/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file blender/gpu/intern/gpu_draw.c * \ingroup gpu * * Utility functions for dealing with OpenGL texture & material context, * mipmap generation and light objects. * * These are some obscure rendering functions shared between the * game engine and the blender, in this module to avoid duplication * and abstract them away from the rest a bit. */ #include #include "GL/glew.h" #include "BLI_blenlib.h" #include "BLI_linklist.h" #include "BLI_math.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "DNA_lamp_types.h" #include "DNA_material_types.h" #include "DNA_meshdata_types.h" #include "DNA_modifier_types.h" #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_smoke_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_scene.h" #include "BKE_DerivedMesh.h" #include "GPU_buffers.h" #include "GPU_draw.h" #include "GPU_extensions.h" #include "GPU_material.h" #include "smoke_API.h" extern Material defmaterial; /* from material.c */ /* 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 & GEMAT_TEXT) && (textlen>0) && tface->tpage) { Image* ima = (Image *)tface->tpage; ImBuf *first_ibuf; const size_t textlen_st = textlen; size_t index; float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; float advance_tab; /* 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 line_height = max_fff(v1[1], v2[1], v3[1]) - min_fff(v1[1], v2[1], v3[1]); line_height *= 1.2f; /* could be an option? */ /* end multiline */ /* color has been set */ if (tface->mode & TF_OBCOL) col= NULL; else if (!col) glColor3f(1.0f, 1.0f, 1.0f); glPushMatrix(); /* get the tab width */ first_ibuf = BKE_image_get_first_ibuf(ima); matrixGlyph(first_ibuf, ' ', ¢erx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); 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 character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index); if (character=='\n') { glTranslatef(line_start, -line_height, 0.0); line_start = 0.0f; continue; } else if (character=='\t') { glTranslatef(advance_tab, 0.0, 0.0); 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, ¢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); line_start -= advance; /* so we can go back to the start of the line */ } glPopMatrix(); BKE_image_release_ibuf(ima, first_ibuf, NULL); } } /* Checking powers of two for images since opengl 1.x requires it */ static bool is_power_of_2_resolution(int w, int h) { return is_power_of_2_i(w) && is_power_of_2_i(h); } static bool is_over_resolution_limit(int w, int h) { int reslimit = (U.glreslimit != 0)? min_ii(U.glreslimit, GPU_max_texture_size()) : GPU_max_texture_size(); return (w > reslimit || h > reslimit); } static int smaller_power_of_2_limit(int num) { int reslimit = (U.glreslimit != 0)? min_ii(U.glreslimit, GPU_max_texture_size()) : GPU_max_texture_size(); /* take texture clamping into account */ if (num > reslimit) return reslimit; return power_of_2_min_i(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 texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */ 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}; /* Mipmap settings */ void GPU_set_gpu_mipmapping(int gpu_mipmap) { int old_value = GTS.gpu_mipmap; /* only actually enable if it's supported */ GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object; if (old_value != GTS.gpu_mipmap) { GPU_free_images(); } } static void gpu_generate_mipmap(GLenum target) { const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY); int target_enabled = 0; /* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled * http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */ if (is_ati) { target_enabled = glIsEnabled(target); if (!target_enabled) glEnable(target); } glGenerateMipmapEXT(target); if (is_ati && !target_enabled) glDisable(target); } 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; } } int GPU_get_mipmap(void) { return GTS.domipmap && !GTS.texpaint; } int GPU_get_linear_mipmap(void) { return GTS.linearmipmap; } static GLenum gpu_get_mipmap_filter(int mag) { /* linearmipmap is off by default *when mipmapping is off, * use unfiltered display */ if (mag) { if (GTS.linearmipmap || 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 return GL_NEAREST; } } /* Anisotropic filtering settings */ void GPU_set_anisotropic(float value) { if (GTS.anisotropic != value) { GPU_free_images(); /* Clamp value to the maximum value the graphics card supports */ if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT) value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT; GTS.anisotropic = value; } } float GPU_get_anisotropic(void) { return GTS.anisotropic; } /* Set OpenGL state for an MTFace */ static void gpu_make_repbind(Image *ima) { ImBuf *ibuf; ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); if (ibuf==NULL) return; if (ima->repbind) { glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); MEM_freeN(ima->repbind); ima->repbind= NULL; ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; } ima->totbind= ima->xrep*ima->yrep; if (ima->totbind>1) ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind"); BKE_image_release_ibuf(ima, ibuf, NULL); } static void gpu_clear_tpage(void) { if (GTS.lasttface==NULL) return; GTS.lasttface= NULL; GTS.curtile= 0; GTS.curima= NULL; if (GTS.curtilemode!