2006-01-06 03:46:54 +00:00
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// ------------------------------------
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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#include "GL/glew.h"
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2006-01-06 03:46:54 +00:00
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#include <iostream>
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2007-01-13 08:30:08 +00:00
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#include <map>
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2008-04-16 17:40:59 +00:00
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#include <stdlib.h>
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2006-01-06 03:46:54 +00:00
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#include "BL_Material.h"
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#include "BL_Texture.h"
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#include "MT_assert.h"
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "IMB_imbuf_types.h"
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#include "BKE_image.h"
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#include "BLI_blenlib.h"
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2006-02-13 05:45:32 +00:00
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#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
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#include "RAS_ICanvas.h"
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#include "RAS_Rect.h"
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#include "KX_GameObject.h"
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2006-01-06 03:46:54 +00:00
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#define spit(x) std::cout << x << std::endl;
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#include "MEM_guardedalloc.h"
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extern "C" {
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// envmaps
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#include "IMB_imbuf.h"
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2007-01-13 08:30:08 +00:00
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void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf);
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2006-01-06 03:46:54 +00:00
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void my_free_envmapdata(EnvMap *env);
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}
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// (n&(n-1)) zeros the least significant bit of n
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static int is_pow2(int num) {
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return ((num)&(num-1))==0;
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}
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static int smaller_pow2(int num) {
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while (!is_pow2(num))
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num= num&(num-1);
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return num;
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}
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2007-01-13 08:30:08 +00:00
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// Place holder for a full texture manager
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class BL_TextureObject
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{
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public:
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unsigned int gl_texture;
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void* ref_buffer;
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};
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typedef std::map<char*, BL_TextureObject> BL_TextureMap;
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static BL_TextureMap g_textureManager;
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2006-01-06 03:46:54 +00:00
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BL_Texture::BL_Texture()
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: mTexture(0),
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mOk(0),
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mNeedsDeleted(0),
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mType(0),
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2006-04-02 21:04:20 +00:00
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mUnit(0),
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mEnvState(0)
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2006-01-06 03:46:54 +00:00
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{
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// --
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}
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BL_Texture::~BL_Texture()
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{
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// --
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}
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void BL_Texture::DeleteTex()
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{
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if( mNeedsDeleted ) {
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2006-02-13 05:45:32 +00:00
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glDeleteTextures(1, (GLuint*)&mTexture);
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2006-01-06 03:46:54 +00:00
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mNeedsDeleted = 0;
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mOk = 0;
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}
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2006-04-02 21:04:20 +00:00
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if(mEnvState) {
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glDeleteLists((GLuint)mEnvState, 1);
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mEnvState =0;
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}
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if(mDisableState) {
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glDeleteLists((GLuint)mDisableState, 1);
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mDisableState =0;
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}
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2007-01-13 08:30:08 +00:00
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g_textureManager.clear();
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2006-01-06 03:46:54 +00:00
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}
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2006-02-13 05:45:32 +00:00
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bool BL_Texture::InitFromImage(int unit, Image *img, bool mipmap)
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2006-01-06 03:46:54 +00:00
