/** * $Id$ * * ***** 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 #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) && (textlen>0) && tface->tpage) { Image* ima = (Image*)tface->tpage; int index, character; 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= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]); else line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]); line_height *= 1.2; /* 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 */ matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); advance_tab= advance * 4; /* tab width could also be an option */ for (index = 0; index < textlen; index++) { float uv[4][2]; // lets calculate offset stuff character = textstr[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; } // 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); line_start -= advance; /* so we can go back to the start of the line */ } 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 (G.f & G_TEXTUREPAINT) return 1; if (U.glreslimit != 0 && num > U.glreslimit) return 0; return ((num)&(num-1))==0; } static int smaller_pow2_limit(int num) { if (G.f & G_TEXTUREPAINT) return 1; /* 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(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; } } /* 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; 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!=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; yx]; 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(1)); } 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(0)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 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(0)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); } 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(1)); } } } } 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; int glay; float (*gviewmat)[4]; float (*gviewinv)[4]; 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(View3D *v3d, RegionView3D *rv3d, 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.glay= v3d->lay; GMS.gviewmat= rv3d->viewmat; GMS.gviewinv= rv3d->viewinv; GMS.alphapass = (v3d && v3d->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, GMS.glay, 1.0); GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, 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; } glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); 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], 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); where_is_object_simul(scene, base->object); if(la->type==LA_SUN) { /* sun lamp */ VECCOPY(direction, 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(); 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); }