blender/source/gameengine/Ketsji/BL_Texture.cpp
Mitchell Stokes a3e296fc40 Committing patch #25676 Anisotropic filtering in viewport and BGE by me.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering

One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
2011-06-15 18:59:22 +00:00

683 lines
16 KiB
C++

/** \file gameengine/Ketsji/BL_Texture.cpp
* \ingroup ketsji
*/
// ------------------------------------
#include "GL/glew.h"
#include <iostream>
#include <map>
#include <stdlib.h>
#include "BL_Material.h"
#include "BL_Texture.h"
#include "MT_assert.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "IMB_imbuf_types.h"
#include "BKE_image.h"
#include "BLI_blenlib.h"
#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#include "KX_GameObject.h"
#define spit(x) std::cout << x << std::endl;
#include "MEM_guardedalloc.h"
#include "GPU_draw.h"
extern "C" {
// envmaps
#include "IMB_imbuf.h"
void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf);
void my_free_envmapdata(EnvMap *env);
}
// (n&(n-1)) zeros the least significant bit of n
static int is_pow2(int num) {
return ((num)&(num-1))==0;
}
static int smaller_pow2(int num) {
while (!is_pow2(num))
num= num&(num-1);
return num;
}
// Place holder for a full texture manager
class BL_TextureObject
{
public:
unsigned int gl_texture;
void* ref_buffer;
};
typedef std::map<char*, BL_TextureObject> BL_TextureMap;
static BL_TextureMap g_textureManager;
BL_Texture::BL_Texture()
: mTexture(0),
mOk(0),
mNeedsDeleted(0),
mType(0),
mUnit(0),
mEnvState(0)
{
// --
}
BL_Texture::~BL_Texture()
{
// --
}
void BL_Texture::DeleteTex()
{
if( mNeedsDeleted ) {
glDeleteTextures(1, (GLuint*)&mTexture);
mNeedsDeleted = 0;
mOk = 0;
}
if(mEnvState) {
glDeleteLists((GLuint)mEnvState, 1);
mEnvState =0;
}
if(mDisableState) {
glDeleteLists((GLuint)mDisableState, 1);
mDisableState =0;
}
g_textureManager.clear();
}
bool BL_Texture::InitFromImage(int unit, Image *img, bool mipmap)
{
ImBuf *ibuf;
if (!img || img->ok==0)
{
mOk = false;
return mOk;
}
ibuf= BKE_image_get_ibuf(img, NULL);
if (ibuf==NULL)
{
img->ok = 0;
mOk = false;
return mOk;
}
mTexture = img->bindcode;
mType = GL_TEXTURE_2D;
mUnit = unit;
ActivateUnit(mUnit);
if (mTexture != 0) {
glBindTexture(GL_TEXTURE_2D, mTexture );
Validate();
return mOk;
}
// look for an existing gl image
BL_TextureMap::iterator mapLook = g_textureManager.find(img->id.name);
if (mapLook != g_textureManager.end())
{
if (mapLook->second.gl_texture != 0)
{
mTexture = mapLook->second.gl_texture;
glBindTexture(GL_TEXTURE_2D, mTexture);
mOk = IsValid();
return mOk;
}
}
mNeedsDeleted = 1;
glGenTextures(1, (GLuint*)&mTexture);
InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
// track created units
BL_TextureObject obj;
obj.gl_texture = mTexture;
obj.ref_buffer = img;
g_textureManager.insert(std::pair<char*, BL_TextureObject>((char*)img->id.name, obj));
glDisable(GL_TEXTURE_2D);
ActivateUnit(0);
Validate();
return mOk;
}
void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
{
if (!is_pow2(x) || !is_pow2(y) ) {
InitNonPow2Tex(pix, x,y,mipmap);
return;
}
glBindTexture(GL_TEXTURE_2D, mTexture );
if( mipmap ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, x, y, GL_RGBA, GL_UNSIGNED_BYTE, pix );
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix );
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap)
{
int nx= smaller_pow2(x);
int ny= smaller_pow2(y);
unsigned int *newPixels = (unsigned int *)malloc(nx*ny*sizeof(unsigned int));
gluScaleImage(GL_RGBA, x, y, GL_UNSIGNED_BYTE, pix, nx,ny, GL_UNSIGNED_BYTE, newPixels);
glBindTexture(GL_TEXTURE_2D, mTexture );
if( mipmap ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, nx, ny, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nx, ny, 0, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
free(newPixels);
}
bool BL_Texture::InitCubeMap(int unit, EnvMap *cubemap)
{
if (!GLEW_ARB_texture_cube_map)
{
spit("cubemaps not supported");
mOk = false;
return mOk;
}
else if (!cubemap || cubemap->ima->ok==0)
{
mOk = false;