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{
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2007-01-13 08:30:08 +00:00
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2006-12-20 18:29:23 +00:00
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ImBuf *ibuf;
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2007-01-13 08:30:08 +00:00
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if (!img || img->ok==0)
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{
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2006-01-06 03:46:54 +00:00
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mOk = false;
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return mOk;
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}
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2007-01-13 08:30:08 +00:00
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2006-12-20 18:29:23 +00:00
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ibuf= BKE_image_get_ibuf(img, NULL);
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2007-01-13 08:30:08 +00:00
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if (ibuf==NULL)
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{
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2006-12-20 18:29:23 +00:00
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img->ok = 0;
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mOk = false;
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return mOk;
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2006-01-06 03:46:54 +00:00
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}
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2006-02-13 05:45:32 +00:00
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2007-01-13 08:30:08 +00:00
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mTexture = img->bindcode;
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2006-02-13 05:45:32 +00:00
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mType = GL_TEXTURE_2D;
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mUnit = unit;
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2007-01-13 08:30:08 +00:00
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ActivateUnit(mUnit);
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2006-02-13 05:45:32 +00:00
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if (mTexture != 0) {
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glBindTexture(GL_TEXTURE_2D, mTexture );
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2006-01-06 03:46:54 +00:00
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Validate();
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return mOk;
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}
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2007-03-08 03:00:33 +00:00
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// look for an existing gl image
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BL_TextureMap::iterator mapLook = g_textureManager.find(img->id.name);
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if (mapLook != g_textureManager.end())
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{
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if (mapLook->second.gl_texture != 0)
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{
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mTexture = mapLook->second.gl_texture;
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glBindTexture(GL_TEXTURE_2D, mTexture);
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mOk = IsValid();
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return mOk;
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}
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}
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2006-02-13 05:45:32 +00:00
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mNeedsDeleted = 1;
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glGenTextures(1, (GLuint*)&mTexture);
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2006-12-20 18:29:23 +00:00
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InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
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2007-03-08 03:00:33 +00:00
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// track created units
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BL_TextureObject obj;
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obj.gl_texture = mTexture;
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obj.ref_buffer = img;
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g_textureManager.insert(std::pair<char*, BL_TextureObject>((char*)img->id.name, obj));
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2007-01-13 08:30:08 +00:00
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glDisable(GL_TEXTURE_2D);
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ActivateUnit(0);
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2006-01-06 03:46:54 +00:00
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Validate();
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return mOk;
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}
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void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
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{
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if (!is_pow2(x) || !is_pow2(y) ) {
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InitNonPow2Tex(pix, x,y,mipmap);
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return;
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}
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2006-02-13 05:45:32 +00:00
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glBindTexture(GL_TEXTURE_2D, mTexture );
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2006-01-06 03:46:54 +00:00
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if( mipmap ) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, x, y, GL_RGBA, GL_UNSIGNED_BYTE, pix );
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix );
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap)
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{
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int nx= smaller_pow2(x);
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int ny= smaller_pow2(y);
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unsigned int *newPixels = (unsigned int *)malloc(nx*ny*sizeof(unsigned int));
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gluScaleImage(GL_RGBA, x, y, GL_UNSIGNED_BYTE, pix, nx,ny, GL_UNSIGNED_BYTE, newPixels);
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2006-02-13 05:45:32 +00:00
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glBindTexture(GL_TEXTURE_2D, mTexture );
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2006-01-06 03:46:54 +00:00
