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Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 1171 |
1 files changed, 1171 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c new file mode 100644 index 00000000000..700dd6dedb2 --- /dev/null +++ b/source/blender/gpu/intern/gpu_draw.c @@ -0,0 +1,1171 @@ +/** + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): Brecht Van Lommel. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <string.h> + +#include "GL/glew.h" + +#include "DNA_image_types.h" +#include "DNA_lamp_types.h" +#include "DNA_material_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_node_types.h" +#include "DNA_object_types.h" +#include "DNA_scene_types.h" +#include "DNA_userdef_types.h" +#include "DNA_view3d_types.h" + +#include "MEM_guardedalloc.h" + +#include "IMB_imbuf.h" +#include "IMB_imbuf_types.h" + +#include "BKE_bmfont.h" +#include "BKE_global.h" +#include "BKE_image.h" +#include "BKE_main.h" +#include "BKE_material.h" +#include "BKE_node.h" +#include "BKE_object.h" +#include "BKE_utildefines.h" + +#include "GPU_extensions.h" +#include "GPU_material.h" +#include "GPU_draw.h" + +/* These are some obscure rendering functions shared between the + * game engine and the blender, in this module to avoid duplicaten + * and abstract them away from the rest a bit */ + +/* Text Rendering */ + +static void gpu_mcol(unsigned int ucol) +{ + /* mcol order is swapped */ + char *cp= (char *)&ucol; + glColor3ub(cp[3], cp[2], cp[1]); +} + +void GPU_render_text(MTFace *tface, int mode, + const char *textstr, int textlen, unsigned int *col, + float *v1, float *v2, float *v3, float *v4, int glattrib) +{ + if (mode & TF_BMFONT) { + Image* ima; + int characters, index, character; + float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; + + characters = textlen; + + ima = (Image*)tface->tpage; + if (ima == NULL) + characters = 0; + + // color has been set + if (tface->mode & TF_OBCOL) + col= NULL; + else if (!col) + glColor3f(1.0f, 1.0f, 1.0f); + + glPushMatrix(); + for (index = 0; index < characters; index++) { + float uv[4][2]; + + // lets calculate offset stuff + character = textstr[index]; + + // space starts at offset 1 + // character = character - ' ' + 1; + matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢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; + + glBegin(GL_POLYGON); + if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]); + else glTexCoord2fv(uv[0]); + if(col) gpu_mcol(col[0]); + glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); + + if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]); + else glTexCoord2fv(uv[1]); + if(col) gpu_mcol(col[1]); + glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); + + if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]); + else glTexCoord2fv(uv[2]); + if(col) gpu_mcol(col[2]); + glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); + + if(v4) { + uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx; + uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy; + + if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]); + else glTexCoord2fv(uv[3]); + if(col) gpu_mcol(col[3]); + glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); + } + glEnd(); + + glTranslatef(advance, 0.0, 0.0); + } + glPopMatrix(); + } +} + +/* Checking powers of two for images since opengl 1.x requires it */ + +static int is_pow2(int num) +{ + /* (n&(n-1)) zeros the least significant bit of n */ + return ((num)&(num-1))==0; +} + +static int smaller_pow2(int num) +{ + while (!is_pow2(num)) + num= num&(num-1); + + return num; +} + +static int is_pow2_limit(int num) +{ + /* take texture clamping into account */ + if (U.glreslimit != 0 && num > U.glreslimit) + return 0; + + return ((num)&(num-1))==0; +} + +static int smaller_pow2_limit(int num) +{ + /* take texture clamping into account */ + if (U.glreslimit != 0 && num > U.glreslimit) + return U.glreslimit; + + return