Immediate Mode: replacing glPushAttrib/glPopAttrib
Reference document: http://docs.gl/gl3/glPushAttrib This patch only tackles the bits that are set by Blender with the following exceptions: 1) Deprecated states (e.g., GL_STIPPLE) are not saved/restored 2) The exception being GL_ALPHA_TEST, which will be removed, but it may affect drawing too much now. To be removed once we no longer set GL_ALPHA_TEST elsewhere. 3) paint_cursor will be tackled separated, since it was abusing glPush/PopAttrib in the first place. 4) Despite what the glPushAttrib page above may suggest, GL_DEPTH_WRITEMASK needs glGet, not glIsEnabled 5) BGE is still a problem since it relies on GL_ALL_ATTRIB_BITS which would lead to a way more complete/lenghty solution. Since the BGE has other (OpenGL deprecated) problems anyways, it can be handled on its own time. Finally, the original design for 2.8 was to implement a proper stack system. However we need to move to core profile sooner than later. So this is a pragmatic temporary (that may be permanent) solution. Reviewers: merwin, campbellbarton Differential Revision: https://developer.blender.org/D2600
This commit is contained in:
parent
bbfa1a8639
commit
cbd78c8126
Notes:
blender-bot
2023-02-14 03:29:37 +01:00
Referenced by commit 40cb5a067b
, Immediate Mode: missing ALPHA_TEST in gpuRestoreState
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@ -74,7 +74,7 @@ void GPU_disable_program_point_size(void);
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* GPU_object_material_bind returns 0 if drawing should be skipped
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* - after drawing, the material must be disabled again */
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void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
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void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
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struct Scene *scene, struct SceneLayer *sl,
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struct Object *ob, bool glsl, bool *do_alpha_after);
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void GPU_end_object_materials(void);
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@ -175,6 +175,58 @@ void GPU_select_index_get(int index, int *r_col);
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int GPU_select_to_index(unsigned int col);
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void GPU_select_to_index_array(unsigned int *col, const unsigned int size);
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typedef enum eGPUStateMask {
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GPU_DEPTH_BUFFER_BIT = (1 << 0),
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GPU_ENABLE_BIT = (1 << 1),
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GPU_SCISSOR_BIT = (1 << 2),
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GPU_VIEWPORT_BIT = (1 << 3),
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GPU_BLEND_BIT = (1 << 4),
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} eGPUStateMask;
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typedef struct GPUStateValues
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{
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eGPUStateMask mask;
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/* GL_ENABLE_BIT */
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unsigned int is_alpha_test : 1;
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unsigned int is_blend : 1;
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bool is_clip_plane[6];
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unsigned int is_cull_face : 1;
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unsigned int is_depth_test : 1;
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unsigned int is_dither : 1;
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bool is_light[8];
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unsigned int is_lighting : 1;
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unsigned int is_line_smooth : 1;
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unsigned int is_color_logic_op : 1;
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unsigned int is_map1_vertex3 : 1;
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unsigned int is_multisample : 1;
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unsigned int is_normalize : 1;
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unsigned int is_polygon_offset_line : 1;
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unsigned int is_polygon_offset_fill : 1;
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unsigned int is_polygon_smooth : 1;
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unsigned int is_sample_alpha_to_coverage : 1;
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unsigned int is_scissor_test : 1;
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unsigned int is_stencil_test : 1;
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unsigned int is_texture_2d : 1;
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/* GL_DEPTH_BUFFER_BIT */
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/* unsigned int is_depth_test : 1; */
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int depth_func;
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double depth_clear_value;
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bool depth_write_mask;
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/* GL_SCISSOR_BIT */
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int scissor_box[4];
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/* unsigned int is_scissor_test : 1; */
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/* GL_VIEWPORT_BIT */
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int viewport[4];
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double near_far[2];
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} GPUStateValues;
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void gpuSaveState(GPUStateValues *attribs, eGPUStateMask mask);
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void gpuRestoreState(GPUStateValues *attribs);
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#ifdef __cplusplus
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}
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#endif
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@ -42,6 +42,7 @@
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#include "DNA_gpu_types.h"
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#include "GPU_compositing.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_glew.h"
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@ -196,6 +197,8 @@ struct GPUFX {
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Batch *quad_batch;
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Batch *point_batch;
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struct GPUStateValues attribs;
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};
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#if 0
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@ -642,7 +645,7 @@ bool GPU_fx_compositor_initialize_passes(
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if (scissor_rect) {
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int w_sc = BLI_rcti_size_x(scissor_rect) + 1;
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int h_sc = BLI_rcti_size_y(scissor_rect) + 1;
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glPushAttrib(GL_SCISSOR_BIT);