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if( mipmap ) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, nx, ny, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nx, ny, 0, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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free(newPixels);
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}
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2007-01-13 08:30:08 +00:00
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bool BL_Texture::InitCubeMap(int unit, EnvMap *cubemap)
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2006-01-06 03:46:54 +00:00
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{
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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if (!GLEW_ARB_texture_cube_map)
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2007-01-13 08:30:08 +00:00
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{
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2006-01-06 03:46:54 +00:00
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spit("cubemaps not supported");
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mOk = false;
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return mOk;
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}
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2007-01-13 08:30:08 +00:00
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else if (!cubemap || cubemap->ima->ok==0)
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{
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2006-01-06 03:46:54 +00:00
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mOk = false;
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return mOk;
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}
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2007-01-13 08:30:08 +00:00
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2006-12-20 18:29:23 +00:00
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ImBuf *ibuf= BKE_image_get_ibuf(cubemap->ima, NULL);
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2007-01-13 08:30:08 +00:00
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if (ibuf==0)
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{
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2006-12-20 18:29:23 +00:00
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cubemap->ima->ok = 0;
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mOk = false;
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return mOk;
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2006-01-06 03:46:54 +00:00
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}
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mNeedsDeleted = 1;
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2006-02-13 05:45:32 +00:00
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mType = GL_TEXTURE_CUBE_MAP_ARB;
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mTexture = 0;
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mUnit = unit;
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2006-01-06 03:46:54 +00:00
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2007-01-13 08:30:08 +00:00
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ActivateUnit(mUnit);
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BL_TextureMap::iterator mapLook = g_textureManager.find(cubemap->ima->id.name);
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if (mapLook != g_textureManager.end())
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{
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if (mapLook->second.gl_texture != 0 && mapLook->second.ref_buffer == cubemap->ima)
|
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{
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mTexture = mapLook->second.gl_texture;
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mTexture);
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mOk = IsValid();
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return mOk;
|
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|
}
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|
}
|
|
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|
2006-02-13 05:45:32 +00:00
|
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|
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glGenTextures(1, (GLuint*)&mTexture);
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2007-01-13 08:30:08 +00:00
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mTexture);
|
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|
2006-01-06 03:46:54 +00:00
|
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|
2007-01-13 08:30:08 +00:00
|
|
|
// track created units
|
|
|
|
BL_TextureObject obj;
|
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|
|
obj.gl_texture = mTexture;
|
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|
|
obj.ref_buffer = cubemap->ima;
|
2007-01-23 13:25:20 +00:00
|
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|
g_textureManager.insert(std::pair<char*, BL_TextureObject>((char*)cubemap->ima->id.name, obj));
|
2006-01-06 03:46:54 +00:00
|
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|
2007-01-13 08:30:08 +00:00
|
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|
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|
bool needs_split = false;
|
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|
|
if (!cubemap->cube[0])
|
|
|
|
{
|
|
|
|
needs_split = true;
|
|
|
|
spit ("Re-Generating texture buffer");
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
|
2007-01-13 08:30:08 +00:00
|
|
|
if (needs_split)
|
|
|
|
my_envmap_split_ima(cubemap, ibuf);
|
2006-01-06 03:46:54 +00:00
|
|
|
|
2007-01-13 08:30:08 +00:00
|
|
|
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|
|
if (!is_pow2(cubemap->cube[0]->x) || !is_pow2(cubemap->cube[0]->y))
|
|
|
|
{
|
2006-01-06 03:46:54 +00:00
|
|
|
spit("invalid envmap size please render with CubeRes @ power of two");
|
2007-01-13 08:30:08 +00:00
|
|
|
|
|
|
|
my_free_envmapdata(cubemap);
|
2006-01-06 03:46:54 +00:00
|
|
|
mOk = false;
|
|
|
|
return mOk;
|
|
|
|
}
|
2006-02-13 05:45:32 +00:00
|
|
|
|
2007-01-13 08:30:08 +00:00
|
|
|
|
|
|
|
#define SetCubeMapFace(face, num) \
|
2006-02-13 05:45:32 +00:00
|
|
|
glTexImage2D(face, 0,GL_RGBA, \
|
2007-01-13 08:30:08 +00:00
|
|
|
cubemap->cube[num]->x, \
|
|
|
|
cubemap->cube[num]->y, \
|
|
|
|
0, GL_RGBA, GL_UNSIGNED_BYTE, \
|
|
|
|
cubemap->cube[num]->rect)
|
2006-02-13 05:45:32 +00:00
|
|
|
|
|
|
|
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);
|
2006-01-06 03:46:54 +00:00
|
|
|
|
|
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
2006-05-11 20:41:28 +00:00
|
|
|
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 );
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(GLEW_VERSION_1_2)
|
|
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
|
2007-01-13 08:30:08 +00:00
