FreeBSD) || defined(__linux__)
- glDisable(GL_DITHER); /* op sgi/sun hardware && 12 bits */
-#endif
-
- /* no local viewer, looks ugly in ortho mode */
- /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
-
- glDepthFunc(GL_LEQUAL);
- /* scaling matrices */
- glEnable(GL_NORMALIZE);
-
- glShadeModel(GL_FLAT);
-
- glDisable(GL_ALPHA_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_FOG);
- glDisable(GL_LIGHTING);
- glDisable(GL_LOGIC_OP);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_TEXTURE_1D);
- glDisable(GL_TEXTURE_2D);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi(GL_RED_SCALE, 1);
- glPixelTransferi(GL_RED_BIAS, 0);
- glPixelTransferi(GL_GREEN_SCALE, 1);
- glPixelTransferi(GL_GREEN_BIAS, 0);
- glPixelTransferi(GL_BLUE_SCALE, 1);
- glPixelTransferi(GL_BLUE_BIAS, 0);
- glPixelTransferi(GL_ALPHA_SCALE, 1);
- glPixelTransferi(GL_ALPHA_BIAS, 0);
-
- a = 0;
- for(x=0; x<32; x++)
- {
- for(y=0; y<4; y++)
- {
- if( (x) & 1) pat[a++]= 0x88;
- else pat[a++]= 0x22;
- }
- }
-
- glPolygonStipple(patc);
-
- glFrontFace(GL_CCW);
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
-}
-
-
-
bool RAS_OpenGLRasterizer::Init()
{
-
- Myinit_gl_stuff();
+ GPU_state_init();
m_redback = 0.4375;
m_greenback = 0.4375;
@@ -172,7 +105,8 @@ bool RAS_OpenGLRasterizer::Init()
m_ambg = 0.0f;
m_ambb = 0.0f;
- SetBlendingMode(0);
+ SetBlendingMode(GPU_BLEND_SOLID);
+ SetFrontFace(true);
glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@@ -344,7 +278,8 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glEnable (GL_CULL_FACE);
}
- SetBlendingMode(0);
+ SetBlendingMode(GPU_BLEND_SOLID);
+ SetFrontFace(true);
glShadeModel(GL_SMOOTH);
@@ -359,28 +294,16 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
- switch (m_drawingmode)
- {
- case KX_WIREFRAME:
- {
- glDisable (GL_CULL_FACE);
- break;
- }
- default:
- {
- }
- }
+ if(m_drawingmode == KX_WIREFRAME)
+ glDisable(GL_CULL_FACE);
}
-
-
int RAS_OpenGLRasterizer::GetDrawingMode()
{
return m_drawingmode;
}
-
void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask)
{
glDepthMask(depthmask == KX_DEPTHMASK_DISABLED ? GL_FALSE : GL_TRUE);
@@ -573,294 +496,84 @@ void RAS_OpenGLRasterizer::SwapBuffers()
-void RAS_OpenGLRasterizer::GetViewMatrix(MT_Matrix4x4 &mat) const
+const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewMatrix() const
{
- float viewmat[16];
- glGetFloatv(GL_MODELVIEW_MATRIX, viewmat);
- mat.setValue(viewmat);
+ return m_viewmatrix;
}
-
-
-void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- )
-{
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
-
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
- {
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
- }
- break;
- case KX_MODE_QUADS:
- {
- glBegin(GL_QUADS);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
- // This looks curiously endian unsafe to me.
- // However it depends on the way the colors are packed into
- // the m_rgba field of RAS_TexVert
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- case KX_MODE_TRIANGLES:
- {
- glBegin(GL_TRIANGLES);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- default:
- {
- }
-
- } // switch
- } // for each vertexarray
-
+const MT_Matrix4x4& RAS_OpenGLRasterizer::GetViewInvMatrix() const
+{
+ return m_viewinvmatrix;
}
-void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
+void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor
- )
+ class RAS_IRenderTools* rendertools)
{
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- if (useObjectColor)
- {
+ bool obcolor = ms.m_bObjectColor;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ // handle object color
+ if (obcolor) {
glDisableClientState(GL_COLOR_ARRAY);
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
}
else
- {
glEnableClientState(GL_COLOR_ARRAY);
- }
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
+
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ RAS_TexVert *vertex;
+ size_t i, j, numvert;
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
- {
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
- }
- break;
- case KX_MODE_QUADS:
+ numvert = it.array->m_type;
+
+ if(it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing, no text
+ glBegin(GL_LINES);
+
+ for(i=0; i<it.totindex; i+=2)
{
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=4)
- {
- float v1[3],v2[3],v3[3],v4[3];
-
- v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v4[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v4[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v4[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
-
- vindex++;
-
- rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,v4);
- ClearCachingInfo();
- }