return mOk;
}
ImBuf *ibuf= BKE_image_get_ibuf(cubemap->ima, NULL);
if (ibuf==0)
{
cubemap->ima->ok = 0;
mOk = false;
return mOk;
}
mNeedsDeleted = 1;
mType = GL_TEXTURE_CUBE_MAP_ARB;
mTexture = 0;
mUnit = unit;
ActivateUnit(mUnit);
BL_TextureMap::iterator mapLook = g_textureManager.find(cubemap->ima->id.name);
if (mapLook != g_textureManager.end())
{
if (mapLook->second.gl_texture != 0 && mapLook->second.ref_buffer == cubemap->ima)
{
mTexture = mapLook->second.gl_texture;
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mTexture);
mOk = IsValid();
return mOk;
}
}
glGenTextures(1, (GLuint*)&mTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mTexture);
// track created units
BL_TextureObject obj;
obj.gl_texture = mTexture;
obj.ref_buffer = cubemap->ima;
g_textureManager.insert(std::pair<char*, BL_TextureObject>((char*)cubemap->ima->id.name, obj));
bool needs_split = false;
if (!cubemap->cube[0])
{
needs_split = true;
spit ("Re-Generating texture buffer");
}
if (needs_split)
my_envmap_split_ima(cubemap, ibuf);
if (!is_pow2(cubemap->cube[0]->x) || !is_pow2(cubemap->cube[0]->y))
{
spit("invalid envmap size please render with CubeRes @ power of two");
my_free_envmapdata(cubemap);
mOk = false;
return mOk;
}
#define SetCubeMapFace(face, num) \
glTexImage2D(face, 0,GL_RGBA, \
cubemap->cube[num]->x, \
cubemap->cube[num]->y, \
0, GL_RGBA, GL_UNSIGNED_BYTE, \
cubemap->cube[num]->rect)
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 5);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 3);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 1);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 2);
SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 4);
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
if(GLEW_VERSION_1_2)
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
if (needs_split)
my_free_envmapdata(cubemap);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
ActivateUnit(0);
mOk = IsValid();
return mOk;
}
bool BL_Texture::IsValid()
{
return (mTexture!= 0)?glIsTexture(mTexture)!=0:false;
}
void BL_Texture::Validate()
{
mOk = IsValid();
}
bool BL_Texture::Ok()
{
return (mTexture!= 0);
}
unsigned int BL_Texture::GetTextureType() const
{
return mType;
}
int BL_Texture::GetMaxUnits()
{
GLint unit=0;
if(GLEW_ARB_multitexture) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
return (MAXTEX>=unit?unit:MAXTEX);
}
return 0;
}
void BL_Texture::ActivateFirst()
{
if(GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB);
}
void BL_Texture::ActivateUnit(int unit)
{
if(GLEW_ARB_multitexture)
if(unit <= MAXTEX)
glActiveTextureARB(GL_TEXTURE0_ARB+unit);
}
void BL_Texture::DisableUnit()
{
if(GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
if(GLEW_ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
else
{
if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
void BL_Texture::DisableAllTextures()
{
for(int i=0; i<MAXTEX; i++) {
if(GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB+i);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
if(GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB);
}
void BL_Texture::ActivateTexture()
{
if(GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
if (mType == GL_TEXTURE_CUBE_MAP_ARB && GLEW_ARB_texture_cube_map)
{
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, mTexture );
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
}
else {
if(GLEW_ARB_texture_cube_map )
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture( GL_TEXTURE_2D, mTexture );
glEnable(GL_TEXTURE_2D);
}
}
void BL_Texture::SetMapping(int mode)
{
if(!(mode &USEREFL)) {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
return;
}
if( mType == GL_TEXTURE_CUBE_MAP_ARB &&
GLEW_ARB_texture_cube_map &&
mode &USEREFL)
{
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
return;
}
else
{
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);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
}
void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
{
if(modulate || !GLEW_ARB_texture_env_combine){
