void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
{
    if (!GPU_non_power_of_two_support() && (!is_power_of_2_i(x) || !is_power_of_2_i(y)) ) {
        InitNonPow2Tex(pix, x,y,mipmap);
        return;
    }

    glBindTexture(GL_TEXTURE_2D, mTexture );
    if ( mipmap ) {
        int i;
        ImBuf *ibuf;
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        ibuf = IMB_allocFromBuffer(pix, NULL, x, y);

        IMB_makemipmap(ibuf, true);

        for (i = 0; i < ibuf->miptot; i++) {
            ImBuf *mip = IMB_getmipmap(ibuf, i);

            glTexImage2D(GL_TEXTURE_2D, i,  GL_RGBA,  mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
        }
        IMB_freeImBuf(ibuf);
    }
    else {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix );
    }

    if (GLEW_EXT_texture_filter_anisotropic)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
static void init_internal_icons(void)
{
//	bTheme *btheme = UI_GetTheme();
	ImBuf *b16buf = NULL, *b32buf = NULL;
	int x, y, icontype;

#if 0 // temp disabled
	if ((btheme != NULL) && btheme->tui.iconfile[0]) {
		char *icondir = BKE_appdir_folder_id(BLENDER_DATAFILES, "icons");
		char iconfilestr[FILE_MAX];
		
		if (icondir) {
			BLI_join_dirfile(iconfilestr, sizeof(iconfilestr), icondir, btheme->tui.iconfile);
			bbuf = IMB_loadiffname(iconfilestr, IB_rect, NULL); /* if the image is missing bbuf will just be NULL */
			if (bbuf && (bbuf->x < ICON_IMAGE_W || bbuf->y < ICON_IMAGE_H)) {
				printf("\n***WARNING***\nIcons file %s too small.\nUsing built-in Icons instead\n", iconfilestr);
				IMB_freeImBuf(bbuf);
				bbuf = NULL;
			}
		}
		else {
			printf("%s: 'icons' data path not found, continuing\n", __func__);
		}
	}
#endif
	if (b16buf == NULL)
		b16buf = IMB_ibImageFromMemory((unsigned char *)datatoc_blender_icons16_png,
		                               datatoc_blender_icons16_png_size, IB_rect, NULL, "<blender icons>");
	if (b16buf)
		IMB_premultiply_alpha(b16buf);

	if (b32buf == NULL)
		b32buf = IMB_ibImageFromMemory((unsigned char *)datatoc_blender_icons32_png,
		                               datatoc_blender_icons32_png_size, IB_rect, NULL, "<blender icons>");
	if (b32buf)
		IMB_premultiply_alpha(b32buf);
	
	if (b16buf && b32buf) {
		/* free existing texture if any */
		if (icongltex.id) {
			glDeleteTextures(1, &icongltex.id);
			icongltex.id = 0;
		}

		/* we only use a texture for cards with non-power of two */
		if (GPU_non_power_of_two_support()) {
			glGenTextures(1, &icongltex.id);

			if (icongltex.id) {
				int level = 2;
				
				icongltex.w = b32buf->x;
				icongltex.h = b32buf->y;
				icongltex.invw = 1.0f / b32buf->x;
				icongltex.invh = 1.0f / b32buf->y;

				glBindTexture(GL_TEXTURE_2D, icongltex.id);
				
				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, b32buf->x, b32buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b32buf->rect);
				glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, b16buf->x, b16buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b16buf->rect);
				
				while (b16buf->x > 1) {
					ImBuf *nbuf = IMB_onehalf(b16buf);
					glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, nbuf->x, nbuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nbuf->rect);
					level++;
					IMB_freeImBuf(b16buf);
					b16buf = nbuf;
				}
				
