diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 1225 |
1 files changed, 527 insertions, 698 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 7295f0259c5..bf7b8fbc386 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -38,7 +38,8 @@ #include <string.h> -#include "GL/glew.h" +#include "GPU_glew.h" +#include "GPU_debug.h" #include "BLI_blenlib.h" #include "BLI_linklist.h" @@ -55,6 +56,7 @@ #include "DNA_scene_types.h" #include "DNA_smoke_types.h" #include "DNA_view3d_types.h" +#include "DNA_particle_types.h" #include "MEM_guardedalloc.h" @@ -69,6 +71,7 @@ #include "BKE_node.h" #include "BKE_object.h" #include "BKE_scene.h" +#include "BKE_subsurf.h" #include "BKE_DerivedMesh.h" #include "GPU_buffers.h" @@ -80,6 +83,13 @@ #include "smoke_API.h" +#ifdef WITH_OPENSUBDIV +# include "DNA_mesh_types.h" +# include "BKE_editmesh.h" + +# include "gpu_codegen.h" +#endif + extern Material defmaterial; /* from material.c */ /* Text Rendering */ @@ -87,16 +97,22 @@ extern Material defmaterial; /* from material.c */ static void gpu_mcol(unsigned int ucol) { /* mcol order is swapped */ - const char *cp= (char *)&ucol; + const 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) +void GPU_render_text( + MTexPoly *mtexpoly, 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) && tface->tpage) { - Image* ima = (Image *)tface->tpage; + if ((mode & GEMAT_TEXT) && (textlen > 0) && mtexpoly->tpage) { + 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; ImBuf *first_ibuf; const size_t textlen_st = textlen; size_t index; @@ -104,7 +120,7 @@ void GPU_render_text(MTFace *tface, int mode, float advance_tab; /* multiline */ - float line_start= 0.0f, line_height; + 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]); @@ -115,8 +131,8 @@ void GPU_render_text(MTFace *tface, int mode, /* color has been set */ - if (tface->mode & TF_OBCOL) - col= NULL; + if (mtexpoly->mode & TF_OBCOL) + col = NULL; else if (!col) glColor3f(1.0f, 1.0f, 1.0f); @@ -127,23 +143,23 @@ void GPU_render_text(MTFace *tface, int mode, matrixGlyph(first_ibuf, ' ', ¢erx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); - advance_tab= advance * 4; /* tab width could also be an option */ + advance_tab = advance * 4; /* tab width could also be an option */ for (index = 0; index < textlen_st; ) { unsigned int character; float uv[4][2]; - // lets calculate offset stuff + /* lets calculate offset stuff */ character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index); - if (character=='\n') { - glTranslatef(line_start, -line_height, 0.0); + if (character == '\n') { + glTranslatef(line_start, -line_height, 0.0f); line_start = 0.0f; continue; } - else if (character=='\t') { - glTranslatef(advance_tab, 0.0, 0.0); + else if (character == '\t') { + glTranslatef(advance_tab, 0.0f, 0.0f); line_start -= advance_tab; /* so we can go back to the start of the line */ continue; @@ -153,17 +169,17 @@ void GPU_render_text(MTFace *tface, int mode, character = '?'; } - // space starts at offset 1 - // character = character - ' ' + 1; + /* space starts at offset 1 */ + /* character = character - ' ' + 1; */ matrixGlyph(first_ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); - uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx; - uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy; - uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx; - uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy; - uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx; - uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy; + uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx; + uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy; + uv[1][0] = (uv_quad[1][0] - centerx) * sizex + transx; + 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) glVertexAttrib2fvARB(glattrib, uv[0]); @@ -182,8 +198,8 @@ void GPU_render_text(MTFace *tface, int mode, 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; + uv[3][0] = (uv_quad[3][0] - centerx) * sizex + transx; + uv[3][1] = (uv_quad[3][1] - centery) * sizey + transy; if (glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]); else glTexCoord2fv(uv[3]); @@ -192,7 +208,7 @@ void GPU_render_text(MTFace *tface, int mode, } glEnd(); - glTranslatef(advance, 0.0, 0.0); + glTranslatef(advance, 0.0f, 0.0f); line_start -= advance; /* so we can go back to the start of the line */ } glPopMatrix(); @@ -238,14 +254,18 @@ static struct GPUTextureState { int curtileYRep, tileYRep; Image *ima, *curima; - int domipmap, linearmipmap; - int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */ + /* also controls min/mag filtering */ + bool domipmap; + /* only use when 'domipmap' is set */ + bool linearmipmap; + /* store this so that new images created while texture painting won't be set to mipmapped */ + bool texpaint; int alphablend; float anisotropic; int gpu_mipmap; - MTFace *lasttface; -} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, 0, NULL}; + MTexPoly *lasttface; +} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0, NULL}; /* Mipmap settings */ @@ -280,49 +300,53 @@ static void gpu_generate_mipmap(GLenum target) glDisable(target); } -void GPU_set_mipmap(int mipmap) +void GPU_set_mipmap(bool mipmap) { - if (GTS.domipmap != (mipmap != 0)) { + if (GTS.domipmap != mipmap) { GPU_free_images(); - GTS.domipmap = mipmap != 0; + GTS.domipmap = mipmap; } } -void GPU_set_linear_mipmap(int linear) +void GPU_set_linear_mipmap(bool linear) { - if (GTS.linearmipmap != (linear != 0)) { - GPU_free_images(); - GTS.linearmipmap = linear != 0; + if (GTS.linearmipmap != linear) { + GTS.linearmipmap = linear; } } -int GPU_get_mipmap(void) +bool GPU_get_mipmap(void) { return GTS.domipmap && !GTS.texpaint; } -int GPU_get_linear_mipmap(void) +bool GPU_get_linear_mipmap(void) { return GTS.linearmipmap; } -static GLenum gpu_get_mipmap_filter(int mag) +static GLenum gpu_get_mipmap_filter(bool mag) { /* linearmipmap is off by default *when mipmapping is off, * use unfiltered display */ if (mag) { - if (GTS.linearmipmap || GTS.domipmap) + if (GTS.domipmap) return GL_LINEAR; else return GL_NEAREST; } else { - if (GTS.linearmipmap) - return GL_LINEAR_MIPMAP_LINEAR; - else if (GTS.domipmap) - return GL_LINEAR_MIPMAP_NEAREST; - else + if (GTS.domipmap) { + if (GTS.linearmipmap) { + return GL_LINEAR_MIPMAP_LINEAR; + } + else { + return GL_LINEAR_MIPMAP_NEAREST; + } + } + else { return GL_NEAREST; + } } } @@ -352,41 +376,41 @@ static void gpu_make_repbind(Image *ima) ImBuf *ibuf; ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - if (ibuf==NULL) + if (ibuf == NULL) return; if (ima->repbind) { glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); MEM_freeN(ima->repbind); - ima->repbind= NULL; + ima->repbind = NULL; ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; } - ima->totbind= ima->xrep*ima->yrep; + ima->totbind = ima->xrep*ima->yrep; if (ima->totbind>1) - ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind"); + ima->repbind = MEM_callocN(sizeof(int) * ima->totbind, "repbind"); BKE_image_release_ibuf(ima, ibuf, NULL); } void GPU_clear_tpage(bool force) { - if (GTS.lasttface==NULL && !force) + if (GTS.lasttface == NULL && !force) return; - GTS.lasttface= NULL; - GTS.curtile= 0; - GTS.curima= NULL; - if (GTS.curtilemode!