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Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c655
1 files changed, 315 insertions, 340 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 427e179f29a..f9cf3235ac1 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -38,8 +38,6 @@
#include <string.h>
-#include "GPU_glew.h"
-
#include "BLI_blenlib.h"
#include "BLI_linklist.h"
#include "BLI_math.h"
@@ -81,6 +79,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
@@ -109,23 +108,27 @@ static void gpu_mcol(unsigned int ucol)
}
void GPU_render_text(
- MTexPoly *mtexpoly, int mode,
- const char *textstr, int textlen, unsigned int *col,
+ int mode, const char *textstr, int textlen, unsigned int *col,
const float *v_quad[4], const float *uv_quad[4],
int glattrib)
{
- if ((mode & GEMAT_TEXT) && (textlen > 0) && mtexpoly->tpage) {
+ /* XXX, 2.8 removes texface */
+#if 0
+ Image *ima = mtexpoly->tpage;
+#else
+ Image *ima = NULL;
+#endif
+ if ((mode & GEMAT_TEXT) && (textlen > 0) && ima) {
const float *v1 = v_quad[0];
const float *v2 = v_quad[1];
const float *v3 = v_quad[2];
const float *v4 = v_quad[3];
- Image *ima = (Image *)mtexpoly->tpage;
const size_t textlen_st = textlen;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
-
+
/* multiline */
float line_start = 0.0f, line_height;
-
+
if (v4)
line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
else
@@ -133,50 +136,48 @@ void GPU_render_text(
line_height *= 1.2f; /* could be an option? */
/* end multiline */
-
+
/* color has been set */
- if (mtexpoly->mode & TF_OBCOL)
- col = NULL;
- else if (!col)
+ if (!col)
glColor3f(1.0f, 1.0f, 1.0f);
- glPushMatrix();
-
+ gpuPushMatrix();
+
/* get the tab width */
ImBuf *first_ibuf = BKE_image_get_first_ibuf(ima);
matrixGlyph(first_ibuf, ' ', &centerx, &centery,
- &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
-
+ &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+
float advance_tab = advance * 4; /* tab width could also be an option */
-
-
+
+
for (size_t index = 0; index < textlen_st; ) {
unsigned int character;
float uv[4][2];
/* lets calculate offset stuff */
character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
-
+
if (character == '\n') {
- glTranslatef(line_start, -line_height, 0.0f);
+ gpuTranslate2f(line_start, -line_height);
line_start = 0.0f;
continue;
}
else if (character == '\t') {
- glTranslatef(advance_tab, 0.0f, 0.0f);
+ gpuTranslate2f(advance_tab, 0.0f);
line_start -= advance_tab; /* so we can go back to the start of the line */
continue;
-
+
}
else if (character > USHRT_MAX) {
/* not much we can do here bmfonts take ushort */
character = '?';
}
-
+
/* space starts at offset 1 */
/* character = character - ' ' + 1; */
matrixGlyph(first_ibuf, character, & centerx, &centery,
- &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+ &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy;
@@ -184,13 +185,13 @@ void GPU_render_text(
uv[1][1] = (uv_quad[1][1] - centery) * sizey + transy;
uv[2][0] = (uv_quad[2][0] - centerx) * sizex + transx;
uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
-
+
glBegin(GL_POLYGON);
if (glattrib >= 0) glVertexAttrib2fv(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) glVertexAttrib2fv(glattrib, uv[1]);
else glTexCoord2fv(uv[1]);
if (col) gpu_mcol(col[1]);
@@ -212,28 +213,29 @@ void GPU_render_text(
}
glEnd();
- glTranslatef(advance, 0.0f, 0.0f);
+ gpuTranslate2f(advance, 0.0f);
line_start -= advance; /* so we can go back to the start of the line */
}
- glPopMatrix();
+ gpuPopMatrix();
BKE_image_release_ibuf(ima, first_ibuf, NULL);
}
}
/* Checking powers of two for images since OpenGL ES requires it */
-
+#ifdef WITH_DDS
static bool is_power_of_2_resolution(int w, int h)
{
return is_power_of_2_i(w) && is_power_of_2_i(h);
}
+#endif
static bool is_over_resolution_limit(GLenum textarget, int w, int h)
{
int size = (textarget == GL_TEXTURE_2D) ?