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
return;
}
if(glIsList(mEnvState))
{
glCallList(mEnvState);
return;
}
if(!mEnvState)
mEnvState = glGenLists(1);
glNewList(mEnvState, GL_COMPILE_AND_EXECUTE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
GLfloat blend_operand = GL_SRC_COLOR;
GLfloat blend_operand_prev = GL_SRC_COLOR;
GLfloat alphaOp = GL_SRC_ALPHA;
GLenum combiner = GL_COMBINE_RGB_ARB;
GLenum source0 = GL_SOURCE0_RGB_ARB;
GLenum source1 = GL_SOURCE1_RGB_ARB;
GLenum source2 = GL_SOURCE2_RGB_ARB;
GLenum op0 = GL_OPERAND0_RGB_ARB;
GLenum op1 = GL_OPERAND1_RGB_ARB;
GLenum op2 = GL_OPERAND2_RGB_ARB;
// switch to alpha combiners
if( mat->flag[mUnit] &TEXALPHA ) {
combiner = GL_COMBINE_ALPHA_ARB;
source0 = GL_SOURCE0_ALPHA_ARB;
source1 = GL_SOURCE1_ALPHA_ARB;
source2 = GL_SOURCE2_ALPHA_ARB;
op0 = GL_OPERAND0_ALPHA_ARB;
op1 = GL_OPERAND1_ALPHA_ARB;
op2 = GL_OPERAND2_ALPHA_ARB;
blend_operand = GL_SRC_ALPHA;
blend_operand_prev = GL_SRC_ALPHA;
// invert
if(mat->flag[mUnit] &TEXNEG) {
blend_operand_prev = GL_ONE_MINUS_SRC_ALPHA;
blend_operand = GL_ONE_MINUS_SRC_ALPHA;
}
}
else {
if(mat->flag[mUnit] &TEXNEG) {
blend_operand_prev=GL_ONE_MINUS_SRC_COLOR;
blend_operand = GL_ONE_MINUS_SRC_COLOR;
}
}
bool using_alpha = false;
if(mat->flag[mUnit] &USEALPHA){
alphaOp = GL_ONE_MINUS_SRC_ALPHA;
using_alpha=true;
}
else if(mat->flag[mUnit] &USENEGALPHA){
alphaOp = GL_SRC_ALPHA;
using_alpha = true;
}
switch( mat->blend_mode[mUnit] ) {
case BLEND_MIX:
{
// ------------------------------
if(!using_alpha) {
GLfloat base_col[4];
base_col[0] = base_col[1] = base_col[2] = 0.f;
base_col[3] = 1.f-mat->color_blend[mUnit];
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,base_col );
}
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_INTERPOLATE_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
if(!using_alpha)
glTexEnvf( GL_TEXTURE_ENV, source2, GL_CONSTANT_ARB );
else
glTexEnvf( GL_TEXTURE_ENV, source2, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op2, alphaOp);
}break;
case BLEND_MUL:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_MODULATE);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev);
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
if(using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_ADD:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD_SIGNED_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
if(using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_SUB:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_SUBTRACT_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_SCR:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
if(using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
} break;
}
glTexEnvf( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
glEndList();
}
int BL_Texture::GetPow2(int n)
{
if(!is_pow2(n))
n = smaller_pow2(n);
return n;
}
void BL_Texture::SplitEnvMap(EnvMap *map)
{
if (!map || !map->ima || (map->ima && !map->ima->ok)) return;
ImBuf *ibuf= BKE_image_get_ibuf(map->ima, NULL);
if (ibuf)
my_envmap_split_ima(map, ibuf);
}
unsigned int BL_Texture::mDisableState = 0;
extern "C" {
void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf)
{
int dx, part;
my_free_envmapdata(env);
dx= ibuf->y;
dx/= 2;
if(3*dx != ibuf->x) {
printf("Incorrect envmap size\n");
env->ok= 0;
env->ima->ok= 0;
}
else {
for(part=0; part<6; part++) {
env->cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect);
}
IMB_rectcpy(env->cube[0], ibuf,
0, 0, 0, 0, dx, dx);
IMB_rectcpy(env->cube[1], ibuf,
0, 0, dx, 0, dx, dx);
IMB_rectcpy(env->cube[2], ibuf,
0, 0, 2*dx, 0, dx, dx);
IMB_rectcpy(env->cube[3], ibuf,
0, 0, 0, dx, dx, dx);
IMB_rectcpy(env->cube[4], ibuf,
0, 0, dx, dx, dx, dx);
IMB_rectcpy(env->cube[5], ibuf,
0, 0, 2*dx, dx, dx, dx);
env->ok= 2;// ENV_OSA
}
}
void my_free_envmapdata(EnvMap *env)
{
unsigned int part;
for(part=0; part<6; part++) {
ImBuf *ibuf= env->cube[part];
if(ibuf) {
IMB_freeImBuf(ibuf);
env->cube[part]= NULL;
}
}
env->ok= 0;
}
} // extern C