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gpuSaveState(&fx->attribs, GPU_SCISSOR_BIT);
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glEnable(GL_SCISSOR_TEST);
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glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin,
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w_sc, h_sc);
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@ -718,7 +721,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
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GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0);
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/* full screen quad where we will always write to depth buffer */
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glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT);
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gpuSaveState(&fx->attribs, GPU_DEPTH_BUFFER_BIT | GPU_SCISSOR_BIT);
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glDepthFunc(GL_ALWAYS);
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/* disable scissor from sculpt if any */
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glDisable(GL_SCISSOR_TEST);
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@ -751,7 +754,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glPopAttrib();
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gpuRestoreState(&fx->attribs);
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}
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@ -781,8 +784,9 @@ bool GPU_fx_do_composite_pass(
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GPU_framebuffer_texture_detach(fx->color_buffer);
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GPU_framebuffer_texture_detach(fx->depth_buffer);
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if (fx->restore_stencil)
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glPopAttrib();
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if (fx->restore_stencil) {
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gpuRestoreState(&fx->attribs);
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}
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src = fx->color_buffer;
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target = fx->color_buffer_sec;
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@ -120,10 +120,10 @@ void GPU_render_text(
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Image *ima = (Image *)mtexpoly->tpage;
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const size_t textlen_st = textlen;
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float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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/* multiline */
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float line_start = 0.0f, line_height;
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if (v4)
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line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
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else
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@ -131,7 +131,7 @@ void GPU_render_text(
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line_height *= 1.2f; /* could be an option? */
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/* end multiline */
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/* color has been set */
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if (mtexpoly->mode & TF_OBCOL)
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col = NULL;
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@ -139,22 +139,22 @@ void GPU_render_text(
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glColor3f(1.0f, 1.0f, 1.0f);
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gpuPushMatrix();
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/* get the tab width */
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ImBuf *first_ibuf = BKE_image_get_first_ibuf(ima);
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matrixGlyph(first_ibuf, ' ', ¢erx, ¢ery,
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&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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float advance_tab = advance * 4; /* tab width could also be an option */
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for (size_t index = 0; index < textlen_st; ) {
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unsigned int character;
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float uv[4][2];
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/* lets calculate offset stuff */
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character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
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if (character == '\n') {
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gpuTranslate2f(line_start, -line_height);
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line_start = 0.0f;
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gpuTranslate2f(advance_tab, 0.0f);
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line_start -= advance_tab; /* so we can go back to the start of the line */
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continue;
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}
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else if (character > USHRT_MAX) {
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/* not much we can do here bmfonts take ushort */
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character = '?';
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}
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/* space starts at offset 1 */
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/* character = character - ' ' + 1; */
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matrixGlyph(first_ibuf, character, & centerx, ¢ery,
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&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
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uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy;
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@ -182,13 +182,13 @@ void GPU_render_text(
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uv[1][1] = (uv_quad[1][1] - centery) * sizey + transy;
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uv[2][0] = (uv_quad[2][0] - centerx) * sizex + transx;
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uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
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glBegin(GL_POLYGON);
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if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[0]);
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else glTexCoord2fv(uv[0]);
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if (col) gpu_mcol(col[0]);
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glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[1]);
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else glTexCoord2fv(uv[1]);
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if (col) gpu_mcol(col[1]);
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@ -232,7 +232,7 @@ static bool is_over_resolution_limit(GLenum textarget, int w, int h)
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int size = (textarget == GL_TEXTURE_2D) ?
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GPU_max_texture_size() : GPU_max_cube_map_size();
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int reslimit = (U.glreslimit != 0) ?