- break;
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
}
- case KX_MODE_TRIANGLES:
+
+ glEnd();
+ }
+ else {
+ // triangle and quad text drawing
+ for(i=0; i<it.totindex; i+=numvert)
{
- glBegin(GL_TRIANGLES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=3)
- {
- float v1[3],v2[3],v3[3];
-
- v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
- v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
- v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
- vindex++;
-
- rendertools->RenderText(polymat->GetDrawingMode(),polymat,v1,v2,v3,NULL);
- ClearCachingInfo();
+ float v[4][3];
+ int glattrib, unit;
+
+ for(j=0; j<numvert; j++) {
+ vertex = &it.vertex[it.index[i+j]];
+
+ v[j][0] = vertex->getXYZ()[0];
+ v[j][1] = vertex->getXYZ()[1];
+ v[j][2] = vertex->getXYZ()[2];
}
- glEnd();
- break;
- }
- default:
- {
+
+ // find the right opengl attribute
+ glattrib = -1;
+ if(GLEW_ARB_vertex_program)
+ for(unit=0; unit<m_attrib_num; unit++)
+ if(m_attrib[unit] == RAS_TEXCO_UV1)
+ glattrib = unit;
+
+ rendertools->RenderText(polymat->GetDrawingMode(), polymat,
+ v[0], v[1], v[2], (numvert == 4)? v[3]: NULL, glattrib);
+
+ ClearCachingInfo();
}
- } //switch
- } //for each vertexarray
+ }
+ }
+
+ glDisableClientState(GL_COLOR_ARRAY);
}
void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
@@ -897,14 +610,14 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
if(GLEW_ARB_multitexture) {
for(unit=0; unit<m_texco_num; unit++) {
- if(tv.getFlag() & TV_2NDUV && (int)tv.getUnit() == unit) {
+ if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
continue;
}
switch(m_texco[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getLocalXYZ());
+ glMultiTexCoord3fvARB(GL_TEXTURE0_ARB+unit, tv.getXYZ());
break;
case RAS_TEXCO_UV1:
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV1());
@@ -929,7 +642,7 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glVertexAttrib3fvARB(unit, tv.getLocalXYZ());
+ glVertexAttrib3fvARB(unit, tv.getXYZ());
break;
case RAS_TEXCO_UV1:
glVertexAttrib2fvARB(unit, tv.getUV1());
@@ -953,211 +666,80 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
}
}
-void RAS_OpenGLRasterizer::Tangent( const RAS_TexVert& v1,
- const RAS_TexVert& v2,
- const RAS_TexVert& v3,
- const MT_Vector3 &no)
+
+void RAS_OpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
- // TODO: set for deformer...
- MT_Vector3 x1(v1.getLocalXYZ()), x2(v2.getLocalXYZ()), x3(v3.getLocalXYZ());
- MT_Vector2 uv1(v1.getUV1()), uv2(v2.getUV1()), uv3(v3.getUV1());
- MT_Vector3 dx1(x2 - x1), dx2(x3 - x1);
- MT_Vector2 duv1(uv2 - uv1), duv2(uv3 - uv1);
-
- MT_Scalar r = 1.0 / (duv1.x() * duv2.y() - duv2.x() * duv1.y());
- duv1 *= r;
- duv2 *= r;
- MT_Vector3 sdir(duv2.y() * dx1 - duv1.y() * dx2);
- MT_Vector3 tdir(duv1.x() * dx2 - duv2.x() * dx1);
-
- // Gram-Schmidt orthogonalize
- MT_Vector3 t(sdir - no.cross(no.cross(sdir)));
- if (!MT_fuzzyZero(t)) t /= t.length();
-
- float tangent[4];
- t.getValue(tangent);
- // Calculate handedness
- tangent[3] = no.dot(sdir.cross(tdir)) < 0.0 ? -1.0 : 1.0;
+ IndexPrimitivesInternal(ms, false);
}
+void RAS_OpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
+{
+ IndexPrimitivesInternal(ms, true);
+}
-void RAS_OpenGLRasterizer::IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- )
+void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
{
+ bool obcolor = ms.m_bObjectColor;
+ bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ MT_Vector4& rgba = ms.m_RGBAcolor;
+ RAS_MeshSlot::iterator it;
+
+ // iterate over display arrays, each containing an index + vertex array
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ RAS_TexVert *vertex;
+ size_t i, j, numvert;
+
+ numvert = it.array->m_type;
- const RAS_TexVert* vertexarray;
- unsigned int numindices,vt;
-
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
- break;
+ if(it.array->m_type == RAS_DisplayArray::LINE) {
+ // line drawing
+ glBegin(GL_LINES);
- int vindex=0;
- switch (mode)
- {
- case KX_MODE_LINES:
+ for(i=0; i<it.totindex; i+=2)
{
- glBegin(GL_LINES);
- vindex=0;
- for (unsigned int i=0;i<numindices;i+=2)
- {
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- glVertex3fv(vertexarray[(indexarray[vindex++])].getLocalXYZ());
- }
- glEnd();
+ vertex = &it.vertex[it.index[i]];
+ glVertex3fv(vertex->getXYZ());
+
+ vertex = &it.vertex[it.index[i+1]];
+ glVertex3fv(vertex->getXYZ());
}
- break;
- case KX_MODE_QUADS:
- {
+
+ glEnd();
+ }
+ else {
+ // triangle and quad drawing
+ if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ glBegin(GL_TRIANGLES);
+ else
glBegin(GL_QUADS);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=4)
- {
- // This looks curiously endian unsafe to me.