=0) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } GTS.curtilemode= 0; GTS.curtileXRep=0; GTS.curtileYRep=0; GTS.alphablend= -1; glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_ALPHA_TEST); } static void gpu_set_alpha_blend(GPUBlendMode alphablend) { if (alphablend == GPU_BLEND_SOLID) { glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if (alphablend==GPU_BLEND_ADD) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_ALPHA_TEST); } else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) { glEnable(GL_BLEND); /* for OpenGL render we use the alpha channel, this makes alpha blend correct */ if (GLEW_VERSION_1_4) glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); else 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 == 1.0f) { glDisable(GL_ALPHA_TEST); } else { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, U.glalphaclip); } } else if (alphablend==GPU_BLEND_CLIP) { glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); } } static void gpu_verify_alpha_blend(int alphablend) { /* verify alpha blending modes */ if (GTS.alphablend == alphablend) return; gpu_set_alpha_blend(alphablend); GTS.alphablend= alphablend; } static void gpu_verify_reflection(Image *ima) { if (ima && (ima->flag & IMA_REFLECT)) { /* enable reflection mapping */ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); } else { /* disable reflection mapping */ glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } } int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, bool compare, bool mipmap, bool is_data) { 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; float *srgb_frect = NULL; short texwindx, texwindy, texwinsx, texwinsy; /* flag to determine whether high resolution format is used */ bool use_high_bit_depth = false, do_color_management = false; /* initialize tile mode and number of repeats */ GTS.ima = ima; 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; else GTS.tile= tftile; GTS.tile = MAX2(0, GTS.tile); 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 != NULL); } /* if tiling mode or repeat changed, change texture matrix to fit */ if (GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep || GTS.curtileYRep != GTS.tileYRep) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); if (ima && (ima->tpageflag & IMA_TILES)) glScalef(ima->xrep, ima->yrep, 1.0); 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_acquire_ibuf(ima, iuser, NULL); if (ibuf==NULL) return 0; if (ibuf->rect_float) { if (U.use_16bit_textures) { /* use high precision textures. This is relatively harmless because OpenGL gives us * a high precision format only if it is available */ use_high_bit_depth = true; } /* TODO unneeded when float images are correctly treated as linear always */ if (!is_data) do_color_management = true; if (ibuf->rect==NULL) IMB_rect_from_float(ibuf); } /* currently, tpage refresh is used by ima sequences */ if (ima->tpageflag & IMA_TPAGE_REFRESH) { 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) 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; if (use_high_bit_depth) { if (do_color_management) { 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; } else frect= ibuf->rect_float + texwinsy*ibuf->x + texwinsx; } else 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 (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"); 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); } else frect= ibuf->rect_float; } } } if (*bind != 0) { /* enable opengl drawing with textures */ glBindTexture(GL_TEXTURE_2D, *bind); BKE_image_release_ibuf(ima, ibuf, NULL); return *bind; } rectw = tpx; recth = tpy; /* for tiles, copy only part of image into buffer */ if (GTS.tilemode) { if (use_high_bit_depth) { float *frectrow, *ftilerectrow; ftilerect= MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect"); for (y=0; yx]; ftilerectrow= &ftilerect[y*rectw]; memcpy(ftilerectrow, frectrow, tpx*sizeof(*frectrow)); } frect= ftilerect; } else { unsigned int *rectrow, *tilerectrow; tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect"); for (y=0; yx]; tilerectrow= &tilerect[y*rectw]; memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow)); } rect= tilerect; } } #ifdef WITH_DDS if (ibuf->ftype & DDS) GPU_create_gl_tex_compressed(bind, rect, rectw, recth, mipmap, ima, ibuf); else #endif GPU_create_gl_tex(bind, rect, frect, rectw, recth, mipmap, use_high_bit_depth, ima); /* mark as non-color data texture */ if (*bind) { if (is_data) ima->tpageflag |= IMA_GLBIND_IS_DATA; else ima->tpageflag &= ~IMA_GLBIND_IS_DATA; } /* clean up */ if (tilerect) MEM_freeN(tilerect); if (ftilerect) MEM_freeN(ftilerect); if (srgb_frect) MEM_freeN(srgb_frect); BKE_image_release_ibuf(ima, ibuf, NULL); return *bind; } /* Image *ima can be NULL */ void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int rectw, int recth, bool mipmap, bool use_high_bit_depth, Image *ima) { unsigned int *scalerect = NULL; float *fscalerect = NULL; int tpx = rectw; int tpy = recth; /* scale if not a power of two. this is not strictly necessary for newer * GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures * Then don't bother scaling for hardware that supports NPOT textures! */ if ((!