GPU_max_texture_size() : GPU_max_cube_map_size();
int reslimit = (U.glreslimit != 0) ?
- min_ii(U.glreslimit, size) : size;
+ min_ii(U.glreslimit, size) : size;
return (w > reslimit || h > reslimit);
}
@@ -269,8 +271,7 @@ static struct GPUTextureState {
int alphablend;
float anisotropic;
int gpu_mipmap;
- MTexPoly *lasttface;
-} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0, NULL};
+} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0};
/* Mipmap settings */
@@ -279,36 +280,13 @@ void GPU_set_gpu_mipmapping(int gpu_mipmap)
int old_value = GTS.gpu_mipmap;
/* only actually enable if it's supported */
- GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object;
+ GTS.gpu_mipmap = gpu_mipmap;
if (old_value != GTS.gpu_mipmap) {
GPU_free_images();
}
}
-static void gpu_generate_mipmap(GLenum target)
-{
- const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY);
- int target_enabled = 0;
-
- /* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled
- * http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */
- if (is_ati) {
- target_enabled = glIsEnabled(target);
- if (!target_enabled)
- glEnable(target);
- }
-
- /* TODO: simplify when we transition to GL >= 3 */
- if (GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object)
- glGenerateMipmap(target);
- else if (GLEW_EXT_framebuffer_object)
- glGenerateMipmapEXT(target);
-
- if (is_ati && !target_enabled)
- glDisable(target);
-}
-
void GPU_set_mipmap(bool mipmap)
{
if (GTS.domipmap != mipmap) {
@@ -415,43 +393,16 @@ static unsigned int *gpu_get_image_bindcode(Image *ima, GLenum textarget)
return bind;
}
-void GPU_clear_tpage(bool force)
-{
- if (GTS.lasttface == NULL && !force)
- return;
-
- GTS.lasttface = NULL;
- GTS.curtile = 0;
- GTS.curima = NULL;
- if (GTS.curtilemode != 0) {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- }
- GTS.curtilemode = 0;
- GTS.curtileXRep = 0;
- GTS.curtileYRep = 0;
- GTS.alphablend = -1;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glDisable(GL_ALPHA_TEST);
-}
-
static void gpu_set_alpha_blend(GPUBlendMode alphablend)
{
if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
- glDisable(GL_ALPHA_TEST);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (alphablend == GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glDisable(GL_ALPHA_TEST);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
@@ -460,59 +411,20 @@ static void gpu_set_alpha_blend(GPUBlendMode alphablend)
/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
-
+
/* if U.glalphaclip == 1.0, some cards go bonkers...
* turn off alpha test in this case */
- /* added after 2.45 to clip alpha */
- if (U.glalphaclip == 1.0f) {
- glDisable(GL_ALPHA_TEST);
- }
- else {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, U.glalphaclip);
- }
}
else if (alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5f);
}
else if (alphablend == GPU_BLEND_ALPHA_TO_COVERAGE) {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, U.glalphaclip);
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
}
-static void gpu_verify_alpha_blend(int alphablend)
-{
- /* verify alpha blending modes */
- if (GTS.alphablend == alphablend)
- return;
-
- gpu_set_alpha_blend(alphablend);
- GTS.alphablend = alphablend;
-}
-
-static void gpu_verify_reflection(Image *ima)
-{
- if (ima && (ima->flag & IMA_REFLECT)) {
- /* enable reflection mapping */
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- }
- else {
- /* disable reflection mapping */
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- }
-}
-
typedef struct VerifyThreadData {
ImBuf *ibuf;
float *srgb_frect;
@@ -534,8 +446,6 @@ static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect,
ibuf->x, height,
ibuf->x, ibuf->x);
IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
- /* Clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images. */
- IMB_buffer_float_clamp(current_srgb_frect, ibuf->x, height);
}
static void verify_thread_do(void *data_v,
@@ -604,19 +514,6 @@ int GPU_verify_image(
return (ima != NULL);
}
- /* if tiling mode or repeat changed, change texture matrix to fit */
- if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep ||
- GTS.curtileYRep != GTS.tileYRep)
- {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
-
- if (ima && (ima->tpageflag & IMA_TILES))