- // However it depends on the way the colors are packed into
- // the m_rgba field of RAS_TexVert
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
-
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- glEnd();
- break;
- }
- case KX_MODE_TRIANGLES:
+
+ for(i=0; i<it.totindex; i+=numvert)
{
- glBegin(GL_TRIANGLES);
- vindex=0;
- if (useObjectColor)
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
-
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
- }
- }
- else
- {
- for (unsigned int i=0;i<numindices;i+=3)
- {
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
-
- //
- glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
- TexCoord(vertexarray[(indexarray[vindex])]);
- glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
- vindex++;
+ if(obcolor)
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+
+ for(j=0; j<numvert; j++) {
+ vertex = &it.vertex[it.index[i+j]];
+
+ if(!wireframe) {
+ if(!obcolor)
+ glColor4ubv((const GLubyte *)(vertex->getRGBA()));
+
+ glNormal3fv(vertex->getNormal());
+
+ if(multi)
+ TexCoord(*vertex);
+ else
+ glTexCoord2fv(vertex->getUV1());
}
+
+ glVertex3fv(vertex->getXYZ());
}
- glEnd();
- break;
- }
- default:
- {
}
- } // switch
- } // for each vertexarray
+
+ glEnd();
+ }
+ }
}
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
@@ -1232,7 +814,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
const MT_Point3 &, const MT_Quaternion &camOrientQuat)
{
- MT_Matrix4x4 viewMat = mat;
+ m_viewmatrix = mat;
// correction for stereo
if(m_stereomode != RAS_STEREO_NOSTEREO)
@@ -1259,7 +841,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
MT_Transform transform;
transform.setIdentity();
transform.translate(-(eyeline * m_eyeseparation / 2.0));
- viewMat *= transform;
+ m_viewmatrix *= transform;
}
break;
case RAS_STEREO_RIGHTEYE:
@@ -1268,20 +850,21 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
MT_Transform transform;
transform.setIdentity();
transform.translate(eyeline * m_eyeseparation / 2.0);
- viewMat *= transform;
+ m_viewmatrix *= transform;
}
break;
}
}
- // convert row major matrix 'viewMat' to column major for OpenGL
- MT_Scalar cammat[16];
- viewMat.getValue(cammat);
- MT_CmMatrix4x4 viewCmmat = cammat;
+ m_viewinvmatrix = m_viewmatrix;
+ m_viewinvmatrix.invert();
+
+ // note: getValue gives back column major as needed by OpenGL
+ MT_Scalar glviewmat[16];
+ m_viewmatrix.getValue(glviewmat);
glMatrixMode(GL_MODELVIEW);
- m_viewmatrix = viewCmmat;
- glLoadMatrixd(&m_viewmatrix(0,0));
+ glLoadMatrixd(glviewmat);
m_campos = campos;
}
@@ -1292,20 +875,6 @@ const MT_Point3& RAS_OpenGLRasterizer::GetCameraPosition()
}
-
-void RAS_OpenGLRasterizer::LoadViewMatrix()
-{
- glLoadMatrixd(&m_viewmatrix(0,0));
-}
-
-
-
-void RAS_OpenGLRasterizer::EnableTextures(bool enable)
-{
-}
-
-
-
void RAS_OpenGLRasterizer::SetCullFace(bool enable)
{
if (enable)
@@ -1388,23 +957,23 @@ void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
if(blendmode == m_last_blendmode)
return;
- if(blendmode == 0) {
+ if(blendmode == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- else if(blendmode == 1) {
+ else if(blendmode == GPU_BLEND_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
- else if(blendmode == 2) {
+ else if(blendmode == GPU_BLEND_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
- else if(blendmode == 4) {
+ else if(blendmode == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
@@ -1413,3 +982,16 @@ void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
m_last_blendmode = blendmode;
}
+void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
+{
+ if(m_last_frontface == ccw)
+ return;
+
+ if(ccw)
+ glFrontFace(GL_CCW);
+ else
+ glFrontFace(GL_CW);
+
+ m_last_frontface = ccw;
+}
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 02056cce446..368bd4312ac 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -41,7 +41,7 @@ using namespace std;
#include "RAS_MaterialBucket.h"
#include "RAS_ICanvas.h"
-#define RAS_MAX_TEXCO 3 // match in BL_Material
+#define RAS_MAX_TEXCO 8 // match in BL_Material
#define RAS_MAX_ATTRIB 16 // match in BL_BlenderShader
struct OglDebugLine
@@ -77,7 +77,8 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
float m_ambb;
double m_time;
- MT_CmMatrix4x4 m_viewmatrix;
+ MT_Matrix4x4 m_viewmatrix;
+ MT_Matrix4x4 m_viewinvmatrix;
MT_Point3 m_campos;
StereoMode m_stereomode;
@@ -100,6 +101,7 @@ protected:
int m_texco_num;
int m_attrib_num;
int m_last_blendmode;
+ bool m_last_frontface;
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