smaller_pow2(num); +} + +/* Current OpenGL state caching for GPU_set_tpage */ + +static struct GPUTextureState { + int curtile, tile; + int curtilemode, tilemode; + int curtileXRep, tileXRep; + int curtileYRep, tileYRep; + Image *ima, *curima; + + int domipmap, linearmipmap; + + int alphamode; + MTFace *lasttface; +} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL}; + +/* Mipmap settings */ + +void GPU_set_mipmap(int mipmap) +{ + if (GTS.domipmap != (mipmap != 0)) { + GPU_free_images(); + GTS.domipmap = mipmap != 0; + } +} + +void GPU_set_linear_mipmap(int linear) +{ + if (GTS.linearmipmap != (linear != 0)) { + GPU_free_images(); + GTS.linearmipmap = linear != 0; + } +} + +static int gpu_get_mipmap(void) +{ + return GTS.domipmap && (!(G.f & G_TEXTUREPAINT)); +} + +static GLenum gpu_get_mipmap_filter() +{ + /* linearmipmap is off by default + * when mipmapping is off, use unfiltered display */ + return GTS.linearmipmap? GL_LINEAR_MIPMAP_LINEAR : + (GTS.domipmap ? GL_LINEAR_MIPMAP_NEAREST : GL_NEAREST); +} + +/* Set OpenGL state for an MTFace */ + +static void gpu_make_repbind(Image *ima) +{ + ImBuf *ibuf; + + ibuf = BKE_image_get_ibuf(ima, NULL); + if(ibuf==NULL) + return; + + if(ima->repbind) { + glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); + MEM_freeN(ima->repbind); + ima->repbind= 0; + ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; + } + + ima->totbind= ima->xrep*ima->yrep; + + if(ima->totbind>1) + ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind"); +} + +static void gpu_clear_tpage() +{ + if(GTS.lasttface==0) + return; + + GTS.lasttface= 0; + GTS.curtile= 0; + GTS.curima= 0; + if(GTS.curtilemode!=0) { + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + } + GTS.curtilemode= 0; + GTS.curtileXRep=0; + GTS.curtileYRep=0; + GTS.alphamode= -1; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + glDisable(GL_ALPHA_TEST); +} + +static void gpu_set_blend_mode(GPUBlendMode blendmode) +{ + if(blendmode == GPU_BLEND_SOLID) { + glDisable(GL_BLEND); + glDisable(GL_ALPHA_TEST); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + else if(blendmode==GPU_BLEND_ADD) { + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE); + glDisable(GL_ALPHA_TEST); + } + else if(blendmode==GPU_BLEND_ALPHA) { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + /* if U.glalphaclip == 1.0, some cards go bonkers... + * turn off alpha test in this case */ + + /* added after 2.45 to clip alpha */ + if(U.glalphaclip == 1.0) { + glDisable(GL_ALPHA_TEST); + } + else { + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, U.glalphaclip); + } + } + else if(blendmode==GPU_BLEND_CLIP) { + glDisable(GL_BLEND); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.5f); + } +} + +static void gpu_verify_alpha_mode(MTFace *tface) +{ + /* verify alpha blending modes */ + if(GTS.alphamode == tface->transp) + return; + + gpu_set_blend_mode(tface->transp); + GTS.alphamode= tface->transp; +} + +static void gpu_verify_reflection(Image *ima) +{ + if (ima && (ima->flag & IMA_REFLECT)) { + /* enable reflection mapping */ + glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); + glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); + + glEnable(GL_TEXTURE_GEN_S); + glEnable(GL_TEXTURE_GEN_T); + } + else { + /* disable reflection mapping */ + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + } +} + +int GPU_verify_image(Image *ima, int tftile, int tfmode, int compare) +{ + ImBuf *ibuf = NULL; + unsigned int *bind = NULL; + int rectw, recth, tpx=0, tpy=0, y; + unsigned int *rectrow, *tilerectrow; + unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL; + short texwindx, texwindy, texwinsx, texwinsy; + + /* initialize tile mode and number of repeats */ + GTS.ima = ima; + GTS.tilemode= (tfmode & TF_TILES) || (ima && (ima->tpageflag & IMA_TWINANIM)); + GTS.tileXRep = 0; + GTS.tileYRep = 0; + + /* setting current tile according to frame */ + if(ima && (ima->tpageflag & IMA_TWINANIM)) + GTS.tile= ima->lastframe; + else + GTS.tile= tftile; + + if(ima) { + GTS.tileXRep = ima->xrep; + GTS.tileYRep = ima->yrep; + } + + /* if same image & tile, we're done */ + if(compare && ima == GTS.curima && GTS.curtile == GTS.tile && + GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep && + GTS.curtileYRep == GTS.tileYRep) + return (ima!