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min_ii(U.glreslimit, size) : size;
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min_ii(U.glreslimit, size) : size;
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return (w > reslimit || h > reslimit);
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}
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@ -414,7 +414,7 @@ void GPU_clear_tpage(bool force)
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{
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if (GTS.lasttface == NULL && !force)
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return;
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GTS.lasttface = NULL;
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GTS.curtile = 0;
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GTS.curima = NULL;
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@ -427,7 +427,7 @@ void GPU_clear_tpage(bool force)
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GTS.curtileXRep = 0;
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GTS.curtileYRep = 0;
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GTS.alphablend = -1;
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_GEN_S);
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@ -455,7 +455,7 @@ static void gpu_set_alpha_blend(GPUBlendMode alphablend)
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/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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/* if U.glalphaclip == 1.0, some cards go bonkers...
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* turn off alpha test in this case */
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@ -647,29 +647,29 @@ int GPU_verify_image(
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GPU_free_image(ima);
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ima->tpageflag &= ~IMA_TPAGE_REFRESH;
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}
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if (GTS.tilemode) {
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/* tiled mode */
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if (ima->repbind == NULL) gpu_make_repbind(ima);
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if (GTS.tile >= ima->totbind) GTS.tile = 0;
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/* this happens when you change repeat buttons */
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if (ima->repbind && textarget == GL_TEXTURE_2D) bind = &ima->repbind[GTS.tile];
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else bind = gpu_get_image_bindcode(ima, textarget);
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if (*bind == 0) {
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short texwindx = ibuf->x / ima->xrep;
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short texwindy = ibuf->y / ima->yrep;
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if (GTS.tile >= ima->xrep * ima->yrep)
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GTS.tile = ima->xrep * ima->yrep - 1;
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short texwinsy = GTS.tile / ima->xrep;
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short texwinsx = GTS.tile - texwinsy * ima->xrep;
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texwinsx *= texwindx;
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texwinsy *= texwindy;
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tpx = texwindx;
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tpy = texwindy;
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@ -743,7 +743,7 @@ int GPU_verify_image(
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memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow));
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}
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rect = tilerect;
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}
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}
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@ -754,13 +754,13 @@ int GPU_verify_image(
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else
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#endif
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GPU_create_gl_tex(bind, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
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/* mark as non-color data texture */
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if (*bind) {
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if (is_data)
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ima->tpageflag |= IMA_GLBIND_IS_DATA;
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ima->tpageflag |= IMA_GLBIND_IS_DATA;
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else
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ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
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ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
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}
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/* clean up */
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@ -946,7 +946,7 @@ void GPU_create_gl_tex(
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if (mip_cube_map) {
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for (int j = 0; j < 6; j++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