=0) { + 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; + GTS.curtilemode = 0; + GTS.curtileXRep = 0; + GTS.curtileYRep = 0; + GTS.alphablend = -1; glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); @@ -400,15 +424,18 @@ 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) { + 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)) { glEnable(GL_BLEND); + glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); /* for OpenGL render we use the alpha channel, this makes alpha blend correct */ if (GLEW_VERSION_1_4) @@ -428,11 +455,17 @@ static void gpu_set_alpha_blend(GPUBlendMode alphablend) glAlphaFunc(GL_GREATER, U.glalphaclip); } } - else if (alphablend==GPU_BLEND_CLIP) { - glDisable(GL_BLEND); + 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) @@ -442,7 +475,7 @@ static void gpu_verify_alpha_blend(int alphablend) return; gpu_set_alpha_blend(alphablend); - GTS.alphablend= alphablend; + GTS.alphablend = alphablend; } static void gpu_verify_reflection(Image *ima) @@ -466,9 +499,9 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, boo { ImBuf *ibuf = NULL; unsigned int *bind = NULL; - int rectw, recth, tpx=0, tpy=0, y; - unsigned int *tilerect= NULL, *rect= NULL; - float *ftilerect= NULL, *frect = NULL; + int rectw, recth, tpx = 0, tpy = 0, y; + unsigned int *tilerect = NULL, *rect = NULL; + float *ftilerect = NULL, *frect = NULL; float *srgb_frect = NULL; short texwindx, texwindy, texwinsx, texwinsy; /* flag to determine whether high resolution format is used */ @@ -476,15 +509,15 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, boo /* initialize tile mode and number of repeats */ GTS.ima = ima; - GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM))); + GTS.tilemode = (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM))); GTS.tileXRep = 0; GTS.tileYRep = 0; /* setting current tile according to frame */ if (ima && (ima->tpageflag & IMA_TWINANIM)) - GTS.tile= ima->lastframe; + GTS.tile = ima->lastframe; else - GTS.tile= tftile; + GTS.tile = tftile; GTS.tile = MAX2(0, GTS.tile); @@ -502,26 +535,26 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, boo } /* if tiling mode or repeat changed, change texture matrix to fit */ - if (GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep || + if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep || GTS.curtileYRep != GTS.tileYRep) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); if (ima && (ima->tpageflag & IMA_TILES)) - glScalef(ima->xrep, ima->yrep, 1.0); + glScalef(ima->xrep, ima->yrep, 1.0f); glMatrixMode(GL_MODELVIEW); } /* check if we have a valid image */ - if (ima==NULL || ima->ok==0) + if (ima == NULL || ima->ok == 0) return 0; /* check if we have a valid image buffer */ - ibuf= BKE_image_acquire_ibuf(ima, iuser, NULL); + ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL); - if (ibuf==NULL) + if (ibuf == NULL) return 0; if (ibuf->rect_float) { @@ -551,59 +584,58 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, boo if (GTS.tilemode) { /* tiled mode */ - if (ima->repbind==NULL) gpu_make_repbind(ima); - if (GTS.tile>=ima->totbind) GTS.tile= 0; + 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) bind= &ima->repbind[GTS.tile]; - else bind= &ima->bindcode; + 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 (*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; + 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; + texwinsy = GTS.tile / ima->xrep; + texwinsx = GTS.tile - texwinsy * ima->xrep; - texwinsx*= texwindx; - texwinsy*= texwindy; + texwinsx *= texwindx; + texwinsy *= texwindy; - tpx= texwindx; - tpy= texwindy; + tpx = texwindx; + tpy = texwindy; if (use_high_bit_depth) { if (do_color_management) { - srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(float)*4, "floar_buf_col_cor"); + srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(float) * 4, "floar_buf_col_cor"); IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float, ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true, ibuf->x, ibuf->y, ibuf->x, ibuf->x); IMB_buffer_float_unpremultiply(srgb_frect, ibuf->x, ibuf->y); /* clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images */ IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y); - frect= srgb_frect + texwinsy*ibuf->x + texwinsx; + frect = srgb_frect + texwinsy*ibuf->x + texwinsx; } else - frect= ibuf->rect_float + texwinsy*ibuf->x + texwinsx; + frect = ibuf->rect_float + texwinsy*ibuf->x + texwinsx; } else - rect= ibuf->rect + texwinsy*ibuf->x + texwinsx; + 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) { + tpx = ibuf->x; + tpy = ibuf->y; + rect = ibuf->rect; if (use_high_bit_depth) { if (do_color_management) { - frect = srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(*srgb_frect)*4, "floar_buf_col_cor"); + frect = srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(*srgb_frect) * 4, "floar_buf_col_cor"); IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float, ibuf->channels, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, true, ibuf->x, ibuf->y, ibuf->x, ibuf->x); @@ -612,7 +644,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, boo IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y); } else - frect= ibuf->rect_float; + frect = ibuf->rect_float; } } } @@ -632,35 +664,35 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, boo if (use_high_bit_depth) { float *frectrow, *ftilerectrow; - ftilerect= MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect"); + ftilerect = MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect"); - for (y=0; y<recth; y++) { - frectrow= &frect[y*ibuf->x]; - ftilerectrow= &ftilerect[y*rectw]; + for (y = 0; y < recth; y++) { + frectrow = &frect[y * ibuf->x]; + ftilerectrow = &ftilerect[y * rectw]; - memcpy(ftilerectrow, frectrow, tpx*sizeof(*frectrow)); + memcpy(ftilerectrow, frectrow, tpx * sizeof(*frectrow)); } - frect= ftilerect; + frect = ftilerect; } else { unsigned int *rectrow, *tilerectrow; - tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect"); + tilerect = MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect"); - for (y=0; y<recth; y++) { - rectrow= &rect[y*ibuf->x]; - tilerectrow= &tilerect[y*rectw]; + for (y = 0; y < recth; y++) { + rectrow = &rect[y * ibuf->x]; + tilerectrow = &tilerect[y * rectw]; - memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow)); + memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow)); } - rect= tilerect; + rect = tilerect; } } #ifdef WITH_DDS - if (ibuf->ftype & DDS) + if (ibuf->ftype == IMB_FTYPE_DDS) GPU_create_gl_tex_compressed(bind, rect, rectw, recth, mipmap, ima, ibuf); else #endif @@ -688,11 +720,10 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, boo } /* Image *ima can be NULL */ -void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int rectw, int recth, +void GPU_create_gl_tex(unsigned int *bind, unsigned int *rect, float *frect, int rectw, int recth, bool mipmap, bool use_high_bit_depth, Image *ima) { - unsigned int *scalerect = NULL; - float *fscalerect = NULL; + ImBuf *ibuf = NULL; int tpx = rectw; int tpy = recth; @@ -702,20 +733,20 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int * Then don't bother scaling for hardware that supports NPOT textures! */ if ((!GPU_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) || is_over_resolution_limit(rectw, recth)) { - rectw= smaller_power_of_2_limit(rectw); - recth= smaller_power_of_2_limit(recth); + rectw = smaller_power_of_2_limit(rectw); + recth = smaller_power_of_2_limit(recth); if (use_high_bit_depth) { - fscalerect= MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect"); - gluScaleImage(GL_RGBA, tpx, tpy, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect); + ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy); + IMB_scaleImBuf(ibuf, rectw, recth); - frect = fscalerect; + frect = ibuf->rect_float; } else { - scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect"); - gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, pix, rectw, recth, GL_UNSIGNED_BYTE, scalerect); + ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy); + IMB_scaleImBuf(ibuf, rectw, recth); - pix= scalerect; + rect = ibuf->rect; } } @@ -723,45 +754,64 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int glGenTextures(1, (GLuint *)bind); glBindTexture(GL_TEXTURE_2D, *bind); - if (!