=0); + + /* if tiling mode or repeat changed, change texture matrix to fit */ + if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep || + GTS.curtileYRep != GTS.tileYRep) { + + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + + if((tfmode & TF_TILES) && ima!=NULL) + glScalef(ima->xrep, ima->yrep, 1.0); + + glMatrixMode(GL_MODELVIEW); + } + + /* check if we have a valid image */ + if(ima==NULL || ima->ok==0) + return 0; + + /* check if we have a valid image buffer */ + ibuf= BKE_image_get_ibuf(ima, NULL); + + if(ibuf==NULL) + return 0; + + /* ensure we have a char buffer and not only float */ + if ((ibuf->rect==NULL) && ibuf->rect_float) + IMB_rect_from_float(ibuf); + + if(GTS.tilemode) { + /* tiled mode */ + if(ima->repbind==0) gpu_make_repbind(ima); + if(GTS.tile>=ima->totbind) GTS.tile= 0; + + /* this happens when you change repeat buttons */ + if(ima->repbind) bind= &ima->repbind[GTS.tile]; + else bind= &ima->bindcode; + + if(*bind==0) { + + texwindx= ibuf->x/ima->xrep; + texwindy= ibuf->y/ima->yrep; + + if(GTS.tile>=ima->xrep*ima->yrep) + GTS.tile= ima->xrep*ima->yrep-1; + + texwinsy= GTS.tile / ima->xrep; + texwinsx= GTS.tile - texwinsy*ima->xrep; + + texwinsx*= texwindx; + texwinsy*= texwindy; + + tpx= texwindx; + tpy= texwindy; + + rect= ibuf->rect + texwinsy*ibuf->x + texwinsx; + } + } + else { + /* regular image mode */ + bind= &ima->bindcode; + + if(*bind==0) { + tpx= ibuf->x; + tpy= ibuf->y; + rect= ibuf->rect; + } + } + + if(*bind != 0) { + /* enable opengl drawing with textures */ + glBindTexture(GL_TEXTURE_2D, *bind); + return *bind; + } + + rectw = tpx; + recth = tpy; + + /* for tiles, copy only part of image into buffer */ + if (GTS.tilemode) { + tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect"); + + for (y=0; y<recth; y++) { + rectrow= &rect[y*ibuf->x]; + tilerectrow= &tilerect[y*rectw]; + + memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow)); + } + + rect= tilerect; + } + + /* scale if not a power of two */ + if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) { + rectw= smaller_pow2_limit(rectw); + recth= smaller_pow2_limit(recth); + + scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect"); + gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect); + rect= scalerect; + } + + /* create image */ + glGenTextures(1, (GLuint *)bind); + glBindTexture( GL_TEXTURE_2D, *bind); + + if (!gpu_get_mipmap()) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter()); + } + else { + gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter()); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter()); + + ima->tpageflag |= IMA_MIPMAP_COMPLETE; + } + + /* set to modulate with vertex color */ + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + /* clean up */ + if (tilerect) + MEM_freeN(tilerect); + if (scalerect) + MEM_freeN(scalerect); + + return *bind; +} + +static void gpu_verify_repeat(Image *ima) +{ + /* set either clamp or repeat in X/Y */ + if (ima->tpageflag & IMA_CLAMP_U) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + else + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + + if (ima->tpageflag & IMA_CLAMP_V) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + else + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); +} + +int GPU_set_tpage(MTFace *tface) +{ + Image *ima; + + /* check if we need to clear the state */ + if(tface==0) { + gpu_clear_tpage(); + return 0; + } + + ima= tface->tpage; + GTS.lasttface= tface; + + gpu_verify_alpha_mode(tface); + gpu_verify_reflection(ima); + + if(GPU_verify_image(ima, tface->tile, tface->mode, 