blender/source/gameengine/Ketsji/BL_Texture.cpp
Brecht Van Lommel 908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00

674 lines
15 KiB
C++

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