(GPU_get_mipmap() && mipmap)) { - if (use_high_bit_depth) - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect); + if (use_high_bit_depth) { + if (GLEW_ARB_texture_float) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect); else - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect); } - else { - if (GTS.gpu_mipmap) { - if (use_high_bit_depth) - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect); - else - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix); + else + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); + if (GPU_get_mipmap() && mipmap) { + if (GTS.gpu_mipmap) { gpu_generate_mipmap(GL_TEXTURE_2D); } else { - if (use_high_bit_depth) - gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, recth, GL_RGBA, GL_FLOAT, frect); - else - gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, pix); + int i; + + if (!ibuf) { + if (use_high_bit_depth) { + ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy); + } + else { + ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy); + } + } + + IMB_makemipmap(ibuf, true); + + for (i = 1; i < ibuf->miptot; i++) { + ImBuf *mip = ibuf->mipmap[i - 1]; + if (use_high_bit_depth) { + if (GLEW_ARB_texture_float) + glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16F, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float); + else + glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA16, mip->x, mip->y, 0, GL_RGBA, GL_FLOAT, mip->rect_float); + } + else { + glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect); + } + } } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); if (ima) ima->tpageflag |= IMA_MIPMAP_COMPLETE; } + else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } if (GLEW_EXT_texture_filter_anisotropic) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic()); /* set to modulate with vertex color */ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - if (scalerect) - MEM_freeN(scalerect); - if (fscalerect) - MEM_freeN(fscalerect); + if (ibuf) + IMB_freeImBuf(ibuf); } /** @@ -788,12 +838,12 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf) } if (format == 0) { - printf("Unable to find a suitable DXT compression, falling back to uncompressed\n"); + fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n"); return false; } if (!is_power_of_2_resolution(width, height)) { - printf("Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n"); + fprintf(stderr, "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n"); return false; } @@ -806,7 +856,7 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic()); blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16; - for (i=0; i<ibuf->dds_data.nummipmaps && (width||height); ++i) { + for (i = 0; i < ibuf->dds_data.nummipmaps && (width||height); ++i) { if (width == 0) width = 1; if (height == 0) @@ -823,7 +873,7 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf) } /* set number of mipmap levels we have, needed in case they don't go down to 1x1 */ - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i-1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1); return true; #else @@ -864,26 +914,26 @@ static void gpu_verify_repeat(Image *ima) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } -int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend) +int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend) { Image *ima; /* check if we need to clear the state */ - if (tface==NULL) { + if (mtexpoly == NULL) { GPU_clear_tpage(false); return 0; } - ima= tface->tpage; - GTS.lasttface= tface; + ima = mtexpoly->tpage; + GTS.lasttface = mtexpoly; gpu_verify_alpha_blend(alphablend); gpu_verify_reflection(ima); - if (GPU_verify_image(ima, NULL, tface->tile, 1, mipmap, false)) { - GTS.curtile= GTS.tile; - GTS.curima= GTS.ima; - GTS.curtilemode= GTS.tilemode; + if (GPU_verify_image(ima, NULL, 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; @@ -892,9 +942,9 @@ int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend) else { glDisable(GL_TEXTURE_2D); - GTS.curtile= 0; - GTS.curima= NULL; - GTS.curtilemode= 0; + GTS.curtile = 0; + GTS.curima = NULL; + GTS.curtilemode = 0; GTS.curtileXRep = 0; GTS.curtileYRep = 0; @@ -913,9 +963,9 @@ int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend) * 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) +void GPU_paint_set_mipmap(bool mipmap) { - Image* ima; + Image *ima; if (!GTS.domipmap) return; @@ -923,7 +973,7 @@ void GPU_paint_set_mipmap(int mipmap) GTS.texpaint = !mipmap; if (mipmap) { - for (ima=G.main->image.first; ima; ima=ima->id.next) { + 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); @@ -939,7 +989,7 @@ void GPU_paint_set_mipmap(int mipmap) } else { - for (ima=G.main->image.first; ima; ima=ima->id.next) { + 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); @@ -977,16 +1027,16 @@ static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, if (rectw + x > x_limit) rectw--; if (recth + y > y_limit) recth--; - /* float rectangles are already continuous in memory so we can use gluScaleImage */ + /* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */ if (frect) { - float *fscalerect = MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect"); - gluScaleImage(GL_RGBA, w, h, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect); + ImBuf *ibuf = IMB_allocFromBuffer(NULL, frect, w, h); + IMB_scaleImBuf(ibuf, rectw, recth); glBindTexture(GL_TEXTURE_2D, ima->bindcode); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, - GL_FLOAT, fscalerect); + GL_FLOAT, ibuf->rect_float); - MEM_freeN(fscalerect); + IMB_freeImBuf(ibuf); } /* byte images are not continuous in memory so do manual interpolation */ else { @@ -1022,11 +1072,11 @@ static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, return false; } -void GPU_paint_update_image(Image *ima, int x, int y, int w, int h) +void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h) { ImBuf *ibuf; - ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); + ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL); if (ima->repbind || (GPU_get_mipmap() && !GTS.gpu_mipmap) || !ima->bindcode || !ibuf || (w == 0) || (h == 0)) @@ -1052,8 +1102,7 @@ void GPU_paint_update_image(Image *ima, int x, int y, int w, int h) } glBindTexture(GL_TEXTURE_2D, ima->bindcode); - glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, - GL_FLOAT, buffer); + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer); MEM_freeN(buffer); @@ -1108,16 +1157,16 @@ void GPU_update_images_framechange(void) { Image *ima; - for (ima=G.main->image.first; ima; ima=ima->id.next) { + 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; + 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->lastframe = ima->twsta; } } } @@ -1125,33 +1174,33 @@ void GPU_update_images_framechange(void) int GPU_update_image_time(Image *ima, double time) { int inc = 0; - float diff; + float diff; int newframe; if (!ima) return 0; - if (ima->lastupdate<0) + if (ima->lastupdate < 0) ima->lastupdate = 0; if (ima->lastupdate > (float)time) - ima->lastupdate=(float)time; + ima->lastupdate = (float)time; if (ima->tpageflag & IMA_TWINANIM) { - if (ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1; + 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)((float)time - ima->lastupdate); - inc = (int)(diff*(float)ima->animspeed); + inc = (int)(diff * (float)ima->animspeed); - ima->lastupdate+=((float)inc/(float)ima->animspeed); + ima->lastupdate += ((float)inc / (float)ima->animspeed); - newframe = ima->lastframe+inc; + 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); + if (ima->twend - ima->twsta != 0) + newframe = (int)ima->twsta - 1 + (newframe - ima->twend) % (ima->twend - ima->twsta); else newframe = ima->twsta; } @@ -1188,7 +1237,7 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) if (!sds->tex && !highres) { /* rgba texture for color + density */ if (smoke_has_colors(sds->fluid)) { - float *data = MEM_callocN(sizeof(float)*sds->total_cells*4, "smokeColorTexture"); + 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); MEM_freeN(data); @@ -1202,7 +1251,7 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) 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"); + 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); MEM_freeN(data); @@ -1218,9 +1267,9 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) } #else // WITH_SMOKE (void)highres; - smd->domain->tex= NULL; - smd->domain->tex_flame= NULL; - smd->domain->tex_shadow= NULL; + smd->domain->tex = NULL; + smd->domain->tex_flame = NULL; + smd->domain->tex_shadow = NULL; #endif // WITH_SMOKE } @@ -1244,7 +1293,7 @@ void GPU_free_unused_buffers(void) BLI_lock_thread(LOCK_OPENGL); /* images */ - for (node=image_free_queue; node; node=node->next) { + for (node = image_free_queue; node; node = node->next) { ima = node->link; /* check in case it was freed in the meantime */ @@ -1271,13 +1320,13 @@ void GPU_free_image(Image *ima) /* free regular image binding */ if (ima->bindcode) { glDeleteTextures(1, (GLuint *)&ima->bindcode); - ima->bindcode= 0; + ima->bindcode = 0; } /* free glsl image binding */ if (ima->gputexture) { GPU_texture_free(ima->gputexture); - ima->gputexture= NULL; + ima->gputexture = NULL; } /* free repeated image binding */ @@ -1285,7 +1334,7 @@ void GPU_free_image(Image *ima) glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); MEM_freeN(ima->repbind); - ima->repbind= NULL; + ima->repbind = NULL; } ima->tpageflag &= ~(IMA_MIPMAP_COMPLETE|IMA_GLBIND_IS_DATA); @@ -1293,20 +1342,20 @@ void GPU_free_image(Image *ima) void GPU_free_images(void) { - Image* ima; + Image *ima; if (G.main) - for (ima=G.main->image.first; ima; ima=ima->id.next) + for (ima = G.main->image.first; ima; ima = ima->id.next) GPU_free_image(ima); } /* same as above but only free animated images */ void GPU_free_images_anim(void) { - Image* ima; + Image *ima; if (G.main) - for (ima=G.main->image.first; ima; ima=ima->id.next) + for (ima = G.main->image.first; ima; ima = ima->id.next) if (BKE_image_is_animated(ima)) GPU_free_image(ima); } @@ -1352,7 +1401,7 @@ void GPU_free_images_old(void) /* OpenGL Materials */ -#define FIXEDMAT 8 +#define FIXEDMAT 8 /* OpenGL state caching for materials */ @@ -1367,15 +1416,21 @@ static struct GPUMaterialState { GPUMaterialFixed matbuf_fixed[FIXEDMAT]; int totmat; + /* set when called inside GPU_begin_object_materials / GPU_end_object_materials + * otherwise calling GPU_enable_material returns zero */ + bool is_enabled; + Material **gmatbuf; Material *gmatbuf_fixed[FIXEDMAT]; Material *gboundmat; Object *gob; + DupliObject *dob; Scene *gscene; int glay; bool gscenelock; float (*gviewmat)[4]; float (*gviewinv)[4]; + float (*gviewcamtexcofac); bool backface_culling; @@ -1386,30 +1441,50 @@ static struct GPUMaterialState { int lastmatnr, lastretval; GPUBlendMode lastalphablend; + bool is_opensubdiv; } GMS = {NULL}; /* fixed function material, alpha handed by caller */ -static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes) +static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes, + const bool dimdown) { - if (new_shading_nodes || bmat->mode & MA_SHLESS) { + if (bmat->mode & MA_SHLESS) { copy_v3_v3(smat->diff, &bmat->r); - smat->diff[3]= 1.0; + smat->diff[3] = 1.0; if (gamma) linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); zero_v4(smat->spec); - smat->hard= 0; + smat->hard = 0; + } + else if (new_shading_nodes) { + copy_v3_v3(smat->diff, &bmat->r); + smat->diff[3] = 1.0; + + copy_v3_v3(smat->spec, &bmat->specr); + smat->spec[3] = 1.0; + 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); + } } else { mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit); - smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */ + smat->diff[3] = 1.0; /* caller may set this to bmat->alpha */ if (bmat->shade_flag & MA_OBCOLOR) mul_v3_v3(smat->diff, ob->col); mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec); - smat->spec[3]= 1.0; /* always 1 */ + smat->spec[3] = 1.0; /* always 1 */ smat->hard= CLAMPIS(bmat->har, 0, 128); if (gamma) { @@ -1433,15 +1508,51 @@ static Material *gpu_active_node_material(Material *ma) return ma; } +void GPU_begin_dupli_object(DupliObject *dob) +{ + GMS.dob = dob; +} + +void GPU_end_dupli_object(void) +{ + GMS.dob = NULL; +} + void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, bool glsl, bool *do_alpha_after) { Material *ma; GPUMaterial *gpumat; GPUBlendMode alphablend; + DupliObject *dob; int a; const bool gamma = BKE_scene_check_color_management_enabled(scene); const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); const bool use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP) != 0; /* assumes v3d->defmaterial->preview is set */ + bool use_opensubdiv = false; + +#ifdef WITH_OPENSUBDIV + { + DerivedMesh *derivedFinal = NULL; + if (ob->type == OB_MESH) { + Mesh *me = ob->data; + BMEditMesh *em = me->edit_btmesh; + if (em != NULL) { + derivedFinal = em->derivedFinal; + } + else { + derivedFinal = ob->derivedFinal; + } + } + else { + derivedFinal = ob->derivedFinal; + } + + if (derivedFinal != NULL && derivedFinal->type == DM_TYPE_CCGDM) { + CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) derivedFinal; + use_opensubdiv = ccgdm->useGpuBackend; + } + } +#endif #ifdef WITH_GAMEENGINE if (rv3d->rflag & RV3D_IS_GAME_ENGINE) { @@ -1450,7 +1561,11 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O #endif /* initialize state */ + /* DupliObject must be restored */ + dob = GMS.dob; memset(&GMS, 0, sizeof(GMS)); + GMS.is_enabled = true; + GMS.dob = dob; GMS.lastmatnr = -1; GMS.lastretval = -1; GMS.lastalphablend = GPU_BLEND_SOLID; @@ -1460,11 +1575,13 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O GMS.gob = ob; GMS.gscene = scene; + 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.