- glScalef(ima->xrep, ima->yrep, 1.0f);
-
- glMatrixMode(GL_MODELVIEW);
- }
-
/* check if we have a valid image */
if (ima == NULL || ima->ok == 0)
return 0;
@@ -652,29 +549,29 @@ int GPU_verify_image(
GPU_free_image(ima);
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
}
-
+
if (GTS.tilemode) {
/* tiled mode */
if (ima->repbind == NULL) gpu_make_repbind(ima);
if (GTS.tile >= ima->totbind) GTS.tile = 0;
-
+
/* this happens when you change repeat buttons */
if (ima->repbind && textarget == GL_TEXTURE_2D) bind = &ima->repbind[GTS.tile];
else bind = gpu_get_image_bindcode(ima, textarget);
-
+
if (*bind == 0) {
short texwindx = ibuf->x / ima->xrep;
short texwindy = ibuf->y / ima->yrep;
-
+
if (GTS.tile >= ima->xrep * ima->yrep)
GTS.tile = ima->xrep * ima->yrep - 1;
-
+
short texwinsy = GTS.tile / ima->xrep;
short texwinsx = GTS.tile - texwinsy * ima->xrep;
-
+
texwinsx *= texwindx;
texwinsy *= texwindy;
-
+
tpx = texwindx;
tpy = texwindy;
@@ -748,7 +645,7 @@ int GPU_verify_image(
memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow));
}
-
+
rect = tilerect;
}
}
@@ -759,13 +656,13 @@ int GPU_verify_image(
else
#endif
GPU_create_gl_tex(bind, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
-
+
/* mark as non-color data texture */
if (*bind) {
if (is_data)
- ima->tpageflag |= IMA_GLBIND_IS_DATA;
+ ima->tpageflag |= IMA_GLBIND_IS_DATA;
else
- ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
+ ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
}
/* clean up */
@@ -858,30 +755,6 @@ void GPU_create_gl_tex(
int tpx = rectw;
int tpy = recth;
- /* scale if not a power of two. this is not strictly necessary for newer
- * GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures
- * Then don't bother scaling for hardware that supports NPOT textures! */
- if (textarget == GL_TEXTURE_2D &&
- ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) ||
- is_over_resolution_limit(textarget, rectw, recth)))
- {
- rectw = smaller_power_of_2_limit(rectw);
- recth = smaller_power_of_2_limit(recth);
-
- if (use_high_bit_depth) {
- ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- frect = ibuf->rect_float;
- }
- else {
- ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- rect = ibuf->rect;
- }
- }
-
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
@@ -900,7 +773,7 @@ void GPU_create_gl_tex(
if (GPU_get_mipmap() && mipmap) {
if (GTS.gpu_mipmap) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
int i;
@@ -951,7 +824,7 @@ void GPU_create_gl_tex(
if (GPU_get_mipmap() && mipmap) {
if (GTS.gpu_mipmap) {
- gpu_generate_mipmap(GL_TEXTURE_CUBE_MAP);
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
else {
if (!ibuf) {
@@ -975,7 +848,7 @@ void GPU_create_gl_tex(
if (mip_cube_map) {
for (int j = 0; j < 6; j++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
- informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
+ informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
}
}
gpu_del_cube_map(mip_cube_map);
@@ -1056,7 +929,7 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf)
size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
- 0, size, ibuf->dds_data.data + offset);
+ 0, size, ibuf->dds_data.data + offset);
offset += size;
width >>= 1;
@@ -1091,62 +964,6 @@ void GPU_create_gl_tex_compressed(
}
#endif
}
-static void gpu_verify_repeat(Image *ima)
-{
- /* set either clamp or repeat in X/Y */
- if (ima->tpageflag & IMA_CLAMP_U)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-
- if (ima->tpageflag & IMA_CLAMP_V)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-}
-
-int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
-{
- /* check if we need to clear the state */
- if (mtexpoly == NULL) {
- GPU_clear_tpage(false);
- return 0;
- }
-
- Image *ima = mtexpoly->tpage;
- GTS.lasttface = mtexpoly;
-
- gpu_verify_alpha_blend(alphablend);
- gpu_verify_reflection(ima);
-
- if (GPU_verify_image(ima, NULL, GL_TEXTURE_2D, mtexpoly->tile, 1, mipmap, false)) {
- GTS.curtile = GTS.tile;
- GTS.curima = GTS.ima;
- GTS.curtilemode = GTS.tilemode;
- GTS.curtileXRep = GTS.tileXRep;
- GTS.curtileYRep = GTS.tileYRep;
-
- glEnable(GL_TEXTURE_2D);
- }
- else {
- glDisable(GL_TEXTURE_2D);
-
- GTS.curtile = 0;
- GTS.curima = NULL;
- GTS.curtilemode = 0;