@@ -144,33 +146,15 @@ public:
virtual float GetFocalLength();
virtual void SwapBuffers();
- virtual void IndexPrimitives(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot
- );
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
virtual void IndexPrimitives_3DText(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
+ class RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
- class RAS_IRenderTools* rendertools,
- bool useObjectColor,
- const MT_Vector4& rgbacolor
- );
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot);
+ class RAS_IRenderTools* rendertools);
+ void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
@@ -182,7 +166,6 @@ public:
);
virtual const MT_Point3& GetCameraPosition();
- virtual void LoadViewMatrix();
virtual void SetFog(
float start,
@@ -214,7 +197,6 @@ public:
virtual void SetDrawingMode(int drawingmode);
virtual int GetDrawingMode();
- virtual void EnableTextures(bool enable);
virtual void SetCullFace(bool enable);
virtual void SetLines(bool enable);
@@ -270,13 +252,10 @@ public:
virtual void SetTexCoord(TexCoGen coords, int unit);
virtual void SetAttrib(TexCoGen coords, int unit);
- void TexCoord(const RAS_TexVert &tv);
- virtual void GetViewMatrix(MT_Matrix4x4 &mat) const;
+ void TexCoord(const RAS_TexVert &tv);
- void Tangent(const RAS_TexVert& v1,
- const RAS_TexVert& v2,
- const RAS_TexVert& v3,
- const MT_Vector3 &no);
+ const MT_Matrix4x4& GetViewMatrix() const;
+ const MT_Matrix4x4& GetViewInvMatrix() const;
virtual void EnableMotionBlur(float motionblurvalue);
virtual void DisableMotionBlur();
@@ -293,6 +272,7 @@ public:
};
virtual void SetBlendingMode(int blendmode);
+ virtual void SetFrontFace(bool ccw);
};
#endif //__RAS_OPENGLRASTERIZER
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index c78a97ad7be..2cb3b52adfb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -33,6 +33,7 @@
#include <stdlib.h>
#include "GL/glew.h"
+#include "GPU_extensions.h"
#include "STR_String.h"
#include "RAS_TexVert.h"
@@ -77,16 +78,16 @@ void RAS_VAOpenGLRasterizer::SetDrawingMode(int drawingmode)
{
case KX_BOUNDINGBOX:
case KX_WIREFRAME:
- glDisableClientState(GL_COLOR_ARRAY);
- glDisable(GL_CULL_FACE);
+ //glDisableClientState(GL_COLOR_ARRAY);
+ //glDisable(GL_CULL_FACE);
break;
case KX_SOLID:
- glDisableClientState(GL_COLOR_ARRAY);
+ //glDisableClientState(GL_COLOR_ARRAY);
break;
case KX_TEXTURED:
case KX_SHADED:
case KX_SHADOW:
- glEnableClientState(GL_COLOR_ARRAY);
+ //glEnableClientState(GL_COLOR_ARRAY);
default:
break;
}
@@ -98,141 +99,121 @@ void RAS_VAOpenGLRasterizer::Exit()
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
- EnableTextures(false);
RAS_OpenGLRasterizer::Exit();
}
-void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
- static const GLsizei vtxstride = sizeof(RAS_TexVert);
+ static const GLsizei stride = sizeof(RAS_TexVert);
+ bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ RAS_MeshSlot::iterator it;
GLenum drawmode;
- if(mode == KX_MODE_TRIANGLES)
- drawmode = GL_TRIANGLES;
- else if(mode == KX_MODE_QUADS)
- drawmode = GL_QUADS;
- else
- drawmode = GL_LINES;
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- if (drawmode != GL_LINES)
- {
- if (useObjectColor)
- {
- glDisableClientState(GL_COLOR_ARRAY);
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- } else
- {
- glColor4d(0,0,0,1.0);
- glEnableClientState(GL_COLOR_ARRAY);
- }
- }
- else
- {
- glColor3d(0,0,0);
- }
-
- EnableTextures(false);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if(!wireframe)
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// use glDrawElements to draw each vertexarray
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ if(it.totindex == 0)
continue;
-
- glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
- glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
- glTexCoordPointer(2,GL_FLOAT,vtxstride,vertexarray->getUV1());
- if(glIsEnabled(GL_COLOR_ARRAY))
- glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
- //if(m_Lock)
- // local->Begin(vertexarrays[vt]->size());
+ // drawing mode
+ if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ drawmode = GL_TRIANGLES;
+ else if(it.array->m_type == RAS_DisplayArray::QUAD)
+ drawmode = GL_QUADS;
+ else
+ drawmode = GL_LINES;
+
+ // colors
+ if (drawmode != GL_LINES && !wireframe) {
+ if (ms.m_bObjectColor) {
+ const MT_Vector4& rgba = ms.m_RGBAcolor;
- // here the actual drawing takes places
- glDrawElements(drawmode,numindices,GL_UNSIGNED_SHORT,&(indexarray[0]));
+ glDisableClientState(GL_COLOR_ARRAY);