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
				
				glBindTexture(GL_TEXTURE_2D, 0);
				
				if (glGetError() == GL_OUT_OF_MEMORY) {
					glDeleteTextures(1, &icongltex.id);
					icongltex.id = 0;
				}
			}
		}
	}

	if (icongltex.id)
		icontype = ICON_TYPE_TEXTURE;
	else
		icontype = ICON_TYPE_BUFFER;
	
	if (b32buf) {
		for (y = 0; y < ICON_GRID_ROWS; y++) {
			for (x = 0; x < ICON_GRID_COLS; x++) {
				def_internal_icon(b32buf, BIFICONID_FIRST + y * ICON_GRID_COLS + x,
				                  x * (ICON_GRID_W + ICON_GRID_MARGIN) + ICON_GRID_MARGIN,
				                  y * (ICON_GRID_H + ICON_GRID_MARGIN) + ICON_GRID_MARGIN, ICON_GRID_W,
				                  icontype);
			}
		}
	}

	def_internal_vicon(VICO_VIEW3D_VEC, vicon_view3d_draw);
	def_internal_vicon(VICO_EDIT_VEC, vicon_edit_draw);
	def_internal_vicon(VICO_EDITMODE_VEC_DEHLT, vicon_editmode_dehlt_draw);
	def_internal_vicon(VICO_EDITMODE_VEC_HLT, vicon_editmode_hlt_draw);
	def_internal_vicon(VICO_DISCLOSURE_TRI_RIGHT_VEC, vicon_disclosure_tri_right_draw);
	def_internal_vicon(VICO_DISCLOSURE_TRI_DOWN_VEC, vicon_disclosure_tri_down_draw);
	def_internal_vicon(VICO_MOVE_UP_VEC, vicon_move_up_draw);
	def_internal_vicon(VICO_MOVE_DOWN_VEC, vicon_move_down_draw);
	def_internal_vicon(VICO_X_VEC, vicon_x_draw);
	def_internal_vicon(VICO_SMALL_TRI_RIGHT_VEC, vicon_small_tri_right_draw);

	IMB_freeImBuf(b16buf);
	IMB_freeImBuf(b32buf);
	
}
Beispiel #3
0
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, float *fpixels)
{
	GPUTexture *tex;
	GLenum type, format, internalformat;
	void *pixels = NULL;
	float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};

	if (!GLEW_VERSION_1_2)
		return NULL;

	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
	tex->w = w;
	tex->h = h;
	tex->depth = depth;
	tex->number = -1;
	tex->refcount = 1;
	tex->target = GL_TEXTURE_3D;

	glGenTextures(1, &tex->bindcode);

	if (!tex->bindcode) {
		fprintf(stderr, "GPUTexture: texture create failed: %d\n",
			(int)glGetError());
		GPU_texture_free(tex);
		return NULL;
	}

	if (!GPU_non_power_of_two_support()) {
		tex->w = power_of_2_max_i(tex->w);
		tex->h = power_of_2_max_i(tex->h);
		tex->depth = power_of_2_max_i(tex->depth);
	}

	tex->number = 0;
	glBindTexture(tex->target, tex->bindcode);

	GPU_print_error("3D glBindTexture");

	type = GL_FLOAT;
	if (channels == 4) {
		format = GL_RGBA;
		internalformat = GL_RGBA;
	}
	else {
		format = GL_RED;
		internalformat = GL_INTENSITY;
	}

	//if (fpixels)
	//	pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);

	glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);

	GPU_print_error("3D glTexImage3D");

	if (fpixels) {
		if (!GPU_non_power_of_two_support() && (w != tex->w || h != tex->h || depth != tex->depth)) {
			/* clear first to avoid unitialized pixels */
			float *zero= MEM_callocN(sizeof(float)*tex->w*tex->h*tex->depth, "zero");
			glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->depth, format, type, zero);
			MEM_freeN(zero);
		}

		glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
		GPU_print_error("3D glTexSubImage3D");
	}


	glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
	GPU_print_error("3D GL_TEXTURE_BORDER_COLOR");
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	GPU_print_error("3D GL_LINEAR");
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	GPU_print_error("3D GL_CLAMP_TO_BORDER");

	if (pixels)
		MEM_freeN(pixels);

	GPU_texture_unbind(tex);

	return tex;
}
Beispiel #4
0
static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth, char err_out[256])
{
	GPUTexture *tex;
	GLenum type, format, internalformat;
	void *pixels = NULL;

	if (depth && !GLEW_ARB_depth_texture)
		return NULL;