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informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
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informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
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}
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}
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gpu_del_cube_map(mip_cube_map);
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@ -1027,7 +1027,7 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf)
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size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
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glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
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0, size, ibuf->dds_data.data + offset);
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0, size, ibuf->dds_data.data + offset);
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offset += size;
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width >>= 1;
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@ -1101,7 +1101,7 @@ int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
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}
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else {
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glDisable(GL_TEXTURE_2D);
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GTS.curtile = 0;
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GTS.curima = NULL;
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GTS.curtilemode = 0;
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@ -1110,9 +1110,9 @@ int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
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return 0;
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}
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gpu_verify_repeat(ima);
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/* Did this get lost in the image recode? */
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/* BKE_image_tag_time(ima);*/
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@ -1265,7 +1265,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
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float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
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bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
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IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
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if (GPU_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
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MEM_freeN(buffer);
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BKE_image_release_ibuf(ima, ibuf, NULL);
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@ -1306,7 +1306,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
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glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
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GL_UNSIGNED_BYTE, ibuf->rect);
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GL_UNSIGNED_BYTE, ibuf->rect);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
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@ -1330,9 +1330,9 @@ void GPU_update_images_framechange(void)
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if (ima->tpageflag & IMA_TWINANIM) {
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if (ima->twend >= ima->xrep * ima->yrep)
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ima->twend = ima->xrep * ima->yrep - 1;
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/* check: is bindcode not in the array? free. (to do) */
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ima->lastframe++;
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if (ima->lastframe > ima->twend)
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ima->lastframe = ima->twsta;
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@ -1355,9 +1355,9 @@ int GPU_update_image_time(Image *ima, double time)
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if (ima->tpageflag & IMA_TWINANIM) {
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if (ima->twend >= ima->xrep * ima->yrep) ima->twend = ima->xrep * ima->yrep - 1;
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/* check: is the bindcode not in the array? Then free. (still to do) */
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float diff = (float)((float)time - ima->lastupdate);
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inc = (int)(diff * (float)ima->animspeed);
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@ -1506,7 +1506,7 @@ void GPU_free_image(Image *ima)
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/* free repeated image binding */
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if (ima->repbind) {
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glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
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MEM_freeN(ima->repbind);
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ima->repbind = NULL;
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}
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@ -1579,7 +1579,7 @@ typedef struct GPUMaterialFixed {
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float spec[3];