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); 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); frect = fscalerect; } else { scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect"); gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, pix, rectw, recth, GL_UNSIGNED_BYTE, scalerect); pix= scalerect; } } /* create image */ 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); 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)); } 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); 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); } 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; } 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); } /** * GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go. * This is so the viewport and the BGE can share some code. * Returns false if the provided ImBuf doesn't have a supported DXT compression format */ bool GPU_upload_dxt_texture(ImBuf *ibuf) { #ifdef WITH_DDS GLint format = 0; int blocksize, height, width, i, size, offset = 0; width = ibuf->x; height = ibuf->y; if (GLEW_EXT_texture_compression_s3tc) { if (ibuf->dds_data.fourcc == FOURCC_DXT1) format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; else if (ibuf->dds_data.fourcc == FOURCC_DXT3) format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; else if (ibuf->dds_data.fourcc == FOURCC_DXT5) format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; } if (format == 0) { printf("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"); return false; } 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)); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (GLEW_EXT_texture_filter_anisotropic) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic()); blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16; for (i=0; idds_data.nummipmaps && (width||height); ++i) { if (width == 0) width = 1; if (height == 0) height = 1; size = ((width+3)/4)*((height+3)/4)*blocksize; glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset); offset += size; width >>= 1; height >>= 1; } /* 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); return true; #else (void)ibuf; return false; #endif } void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, Image *ima, ImBuf *ibuf) { #ifndef WITH_DDS (void)ibuf; /* Fall back to uncompressed if DDS isn't enabled */ GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima); #else glGenTextures(1, (GLuint *)bind); glBindTexture(GL_TEXTURE_2D, *bind); if (GPU_upload_dxt_texture(ibuf) == 0) { glDeleteTextures(1, (GLuint *)bind); GPU_create_gl_tex(bind, pix, NULL, x, y, mipmap, 0, ima); } #endif } static void gpu_verify_repeat(Image *ima) { /* set either clamp or repeat in X/Y */ if (ima->tpageflag & IMA_CLAMP_U) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); if (ima->tpageflag & IMA_CLAMP_V) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend) { Image *ima; /* check if we need to clear the state */ if (tface==NULL) { gpu_clear_tpage(); return 0; } ima= tface->tpage; GTS.lasttface= tface; 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; GTS.curtileXRep = GTS.tileXRep; GTS.curtileYRep = GTS.tileYRep; glEnable(GL_TEXTURE_2D); } else { glDisable(GL_TEXTURE_2D); GTS.curtile= 0; GTS.curima= NULL; GTS.curtilemode= 0; GTS.curtileXRep = 0; GTS.curtileYRep = 0; return 0; } gpu_verify_repeat(ima); /* Did this get lost in the image recode? */ /* BKE_image_tag_time(ima);*/ return 1; } /* these two functions are called on entering and exiting texture paint mode, * temporary disabling/enabling mipmapping on all images for quick texture * 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; GTS.texpaint = !mipmap; 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(0)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); } else GPU_free_image(ima); } else ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; } } 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(1)); } else ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; } } } /* check if image has been downscaled and do scaled partial update */ static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h) { if ((!GPU_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) || is_over_resolution_limit(ibuf->x, ibuf->y)) { int x_limit = smaller_power_of_2_limit(ibuf->x); int y_limit = smaller_power_of_2_limit(ibuf->y); float xratio = x_limit / (float)ibuf->x; float yratio = y_limit / (float)ibuf->y; /* find new width, height and x,y gpu texture coordinates */ /* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */ int rectw = (int)ceil(xratio * w); int