Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c118
1 files changed, 59 insertions, 59 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 514f2f71bd7..947cd43d27b 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -122,10 +122,10 @@ void GPU_render_text(
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
@@ -133,7 +133,7 @@ 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;
@@ -141,22 +141,22 @@ void GPU_render_text(
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
-
+
/* 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);
-
+
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);
line_start = 0.0f;
@@ -166,13 +166,13 @@ void GPU_render_text(
glTranslatef(advance_tab, 0.0f, 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,
@@ -184,13 +184,13 @@ 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]);
@@ -419,7 +419,7 @@ void GPU_clear_tpage(bool force)
{
if (GTS.lasttface == NULL && !force)
return;
-
+
GTS.lasttface = NULL;
GTS.curtile = 0;
GTS.curima = NULL;
@@ -432,7 +432,7 @@ void GPU_clear_tpage(bool force)
GTS.curtileXRep = 0;
GTS.curtileYRep = 0;
GTS.alphablend = -1;
-
+
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
@@ -460,7 +460,7 @@ 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 */
@@ -652,29 +652,29 @@ 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 +748,7 @@ int GPU_verify_image(
memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow));
}
-
+
rect = tilerect;
}
}
@@ -759,13 +759,13 @@ 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 */
@@ -859,7 +859,7 @@ void GPU_create_gl_tex(
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
+ * 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)) ||
@@ -1130,7 +1130,7 @@ int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
}
else {
glDisable(GL_TEXTURE_2D);
-
+
GTS.curtile = 0;
GTS.curima = NULL;
GTS.curtilemode = 0;
@@ -1139,9 +1139,9 @@ int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
return 0;
}
-
+
gpu_verify_repeat(ima);
-
+
/* Did this get lost in the image recode? */
/* BKE_image_tag_time(ima);*/
@@ -1296,7 +1296,7 @@ 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);
@@ -1361,9 +1361,9 @@ 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 +1386,9 @@ 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);
@@ -1528,7 +1528,7 @@ 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 +1601,7 @@ typedef struct GPUMaterialFixed {
float spec[3];
int hard;
float alpha;
-} GPUMaterialFixed;
+} GPUMaterialFixed;
static struct GPUMaterialState {
GPUMaterialFixed (*matbuf);
@@ -1657,12 +1657,12 @@ 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 +1673,7 @@ 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;
@@ -1789,7 +1789,7 @@ 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 +1808,11 @@ 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 +1827,7 @@ void GPU_begin_object_materials(
GMS.alphablend[0] = GPU_BLEND_SOLID;
}
-
+
/* setup materials */
for (a = 1; a <= ob->totcol; a++) {
/* find a suitable material */
@@ -1986,7 +1986,7 @@ int GPU_object_material_bind(int nr, void *attribs)
if (GMS.dob) {
gpu_get_particle_info(&partile_info);
}
-
+
if (GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) {
GPU_get_object_info(object_info, mat);
}
@@ -2064,7 +2064,7 @@ void GPU_set_material_alpha_blend(int alphablend)
{
if (GMS.lastalphablend == alphablend)
return;
-
+
gpu_set_alpha_blend(alphablend);
GMS.lastalphablend = alphablend;
}
@@ -2155,13 +2155,13 @@ 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;
@@ -2199,7 +2199,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
/* 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);
@@ -2214,11 +2214,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
continue;
Lamp *la = base->object->data;
-
+
/* setup lamp transform */
glPushMatrix();
glLoadMatrixf((float *)viewmat);
-
+
/* setup light */
GPULightData light = {0};
@@ -2237,7 +2237,7 @@ 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]);
@@ -2248,11 +2248,11 @@ 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();
-
+
count++;
if (count == 8)
break;
@@ -2301,7 +2301,7 @@ 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);
@@ -2309,7 +2309,7 @@ void GPU_state_init(void)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
GPU_default_lights();
-
+
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
@@ -2331,7 +2331,7 @@ void GPU_state_init(void)
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);
@@ -2341,7 +2341,7 @@ void GPU_state_init(void)
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);