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ }
+ else {
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+ glEnableClientState(GL_COLOR_ARRAY);
+ }
+ }
+ else
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+
+ glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
+ glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
+ if(!wireframe) {
+ glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV1());
+ if(glIsEnabled(GL_COLOR_ARRAY))
+ glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
+ }
- //if(m_Lock)
- // local->End();
+ // here the actual drawing takes places
+ glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
}
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ if(!wireframe) {
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ }
}
-void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot)
+void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
- static const GLsizei vtxstride = sizeof(RAS_TexVert);
-
+ static const GLsizei stride = sizeof(RAS_TexVert);
+ bool wireframe = m_drawingmode <= KX_WIREFRAME;
+ RAS_MeshSlot::iterator it;
GLenum drawmode;
- if(mode == KX_MODE_TRIANGLES)
- drawmode = GL_TRIANGLES;
- else if(mode == KX_MODE_QUADS)
- drawmode = GL_QUADS;
- else
- drawmode = GL_LINES;
- const RAS_TexVert* vertexarray;
- unsigned int numindices, vt;
-
- if (drawmode != GL_LINES)
- {
- if (useObjectColor)
- {
- glDisableClientState(GL_COLOR_ARRAY);
- glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- }
- else
- {
- glColor4d(0,0,0,1.0);
- glEnableClientState(GL_COLOR_ARRAY);
- }
- }
- else
- {
- glColor3d(0,0,0);
- }
+ if(!wireframe)
+ EnableTextures(true);
// use glDrawElements to draw each vertexarray
- for (vt=0;vt<vertexarrays.size();vt++)
- {
- vertexarray = &((*vertexarrays[vt]) [0]);
- const KX_IndexArray & indexarray = (*indexarrays[vt]);
- numindices = indexarray.size();
-
- if (!numindices)
+ for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ if(it.totindex == 0)
continue;
- glVertexPointer(3,GL_FLOAT,vtxstride,vertexarray->getLocalXYZ());
- glNormalPointer(GL_FLOAT,vtxstride,vertexarray->getNormal());
- TexCoordPtr(vertexarray);
- if(glIsEnabled(GL_COLOR_ARRAY))
- glColorPointer(4,GL_UNSIGNED_BYTE,vtxstride,vertexarray->getRGBA());
+ // drawing mode
+ if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ drawmode = GL_TRIANGLES;
+ else if(it.array->m_type == RAS_DisplayArray::QUAD)
+ drawmode = GL_QUADS;
+ else
+ drawmode = GL_LINES;
+
+ // colors
+ if (drawmode != GL_LINES && !wireframe) {
+ if (ms.m_bObjectColor) {
+ const MT_Vector4& rgba = ms.m_RGBAcolor;
- //if(m_Lock)
- // local->Begin(vertexarrays[vt]->size());
+ glDisableClientState(GL_COLOR_ARRAY);
+ glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+ }
+ else {
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+ glEnableClientState(GL_COLOR_ARRAY);
+ }
+ }
+ else
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+
+ glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
+ glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
+ if(!wireframe) {
+ TexCoordPtr(it.vertex);
+ if(glIsEnabled(GL_COLOR_ARRAY))
+ glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
+ }
// here the actual drawing takes places
- glDrawElements(drawmode,numindices,GL_UNSIGNED_SHORT,&(indexarray[0]));
-
- //if(m_Lock)
- // local->End();
+ glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
+ }
+
+ if(!wireframe) {
+ glDisableClientState(GL_COLOR_ARRAY);
+ EnableTextures(false);
}
}
@@ -248,7 +229,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
for(unit=0; unit<m_texco_num; unit++)
{
glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
- if(tv->getFlag() & TV_2NDUV && (int)tv->getUnit() == unit) {
+ if(tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2());
continue;
@@ -257,7 +238,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
{
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getLocalXYZ());
+ glTexCoordPointer(3, GL_FLOAT, sizeof(RAS_TexVert),tv->getXYZ());
break;
case RAS_TEXCO_UV1:
glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert),tv->getUV1());
@@ -284,7 +265,7 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getLocalXYZ());
+ glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getXYZ());
break;
case RAS_TEXCO_UV1:
glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV1());
@@ -313,11 +294,6 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
TexCoGen *texco, *attrib;
int unit, texco_num, attrib_num;
- /* disable previously enabled texture coordinates and attributes. ideally