- GTS.curtileXRep = 0;
- GTS.curtileYRep = 0;
-
- return 0;
- }
-
- gpu_verify_repeat(ima);
-
- /* Did this get lost in the image recode? */
- /* BKE_image_tag_time(ima);*/
-
- return 1;
-}
/* these two functions are called on entering and exiting texture paint mode,
* temporary disabling/enabling mipmapping on all images for quick texture
@@ -1206,9 +1023,7 @@ void GPU_paint_set_mipmap(bool mipmap)
/* check if image has been downscaled and do scaled partial update */
static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
{
- if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
- is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
- {
+ if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y)) {
int x_limit = smaller_power_of_2_limit(ibuf->x);
int y_limit = smaller_power_of_2_limit(ibuf->y);
@@ -1261,7 +1076,7 @@ static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x,
}
if (GPU_get_mipmap()) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
@@ -1296,7 +1111,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
-
+
if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
MEM_freeN(buffer);
BKE_image_release_ibuf(ima, ibuf, NULL);
@@ -1311,7 +1126,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
/* we have already accounted for the case where GTS.gpu_mipmap is false
* so we will be using GPU mipmap generation here */
if (GPU_get_mipmap()) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
@@ -1337,7 +1152,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
- GL_UNSIGNED_BYTE, ibuf->rect);
+ GL_UNSIGNED_BYTE, ibuf->rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
@@ -1345,7 +1160,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
/* see comment above as to why we are using gpu mipmap generation here */
if (GPU_get_mipmap()) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
@@ -1361,9 +1176,9 @@ void GPU_update_images_framechange(void)
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;
@@ -1386,9 +1201,9 @@ int GPU_update_image_time(Image *ima, double 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) */
-
+
float diff = (float)((float)time - ima->lastupdate);
inc = (int)(diff * (float)ima->animspeed);
@@ -1437,31 +1252,60 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_has_colors(sds->fluid)) {
float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
smoke_get_rgba(sds->fluid, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 4, data);
+ sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid));
+ sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, smoke_get_density(sds->fluid), NULL);
+
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ GPU_texture_bind(sds->tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(sds->tex);
}
- sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL;
+ sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
+ GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, smoke_get_flame(sds->fluid), NULL) :
+ NULL;
}
else if (!sds->tex && highres) {
/* rgba texture for color + density */
if (smoke_turbulence_has_colors(sds->wt)) {
float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
smoke_turbulence_get_rgba(sds->wt, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data);
+ sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt));
+ sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
+
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ GPU_texture_bind(sds->tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(sds->tex);
}
- sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL;
+ sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
+ GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
+ NULL;
}
- sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow);
+ sds->tex_shadow = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, sds->shadow, NULL);
}
#else // WITH_SMOKE
(void)highres;
@@ -1528,7 +1372,7 @@ void GPU_free_image(Image *ima)
/* free repeated image binding */
if (ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
-
+
MEM_freeN(ima->repbind);
ima->repbind = NULL;
}
@@ -1601,7 +1445,7 @@ typedef struct GPUMaterialFixed {
float spec[3];
int hard;
float alpha;
-} GPUMaterialFixed;
+} GPUMaterialFixed;
static struct GPUMaterialState {
GPUMaterialFixed (*matbuf);
