forked from bartvdbraak/blender
ef0473994b
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
726 lines
17 KiB
C++
726 lines
17 KiB
C++
/** \file gameengine/Ketsji/BL_Texture.cpp
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* \ingroup ketsji
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*/
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// ------------------------------------
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#include "GL/glew.h"
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#include <iostream>
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#include <map>
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#include <stdlib.h>
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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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#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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#define spit(x) std::cout << x << std::endl;
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#include "MEM_guardedalloc.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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extern "C" {
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// envmaps
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#include "IMB_imbuf.h"
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void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf);
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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_power_of_2_i(int num)
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{
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return ((num)&(num-1))==0;
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}
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static int power_of_2_min_i(int num)
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{
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while (!is_power_of_2_i(num))
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num= num&(num-1);
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return num;
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}
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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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static GLint g_max_units = -1;
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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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mUnit(0),
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mEnvState(0)
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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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glDeleteTextures(1, (GLuint*)&mTexture);
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mNeedsDeleted = 0;
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mOk = 0;
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}
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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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g_textureManager.clear();
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}
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bool BL_Texture::InitFromImage(int unit, Image *img, bool mipmap)
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{
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ImBuf *ibuf;
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if (!img || img->ok==0)
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{
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mOk = false;
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return mOk;
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}
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ibuf= BKE_image_acquire_ibuf(img, NULL, NULL);
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if (ibuf==NULL)
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{
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img->ok = 0;
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mOk = false;
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return mOk;
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}
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mipmap = mipmap && GPU_get_mipmap();
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mTexture = img->bindcode;
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mType = GL_TEXTURE_2D;
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mUnit = unit;
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ActivateUnit(mUnit);
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if (mTexture != 0) {
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glBindTexture(GL_TEXTURE_2D, mTexture );
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Validate();
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BKE_image_release_ibuf(img, ibuf, NULL);
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return mOk;
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}
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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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BKE_image_release_ibuf(img, ibuf, NULL);
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return mOk;
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}
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}
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mNeedsDeleted = 1;
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glGenTextures(1, (GLuint*)&mTexture);
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#ifdef WITH_DDS
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if (ibuf->ftype & DDS)
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InitGLCompressedTex(ibuf, mipmap);
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else
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InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
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#else
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InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
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#endif
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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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glDisable(GL_TEXTURE_2D);
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ActivateUnit(0);
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Validate();
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BKE_image_release_ibuf(img, ibuf, NULL);
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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 (!GPU_non_power_of_two_support() && (!is_power_of_2_i(x) || !is_power_of_2_i(y)) ) {
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InitNonPow2Tex(pix, x,y,mipmap);
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return;
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}
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glBindTexture(GL_TEXTURE_2D, mTexture );
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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_NEAREST);
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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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if (GLEW_EXT_texture_filter_anisotropic)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
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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::InitGLCompressedTex(ImBuf *ibuf, bool mipmap)
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{
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#ifndef WITH_DDS
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// Fall back to uncompressed if DDS isn't enabled
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InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
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return;
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#else
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glBindTexture(GL_TEXTURE_2D, mTexture);
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if (GPU_upload_dxt_texture(ibuf) == 0) {
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InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
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return;
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}
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#endif
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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= power_of_2_min_i(x);
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int ny= power_of_2_min_i(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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glBindTexture(GL_TEXTURE_2D, mTexture );
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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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if (GLEW_EXT_texture_filter_anisotropic)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
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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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bool BL_Texture::InitCubeMap(int unit, EnvMap *cubemap)
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{
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if (!GLEW_ARB_texture_cube_map)
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{
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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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else if (!cubemap || cubemap->ima->ok==0)
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{
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mOk = false;
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return mOk;
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}
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ImBuf *ibuf= BKE_image_acquire_ibuf(cubemap->ima, NULL, NULL);
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if (ibuf==0)
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{
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cubemap->ima->ok = 0;
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mOk = false;
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return mOk;
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}
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mNeedsDeleted = 1;
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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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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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BKE_image_release_ibuf(cubemap->ima, ibuf, NULL);