- * this shouldn't be necessary .. */
- if(enable)
- EnableTextures(false);
-
/* we cache last texcoords and attribs to ensure we disable the ones that
* were actually last set */
if(enable) {
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h
index e4cc4ace0e8..766bbfbed0e 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.h
@@ -50,22 +50,10 @@ public:
virtual void SetDrawingMode(int drawingmode);
- virtual void IndexPrimitives( const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot);
-
- virtual void IndexPrimitivesMulti(
- const vecVertexArray& vertexarrays,
- const vecIndexArrays & indexarrays,
- DrawMode mode,
- bool useObjectColor,
- const MT_Vector4& rgbacolor,
- class KX_ListSlot** slot);
-
+ virtual void IndexPrimitives(class RAS_MeshSlot& ms);
+ virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms);
+private:
virtual void EnableTextures(bool enable);
//virtual bool QueryArrays(){return true;}
//virtual bool QueryLists(){return m_Lock;}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
index 0cf9c326370..8d46528f7f0 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
@@ -1,12 +1,9 @@
#!/usr/bin/python
Import ('env')
-if env['WITH_BF_GLEXT'] == 1:
- env['CPPFLAGS'].append('-DWITH_GLEXT')
-
sources = env.Glob('*.cpp')
incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer #source/gameengine/BlenderRoutines '
-incs += ' #extern/glew/include ' + env['BF_OPENGL_INC']
+incs += ' #source/blender/gpu #extern/glew/include ' + env['BF_OPENGL_INC']
env.BlenderLib ( 'bf_oglrasterizer', Split(sources), Split(incs), [], libtype=['game','player'], priority=[40, 120] )
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp
index b74cb9cfcac..50331d7a664 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.cpp
+++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp
@@ -26,99 +26,82 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#ifdef WIN32
-
#pragma warning (disable:4786)
#endif
#include "RAS_Polygon.h"
-RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket,
- bool visible,
- int numverts,
- int vtxarrayindex)
- :m_bucket(bucket),
- m_vertexindexbase(numverts),
- m_numverts(numverts),
- m_edgecode(65535)
+RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray *darray, int numvert)
{
- m_vertexindexbase.m_vtxarray = vtxarrayindex ;//m_bucket->FindVertexArray(numverts);
- m_polyFlags.Visible = visible;
-}
-
+ m_bucket = bucket;
+ m_darray = darray;
+ m_offset[0]= m_offset[1]= m_offset[2]= m_offset[3]= 0;
+ m_numvert = numvert;
+ m_edgecode = 255;
+ m_polyflags = 0;
+}
int RAS_Polygon::VertexCount()
{
- return m_numverts;
+ return m_numvert;
}
-
-
-void RAS_Polygon::SetVertex(int i,
- unsigned int vertexindex ) //const MT_Point3& xyz,const MT_Point2& uv,const unsigned int rgbacolor,const MT_Vector3& normal)
+void RAS_Polygon::SetVertexOffset(int i, unsigned short offset)
{
- m_vertexindexbase.SetIndex(i,vertexindex); //m_bucket->FindOrAddVertex(m_vertexindexbase.m_vtxarray,
- //xyz,uv,rgbacolor,normal));
+ m_offset[i] = offset;
}
-
-
-const KX_VertexIndex& RAS_Polygon::GetIndexBase()
+RAS_TexVert *RAS_Polygon::GetVertex(int i)
{
- return m_vertexindexbase;
+ return &m_darray->m_vertex[m_offset[i]];
}
-
-
-void RAS_Polygon::SetVisibleWireframeEdges(int edgecode)
+int RAS_Polygon::GetVertexOffset(int i)
{
- m_edgecode = edgecode;
+ return m_offset[i];
}
-
-
-// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
int RAS_Polygon::GetEdgeCode()
{
return m_edgecode;
}
+void RAS_Polygon::SetEdgeCode(int edgecode)
+{
+ m_edgecode = edgecode;
+}
bool RAS_Polygon::IsVisible()
{
- return m_polyFlags.Visible;
+ return (m_polyflags & VISIBLE) != 0;
}
-
+void RAS_Polygon::SetVisible(bool visible)
+{
+ if(visible) m_polyflags |= VISIBLE;
+ else m_polyflags &= ~VISIBLE;
+}
bool RAS_Polygon::IsCollider()
{
- return m_polyFlags.Collider;
+ return (m_polyflags & COLLIDER) != 0;
}
-
-
-void RAS_Polygon::SetCollider(bool col)
+void RAS_Polygon::SetCollider(bool visible)
{
- m_polyFlags.Collider = col;
+ if(visible) m_polyflags |= COLLIDER;
+ else m_polyflags &= ~COLLIDER;
}
-
-
-KX_VertexIndex& RAS_Polygon::GetVertexIndexBase()
+RAS_MaterialBucket* RAS_Polygon::GetMaterial()
{
- return m_vertexindexbase;
+ return m_bucket;
}
-
-
-RAS_MaterialBucket* RAS_Polygon::GetMaterial()
+RAS_DisplayArray* RAS_Polygon::GetDisplayArray()
{
- return m_bucket;
+ return m_darray;
}
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.h b/source/gameengine/Rasterizer/RAS_Polygon.h