1)) { + GTS.curtile= GTS.tile; + GTS.curima= GTS.ima; + GTS.curtilemode= GTS.tilemode; + GTS.curtileXRep = GTS.tileXRep; + GTS.curtileYRep = GTS.tileYRep; + + glEnable(GL_TEXTURE_2D); + } + else { + glDisable(GL_TEXTURE_2D); + + GTS.curtile= 0; + GTS.curima= 0; + GTS.curtilemode= 0; + GTS.curtileXRep = 0; + GTS.curtileYRep = 0; + + return 0; + } + + gpu_verify_repeat(ima); + + /* Did this get lost in the image recode? */ + /* tag_image_time(ima);*/ + + return 1; +} + +/* these two functions are called on entering and exiting texture paint mode, + temporary disabling/enabling mipmapping on all images for quick texture + updates with glTexSubImage2D. images that didn't change don't have to be + re-uploaded to OpenGL */ +void GPU_paint_set_mipmap(int mipmap) +{ + Image* ima; + + if(!GTS.domipmap) + return; + + if(mipmap) { + for(ima=G.main->image.first; ima; ima=ima->id.next) { + if(ima->bindcode) { + if(ima->tpageflag & IMA_MIPMAP_COMPLETE) { + glBindTexture(GL_TEXTURE_2D, ima->bindcode); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter()); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter()); + } + else + GPU_free_image(ima); + } + } + + } + else { + for(ima=G.main->image.first; ima; ima=ima->id.next) { + if(ima->bindcode) { + glBindTexture(GL_TEXTURE_2D, ima->bindcode); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter()); + } + } + } +} + +void GPU_paint_update_image(Image *ima, int x, int y, int w, int h) +{ + ImBuf *ibuf; + + ibuf = BKE_image_get_ibuf(ima, NULL); + + if (ima->repbind || gpu_get_mipmap() || !ima->bindcode || !ibuf || + (!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) || + (w == 0) || (h == 0)) { + /* these cases require full reload still */ + GPU_free_image(ima); + } + else { + /* for the special case, we can do a partial update + * which is much quicker for painting */ + GLint row_length, skip_pixels, skip_rows; + + glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length); + glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels); + glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows); + + if ((ibuf->rect==NULL) && ibuf->rect_float) + IMB_rect_from_float(ibuf); + + glBindTexture(GL_TEXTURE_2D, ima->bindcode); + + glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x); + glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); + glPixelStorei(GL_UNPACK_SKIP_ROWS, y); + + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, + GL_UNSIGNED_BYTE, ibuf->rect); + + glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); + glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels); + glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows); + + if(ima->tpageflag & IMA_MIPMAP_COMPLETE) + ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; + } +} + +void GPU_update_images_framechange(void) +{ + Image *ima; + + for(ima=G.main->image.first; ima; ima=ima->id.next) { + if(ima->tpageflag & IMA_TWINANIM) { + if(ima->twend >= ima->xrep*ima->yrep) + ima->twend= ima->xrep*ima->yrep-1; + + /* check: is bindcode not in the array? free. (to do) */ + + ima->lastframe++; + if(ima->lastframe > ima->twend) + ima->lastframe= ima->twsta; + } + } +} + +int GPU_update_image_time(Image *ima, double time) +{ + int inc = 0; + float diff; + int newframe; + + if (!ima) + return 0; + + if (ima->lastupdate<0) + ima->lastupdate = 0; + + if (ima->lastupdate>time) + ima->lastupdate=(float)time; + + if(ima->tpageflag & IMA_TWINANIM) { + if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1; + + /* check: is the bindcode not in the array? Then free. (still to do) */ + + diff = (float)(time-ima->lastupdate); + inc = (int)(diff*(float)ima->animspeed); + + ima->lastupdate+=((float)inc/(float)ima->animspeed); + + newframe = ima->lastframe+inc; + + if(newframe > (int)ima->twend) { + if(ima->twend-ima->twsta != 0) + newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta); + else + newframe = ima->twsta; + } + + ima->lastframe = newframe; + } + + return inc; +} + +void GPU_free_image(Image *ima) +{ + /* free regular image binding */ + if(ima->bindcode) { + glDeleteTextures(1, (GLuint *)&ima->bindcode); + ima->bindcode= 0; + ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; + } + + /* free glsl image binding */ + if(ima->gputexture) { + GPU_texture_free(ima->gputexture); + ima->gputexture= NULL; + } + + /* free repeated image binding */ + if(ima->repbind) { + glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); + + MEM_freeN(ima->repbind); + ima->repbind= NULL; + ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; + } +} + +void GPU_free_images(void) +{ + Image* ima; + + if(G.main) + for(ima=G.main->image.first; ima; ima=ima->id.next) + GPU_free_image(ima); +} + +/* OpenGL Materials */ + +/* materials start counting at # one.... */ +#define MAXMATBUF (MAXMAT+1) + +/* OpenGL state caching for materials */ + +static struct GPUMaterialState { + float matbuf[MAXMATBUF][2][4]; + int totmat; + + Material *gmatbuf[MAXMATBUF]; + Material *gboundmat; + Object *gob; + Scene *gscene; + + GPUBlendMode blendmode[MAXMATBUF]; + int alphapass; + + int lastmatnr, lastretval; + GPUBlendMode lastblendmode; +} GMS; + +Material *gpu_active_node_material(Material *ma) +{ + if(ma && ma->use_nodes && ma->nodetree) { + bNode *node= nodeGetActiveID(ma->nodetree, ID_MA); + + if(node) + return (Material *)node->id; + else + return NULL; + } + + return ma; +} + +void GPU_set_object_materials(Scene *scene, Object *ob, int glsl, int *do_alpha_pass) +{ + extern Material defmaterial; /* from material.c */ + Material *ma; + GPUMaterial *gpumat; + GPUBlendMode blendmode; + int a; + + /* initialize state */ + memset(&GMS, 0, sizeof(GMS)); + GMS.lastmatnr = -1; + GMS.lastretval = -1; + GMS.lastblendmode = GPU_BLEND_SOLID; + + GMS.gob = ob; + GMS.gscene = scene; + GMS.totmat= ob->totcol; + + GMS.alphapass = (G.vd && G.vd->transp); + if(do_alpha_pass) + *do_alpha_pass = 0; + + /* no materials assigned? */ + if(ob->totcol==0) { + GMS.matbuf[0][0][0]= defmaterial.r; + GMS.matbuf[0][0][1]= defmaterial.g; + GMS.matbuf[0][0][2]= defmaterial.b; + GMS.matbuf[0][0][3]= 1.0; + + GMS.matbuf[0][1][0]= defmaterial.specr; + GMS.matbuf[0][1][1]= defmaterial.specg; + GMS.matbuf[0][1][2]= defmaterial.specb; + GMS.matbuf[0][1][3]= 1.0; + + /* do material 1 too, for displists! */ + QUATCOPY(GMS.matbuf[1][0], GMS.matbuf[0][0]); + QUATCOPY(GMS.matbuf[1][1], GMS.matbuf[0][1]); + + if(glsl) { + GMS.gmatbuf[0]= &defmaterial; + GPU_material_from_blender(GMS.gscene, &defmaterial); + } + + GMS.blendmode[0]= GPU_BLEND_SOLID; + } + + /* setup materials */ + for(a=1; a<=ob->totcol; a++) { + /* find a suitable material */ + ma= give_current_material(ob, a); + if(!glsl) ma= gpu_active_node_material(ma); + if(ma==NULL) ma= &defmaterial; + + /* this shouldn't happen .. */ + if(a>=MAXMATBUF) + continue; + + /* create glsl material if requested */ + gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL; + + if(gpumat) { + /* do glsl only if creating it succeed, else fallback */ + GMS.gmatbuf[a]= ma; + blendmode = GPU_material_blend_mode(gpumat, ob->col); + } + else { + /* fixed function opengl materials */ + if (ma->mode & MA_SHLESS) { + GMS.matbuf[a][0][0]= ma->r; + GMS.matbuf[a][0][1]= ma->g; + GMS.matbuf[a][0][2]= ma->b; + } else { + GMS.matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r; + GMS.matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g; + GMS.matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b; + + GMS.matbuf[a][1][0]= ma->spec*ma->specr; + GMS.matbuf[a][1][1]= ma->spec*ma->specg; + GMS.matbuf[a][1][2]= ma->spec*ma->specb; + GMS.matbuf[a][1][3]= 1.0; + } + + blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA; + if(do_alpha_pass && GMS.alphapass) + GMS.matbuf[a][0][3]= ma->alpha; + else + GMS.matbuf[a][0][3]= 1.0f; + } + + /* setting do_alpha_pass = 1 indicates this object needs to be + * drawn in a second alpha pass for improved blending */ + if(do_alpha_pass) { + GMS.blendmode[a]= blendmode; + if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass) + *do_alpha_pass= 1; + } + } + + /* let's start with a clean state */ + GPU_disable_material(); +} + +int GPU_enable_material(int nr, void *attribs) +{ + GPUVertexAttribs *gattribs = attribs; + GPUMaterial *gpumat; + GPUBlendMode blendmode; + + /* prevent index to use un-initialized array items */ + if(nr>GMS.totmat) + nr= GMS.totmat; + + if(gattribs) + memset(gattribs, 0, sizeof(*gattribs)); + + /* keep current material */ + if(nr>=MAXMATBUF || nr==GMS.lastmatnr) + return GMS.lastretval; + + /* unbind glsl material */ + if(GMS.gboundmat) { + if(GMS.alphapass) glDepthMask(0); + GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); + GMS.gboundmat= NULL; + } + + /* draw materials with alpha in alpha pass */ + GMS.lastmatnr = nr; + GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP); + if(GMS.alphapass) + GMS.lastretval = !GMS.lastretval; + + if(GMS.lastretval) { + if(gattribs && GMS.gmatbuf[nr]) { + /* bind glsl material and get attributes */ + Material *mat = GMS.gmatbuf[nr]; + + gpumat = GPU_material_from_blender(GMS.gscene, mat); + GPU_material_vertex_attributes(gpumat, gattribs); + GPU_material_bind(gpumat, GMS.gob->lay, G.vd->lay, 1.0); + GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, G.vd->viewmat, G.vd->viewinv, GMS.gob->col); + GMS.gboundmat= mat; + + if(GMS.alphapass) glDepthMask(1); + } + else { + /* or do fixed function opengl material */ + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr][0]); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr][1]); + } + + /* set (alpha) blending mode */ + blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID; + GPU_set_material_blend_mode(blendmode); + } + + return GMS.lastretval; +} + +void GPU_set_material_blend_mode(int blendmode) +{ + if(GMS.lastblendmode == blendmode) + return; + + gpu_set_blend_mode(blendmode); + GMS.lastblendmode = blendmode; +} + +int GPU_get_material_blend_mode(void) +{ + return GMS.lastblendmode; +} + +void GPU_disable_material(void) +{ + GMS.lastmatnr= -1; + GMS.lastretval= 1; + + if(GMS.gboundmat) { + if(GMS.alphapass) glDepthMask(0); + GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); + GMS.gboundmat= NULL; + } + + GPU_set_material_blend_mode(GPU_BLEND_SOLID); +} + +/* Lights */ + +int GPU_default_lights(void) +{ + int a, count = 0; + + /* initialize */ + if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) { + U.light[0].flag= 1; + U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9; + U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8; + U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5; + U.light[0].spec[3]= 1.0; + + U.light[1].flag= 0; + U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1; + U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8; + U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5; + U.light[1].spec[3]= 1.0; + + U.light[2].flag= 0; + U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2; + U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4; + U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3; + U.light[2].spec[3]= 1.0; + } + + glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); + glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); + glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); + + glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); + glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); + glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); + + glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); + glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); + glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); + + for(a=0; a<8; a++) { + if(a<3) { + if(U.light[a].flag) { + glEnable(GL_LIGHT0+a); + count++; + } + else + glDisable(GL_LIGHT0+a); + + // clear stuff from other opengl lamp usage + glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0); + glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0); + glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0); + } + else + glDisable(GL_LIGHT0+a); + } + + glDisable(GL_LIGHTING); + + glDisable(GL_COLOR_MATERIAL); + + return count; +} + +int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4]) +{ + Base *base; + Lamp *la; + int count; + float position[4], direction[4], energy[4]; + + /* disable all lights */ + for(count=0; count<8; count++) + glDisable(GL_LIGHT0+count); + + count= 0; + + for(base=scene->base.first; base; base=base->next) { + if(base->object->type!