@@ -1619,7 +1463,6 @@ static struct GPUMaterialState {
DupliObject *dob;
Scene *gscene;
int glay;
- bool gscenelock;
float (*gviewmat)[4];
float (*gviewinv)[4];
float (*gviewcamtexcofac);
@@ -1657,12 +1500,12 @@ static void gpu_material_to_fixed(
copy_v3_v3(smat->spec, &bmat->specr);
smat->alpha = 1.0f;
smat->hard = CLAMPIS(bmat->har, 0, 128);
-
+
if (dimdown) {
mul_v3_fl(smat->diff, 0.8f);
mul_v3_fl(smat->spec, 0.5f);
}
-
+
if (gamma) {
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
@@ -1673,7 +1516,7 @@ static void gpu_material_to_fixed(
if (bmat->shade_flag & MA_OBCOLOR)
mul_v3_v3(smat->diff, ob->col);
-
+
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
smat->hard = CLAMPIS(bmat->har, 1, 128);
smat->alpha = 1.0f;
@@ -1710,7 +1553,7 @@ void GPU_end_dupli_object(void)
}
void GPU_begin_object_materials(
- View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob,
+ View3D *v3d, RegionView3D *rv3d, Scene *scene, ViewLayer *view_layer, Object *ob,
bool glsl, bool *do_alpha_after)
{
Material *ma;
@@ -1749,8 +1592,10 @@ void GPU_begin_object_materials(
#ifdef WITH_GAMEENGINE
if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
- ob = BKE_object_lod_matob_get(ob, scene);
+ ob = BKE_object_lod_matob_get(ob, view_layer);
}
+#else
+ UNUSED_VARS(view_layer);
#endif
/* initialize state */
@@ -1775,7 +1620,6 @@ void GPU_begin_object_materials(
GMS.is_opensubdiv = use_opensubdiv;
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
GMS.glay = (v3d->localvd) ? v3d->localvd->lay : v3d->lay; /* keep lamps visible in local view */
- GMS.gscenelock = (v3d->scenelock != 0);
GMS.gviewmat = rv3d->viewmat;
GMS.gviewinv = rv3d->viewinv;
GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
@@ -1789,7 +1633,7 @@ void GPU_begin_object_materials(
GMS.is_alpha_pass = (v3d->transp != false);
if (GMS.use_alpha_pass)
*do_alpha_after = false;
-
+
if (GMS.totmat > FIXEDMAT) {
GMS.matbuf = MEM_callocN(sizeof(GPUMaterialFixed) * GMS.totmat, "GMS.matbuf");
GMS.gmatbuf = MEM_callocN(sizeof(*GMS.gmatbuf) * GMS.totmat, "GMS.matbuf");
@@ -1808,11 +1652,11 @@ void GPU_begin_object_materials(
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
-
+
GMS.alphablend[0] = GPU_BLEND_SOLID;
}
else {
-
+
/* no materials assigned? */
if (ob->totcol == 0) {
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes, true);
@@ -1827,7 +1671,7 @@ void GPU_begin_object_materials(
GMS.alphablend[0] = GPU_BLEND_SOLID;
}
-
+
/* setup materials */
for (a = 1; a <= ob->totcol; a++) {
/* find a suitable material */
@@ -1985,13 +1829,13 @@ int GPU_object_material_bind(int nr, void *attribs)
gpu_get_particle_info(&partile_info);
}
- if (GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) {
+ if ((GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) != 0) {
GPU_get_object_info(object_info, mat);
}
GPU_material_bind(
gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
- GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
+ GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info, object_info);
@@ -2062,7 +1906,7 @@ void GPU_set_material_alpha_blend(int alphablend)
{
if (GMS.lastalphablend == alphablend)
return;
-
+
gpu_set_alpha_blend(alphablend);
GMS.lastalphablend = alphablend;
}
@@ -2133,13 +1977,6 @@ void GPU_end_object_materials(void)
GMS.gmatbuf = NULL;
GMS.alphablend = NULL;
GMS.two_sided_lighting = false;
-
- /* resetting the texture matrix after the scaling needed for tiled textures */
- if (GTS.tilemode) {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- }
}
/* Lights */
@@ -2153,13 +1990,13 @@ int GPU_default_lights(void)
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;
@@ -2192,31 +2029,28 @@ int GPU_default_lights(void)
return count;
}
-int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][4], int ortho)
+int GPU_scene_object_lights(ViewLayer *view_layer, float viewmat[4][4], int ortho)
{
/* disable all lights */
for (int count = 0; count < 8; count++)
GPU_basic_shader_light_set(count, NULL);
-
+
/* view direction for specular is not computed correct by default in
* opengl, so we set the settings ourselves */
GPU_basic_shader_light_set_viewer(!ortho);
int count = 0;
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (Base *base = FIRSTBASE(view_layer); base; base = base->next) {
if (base->object->type != OB_LAMP)