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int hard;
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float alpha;
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} GPUMaterialFixed;
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} GPUMaterialFixed;
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static struct GPUMaterialState {
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GPUMaterialFixed (*matbuf);
|
||||
|
@ -1635,12 +1635,12 @@ static void gpu_material_to_fixed(
|
|||
copy_v3_v3(smat->spec, &bmat->specr);
|
||||
smat->alpha = 1.0f;
|
||||
smat->hard = CLAMPIS(bmat->har, 0, 128);
|
||||
|
||||
|
||||
if (dimdown) {
|
||||
mul_v3_fl(smat->diff, 0.8f);
|
||||
mul_v3_fl(smat->spec, 0.5f);
|
||||
}
|
||||
|
||||
|
||||
if (gamma) {
|
||||
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
|
||||
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
|
||||
|
@ -1651,7 +1651,7 @@ static void gpu_material_to_fixed(
|
|||
|
||||
if (bmat->shade_flag & MA_OBCOLOR)
|
||||
mul_v3_v3(smat->diff, ob->col);
|
||||
|
||||
|
||||
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
|
||||
smat->hard = CLAMPIS(bmat->har, 1, 128);
|
||||
smat->alpha = 1.0f;
|
||||
|
@ -1769,7 +1769,7 @@ void GPU_begin_object_materials(
|
|||
GMS.is_alpha_pass = (v3d->transp != false);
|
||||
if (GMS.use_alpha_pass)
|
||||
*do_alpha_after = false;
|
||||
|
||||
|
||||
if (GMS.totmat > FIXEDMAT) {
|
||||
GMS.matbuf = MEM_callocN(sizeof(GPUMaterialFixed) * GMS.totmat, "GMS.matbuf");
|
||||
GMS.gmatbuf = MEM_callocN(sizeof(*GMS.gmatbuf) * GMS.totmat, "GMS.matbuf");
|
||||
|
@ -1788,11 +1788,11 @@ void GPU_begin_object_materials(
|
|||
|
||||
/* do material 1 too, for displists! */
|
||||
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
|
||||
|
||||
|
||||
GMS.alphablend[0] = GPU_BLEND_SOLID;
|
||||
}
|
||||
else {
|
||||
|
||||
|
||||
/* no materials assigned? */
|
||||
if (ob->totcol == 0) {
|
||||
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes, true);
|
||||
|
@ -1807,7 +1807,7 @@ void GPU_begin_object_materials(
|
|||
|
||||
GMS.alphablend[0] = GPU_BLEND_SOLID;
|
||||
}
|
||||
|
||||
|
||||
/* setup materials */
|
||||
for (a = 1; a <= ob->totcol; a++) {
|
||||
/* find a suitable material */
|
||||
|
@ -2021,7 +2021,7 @@ void GPU_set_material_alpha_blend(int alphablend)
|
|||
{
|
||||
if (GMS.lastalphablend == alphablend)
|
||||
return;
|
||||
|
||||
|
||||
gpu_set_alpha_blend(alphablend);
|
||||
GMS.lastalphablend = alphablend;
|
||||
}
|
||||
|
@ -2112,13 +2112,13 @@ int GPU_default_lights(void)
|
|||
U.light[0].col[0] = 0.8; U.light[0].col[1] = 0.8; U.light[0].col[2] = 0.8;
|
||||
U.light[0].spec[0] = 0.5; U.light[0].spec[1] = 0.5; U.light[0].spec[2] = 0.5;
|
||||
U.light[0].spec[3] = 1.0;
|
||||
|
||||
|
||||
U.light[1].flag = 0;
|
||||
U.light[1].vec[0] = 0.5; U.light[1].vec[1] = 0.5; U.light[1].vec[2] = 0.1;
|
||||
U.light[1].col[0] = 0.4; U.light[1].col[1] = 0.4; U.light[1].col[2] = 0.8;
|
||||
U.light[1].spec[0] = 0.3; U.light[1].spec[1] = 0.3; U.light[1].spec[2] = 0.5;
|
||||
U.light[1].spec[3] = 1.0;
|
||||
|
||||
|
||||
U.light[2].flag = 0;
|
||||
U.light[2].vec[0] = 0.3; U.light[2].vec[1] = -0.3; U.light[2].vec[2] = -0.2;
|
||||
U.light[2].col[0] = 0.8; U.light[2].col[1] = 0.5; U.light[2].col[2] = 0.4;
|
||||
|
@ -2156,7 +2156,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
|
|||
/* disable all lights */
|
||||
for (int count = 0; count < 8; count++)
|
||||
GPU_basic_shader_light_set(count, NULL);
|
||||
|
||||
|
||||
/* view direction for specular is not computed correct by default in
|
||||
* opengl, so we set the settings ourselfs */
|
||||
GPU_basic_shader_light_set_viewer(!ortho);
|
||||
|
@ -2171,11 +2171,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
|
|||
continue;
|
||||
|
||||
Lamp *la = base->object->data;
|
||||
|
||||
|
||||
/* setup lamp transform */
|
||||
gpuPushMatrix();
|
||||
gpuLoadMatrix3D(viewmat);
|
||||
|
||||
|
||||
/* setup light */
|
||||
GPULightData light = {0};
|
||||
|
||||
|
@ -2194,7 +2194,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
|
|||
light.constant_attenuation = 1.0f;
|
||||
light.linear_attenuation = la->att1 / la->dist;
|
||||
light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
|
||||
|
||||
|
||||
if (la->type == LA_SPOT) {
|
||||
light.type = GPU_LIGHT_SPOT;
|
||||
negate_v3_v3(light.direction, base->object->obmat[2]);
|
||||
|
@ -2205,11 +2205,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
|
|||
else
|
||||
light.type = GPU_LIGHT_POINT;
|
||||
}
|
||||
|
||||
|
||||
GPU_basic_shader_light_set(count, &light);
|
||||
|
||||
|
||||
gpuPopMatrix();
|
||||
|
||||
|
||||
count++;
|
||||
if (count == 8)
|
||||
break;
|
||||
|
@ -2453,10 +2453,10 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
|
|||
{
|
||||
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
|
||||
for (i = size; i--; col++) { \
|
||||
if ((c = *col)) { \
|
||||
*col = INDEX_FROM_BUF_BITS(c); \
|
||||
} \
|
||||
} ((void)0)
|
||||
if ((c = *col)) { \
|
||||
*col = INDEX_FROM_BUF_BITS(c); \
|
||||
} \
|
||||
} ((void)0)
|
||||
|
||||
if (size > 0) {
|
||||
unsigned int i, c;
|
||||
|
@ -2484,4 +2484,130 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
|
|||
#undef INDEX_BUF_ARRAY
|
||||
}
|
||||
|
||||
/**
|
||||
* Replacement for glPush/PopAttributes
|
||||
*
|
||||
* We don't need to cover all the options of legacy OpenGL
|
||||
* but simply the ones used by Blender.