=OB_LAMP) + continue; + + if(!(base->lay & lay) || !(base->lay & ob->lay)) + continue; + + la= base->object->data; + + /* setup lamp transform */ + glPushMatrix(); + glLoadMatrixf((float *)viewmat); + + where_is_object_simul(base->object); + + if(la->type==LA_SUN) { + /* sun lamp */ + VECCOPY(position, base->object->obmat[2]); + direction[3]= 0.0; + + glLightfv(GL_LIGHT0+count, GL_POSITION, direction); + } + else { + /* other lamps with attenuation */ + VECCOPY(position, base->object->obmat[3]); + position[3]= 1.0f; + + glLightfv(GL_LIGHT0+count, GL_POSITION, position); + glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0); + glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist); + glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); + + if(la->type==LA_SPOT) { + /* spot lamp */ + direction[0]= -base->object->obmat[2][0]; + direction[1]= -base->object->obmat[2][1]; + direction[2]= -base->object->obmat[2][2]; + glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction); + glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0); + glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend); + } + else + glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0); + } + + /* setup energy */ + energy[0]= la->energy*la->r; + energy[1]= la->energy*la->g; + energy[2]= la->energy*la->b; + energy[3]= 1.0; + + glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); + glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy); + glEnable(GL_LIGHT0+count); + + glPopMatrix(); + + count++; + if(count==8) + break; + } + + return count; +} + +/* Default OpenGL State */ + +void GPU_state_init(void) +{ + /* also called when doing opengl rendering and in the game engine */ + float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 }; + float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 }; + float mat_shininess[] = { 35.0 }; + int a, x, y; + GLubyte pat[32*32]; + const GLubyte *patc= pat; + + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); + glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess); + + GPU_default_lights(); + + /* no local viewer, looks ugly in ortho mode */ + /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */ + + glDepthFunc(GL_LEQUAL); + /* scaling matrices */ + glEnable(GL_NORMALIZE); + + glShadeModel(GL_FLAT); + + glDisable(GL_ALPHA_TEST); + glDisable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glDisable(GL_FOG); + glDisable(GL_LIGHTING); + glDisable(GL_LOGIC_OP); + glDisable(GL_STENCIL_TEST); + glDisable(GL_TEXTURE_1D); + glDisable(GL_TEXTURE_2D); + + /* default on, disable/enable should be local per function */ + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + + glPixelTransferi(GL_MAP_COLOR, GL_FALSE); + glPixelTransferi(GL_RED_SCALE, 1); + glPixelTransferi(GL_RED_BIAS, 0); + glPixelTransferi(GL_GREEN_SCALE, 1); + glPixelTransferi(GL_GREEN_BIAS, 0); + glPixelTransferi(GL_BLUE_SCALE, 1); + glPixelTransferi(GL_BLUE_BIAS, 0); + glPixelTransferi(GL_ALPHA_SCALE, 1); + glPixelTransferi(GL_ALPHA_BIAS, 0); + + glPixelTransferi(GL_DEPTH_BIAS, 0); + glPixelTransferi(GL_DEPTH_SCALE, 1); + glDepthRange(0.0, 1.0); + + a= 0; + for(x=0; x<32; x++) { + for(y=0; y<4; y++) { + if( (x) & 1) pat[a++]= 0x88; + else pat[a++]= 0x22; + } + } + + glPolygonStipple(patc); + + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + + glFrontFace(GL_CCW); + glCullFace(GL_BACK); + glDisable(GL_CULL_FACE); +} + |