|
|
|
|
|
|
|
if (needs_split)
|
|
|
|
my_free_envmapdata(cubemap);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
|
|
ActivateUnit(0);
|
2006-02-13 05:45:32 +00:00
|
|
|
|
2006-01-06 03:46:54 +00:00
|
|
|
mOk = IsValid();
|
|
|
|
return mOk;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool BL_Texture::IsValid()
|
|
|
|
{
|
2006-02-13 05:45:32 +00:00
|
|
|
return (mTexture!= 0)?glIsTexture(mTexture)!=0:false;
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void BL_Texture::Validate()
|
|
|
|
{
|
|
|
|
mOk = IsValid();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool BL_Texture::Ok()
|
|
|
|
{
|
2006-02-13 05:45:32 +00:00
|
|
|
return (mTexture!= 0);
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
unsigned int BL_Texture::GetTextureType() const
|
|
|
|
{
|
|
|
|
return mType;
|
|
|
|
}
|
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
int BL_Texture::GetMaxUnits()
|
|
|
|
{
|
|
|
|
GLint unit=0;
|
2008-04-16 17:40:59 +00:00
|
|
|
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(GLEW_ARB_multitexture) {
|
|
|
|
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
|
|
|
|
return (MAXTEX>=unit?unit:MAXTEX);
|
2006-02-13 05:45:32 +00:00
|
|
|
}
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void BL_Texture::ActivateFirst()
|
|
|
|
{
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(GLEW_ARB_multitexture)
|
|
|
|
glActiveTextureARB(GL_TEXTURE0_ARB);
|
2006-02-13 05:45:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void BL_Texture::ActivateUnit(int unit)
|
|
|
|
{
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(GLEW_ARB_multitexture)
|
|
|
|
if(unit <= MAXTEX)
|
|
|
|
glActiveTextureARB(GL_TEXTURE0_ARB+unit);
|
2006-02-13 05:45:32 +00:00
|
|
|
}
|
|
|
|
|
2006-01-06 03:46:54 +00:00
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
void BL_Texture::DisableUnit()
|
2006-01-06 03:46:54 +00:00
|
|
|
{
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(GLEW_ARB_multitexture)
|
|
|
|
glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
|
2007-01-13 08:30:08 +00:00
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(GLEW_ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
|
2006-02-13 05:45:32 +00:00
|
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
2007-01-13 08:30:08 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
if (glIsEnabled(GL_TEXTURE_2D))
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
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 );
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
|
|
|
|
void BL_Texture::DisableAllTextures()
|
2006-01-06 03:46:54 +00:00
|
|
|
{
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
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 );
|
2006-02-13 05:45:32 +00:00
|
|
|
}
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
|
|
|
|
if(GLEW_ARB_multitexture)
|
|
|
|
glActiveTextureARB(GL_TEXTURE0_ARB);
|
2006-02-13 05:45:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void BL_Texture::ActivateTexture()
|
|
|
|
{
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(GLEW_ARB_multitexture)
|
|
|
|
glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
|
2007-01-13 08:30:08 +00:00
|
|
|
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
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);
|
2007-01-13 08:30:08 +00:00
|
|
|
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
glBindTexture( GL_TEXTURE_2D, mTexture );
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
2006-02-13 05:45:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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 &&
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
GLEW_ARB_texture_cube_map &&
|
2006-02-13 05:45:32 +00:00
|
|
|
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)
|
|
|
|
{
|
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
|
|
|
if(modulate || !GLEW_ARB_texture_env_combine){
|
2006-02-13 05:45:32 +00:00
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2006-04-02 21:04:20 +00:00
|
|
|
if(glIsList(mEnvState))
|
|
|
|
{
|
|
|
|
glCallList(mEnvState);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if(!mEnvState)
|
|
|
|
mEnvState = glGenLists(1);
|
|
|
|
|
|
|
|
glNewList(mEnvState, GL_COMPILE_AND_EXECUTE);
|
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
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);
|
2006-04-02 21:04:20 +00:00
|
|
|
|
|
|
|
glEndList();
|
2006-02-13 05:45:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
int BL_Texture::GetPow2(int n)
|
|
|
|
{
|
|
|
|
if(!is_pow2(n))
|
|
|
|
n = smaller_pow2(n);
|
|
|
|
|
|
|
|
return n;
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
|
2007-01-13 08:30:08 +00:00
|
|
|
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);
|
|
|
|
}
|
2006-04-02 21:04:20 +00:00
|
|
|
|
|
|
|
unsigned int BL_Texture::mDisableState = 0;
|
|
|
|
|
2006-01-06 03:46:54 +00:00
|
|
|
extern "C" {
|
|
|
|
|
2007-01-13 08:30:08 +00:00
|
|
|
void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf)
|
2006-01-06 03:46:54 +00:00
|
|
|
{
|
|
|
|
int dx, part;
|
|
|
|
|
|
|
|
my_free_envmapdata(env);
|
|
|
|
|
2006-12-20 18:29:23 +00:00
|
|
|
dx= ibuf->y;
|
2006-01-06 03:46:54 +00:00
|
|
|
dx/= 2;
|
2006-12-20 18:29:23 +00:00
|
|
|
if(3*dx != ibuf->x) {
|
2006-01-06 03:46:54 +00:00
|
|
|
printf("Incorrect envmap size\n");
|
|
|
|
env->ok= 0;
|
|
|
|
env->ima->ok= 0;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
for(part=0; part<6; part++) {
|
2007-02-01 02:10:38 +00:00
|
|
|
env->cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect, 0);
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
2006-12-20 18:29:23 +00:00
|
|
|
IMB_rectcpy(env->cube[0], ibuf,
|
2007-01-13 08:30:08 +00:00
|
|
|
0, 0, 0, 0, dx, dx);
|
2006-12-20 18:29:23 +00:00
|
|
|
IMB_rectcpy(env->cube[1], ibuf,
|
2007-01-13 08:30:08 +00:00
|
|
|
0, 0, dx, 0, dx, dx);
|
2006-12-20 18:29:23 +00:00
|
|
|
IMB_rectcpy(env->cube[2], ibuf,
|
2007-01-13 08:30:08 +00:00
|
|
|
0, 0, 2*dx, 0, dx, dx);
|
2006-12-20 18:29:23 +00:00
|
|
|
IMB_rectcpy(env->cube[3], ibuf,
|
2007-01-13 08:30:08 +00:00
|
|
|
0, 0, 0, dx, dx, dx);
|
2006-12-20 18:29:23 +00:00
|
|
|
IMB_rectcpy(env->cube[4], ibuf,
|
2007-01-13 08:30:08 +00:00
|
|
|
0, 0, dx, dx, dx, dx);
|
2006-12-20 18:29:23 +00:00
|
|
|
IMB_rectcpy(env->cube[5], ibuf,
|
2007-01-13 08:30:08 +00:00
|
|
|
0, 0, 2*dx, dx, dx, dx);
|
|
|
|
|
|
|
|
env->ok= 2;// ENV_OSA
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void my_free_envmapdata(EnvMap *env)
|
|
|
|
{
|
2006-12-20 18:29:23 +00:00
|
|
|
unsigned int part;
|
2006-01-06 03:46:54 +00:00
|
|
|
|
|
|
|
for(part=0; part<6; part++) {
|
2006-12-20 18:29:23 +00:00
|
|
|
ImBuf *ibuf= env->cube[part];
|
|
|
|
if(ibuf) {
|
|
|
|
IMB_freeImBuf(ibuf);
|
|
|
|
env->cube[part]= NULL;
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
env->ok= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2006-02-13 05:45:32 +00:00
|
|
|
} // extern C
|
2006-01-06 03:46:54 +00:00
|
|
|
|