continue;
- if (!(base->lay & lay) || !(base->lay & ob->lay))
- continue;
-
Lamp *la = base->object->data;
-
+
/* setup lamp transform */
- glPushMatrix();
- glLoadMatrixf((float *)viewmat);
-
+ gpuPushMatrix();
+ gpuLoadMatrix(viewmat);
+
/* setup light */
GPULightData light = {0};
@@ -2235,7 +2069,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
light.constant_attenuation = 1.0f;
light.linear_attenuation = la->att1 / la->dist;
light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
-
+
if (la->type == LA_SPOT) {
light.type = GPU_LIGHT_SPOT;
negate_v3_v3(light.direction, base->object->obmat[2]);
@@ -2246,11 +2080,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
else
light.type = GPU_LIGHT_POINT;
}
-
+
GPU_basic_shader_light_set(count, &light);
-
- glPopMatrix();
-
+
+ gpuPopMatrix();
+
count++;
if (count == 8)
break;
@@ -2297,64 +2131,36 @@ static void gpu_multisample(bool enable)
void GPU_state_init(void)
{
- float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
- float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
-
GPU_default_lights();
-
+
+ GPU_disable_program_point_size();
+
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
glDepthFunc(GL_LEQUAL);
- /* scaling matrices */
- glEnable(GL_NORMALIZE);
- glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
- glDisable(GL_FOG);
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LOGIC_OP);
+ glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
- glDisable(GL_TEXTURE_1D);
- glDisable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- /* default disabled, enable should be local per function */
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi(GL_RED_SCALE, 1);
- glPixelTransferi(GL_RED_BIAS, 0);
- glPixelTransferi(GL_GREEN_SCALE, 1);
- glPixelTransferi(GL_GREEN_BIAS, 0);
- glPixelTransferi(GL_BLUE_SCALE, 1);
- glPixelTransferi(GL_BLUE_BIAS, 0);
- glPixelTransferi(GL_ALPHA_SCALE, 1);
- glPixelTransferi(GL_ALPHA_BIAS, 0);
-
- glPixelTransferi(GL_DEPTH_BIAS, 0);
- glPixelTransferi(GL_DEPTH_SCALE, 1);
- glDepthRange(0.0, 1.0);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ glDepthRange(0.0, 1.0);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
gpu_multisample(false);
+}
+
+void GPU_enable_program_point_size(void)
+{
+ glEnable(GL_PROGRAM_POINT_SIZE);
+}
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+void GPU_disable_program_point_size(void)
+{
+ glDisable(GL_PROGRAM_POINT_SIZE);
}
#ifdef WITH_OPENSUBDIV
@@ -2500,10 +2306,10 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
{
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
for (i = size; i--; col++) { \
- if ((c = *col)) { \
- *col = INDEX_FROM_BUF_BITS(c); \
- } \
- } ((void)0)
+ if ((c = *col)) { \
+ *col = INDEX_FROM_BUF_BITS(c); \
+ } \
+ } ((void)0)
if (size > 0) {
unsigned int i, c;
@@ -2531,4 +2337,173 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
#undef INDEX_BUF_ARRAY
}
+#define STATE_STACK_DEPTH 16
+
+typedef struct {
+ eGPUAttribMask mask;
+
+ /* GL_ENABLE_BIT */
+ unsigned int is_blend : 1;
+ unsigned int is_cull_face : 1;
+ unsigned int is_depth_test : 1;
+ unsigned int is_dither : 1;
+ unsigned int is_lighting : 1;
+ unsigned int is_line_smooth : 1;
+ unsigned int is_color_logic_op : 1;
+ unsigned int is_multisample : 1;
+ unsigned int is_polygon_offset_line : 1;
+ unsigned int is_polygon_offset_fill : 1;
+ unsigned int is_polygon_smooth : 1;
+ unsigned int is_sample_alpha_to_coverage : 1;
+ unsigned int is_scissor_test : 1;
+ unsigned int is_stencil_test : 1;
+
+ bool is_clip_plane[6];
+
+ /* GL_DEPTH_BUFFER_BIT */
+ /* unsigned int is_depth_test : 1; */
+ int depth_func;
+ double depth_clear_value;
+ bool depth_write_mask;
+
+ /* GL_SCISSOR_BIT */
+ int scissor_box[4];
+ /* unsigned int is_scissor_test : 1; */
+
+ /* GL_VIEWPORT_BIT */
+ int viewport[4];
+ double near_far[2];
+} GPUAttribValues;
+
+typedef struct {
+ GPUAttribValues attrib_stack[STATE_STACK_DEPTH];
+ unsigned int top;
+} GPUAttribStack;
+
+static GPUAttribStack state = {
+ .top = 0
+};
+
+#define AttribStack state
+#define Gwn_VertAttr state.attrib_stack[state.top]
+
+/**
+ * Replacement for glPush/PopAttributes
+ *
+ * We don't need to cover all the options of legacy OpenGL
+ * but simply the ones used by Blender.