recth = (int)ceil(yratio * h); x *= xratio; y *= yratio; /* ...but take back if we are over the limit! */ if (rectw + x > x_limit) rectw--; if (recth + y > y_limit) recth--; /* float rectangles are already continuous in memory so we can use gluScaleImage */ 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); glBindTexture(GL_TEXTURE_2D, ima->bindcode); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, GL_FLOAT, fscalerect); MEM_freeN(fscalerect); } /* byte images are not continuous in memory so do manual interpolation */ else { unsigned char *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect"); unsigned int *p = (unsigned int *)scalerect; int i, j; float inv_xratio = 1.0f / xratio; float inv_yratio = 1.0f / yratio; for (i = 0; i < rectw; i++) { float u = (x + i) * inv_xratio; for (j = 0; j < recth; j++) { float v = (y + j) * inv_yratio; bilinear_interpolation_color_wrap(ibuf, (unsigned char *)(p + i + j * (rectw)), NULL, u, v); } } glBindTexture(GL_TEXTURE_2D, ima->bindcode); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, scalerect); MEM_freeN(scalerect); } if (GPU_get_mipmap()) { gpu_generate_mipmap(GL_TEXTURE_2D); } else { ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; } return true; } return false; } void GPU_paint_update_image(Image *ima, int x, int y, int w, int h) { ImBuf *ibuf; ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); if (ima->repbind || (GPU_get_mipmap() && !GTS.gpu_mipmap) || !ima->bindcode || !ibuf || (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 color correction is needed, we must update the part that needs updating. */ if (ibuf->rect_float) { 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); glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels); glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows); BKE_image_release_ibuf(ima, ibuf, NULL); return; } glBindTexture(GL_TEXTURE_2D, ima->bindcode); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer); MEM_freeN(buffer); /* we have already accounted for the case where GTS.gpu_mipmap is false * so we will be using GPU mipmap generation here */ if (GPU_get_mipmap()) { gpu_generate_mipmap(GL_TEXTURE_2D); } else { ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; } BKE_image_release_ibuf(ima, ibuf, NULL); return; } if (GPU_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) { glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels); glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows); BKE_image_release_ibuf(ima, ibuf, NULL); return; } 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); /* see comment above as to why we are using gpu mipmap generation here */ if (GPU_get_mipmap()) { gpu_generate_mipmap(GL_TEXTURE_2D); } else { ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; } } BKE_image_release_ibuf(ima, ibuf, NULL); } 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 > (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; /* 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); 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_smoke(SmokeModifierData *smd) { if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) { if (smd->domain->tex) GPU_texture_free(smd->domain->tex); smd->domain->tex = NULL; if (smd->domain->tex_shadow) GPU_texture_free(smd->domain->tex_shadow); smd->domain->tex_shadow = NULL; if (smd->domain->tex_flame) GPU_texture_free(smd->domain->tex_flame); smd->domain->tex_flame = NULL; } } void GPU_create_smoke(SmokeModifierData *smd, int highres) { #ifdef WITH_SMOKE if (smd->type & MOD_SMOKE_TYPE_DOMAIN) { SmokeDomainSettings *sds = smd->domain; 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"); 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); } /* density only */ else { sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid)); } sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL; } else if (!sds->tex && highres) { /* rgba texture for color + density */ if (smoke_turbulence_has_colors(sds->wt)) { float *data = MEM_callocN(sizeof(float)*smoke_turbulence_get_cells(sds->wt)*4, "smokeColorTexture"); smoke_turbulence_get_rgba(sds->wt, data, 0); sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data); MEM_freeN(data); } /* density only */ else { sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt)); } sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL; } sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow); } #else // WITH_SMOKE (void)highres; smd->domain->tex= NULL; smd->domain->tex_flame= NULL; smd->domain->tex_shadow= NULL; #endif // WITH_SMOKE } static LinkNode *image_free_queue = NULL; static void gpu_queue_image_for_free(Image *ima) { BLI_lock_thread(LOCK_OPENGL); BLI_linklist_prepend(&image_free_queue, ima); BLI_unlock_thread(LOCK_OPENGL); } void GPU_free_unused_buffers(void) { LinkNode *node; Image *ima; if (!BLI_thread_is_main()) return; BLI_lock_thread(LOCK_OPENGL); /* images */ for (node=image_free_queue; node; node=node->next) { ima = node->link; /* check in case it was freed in the meantime */ if (G.main && BLI_findindex(&G.main->image, ima) != -1) GPU_free_image(ima); } BLI_linklist_free(image_free_queue, NULL); image_free_queue = NULL; /* vbo buffers */ GPU_global_buffer_pool_free_unused(); BLI_unlock_thread(LOCK_OPENGL); } void GPU_free_image(Image *ima) { if (!BLI_thread_is_main()) { gpu_queue_image_for_free(ima); return; } /* free regular image binding */ if (ima->bindcode) { glDeleteTextures(1, (GLuint *)&ima->bindcode); ima->bindcode= 0; } /* 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|IMA_GLBIND_IS_DATA); } 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); } /* same as above but only free animated images */ void GPU_free_images_anim(void) { Image* ima; if (G.main) for (ima=G.main->image.first; ima; ima=ima->id.next) if (BKE_image_is_animated(ima)) GPU_free_image(ima); } /* OpenGL Materials */ #define FIXEDMAT 8 /* OpenGL state caching for materials */ typedef struct GPUMaterialFixed { float diff[4]; float spec[4]; int hard; } GPUMaterialFixed; static struct GPUMaterialState { GPUMaterialFixed (*matbuf); GPUMaterialFixed matbuf_fixed[FIXEDMAT]; int totmat; Material **gmatbuf; Material *gmatbuf_fixed[FIXEDMAT]; Material *gboundmat; Object *gob; Scene *gscene; int glay; float (*gviewmat)[4]; float (*gviewinv)[4]; bool backface_culling; GPUBlendMode *alphablend; GPUBlendMode alphablend_fixed[FIXEDMAT]; bool use_alpha_pass, is_alpha_pass; bool use_matcaps; int lastmatnr, lastretval; GPUBlendMode lastalphablend; } 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) { if (new_shading_nodes || bmat->mode & MA_SHLESS) { copy_v3_v3(smat->diff, &bmat->r); smat->diff[3]= 1.0; if (gamma) linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); zero_v4(smat->spec); smat->hard= 0; } else { mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit); 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->hard= CLAMPIS(bmat->har, 0, 128); if (gamma) { linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); linearrgb_to_srgb_v3_v3(smat->spec, smat->spec); } } } static 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_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, bool glsl, bool *do_alpha_after) { Material *ma; GPUMaterial *gpumat; GPUBlendMode alphablend; 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 */ #ifdef WITH_GAMEENGINE if (rv3d->rflag & RV3D_IS_GAME_ENGINE) { ob = BKE_object_lod_matob_get(ob, scene); } #endif /* initialize state */ memset(&GMS, 0, sizeof(GMS)); GMS.lastmatnr = -1; GMS.lastretval = -1; GMS.lastalphablend = GPU_BLEND_SOLID; GMS.use_matcaps = use_matcap; GMS.backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0; GMS.gob = ob; GMS.gscene = scene; 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.gviewmat= rv3d->viewmat; GMS.gviewinv= rv3d->viewinv; /* alpha pass setup. there's various cases to handle here: * - object transparency on: only solid materials draw in the first pass, * and only transparent in the second 'alpha' pass. * - object transparency off: for glsl we draw both in a single pass, and * for solid we don't use transparency at all. */ GMS.use_alpha_pass = (do_alpha_after != NULL); 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"); 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; } /* 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); /* 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); /* 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.alphablend[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 && !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; if (gpumat) { /* do glsl only if creating it succeed, else fallback */ 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); if (GMS.use_alpha_pass && ((ma->mode & MA_TRANSP) || (new_shading_nodes && ma->alpha != 1.0f))) { 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; alphablend = GPU_BLEND_SOLID; } } /* setting 'do_alpha_after = true' indicates this object needs to be * drawn in a second alpha pass for improved blending */ if (do_alpha_after && !GMS.is_alpha_pass) if (ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT)) *do_alpha_after = true; GMS.alphablend[a]= alphablend; } } /* let's start with a clean state */ GPU_disable_material(); } int GPU_enable_material(int nr, void *attribs) { GPUVertexAttribs *gattribs = attribs; GPUMaterial *gpumat; GPUBlendMode alphablend; /* no GPU_begin_object_materials, use default material */ if (!GMS.matbuf) { float diff[4], spec[4]; memset(&GMS, 0, sizeof(GMS)); mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit); diff[3]= 1.0; mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec); spec[3]= 1.0; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */ return 0; } /* prevent index to use un-initialized array items */ if (nr>=GMS.totmat) nr= 0; if (gattribs) memset(gattribs, 0, sizeof(*gattribs)); /* keep current material */ 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; } /* draw materials with alpha in alpha pass */ GMS.lastmatnr = nr; GMS.lastretval = 1; if (GMS.use_alpha_pass) { GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP); if (GMS.is_alpha_pass) GMS.lastretval = !GMS.lastretval; } else GMS.lastretval = !GMS.is_alpha_pass; if (GMS.lastretval) { /* for alpha pass, use alpha blend */ alphablend = GMS.alphablend[nr]; if (gattribs && GMS.gmatbuf[nr]) { /* bind glsl material and get attributes */ Material *mat = GMS.gmatbuf[nr]; float auto_bump_scale; gpumat = GPU_material_from_blender(GMS.gscene, mat); 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); 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; /* for glsl use alpha blend mode, unless it's set to solid and * we are already drawing in an alpha pass */ if (mat->game.alpha_blend != GPU_BLEND_SOLID) alphablend= mat->game.alpha_blend; if (GMS.is_alpha_pass) glDepthMask(1); if (GMS.backface_culling) { if (mat->game.flag) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); } if (GMS.use_matcaps) glColor3f(1.0, 1.0, 1.0f); } else { /* or do fixed function opengl material */ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec); glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard); } /* set (alpha) blending mode */ GPU_set_material_alpha_blend(alphablend); } return GMS.lastretval; } void GPU_set_material_alpha_blend(int alphablend) { if (GMS.lastalphablend == alphablend) return; gpu_set_alpha_blend(alphablend); GMS.lastalphablend = alphablend; } int GPU_get_material_alpha_blend(void) { return GMS.lastalphablend; } void GPU_disable_material(void) { 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_set_material_alpha_blend(GPU_BLEND_SOLID); } void GPU_material_diffuse_get(int nr, float diff[4]) { /* prevent index to use un-initialized array items */ if (nr >= GMS.totmat) nr = 0; /* no GPU_begin_object_materials, use default material */ if (!GMS.matbuf) { mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit); } else { copy_v4_v4(diff, GMS.matbuf[nr].diff); } } bool GPU_material_use_matcaps_get(void) { return GMS.use_matcaps; } void GPU_end_object_materials(void) { GPU_disable_material(); 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; /* resetting the texture matrix after the scaling needed for tiled textures */ if (GTS.tilemode) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } } /* Lights */ int GPU_default_lights(void) { float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4]; 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; } glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); for (a=0; a<8; a++) { if (a<3) { if (U.light[a].flag) { glEnable(GL_LIGHT0+a); normalize_v3_v3(position, U.light[a].vec); 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); count++; } else { 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); } // 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][4], int ortho) { 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); /* view direction for specular is not compute correct by default in * opengl, so we set the settings ourselfs */ 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) continue; if (!(base->lay & lay) || !(base->lay & ob->lay)) continue; la= base->object->data; /* setup lamp transform */ glPushMatrix(); glLoadMatrixf((float *)viewmat); if (la->type==LA_SUN) { /* sun lamp */ copy_v3_v3(direction, base->object->obmat[2]); 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; 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 */ 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); } else glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0); } /* setup energy */ mul_v3_v3fl(energy, &la->r, la->energy); 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 }; 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); glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); GPU_default_lights(); 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 disabled, enable should be local per function */ glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPixelTransferi(GL_MAP_COLOR, GL_FALSE); glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0); glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0); glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0); glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0); glPixelTransferi(GL_DEPTH_BIAS, 0); glPixelTransferi(GL_DEPTH_SCALE, 1); glDepthRange(0.0, 1.0); 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); /* calling this makes drawing very slow when AA is not set up in ghost * on Linux/NVIDIA. */ // glDisable(GL_MULTISAMPLE); } #ifdef DEBUG /* debugging aid */ static void gpu_state_print_fl_ex(const char *name, GLenum type) { const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff}; float value[32]; int a; memset(value, 0xff, sizeof(value)); glGetFloatv(type, value); printf("%s: ", name); for (a = 0; a < 32; a++) { if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) { break; } printf("%.2f ", value[a]); } printf("\n"); } #define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val) 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); } #undef gpu_state_print_fl #endif