index 7ce7926a816..18526ba45f7 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.h
+++ b/source/gameengine/Rasterizer/RAS_Polygon.h
@@ -35,55 +35,47 @@
#include <vector>
using namespace std;
-
-//
-// Bitfield that stores the flags for each CValue derived class
-//
-struct PolygonFlags {
- PolygonFlags() :
- Visible(true),
- Collider(true)
- {
- }
- unsigned char Visible : 1;
- unsigned char Collider : 1;
- //int Visible : 1;
- //int Collider : 1;
-};
+/* polygon flags */
class RAS_Polygon
{
+ /* location */
RAS_MaterialBucket* m_bucket;
- KX_VertexIndex m_vertexindexbase;
- int m_numverts;
- int m_edgecode;
- PolygonFlags m_polyFlags;
-
+ RAS_DisplayArray* m_darray;
+ unsigned short m_offset[4];
+ unsigned short m_numvert;
+
+ /* flags */
+ unsigned char m_edgecode;
+ unsigned char m_polyflags;
public:
- RAS_Polygon(RAS_MaterialBucket* bucket,
- bool visible,
- int numverts,
- int vtxarrayindex) ;
+ enum {
+ VISIBLE = 1,
+ COLLIDER = 2
+ };
+
+ RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray* darray, int numvert);
virtual ~RAS_Polygon() {};
-// RAS_TexVert* GetVertex(int index);
int VertexCount();
- void SetVertex(int i, unsigned int vertexindex); //const MT_Point3& xyz,const MT_Point2& uv,const unsigned int rgbacolor,const MT_Vector3& normal)
-
- const KX_VertexIndex& GetIndexBase();
+ RAS_TexVert* GetVertex(int i);
- void SetVisibleWireframeEdges(int edgecode);
+ void SetVertexOffset(int i, unsigned short offset);
+ int GetVertexOffset(int i);
+
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
int GetEdgeCode();
+ void SetEdgeCode(int edgecode);
bool IsVisible();
+ void SetVisible(bool visible);
+
bool IsCollider();
- void SetCollider(bool col);
+ void SetCollider(bool collider);
- KX_VertexIndex& GetVertexIndexBase();
RAS_MaterialBucket* GetMaterial();
-
+ RAS_DisplayArray* GetDisplayArray();
};
#endif
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp
index 935633dc636..d6f1fe912be 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.cpp
+++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp
@@ -27,12 +27,7 @@
*/
#include "RAS_TexVert.h"
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#define SHORT(x) short(x*32767.0)
+#include "MT_Matrix4x4.h"
RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
const MT_Point2& uv,
@@ -40,7 +35,7 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
- const short flag,
+ const bool flat,
const unsigned int origindex)
{
xyz.getValue(m_localxyz);
@@ -49,7 +44,7 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
SetRGBA(rgba);
SetNormal(normal);
tangent.getValue(m_tangent);
- m_flag = flag;
+ m_flag = (flat)? FLAT: 0;
m_origindex = origindex;
m_unit = 2;
}
@@ -101,7 +96,7 @@ void RAS_TexVert::SetFlag(const short flag)
void RAS_TexVert::SetUnit(const unsigned int u)
{
- m_unit = u<=TV_MAX?u:TV_MAX;
+ m_unit = u<=MAX_UNIT?u:MAX_UNIT;
}
void RAS_TexVert::SetNormal(const MT_Vector3& normal)
@@ -109,12 +104,18 @@ void RAS_TexVert::SetNormal(const MT_Vector3& normal)
normal.getValue(m_normal);
}
+void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
+{
+ tangent.getValue(m_tangent);
+}
+
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
{
return (m_flag == other->m_flag &&
m_rgba == other->m_rgba &&
MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
+ MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&
MT_fuzzyEqual(MT_Vector2(m_uv1), MT_Vector2(other->m_uv1)) &&
MT_fuzzyEqual(MT_Vector2(m_uv2), MT_Vector2(other->m_uv2)) && // p --
MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))) ;
@@ -131,11 +132,10 @@ unsigned int RAS_TexVert::getUnit() const
return m_unit;
}
-
-void RAS_TexVert::getOffsets(void* &xyz, void* &uv1, void* &rgba, void* &normal) const
+void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
{
- xyz = (void *) m_localxyz;
- uv1 = (void *) m_uv1;
- rgba = (void *) &m_rgba;
- normal = (void *) m_normal;
+ SetXYZ((mat*MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
+ SetNormal((nmat*MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
+ SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
}
+
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h
index bf092b4b230..4ec4db19e53 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.h
+++ b/source/gameengine/Rasterizer/RAS_TexVert.h
@@ -37,11 +37,6 @@
static MT_Point3 g_pt3;
static MT_Point2 g_pt2;
-#define TV_CALCFACENORMAL 0x0001
-#define TV_2NDUV 0x0002
-
-#define TV_MAX 3//match Def in BL_Material.h
-
class RAS_TexVert
{
@@ -59,6 +54,12 @@ class RAS_TexVert
// 32 bytes total size, fits nice = 56 = not fit nice.