|
||||
*/
|
||||
void gpuSaveState(GPUStateValues *values, eGPUStateMask mask)
|
||||
{
|
||||
values->mask = mask;
|
||||
|
||||
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
||||
values->is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
glGetIntegerv(GL_DEPTH_FUNC, &values->depth_func);
|
||||
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &values->depth_clear_value);
|
||||
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&values->depth_write_mask);
|
||||
}
|
||||
|
||||
if ((mask & GPU_ENABLE_BIT) != 0) {
|
||||
values->is_alpha_test = glIsEnabled(GL_ALPHA_TEST);
|
||||
values->is_blend = glIsEnabled(GL_BLEND);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
values->is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
|
||||
}
|
||||
|
||||
values->is_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
values->is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
values->is_dither = glIsEnabled(GL_DITHER);
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
values->is_light[i] = glIsEnabled(GL_LIGHT0 + i);
|
||||
}
|
||||
|
||||
values->is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
|
||||
values->is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
|
||||
values->is_map1_vertex3 = glIsEnabled(GL_MAP1_VERTEX_3);
|
||||
values->is_multisample = glIsEnabled(GL_MULTISAMPLE);
|
||||
values->is_normalize = glIsEnabled(GL_NORMALIZE);
|
||||
values->is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
|
||||
values->is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
|
||||
values->is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
|
||||
values->is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
||||
values->is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
values->is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
||||
values->is_texture_2d = glIsEnabled(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
||||
values->is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&values->scissor_box);
|
||||
}
|
||||
|
||||
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
||||
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&values->near_far);
|
||||
glGetIntegerv(GL_VIEWPORT, (GLint *)&values->viewport);
|
||||
}
|
||||
|
||||
if ((mask & GPU_BLEND_BIT) != 0) {
|
||||
values->is_blend = glIsEnabled(GL_BLEND);
|
||||
}
|
||||
}
|
||||
|
||||
static void restore_mask(GLenum cap, const bool value) {
|
||||
if (value) {
|
||||
glEnable(cap);
|
||||
}
|
||||
else {
|
||||
glDisable(cap);
|
||||
}
|
||||
}
|
||||
|
||||
void gpuRestoreState(GPUStateValues *values)
|
||||
{
|
||||
GLint mask = values->mask;
|
||||
|
||||
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
||||
restore_mask(GL_DEPTH_TEST, values->is_depth_test);
|
||||
glDepthFunc(values->depth_func);
|
||||
glClearDepth(values->depth_clear_value);
|
||||
glDepthMask(values->depth_write_mask);
|
||||
}
|
||||
|
||||
if ((mask & GPU_ENABLE_BIT) != 0) {
|
||||
restore_mask(GL_BLEND, values->is_blend);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
restore_mask(GL_CLIP_PLANE0 + i, values->is_clip_plane[i]);
|
||||
}
|
||||
|
||||
restore_mask(GL_CULL_FACE, values->is_cull_face);
|
||||
restore_mask(GL_DEPTH_TEST, values->is_depth_test);
|
||||
restore_mask(GL_DITHER, values->is_dither);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
restore_mask(GL_LIGHT0 + i, values->is_light[i]);
|
||||
}
|
||||
|
||||
restore_mask(GL_LINE_SMOOTH, values->is_line_smooth);
|
||||
restore_mask(GL_COLOR_LOGIC_OP, values->is_color_logic_op);
|
||||
restore_mask(GL_MAP1_VERTEX_3, values->is_map1_vertex3);
|
||||
restore_mask(GL_MULTISAMPLE, values->is_multisample);
|
||||
restore_mask(GL_NORMALIZE, values->is_normalize);
|
||||
restore_mask(GL_POLYGON_OFFSET_LINE, values->is_polygon_offset_line);
|
||||
restore_mask(GL_POLYGON_OFFSET_FILL, values->is_polygon_offset_fill);
|
||||
restore_mask(GL_POLYGON_SMOOTH, values->is_polygon_smooth);
|
||||
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, values->is_sample_alpha_to_coverage);
|
||||
restore_mask(GL_SCISSOR_TEST, values->is_scissor_test);
|
||||
restore_mask(GL_STENCIL_TEST, values->is_stencil_test);
|
||||
restore_mask(GL_TEXTURE_2D, values->is_texture_2d);
|
||||
}
|
||||
|
||||
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
||||
glViewport(values->viewport[0], values->viewport[1], values->viewport[2], values->viewport[3]);
|
||||
glDepthRange(values->near_far[0], values->near_far[1]);
|
||||
}
|
||||
|
||||
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
||||
restore_mask(GL_SCISSOR_TEST, values->is_scissor_test);