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return mOk;
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}
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}
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glGenTextures(1, (GLuint*)&mTexture);
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mTexture);
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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 = cubemap->ima;
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g_textureManager.insert(std::pair<char*, BL_TextureObject>((char*)cubemap->ima->id.name, obj));
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bool needs_split = false;
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if (!cubemap->cube[0])
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{
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needs_split = true;
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spit ("Re-Generating texture buffer");
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}
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if (needs_split)
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my_envmap_split_ima(cubemap, ibuf);
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if (!is_power_of_2_i(cubemap->cube[0]->x) || !is_power_of_2_i(cubemap->cube[0]->y))
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{
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spit("invalid envmap size please render with CubeRes @ power of two");
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my_free_envmapdata(cubemap);
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mOk = false;
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BKE_image_release_ibuf(cubemap->ima, ibuf, NULL);
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return mOk;
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}
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#define SetCubeMapFace(face, num) \
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glTexImage2D(face, 0,GL_RGBA, \
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cubemap->cube[num]->x, \
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cubemap->cube[num]->y, \
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0, GL_RGBA, GL_UNSIGNED_BYTE, \
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cubemap->cube[num]->rect)
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SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 5);
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SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 3);
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SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0);
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SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 1);
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SetCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 2);
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SetCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 4);
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glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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if (GLEW_VERSION_1_2)
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glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
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if (needs_split)
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my_free_envmapdata(cubemap);
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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ActivateUnit(0);
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mOk = IsValid();
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BKE_image_release_ibuf(cubemap->ima, ibuf, NULL);
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return mOk;
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}
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bool BL_Texture::IsValid()
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{
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return (mTexture!= 0)?glIsTexture(mTexture)!=0:false;
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}
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void BL_Texture::Validate()
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{
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mOk = IsValid();
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}
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bool BL_Texture::Ok()
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{
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return (mTexture!= 0);
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}
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unsigned int BL_Texture::GetTextureType() const
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{
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return mType;
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}
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int BL_Texture::GetMaxUnits()
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{
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if (g_max_units < 0) {
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GLint unit;
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if (GLEW_ARB_multitexture) {
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
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g_max_units = (MAXTEX>=unit)?unit:MAXTEX;
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} else {
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g_max_units = 0;
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}
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}
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return g_max_units;
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}
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void BL_Texture::ActivateFirst()
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{
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if (GLEW_ARB_multitexture)
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glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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void BL_Texture::ActivateUnit(int unit)
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{
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if (GLEW_ARB_multitexture)
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if (unit <= MAXTEX)
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glActiveTextureARB(GL_TEXTURE0_ARB+unit);
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}
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void BL_Texture::DisableUnit()
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{
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if (GLEW_ARB_multitexture)
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glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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if (GLEW_ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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else
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{
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if (glIsEnabled(GL_TEXTURE_2D))
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glDisable(GL_TEXTURE_2D);
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}
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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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::DisableAllTextures()
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{
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for (int i=0; i<MAXTEX; i++) {
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if (GLEW_ARB_multitexture)
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glActiveTextureARB(GL_TEXTURE0_ARB+i);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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}
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if (GLEW_ARB_multitexture)
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glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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void BL_Texture::ActivateTexture()
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{
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if (GLEW_ARB_multitexture)
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glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
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if (mType == GL_TEXTURE_CUBE_MAP_ARB && GLEW_ARB_texture_cube_map)
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{
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glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, mTexture );
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glEnable(GL_TEXTURE_CUBE_MAP_ARB);
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}
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else {
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if (GLEW_ARB_texture_cube_map )
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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glBindTexture( GL_TEXTURE_2D, mTexture );
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glEnable(GL_TEXTURE_2D);
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}
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}
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void BL_Texture::SetMapping(int mode)
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{
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if (!(mode &USEREFL)) {
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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return;
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}
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if ( mType == GL_TEXTURE_CUBE_MAP_ARB &&
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GLEW_ARB_texture_cube_map &&
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mode &USEREFL)
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{
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_R);
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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_power_of_2_i(n))
|
|
n = power_of_2_min_i(n);
|
|
|
|
return n;
|
|
}
|
|
|
|
void BL_Texture::SplitEnvMap(EnvMap *map)
|
|
{
|
|
if (!map || !map->ima || (map->ima && !map->ima->ok)) return;
|
|
ImBuf *ibuf= BKE_image_acquire_ibuf(map->ima, NULL, NULL);
|
|
if (ibuf) {
|
|
my_envmap_split_ima(map, ibuf);
|
|
BKE_image_release_ibuf(map->ima, ibuf, NULL);
|
|
}
|
|
}
|
|
|
|
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
|
|
|