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.gviewmat = rv3d->viewmat; + GMS.gviewinv = rv3d->viewinv; + GMS.gviewcamtexcofac = rv3d->viewcamtexcofac; /* alpha pass setup. there's various cases to handle here: * - object transparency on: only solid materials draw in the first pass, @@ -1477,68 +1594,68 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O *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"); - GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf"); + GMS.matbuf = MEM_callocN(sizeof(GPUMaterialFixed) * GMS.totmat, "GMS.matbuf"); + GMS.gmatbuf = MEM_callocN(sizeof(*GMS.gmatbuf) * GMS.totmat, "GMS.matbuf"); + GMS.alphablend = MEM_callocN(sizeof(*GMS.alphablend) * GMS.totmat, "GMS.matbuf"); } else { - GMS.matbuf= GMS.matbuf_fixed; - GMS.gmatbuf= GMS.gmatbuf_fixed; - GMS.alphablend= GMS.alphablend_fixed; + GMS.matbuf = GMS.matbuf_fixed; + GMS.gmatbuf = GMS.gmatbuf_fixed; + GMS.alphablend = GMS.alphablend_fixed; } /* viewport material, setup in space_view3d, defaults to matcap using ma->preview now */ if (use_matcap) { GMS.gmatbuf[0] = v3d->defmaterial; - GPU_material_matcap(scene, v3d->defmaterial); + GPU_material_matcap(scene, v3d->defmaterial, use_opensubdiv); /* do material 1 too, for displists! */ memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed)); - GMS.alphablend[0]= GPU_BLEND_SOLID; + 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); + if (ob->totcol == 0) { + gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes, true); /* do material 1 too, for displists! */ memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed)); if (glsl) { - GMS.gmatbuf[0]= &defmaterial; - GPU_material_from_blender(GMS.gscene, &defmaterial); + GMS.gmatbuf[0] = &defmaterial; + GPU_material_from_blender(GMS.gscene, &defmaterial, GMS.is_opensubdiv); } - GMS.alphablend[0]= GPU_BLEND_SOLID; + GMS.alphablend[0] = GPU_BLEND_SOLID; } /* setup materials */ - for (a=1; a<=ob->totcol; a++) { + for (a = 1; a <= ob->totcol; a++) { /* find a suitable material */ - ma= give_current_material(ob, a); - if (!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma); - if (ma==NULL) ma= &defmaterial; + ma = give_current_material(ob, a); + if (!glsl && !new_shading_nodes) ma = gpu_active_node_material(ma); + if (ma == NULL) ma = &defmaterial; /* create glsl material if requested */ - gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL; + gpumat = glsl? GPU_material_from_blender(GMS.gscene, ma, GMS.is_opensubdiv): NULL; if (gpumat) { /* do glsl only if creating it succeed, else fallback */ - GMS.gmatbuf[a]= ma; + GMS.gmatbuf[a] = ma; alphablend = GPU_material_alpha_blend(gpumat, ob->col); } else { /* fixed function opengl materials */ - gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes); + gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes, false); if (GMS.use_alpha_pass && ((ma->mode & MA_TRANSP) || (new_shading_nodes && ma->alpha != 1.0f))) { - GMS.matbuf[a].diff[3]= ma->alpha; + GMS.matbuf[a].diff[3] = ma->alpha; alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA; } else { - GMS.matbuf[a].diff[3]= 1.0f; + GMS.matbuf[a].diff[3] = 1.0f; alphablend = GPU_BLEND_SOLID; } } @@ -1549,14 +1666,44 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT)) *do_alpha_after = true; - GMS.alphablend[a]= alphablend; + GMS.alphablend[a] = alphablend; } } - + /* let's start with a clean state */ GPU_disable_material(); } +static int GPU_get_particle_info(GPUParticleInfo *pi) +{ + ParticleData *p; + DupliObject *dob = GMS.dob; + int ind; + if (dob->particle_system) { + if (dob->persistent_id[0] < dob->particle_system->totpart) + ind = dob->persistent_id[0]; + else { + ind = dob->particle_system->child[dob->persistent_id[0] - dob->particle_system->totpart].parent; + } + if (ind >= 0) { + p = &dob->particle_system->particles[ind]; + + pi->scalprops[0] = ind; + pi->scalprops[1] = GMS.gscene->r.cfra - p->time; + pi->scalprops[2] = p->lifetime; + pi->scalprops[3] = p->size; + + copy_v3_v3(pi->location, p->state.co); + copy_v3_v3(pi->velocity, p->state.vel); + copy_v3_v3(pi->angular_velocity, p->state.ave); + return 1; + } + else return 0; + } + else + return 0; +} + int GPU_enable_material(int nr, void *attribs) { GPUVertexAttribs *gattribs = attribs; @@ -1570,10 +1717,10 @@ int GPU_enable_material(int nr, void *attribs) memset(&GMS, 0, sizeof(GMS)); mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit); - diff[3]= 1.0; + diff[3] = 1.0; mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec); - spec[3]= 1.0; + spec[3] = 1.0; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); @@ -1583,21 +1730,21 @@ int GPU_enable_material(int nr, void *attribs) } /* prevent index to use un-initialized array items */ - if (nr>=GMS.totmat) - nr= 0; + if (nr >= GMS.totmat) + nr = 0; if (gattribs) memset(gattribs, 0, sizeof(*gattribs)); /* keep current material */ - if (nr==GMS.lastmatnr) + if (nr == GMS.lastmatnr) return GMS.lastretval; /* unbind glsl material */ if (GMS.gboundmat) { if (GMS.is_alpha_pass) glDepthMask(0); - GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); - GMS.gboundmat= NULL; + GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv)); + GMS.gboundmat = NULL; } /* draw materials with alpha in alpha pass */ @@ -1619,15 +1766,21 @@ int GPU_enable_material(int nr, void *attribs) if (gattribs && GMS.gmatbuf[nr]) { /* bind glsl material and get attributes */ Material *mat = GMS.gmatbuf[nr]; + GPUParticleInfo partile_info; + float auto_bump_scale; - gpumat = GPU_material_from_blender(GMS.gscene, mat); + gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv); GPU_material_vertex_attributes(gpumat, gattribs); - GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gscenelock); + + if (GMS.dob) + GPU_get_particle_info(&partile_info); + + 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); auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f; - GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale); - GMS.gboundmat= mat; + GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale, &partile_info); + GMS.gboundmat = mat; /* for glsl use alpha blend mode, unless it's set to solid and * we are already drawing in an alpha pass */ @@ -1644,7 +1797,7 @@ int GPU_enable_material(int nr, void *attribs) } if (GMS.use_matcaps) - glColor3f(1.0, 1.0, 1.0f); + glColor3f(1.0f, 1.0f, 1.0f); } else { /* or do fixed function opengl material */ @@ -1676,16 +1829,16 @@ int GPU_get_material_alpha_blend(void) void GPU_disable_material(void) { - GMS.lastmatnr= -1; - GMS.lastretval= 1; + GMS.lastmatnr = -1; + GMS.lastretval = 1; if (GMS.gboundmat) { if (GMS.backface_culling) glDisable(GL_CULL_FACE); if (GMS.is_alpha_pass) glDepthMask(0); - GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); - GMS.gboundmat= NULL; + GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv)); + GMS.gboundmat = NULL; } GPU_set_material_alpha_blend(GPU_BLEND_SOLID); @@ -1711,20 +1864,26 @@ bool GPU_material_use_matcaps_get(void) return GMS.use_matcaps; } +bool GPU_object_materials_check(void) +{ + return GMS.is_enabled; +} void GPU_end_object_materials(void) { GPU_disable_material(); + GMS.is_enabled = false; + if (GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) { MEM_freeN(GMS.matbuf); MEM_freeN(GMS.gmatbuf); MEM_freeN(GMS.alphablend); } - GMS.matbuf= NULL; - GMS.gmatbuf= NULL; - GMS.alphablend= NULL; + GMS.matbuf = NULL; + GMS.gmatbuf = NULL; + GMS.alphablend = NULL; /* resetting the texture matrix after the scaling needed for tiled textures */ if (GTS.tilemode) { @@ -1742,57 +1901,57 @@ 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; + 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[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; + U.light[2].flag = 