|
||||
glScissor(values->scissor_box[0], values->scissor_box[1], values->scissor_box[2], values->scissor_box[3]);
|
||||
}
|
||||
|
||||
if ((mask & GPU_BLEND_BIT) != 0) {
|
||||
restore_mask(GL_BLEND, values->is_blend);
|
||||
}
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
#include "BKE_global.h"
|
||||
|
||||
#include "GPU_batch.h"
|
||||
#include "GPU_draw.h"
|
||||
#include "GPU_framebuffer.h"
|
||||
#include "GPU_matrix.h"
|
||||
#include "GPU_shader.h"
|
||||
|
@ -50,6 +51,7 @@ struct GPUFrameBuffer {
|
|||
GLuint object;
|
||||
GPUTexture *colortex[GPU_FB_MAX_SLOTS];
|
||||
GPUTexture *depthtex;
|
||||
struct GPUStateValues attribs;
|
||||
};
|
||||
|
||||
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
|
||||
|
@ -198,7 +200,7 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
|
|||
}
|
||||
|
||||
/* push attributes */
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
|
||||
gpuSaveState(&fb->attribs, GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
/* bind framebuffer */
|
||||
|
@ -241,7 +243,7 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
|
|||
}
|
||||
|
||||
/* push attributes */
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
|
||||
gpuSaveState(&fb->attribs, GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
/* bind framebuffer */
|
||||
|
@ -294,10 +296,10 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
|
|||
}
|
||||
|
||||
|
||||
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
|
||||
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *UNUSED(tex))
|
||||
{
|
||||
/* restore attributes */
|
||||
glPopAttrib();
|
||||
gpuRestoreState(&fb->attribs);
|
||||
}
|
||||
|
||||
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
|
||||
|
|
|
@ -31,6 +31,8 @@
|
|||
#include <stdlib.h>
|
||||
#include <float.h>
|
||||
|
||||
#include "GPU_immediate.h"
|
||||
#include "GPU_draw.h"
|
||||
#include "GPU_select.h"
|
||||
#include "GPU_extensions.h"
|
||||
#include "GPU_glew.h"
|
||||
|
@ -291,6 +293,8 @@ typedef struct GPUPickState {
|
|||
unsigned int *rect_id;
|
||||
} nearest;
|
||||
};
|
||||
|
||||
struct GPUStateValues attribs;
|
||||
} GPUPickState;
|
||||
|
||||
|
||||
|
@ -316,8 +320,8 @@ void gpu_select_pick_begin(
|
|||
|
||||
/* Restrict OpenGL operations for when we don't have cache */
|
||||
if (ps->is_cached == false) {
|
||||
gpuSaveState(&ps->attribs, GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
|
||||
|
||||
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
|
||||
/* disable writing to the framebuffer */
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
|
@ -536,7 +540,7 @@ unsigned int gpu_select_pick_end(void)
|
|||
gpu_select_pick_load_id(ps->gl.prev_id);
|
||||
}
|
||||
|
||||
glPopAttrib();
|
||||
gpuRestoreState(&ps->attribs);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
}
|
||||
|
||||
|
|
|
@ -32,6 +32,8 @@
|
|||
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "GPU_immediate.h"
|
||||
#include "GPU_draw.h"
|
||||
#include "GPU_select.h"
|
||||
#include "GPU_extensions.h"
|
||||
#include "GPU_glew.h"
|
||||
|
@ -67,6 +69,8 @@ typedef struct GPUQueryState {
|
|||
char mode;
|
||||
unsigned int index;
|
||||
int oldhits;
|
||||
/* OpenGL attrib bits */
|
||||
struct GPUStateValues attribs;
|
||||
} GPUQueryState;
|
||||
|
||||
static GPUQueryState g_query_state = {0};
|
||||
|
@ -94,7 +98,7 @@ void gpu_select_query_begin(
|
|||
g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id), "gpu selection ids");
|
||||
glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
|
||||
|
||||
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
|
||||
gpuSaveState(&g_query_state.attribs, GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
|
||||
/* disable writing to the framebuffer */
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
|
@ -202,7 +206,7 @@ unsigned int gpu_select_query_end(void)
|
|||
glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
|
||||
MEM_freeN(g_query_state.queries);
|
||||
MEM_freeN(g_query_state.id);
|
||||
glPopAttrib();
|
||||
gpuRestoreState(&g_query_state.attribs);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
|
||||
return hits;
|
||||
|
|
|
@ -285,7 +285,7 @@ void GPU_viewport_unbind(GPUViewport *viewport)
|
|||
DefaultFramebufferList *dfbl = (DefaultFramebufferList *)viewport->fbl;
|
||||
|
||||
if (dfbl->default_fb) {
|
||||
GPU_framebuffer_texture_unbind(NULL, NULL);
|
||||
GPU_framebuffer_texture_unbind(dfbl->default_fb, NULL);
|
||||
GPU_framebuffer_restore();
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
|
Loading…
Reference in New Issue