+ */
+void gpuPushAttrib(eGPUAttribMask mask)
+{
+ Gwn_VertAttr.mask = mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ glGetIntegerv(GL_DEPTH_FUNC, &Gwn_VertAttr.depth_func);
+ glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Gwn_VertAttr.depth_clear_value);
+ glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Gwn_VertAttr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
+
+ for (int i = 0; i < 6; i++) {
+ Gwn_VertAttr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
+ }
+
+ Gwn_VertAttr.is_cull_face = glIsEnabled(GL_CULL_FACE);
+ Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ Gwn_VertAttr.is_dither = glIsEnabled(GL_DITHER);
+ Gwn_VertAttr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
+ Gwn_VertAttr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
+ Gwn_VertAttr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
+ Gwn_VertAttr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
+ Gwn_VertAttr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
+ Gwn_VertAttr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
+ Gwn_VertAttr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ Gwn_VertAttr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Gwn_VertAttr.scissor_box);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Gwn_VertAttr.near_far);
+ glGetIntegerv(GL_VIEWPORT, (GLint *)&Gwn_VertAttr.viewport);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
+ }
+
+ BLI_assert(AttribStack.top < STATE_STACK_DEPTH);
+ AttribStack.top++;
+}
+
+static void restore_mask(GLenum cap, const bool value)
+{
+ if (value) {
+ glEnable(cap);
+ }
+ else {
+ glDisable(cap);
+ }
+}
+
+void gpuPopAttrib(void)
+{
+ BLI_assert(AttribStack.top > 0);
+ AttribStack.top--;
+
+ GLint mask = Gwn_VertAttr.mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
+ glDepthFunc(Gwn_VertAttr.depth_func);
+ glClearDepth(Gwn_VertAttr.depth_clear_value);
+ glDepthMask(Gwn_VertAttr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
+
+ for (int i = 0; i < 6; i++) {
+ restore_mask(GL_CLIP_PLANE0 + i, Gwn_VertAttr.is_clip_plane[i]);
+ }
+
+ restore_mask(GL_CULL_FACE, Gwn_VertAttr.is_cull_face);
+ restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
+ restore_mask(GL_DITHER, Gwn_VertAttr.is_dither);
+ restore_mask(GL_LINE_SMOOTH, Gwn_VertAttr.is_line_smooth);
+ restore_mask(GL_COLOR_LOGIC_OP, Gwn_VertAttr.is_color_logic_op);
+ restore_mask(GL_MULTISAMPLE, Gwn_VertAttr.is_multisample);
+ restore_mask(GL_POLYGON_OFFSET_LINE, Gwn_VertAttr.is_polygon_offset_line);
+ restore_mask(GL_POLYGON_OFFSET_FILL, Gwn_VertAttr.is_polygon_offset_fill);
+ restore_mask(GL_POLYGON_SMOOTH, Gwn_VertAttr.is_polygon_smooth);
+ restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Gwn_VertAttr.is_sample_alpha_to_coverage);
+ restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
+ restore_mask(GL_STENCIL_TEST, Gwn_VertAttr.is_stencil_test);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glViewport(Gwn_VertAttr.viewport[0], Gwn_VertAttr.viewport[1], Gwn_VertAttr.viewport[2], Gwn_VertAttr.viewport[3]);
+ glDepthRange(Gwn_VertAttr.near_far[0], Gwn_VertAttr.near_far[1]);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
+ glScissor(Gwn_VertAttr.scissor_box[0], Gwn_VertAttr.scissor_box[1], Gwn_VertAttr.scissor_box[2], Gwn_VertAttr.scissor_box[3]);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
+ }
+}
+
+#undef Gwn_VertAttr
+#undef AttribStack
+
/** \} */