// We'll go for 64 bytes total size - 24 bytes left.
public:
+ enum {
+ FLAT = 1,
+ SECOND_UV = 2,
+ MAX_UNIT = 8
+ };
+
short getFlag() const;
unsigned int getUnit() const;
@@ -70,7 +71,7 @@ public:
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
- const short flag,
+ const bool flat,
const unsigned int origindex);
~RAS_TexVert() {};
@@ -82,7 +83,7 @@ public:
return m_uv2;
};
- const float* getLocalXYZ() const {
+ const float* getXYZ() const {
return m_localxyz;
};
@@ -108,20 +109,19 @@ public:
void SetRGBA(const unsigned int rgba);
void SetNormal(const MT_Vector3& normal);
+ void SetTangent(const MT_Vector3& tangent);
void SetFlag(const short flag);
void SetUnit(const unsigned u);
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
- // compare two vertices, and return TRUE if both are almost identical (they can be shared)
- bool closeTo(const RAS_TexVert* other);
+ void Transform(const class MT_Matrix4x4& mat,
+ const class MT_Matrix4x4& nmat);
- bool closeTo(const MT_Point3& otherxyz,
- const MT_Point2& otheruv,
- const unsigned int otherrgba,
- short othernormal[3]) const;
- void getOffsets(void*&xyz, void *&uv1, void *&rgba, void *&normal) const;
+ // compare two vertices, to test if they can be shared, used for
+ // splitting up based on uv's, colors, etc
+ bool closeTo(const RAS_TexVert* other);
};
#endif //__RAS_TEXVERT
diff --git a/source/gameengine/Rasterizer/SConscript b/source/gameengine/Rasterizer/SConscript
index e6bc657ed6d..a024f7e0ee6 100644
--- a/source/gameengine/Rasterizer/SConscript
+++ b/source/gameengine/Rasterizer/SConscript
@@ -3,11 +3,8 @@ Import ('env')
sources = env.Glob('*.cpp')
-if env['WITH_BF_GLEXT'] == 1:
- env['CPPFLAGS'].append('-DWITH_GLEXT')
-
-incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines #extern/glew/include #source/gameengine/Expressions'
+incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines #extern/glew/include #source/gameengine/Expressions #source/blender/blenkernel #source/blender/makesdna'
incs += ' ' + env['BF_PYTHON_INC']
if env['OURPLATFORM']=='win32-vc':
diff --git a/source/kernel/gen_system/GEN_Map.h b/source/kernel/gen_system/GEN_Map.h
index 37c75d8293a..88c79293223 100644
--- a/source/kernel/gen_system/GEN_Map.h
+++ b/source/kernel/gen_system/GEN_Map.h
@@ -50,6 +50,19 @@ public:
m_buckets[i] = 0;
}
}
+
+ GEN_Map(const GEN_Map& map)
+ {
+ m_num_buckets = map.m_num_buckets;
+ m_buckets = new Entry *[m_num_buckets];
+
+ for (int i = 0; i < m_num_buckets; ++i) {
+ m_buckets[i] = 0;
+
+ for(Entry *entry = map.m_buckets[i]; entry; entry=entry->m_next)
+ insert(entry->m_key, entry->m_value);
+ }
+ }
int size() {
int count=0;
diff --git a/source/nan_definitions.mk b/source/nan_definitions.mk
index 6200d430dd4..424a7c558d7 100644
--- a/source/nan_definitions.mk
+++ b/source/nan_definitions.mk
@@ -56,9 +56,6 @@ all debug::
# Object Config_Guess DIRectory
export OCGDIR = $(NAN_OBJDIR)/$(CONFIG_GUESS)
- export WITH_GLEXT?=true
- export WITH_BF_GLEXT?=$(WITH_GLEXT)
-
# Determines what targets are built
export WITH_BF_DYNAMICOPENGL ?= true
export WITH_BF_STATICOPENGL ?= false
diff --git a/tools/btools.py b/tools/btools.py
index a25120f6c4b..3974d582640 100755
--- a/tools/btools.py
+++ b/tools/btools.py
@@ -51,7 +51,6 @@ def validate_arguments(args, bc):
'WITH_BF_STATICOPENGL', 'BF_OPENGL', 'BF_OPENGL_INC', 'BF_OPENGL_LIB', 'BF_OPENGL_LIBPATH', 'BF_OPENGL_LIB_STATIC', 'BF_OPENGL_LINKFLAGS',
'WITH_BF_FTGL', 'BF_FTGL', 'BF_FTGL_INC', 'BF_FTGL_LIB',
'WITH_BF_PLAYER',
- 'WITH_BF_GLEXT',
'WITH_BF_BINRELOC',
'CFLAGS', 'CCFLAGS', 'CPPFLAGS',
'REL_CFLAGS', 'REL_CCFLAGS',
@@ -292,7 +291,6 @@ def read_opts(cfg, args):
('BF_FTGL_INC', 'FTGL include path', ''),
('BF_FTGL_LIB', 'FTGL libraries', ''),
- (BoolOption('WITH_BF_GLEXT', 'Enable GL Extensions', 'true')),
(BoolOption('WITH_BF_PLAYER', 'Build blenderplayer if true', 'false')),
('CFLAGS', 'C-compiler flags', ''),