0; + U.light[2].vec[0] = 0.3; U.light[2].vec[1] = -0.3; U.light[2].vec[2] = -0.2; + U.light[2].col[0] = 0.8; U.light[2].col[1] = 0.5; U.light[2].col[2] = 0.4; + U.light[2].spec[0] = 0.5; U.light[2].spec[1] = 0.4; U.light[2].spec[2] = 0.3; + U.light[2].spec[3] = 1.0; } glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); - for (a=0; a<8; a++) { - if (a<3) { + for (a = 0; a < 8; a++) { + if (a < 3) { if (U.light[a].flag) { - glEnable(GL_LIGHT0+a); + glEnable(GL_LIGHT0 + a); normalize_v3_v3(position, U.light[a].vec); - position[3]= 0.0f; + position[3] = 0.0f; - glLightfv(GL_LIGHT0+a, GL_POSITION, position); - glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col); - glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec); + glLightfv(GL_LIGHT0 + a, GL_POSITION, position); + glLightfv(GL_LIGHT0 + a, GL_DIFFUSE, U.light[a].col); + glLightfv(GL_LIGHT0 + a, GL_SPECULAR, U.light[a].spec); count++; } else { - glDisable(GL_LIGHT0+a); + glDisable(GL_LIGHT0 + a); - glLightfv(GL_LIGHT0+a, GL_POSITION, zero); - glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero); - glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero); + glLightfv(GL_LIGHT0 + a, GL_POSITION, zero); + glLightfv(GL_LIGHT0 + a, GL_DIFFUSE, zero); + glLightfv(GL_LIGHT0 + a, GL_SPECULAR, zero); } - // 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); + /* 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_LIGHT0 + a); } glDisable(GL_LIGHTING); @@ -1810,74 +1969,105 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][ float position[4], direction[4], energy[4]; /* disable all lights */ - for (count=0; count<8; count++) - glDisable(GL_LIGHT0+count); + for (count = 0; count < 8; count++) + glDisable(GL_LIGHT0 + count); - /* view direction for specular is not compute correct by default in + /* view direction for specular is not computed correct by default in * opengl, so we set the settings ourselfs */ - glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE); + glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, ortho ? GL_FALSE : GL_TRUE); - count= 0; - - for (base=scene->base.first; base; base=base->next) { - if (base->object->type!=OB_LAMP) + 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; + la = base->object->data; /* setup lamp transform */ glPushMatrix(); glLoadMatrixf((float *)viewmat); - if (la->type==LA_SUN) { + if (la->type == LA_SUN) { /* sun lamp */ copy_v3_v3(direction, base->object->obmat[2]); - direction[3]= 0.0; + direction[3] = 0.0; glLightfv(GL_LIGHT0+count, GL_POSITION, direction); } else { /* other lamps with attenuation */ copy_v3_v3(position, base->object->obmat[3]); - position[3]= 1.0f; + 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)); + 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) { + if (la->type == LA_SPOT) { /* spot lamp */ negate_v3_v3(direction, base->object->obmat[2]); - glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction); - glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, RAD2DEGF(la->spotsize * 0.5f)); - glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend); + glLightfv(GL_LIGHT0 + count, GL_SPOT_DIRECTION, direction); + glLightf(GL_LIGHT0 + count, GL_SPOT_CUTOFF, RAD2DEGF(la->spotsize * 0.5f)); + glLightf(GL_LIGHT0 + count, GL_SPOT_EXPONENT, 128.0f * la->spotblend); } else - glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0); + glLightf(GL_LIGHT0 + count, GL_SPOT_CUTOFF, 180.0); } /* setup energy */ mul_v3_v3fl(energy, &la->r, la->energy); - energy[3]= 1.0; + energy[3] = 1.0; - glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); - glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy); - glEnable(GL_LIGHT0+count); + glLightfv(GL_LIGHT0 + count, GL_DIFFUSE, energy); + glLightfv(GL_LIGHT0 + count, GL_SPECULAR, energy); + glEnable(GL_LIGHT0 + count); glPopMatrix(); count++; - if (count==8) + if (count == 8) break; } return count; } +static void gpu_multisample(bool enable) +{ + if (GLEW_VERSION_1_3 || GLEW_ARB_multisample) { +#ifdef __linux__ + /* changing multisample from the default (enabled) causes problems on some + * systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */ + bool toggle_ok = true; + + if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) { + int samples = 0; + glGetIntegerv(GL_SAMPLES, &samples); + + if (samples == 0) + toggle_ok = false; + } + + if (toggle_ok) { + if (enable) + glEnable(GL_MULTISAMPLE); + else + glDisable(GL_MULTISAMPLE); + } +#else + if (enable) + glEnable(GL_MULTISAMPLE); + else + glDisable(GL_MULTISAMPLE); +#endif + } +} + /* Default OpenGL State */ void GPU_state_init(void) @@ -1886,8 +2076,8 @@ 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 }; int a, x, y; - GLubyte pat[32*32]; - const GLubyte *patc= pat; + 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); @@ -1932,14 +2122,14 @@ void GPU_state_init(void) 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; + 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); @@ -1950,395 +2140,34 @@ void GPU_state_init(void) glCullFace(GL_BACK); glDisable(GL_CULL_FACE); - /* calling this makes drawing very slow when AA is not set up in ghost - * on Linux/NVIDIA. */ - // glDisable(GL_MULTISAMPLE); + gpu_multisample(false); } -#ifdef DEBUG -/* debugging aid */ -static void gpu_state_print_fl_ex(const char *name, GLenum type) +#ifdef WITH_OPENSUBDIV +/* Update face-varying variables offset which might be + * different from mesh to mesh sharing the same material. + */ +void GPU_draw_update_fvar_offset(DerivedMesh *dm) { - const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff}; + int i; - float value[32]; - int a; + /* Sanity check to be sure we only do this for OpenSubdiv draw. */ + BLI_assert(dm->type == DM_TYPE_CCGDM); + BLI_assert(GMS.is_opensubdiv); - memset(value, 0xff, sizeof(value)); - glGetFloatv(type, value); + for (i = 0; i < GMS.totmat; ++i) { + Material *material = GMS.gmatbuf[i]; + GPUMaterial *gpu_material; - printf("%s: ", name); - for (a = 0; a < 32; a++) { - if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) { - break; + if (material == NULL) { + continue; } - printf("%.2f ", value[a]); - } - printf("\n"); -} -#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val) + gpu_material = GPU_material_from_blender(GMS.gscene, + material, + GMS.is_opensubdiv); -void GPU_state_print(void) -{ - gpu_state_print_fl(GL_ACCUM_ALPHA_BITS); - gpu_state_print_fl(GL_ACCUM_BLUE_BITS); - gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE); - gpu_state_print_fl(GL_ACCUM_GREEN_BITS); - gpu_state_print_fl(GL_ACCUM_RED_BITS); - gpu_state_print_fl(GL_ACTIVE_TEXTURE); - gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE); - gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE); - gpu_state_print_fl(GL_ALPHA_BIAS); - gpu_state_print_fl(GL_ALPHA_BITS); - gpu_state_print_fl(GL_ALPHA_SCALE); - gpu_state_print_fl(GL_ALPHA_TEST); - gpu_state_print_fl(GL_ALPHA_TEST_FUNC); - gpu_state_print_fl(GL_ALPHA_TEST_REF); - gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH); - gpu_state_print_fl(GL_AUTO_NORMAL); - gpu_state_print_fl(GL_AUX_BUFFERS); - gpu_state_print_fl(GL_BLEND); - gpu_state_print_fl(GL_BLEND_COLOR); - gpu_state_print_fl(GL_BLEND_DST_ALPHA); - gpu_state_print_fl(GL_BLEND_DST_RGB); - gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA); - gpu_state_print_fl(GL_BLEND_EQUATION_RGB); - gpu_state_print_fl(GL_BLEND_SRC_ALPHA); - gpu_state_print_fl(GL_BLEND_SRC_RGB); - gpu_state_print_fl(GL_BLUE_BIAS); - gpu_state_print_fl(GL_BLUE_BITS); - gpu_state_print_fl(GL_BLUE_SCALE); - gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE); - gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH); - gpu_state_print_fl(GL_CLIP_PLANE0); - gpu_state_print_fl(GL_COLOR_ARRAY); - gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_COLOR_ARRAY_SIZE); - gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE); - gpu_state_print_fl(GL_COLOR_ARRAY_TYPE); - gpu_state_print_fl(GL_COLOR_CLEAR_VALUE); - gpu_state_print_fl(GL_COLOR_LOGIC_OP); - gpu_state_print_fl(GL_COLOR_MATERIAL); - gpu_state_print_fl(GL_COLOR_MATERIAL_FACE); - gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER); - gpu_state_print_fl(GL_COLOR_MATRIX); - gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH); - gpu_state_print_fl(GL_COLOR_SUM); - gpu_state_print_fl(GL_COLOR_TABLE); - gpu_state_print_fl(GL_COLOR_WRITEMASK); - gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS); - gpu_state_print_fl(GL_CONVOLUTION_1D); - gpu_state_print_fl(GL_CONVOLUTION_2D); - gpu_state_print_fl(GL_CULL_FACE); - gpu_state_print_fl(GL_CULL_FACE_MODE); - gpu_state_print_fl(GL_CURRENT_COLOR); - gpu_state_print_fl(GL_CURRENT_FOG_COORD); - gpu_state_print_fl(GL_CURRENT_INDEX); - gpu_state_print_fl(GL_CURRENT_NORMAL); - gpu_state_print_fl(GL_CURRENT_PROGRAM); - gpu_state_print_fl(GL_CURRENT_RASTER_COLOR); - gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE); - gpu_state_print_fl(GL_CURRENT_RASTER_INDEX); - gpu_state_print_fl(GL_CURRENT_RASTER_POSITION); - gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID); - gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR); - gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS); - gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR); - gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS); - gpu_state_print_fl(GL_DEPTH_BIAS); - gpu_state_print_fl(GL_DEPTH_BITS); - gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE); - gpu_state_print_fl(GL_DEPTH_FUNC); - gpu_state_print_fl(GL_DEPTH_RANGE); - gpu_state_print_fl(GL_DEPTH_SCALE); - gpu_state_print_fl(GL_DEPTH_TEST); - gpu_state_print_fl(GL_DEPTH_WRITEMASK); - gpu_state_print_fl(GL_DITHER); - gpu_state_print_fl(GL_DOUBLEBUFFER); - gpu_state_print_fl(GL_DRAW_BUFFER); - gpu_state_print_fl(GL_DRAW_BUFFER0); - gpu_state_print_fl(GL_EDGE_FLAG); - gpu_state_print_fl(GL_EDGE_FLAG_ARRAY); - gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE); - gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE); - gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE); - gpu_state_print_fl(GL_FOG); - gpu_state_print_fl(GL_FOG_COLOR); - gpu_state_print_fl(GL_FOG_COORD_ARRAY); - gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE); - gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE); - gpu_state_print_fl(GL_FOG_COORD_SRC); - gpu_state_print_fl(GL_FOG_DENSITY); - gpu_state_print_fl(GL_FOG_END); - gpu_state_print_fl(GL_FOG_HINT); - gpu_state_print_fl(GL_FOG_INDEX); - gpu_state_print_fl(GL_FOG_MODE); - gpu_state_print_fl(GL_FOG_START); - gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB); - gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT); - gpu_state_print_fl(GL_FRONT_FACE); - gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT); - gpu_state_print_fl(GL_GREEN_BIAS); - gpu_state_print_fl(GL_GREEN_BITS); - gpu_state_print_fl(GL_GREEN_SCALE); - gpu_state_print_fl(GL_HISTOGRAM); - gpu_state_print_fl(GL_INDEX_ARRAY); - gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE); - gpu_state_print_fl(GL_INDEX_ARRAY_TYPE); - gpu_state_print_fl(GL_INDEX_BITS); - gpu_state_print_fl(GL_INDEX_CLEAR_VALUE); - gpu_state_print_fl(GL_INDEX_LOGIC_OP); - gpu_state_print_fl(GL_INDEX_MODE); - gpu_state_print_fl(GL_INDEX_OFFSET); - gpu_state_print_fl(GL_INDEX_SHIFT); - gpu_state_print_fl(GL_INDEX_WRITEMASK); - gpu_state_print_fl(GL_LIGHT0); - gpu_state_print_fl(GL_LIGHT1); - gpu_state_print_fl(GL_LIGHT2); - gpu_state_print_fl(GL_LIGHT3); - gpu_state_print_fl(GL_LIGHT4); - gpu_state_print_fl(GL_LIGHT5); - gpu_state_print_fl(GL_LIGHT6); - gpu_state_print_fl(GL_LIGHT7); - gpu_state_print_fl(GL_LIGHTING); - gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT); - gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL); - gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER); - gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE); - gpu_state_print_fl(GL_LINE_SMOOTH); - gpu_state_print_fl(GL_LINE_SMOOTH_HINT); - gpu_state_print_fl(GL_LINE_STIPPLE); - gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN); - gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT); - gpu_state_print_fl(GL_LINE_WIDTH); - gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY); - gpu_state_print_fl(GL_LINE_WIDTH_RANGE); - gpu_state_print_fl(GL_LIST_BASE); - gpu_state_print_fl(GL_LIST_INDEX); - gpu_state_print_fl(GL_LIST_MODE); - gpu_state_print_fl(GL_LOGIC_OP); - gpu_state_print_fl(GL_LOGIC_OP_MODE); - gpu_state_print_fl(GL_MAP1_COLOR_4); - gpu_state_print_fl(GL_MAP1_GRID_DOMAIN); - gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS); - gpu_state_print_fl(GL_MAP1_INDEX); - gpu_state_print_fl(GL_MAP1_NORMAL); - gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1); - gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2); - gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3); - gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4); - gpu_state_print_fl(GL_MAP1_VERTEX_3); - gpu_state_print_fl(GL_MAP1_VERTEX_4); - gpu_state_print_fl(GL_MAP2_COLOR_4); - gpu_state_print_fl(GL_MAP2_GRID_DOMAIN); - gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS); - gpu_state_print_fl(GL_MAP2_INDEX); - gpu_state_print_fl(GL_MAP2_NORMAL); - gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1); - gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2); - gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3); - gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4); - gpu_state_print_fl(GL_MAP2_VERTEX_3); - gpu_state_print_fl(GL_MAP2_VERTEX_4); - gpu_state_print_fl(GL_MAP_COLOR); - gpu_state_print_fl(GL_MAP_STENCIL); - gpu_state_print_fl(GL_MATRIX_MODE); - gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE); - gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH); - gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH); - gpu_state_print_fl(GL_MAX_CLIP_PLANES); - gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH); - gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS); - gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE); - gpu_state_print_fl(GL_MAX_DRAW_BUFFERS); - gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES); - gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES); - gpu_state_print_fl(GL_MAX_EVAL_ORDER); - gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS); - gpu_state_print_fl(GL_MAX_LIGHTS); - gpu_state_print_fl(GL_MAX_LIST_NESTING); - gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH); - gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH); - gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE); - gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH); - gpu_state_print_fl(GL_MAX_TEXTURE_COORDS); - gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS); - gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS); - gpu_state_print_fl(GL_MAX_TEXTURE_SIZE); - gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH); - gpu_state