forked from bartvdbraak/blender
Get rid of gluBuild2DMipmaps on rna API.
Code here is a bit weird/simpler than GPU_draw, but we can reuse the API here, albeit with a few restrictions (no high resolution, custom filtering mode - which will probably get lost next time blender reloads textures)
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6d03e94491
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664c611fc8
@ -35,6 +35,7 @@
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#include <time.h>
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#include "DNA_packedFile_types.h"
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#include "DNA_userdef_types.h"
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#include "BLI_utildefines.h"
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#include "BLI_path_util.h"
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@ -57,6 +58,7 @@
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#include "BIF_gl.h"
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#include "GPU_draw.h"
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#include "GPU_debug.h"
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#include "DNA_image_types.h"
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#include "DNA_scene_types.h"
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@ -232,31 +234,23 @@ static int rna_Image_gl_load(Image *image, ReportList *reports, int frame, int f
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ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
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/* clean glError buffer */
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while (glGetError() != GL_NO_ERROR) {}
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if (ibuf == NULL || ibuf->rect == NULL) {
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BKE_reportf(reports, RPT_ERROR, "Image '%s' does not have any image data", image->id.name + 2);
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BKE_image_release_ibuf(image, ibuf, NULL);
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return (int)GL_INVALID_OPERATION;
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}
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/* could be made into a function? */
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glGenTextures(1, (GLuint *)bind);
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glBindTexture(GL_TEXTURE_2D, *bind);
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GPU_create_gl_tex(bind, ibuf->rect, ibuf->rect_float, ibuf->x, ibuf->y,
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(filter != GL_NEAREST && filter != GL_LINEAR), false, image);
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if (filter != GL_NEAREST && filter != GL_LINEAR)
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error = (int)gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint)filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint)mag);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (!error) {
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/* clean glError buffer */
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while (glGetError() != GL_NO_ERROR) {}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, image->tpageflag & IMA_CLAMP_U ? GL_CLAMP : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, image->tpageflag & IMA_CLAMP_V ? GL_CLAMP : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint)filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint)mag);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
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error = (int)glGetError();
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}
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error = glGetError();
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if (error) {
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glDeleteTextures(1, (GLuint *)bind);
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