_print_fl(GL_MAX_TEXTURE_UNITS); - gpu_state_print_fl(GL_MAX_VARYING_FLOATS); - gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS); - gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS); - gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS); - gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS); - gpu_state_print_fl(GL_MINMAX); - gpu_state_print_fl(GL_MODELVIEW_MATRIX); - gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH); - gpu_state_print_fl(GL_MULTISAMPLE); - gpu_state_print_fl(GL_MULTISAMPLE_ARB); - gpu_state_print_fl(GL_NAME_STACK_DEPTH); - gpu_state_print_fl(GL_NORMALIZE); - gpu_state_print_fl(GL_NORMAL_ARRAY); - gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE); - gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE); - gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS); - gpu_state_print_fl(GL_PACK_ALIGNMENT); - gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT); - gpu_state_print_fl(GL_PACK_LSB_FIRST); - gpu_state_print_fl(GL_PACK_ROW_LENGTH); - gpu_state_print_fl(GL_PACK_SKIP_IMAGES); - gpu_state_print_fl(GL_PACK_SKIP_PIXELS); - gpu_state_print_fl(GL_PACK_SKIP_ROWS); - gpu_state_print_fl(GL_PACK_SWAP_BYTES); - gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT); - gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE); - gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE); - gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING); - gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING); - gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION); - gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE); - gpu_state_print_fl(GL_POINT_SIZE); - gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY); - gpu_state_print_fl(GL_POINT_SIZE_MAX); - gpu_state_print_fl(GL_POINT_SIZE_MIN); - gpu_state_print_fl(GL_POINT_SIZE_RANGE); - gpu_state_print_fl(GL_POINT_SMOOTH); - gpu_state_print_fl(GL_POINT_SMOOTH_HINT); - gpu_state_print_fl(GL_POINT_SPRITE); - gpu_state_print_fl(GL_POLYGON_MODE); - gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR); - gpu_state_print_fl(GL_POLYGON_OFFSET_FILL); - gpu_state_print_fl(GL_POLYGON_OFFSET_LINE); - gpu_state_print_fl(GL_POLYGON_OFFSET_POINT); - gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS); - gpu_state_print_fl(GL_POLYGON_SMOOTH); - gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT); - gpu_state_print_fl(GL_POLYGON_STIPPLE); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS); - gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE); - gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS); - gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE); - gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS); - gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE); - gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE); - gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS); - gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE); - gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS); - gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE); - gpu_state_print_fl(GL_PROJECTION_MATRIX); - gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH); - gpu_state_print_fl(GL_READ_BUFFER); - gpu_state_print_fl(GL_RED_BIAS); - gpu_state_print_fl(GL_RED_BITS); - gpu_state_print_fl(GL_RED_SCALE); - gpu_state_print_fl(GL_RENDER_MODE); - gpu_state_print_fl(GL_RESCALE_NORMAL); - gpu_state_print_fl(GL_RGBA_MODE); - gpu_state_print_fl(GL_SAMPLES); - gpu_state_print_fl(GL_SAMPLE_BUFFERS); - gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT); - gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE); - gpu_state_print_fl(GL_SCISSOR_BOX); - gpu_state_print_fl(GL_SCISSOR_TEST); - gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY); - gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE); - gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE); - gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE); - gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE); - gpu_state_print_fl(GL_SEPARABLE_2D); - gpu_state_print_fl(GL_SHADE_MODEL); - gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY); - gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE); - gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY); - gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE); - gpu_state_print_fl(GL_STENCIL_BACK_FAIL); - gpu_state_print_fl(GL_STENCIL_BACK_FUNC); - gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL); - gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS); - gpu_state_print_fl(GL_STENCIL_BACK_REF); - gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK); - gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK); - gpu_state_print_fl(GL_STENCIL_BITS); - gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE); - gpu_state_print_fl(GL_STENCIL_FAIL); - gpu_state_print_fl(GL_STENCIL_FUNC); - gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL); - gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS); - gpu_state_print_fl(GL_STENCIL_REF); - gpu_state_print_fl(GL_STENCIL_TEST); - gpu_state_print_fl(GL_STENCIL_VALUE_MASK); - gpu_state_print_fl(GL_STENCIL_WRITEMASK); - gpu_state_print_fl(GL_STEREO); - gpu_state_print_fl(GL_SUBPIXEL_BITS); - gpu_state_print_fl(GL_TEXTURE_1D); - gpu_state_print_fl(GL_TEXTURE_2D); - gpu_state_print_fl(GL_TEXTURE_3D); - gpu_state_print_fl(GL_TEXTURE_BINDING_1D); - gpu_state_print_fl(GL_TEXTURE_BINDING_2D); - gpu_state_print_fl(GL_TEXTURE_BINDING_3D); - gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP); - gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT); - gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY); - gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE); - gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE); - gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE); - gpu_state_print_fl(GL_TEXTURE_CUBE_MAP); - gpu_state_print_fl(GL_TEXTURE_CUBE_MAP_ARB); - gpu_state_print_fl(GL_TEXTURE_GEN_Q); - gpu_state_print_fl(GL_TEXTURE_GEN_R); - gpu_state_print_fl(GL_TEXTURE_GEN_S); - gpu_state_print_fl(GL_TEXTURE_GEN_T); - gpu_state_print_fl(GL_TEXTURE_MATRIX); - gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH); - gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX); - gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX); - gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX); - gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX); - gpu_state_print_fl(GL_UNPACK_ALIGNMENT); - gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT); - gpu_state_print_fl(GL_UNPACK_LSB_FIRST); - gpu_state_print_fl(GL_UNPACK_ROW_LENGTH); - gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES); - gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS); - gpu_state_print_fl(GL_UNPACK_SKIP_ROWS); - gpu_state_print_fl(GL_UNPACK_SWAP_BYTES); - gpu_state_print_fl(GL_VERTEX_ARRAY); - gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING); - gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE); - gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE); - gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE); - gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE); - gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE); - gpu_state_print_fl(GL_VIEWPORT); - gpu_state_print_fl(GL_ZOOM_X); - gpu_state_print_fl(GL_ZOOM_Y); + GPU_material_update_fvar_offset(gpu_material, dm); + } } - -#undef gpu_state_print_fl - #endif |