	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
	tex->w = w;
	tex->h = h;
	tex->number = -1;
	tex->refcount = 1;
	tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
	tex->depth = depth;

	glGenTextures(1, &tex->bindcode);

	if (!tex->bindcode) {
		if (err_out) {
			BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
				(int)glGetError());
		}
		else {
			fprintf(stderr, "GPUTexture: texture create failed: %d\n",
				(int)glGetError());
		}
		GPU_texture_free(tex);
		return NULL;
	}

	if (!GPU_non_power_of_two_support()) {
		tex->w = power_of_2_max_i(tex->w);
		tex->h = power_of_2_max_i(tex->h);
	}

	tex->number = 0;
	glBindTexture(tex->target, tex->bindcode);

	if (depth) {
		type = GL_UNSIGNED_BYTE;
		format = GL_DEPTH_COMPONENT;
		internalformat = GL_DEPTH_COMPONENT;
	}
	else {
		type = GL_UNSIGNED_BYTE;
		format = GL_RGBA;
		internalformat = GL_RGBA8;

		if (fpixels)
			pixels = GPU_texture_convert_pixels(w*h, fpixels);
	}

	if (tex->target == GL_TEXTURE_1D) {
		glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);

		if (fpixels) {
			glTexSubImage1D(tex->target, 0, 0, w, format, type,
				pixels ? pixels : fpixels);

			if (tex->w > w)
				GPU_glTexSubImageEmpty(tex->target, format, w, 0,
					tex->w-w, 1);
		}
	}
	else {
		glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
		             format, type, NULL);

		if (fpixels) {
			glTexSubImage2D(tex->target, 0, 0, 0, w, h,
				format, type, pixels ? pixels : fpixels);

			if (tex->w > w)
				GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
			if (tex->h > h)
				GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
		}
	}

	if (pixels)
		MEM_freeN(pixels);

	if (depth) {
		glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
		glTexParameteri(tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
		glTexParameteri(tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);  
	}
	else {
		glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}

	if (tex->target != GL_TEXTURE_1D) {
		/* CLAMP_TO_BORDER is an OpenGL 1.3 core feature */
		GLenum wrapmode = (depth || tex->h == 1)? GL_CLAMP_TO_EDGE: GL_CLAMP_TO_BORDER;
		glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, wrapmode);
		glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, wrapmode);

#if 0
		float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
		glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); 
#endif
	}
	else
		glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

	return tex;
}
Beispiel #5
0
static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
{
	const int winsize_x = WM_window_pixels_x(win);
	const int winsize_y = WM_window_pixels_y(win);

	GLint maxsize;
	int x, y;

	/* compute texture sizes */
	if (GLEW_ARB_texture_rectangle || GLEW_NV_texture_rectangle || GLEW_EXT_texture_rectangle) {
		triple->target = GL_TEXTURE_RECTANGLE_ARB;
		triple->nx = 1;
		triple->ny = 1;
		triple->x[0] = winsize_x;
		triple->y[0] = winsize_y;
	}
	else if (GPU_non_power_of_two_support()) {
		triple->target = GL_TEXTURE_2D;
		triple->nx = 1;
		triple->ny = 1;
		triple->x[0] = winsize_x;
		triple->y[0] = winsize_y;
	}
	else {
		triple->target = GL_TEXTURE_2D;
		triple->nx = 0;
		triple->ny = 0;
		split_width(winsize_x, MAX_N_TEX, triple->x, &triple->nx);
		split_width(winsize_y, MAX_N_TEX, triple->y, &triple->ny);
	}

	/* generate texture names */
	glGenTextures(triple->nx * triple->ny, triple->bind);

	if (!triple->bind[0]) {
		/* not the typical failure case but we handle it anyway */
		printf("WM: failed to allocate texture for triple buffer drawing (glGenTextures).\n");
		return 0;
	}

	for (y = 0; y < triple->ny; y++) {
		for (x = 0; x < triple->nx; x++) {
			/* proxy texture is only guaranteed to test for the cases that
			 * there is only one texture in use, which may not be the case */
			maxsize = GPU_max_texture_size();

			if (triple->x[x] > maxsize || triple->y[y] > maxsize) {
				glBindTexture(triple->target, 0);
				printf("WM: failed to allocate texture for triple buffer drawing "
				       "(texture too large for graphics card).\n");
				return 0;
			}

			/* setup actual texture */
			glBindTexture(triple->target, triple->bind[x + y * triple->nx]);
			glTexImage2D(triple->target, 0, GL_RGB8, triple->x[x], triple->y[y], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
			glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			/* The current color is ignored if the GL_REPLACE texture environment is used. */
			// glTexEnvi(triple->target, GL_TEXTURE_ENV_MODE, GL_REPLACE);
			glBindTexture(triple->target, 0);

			/* not sure if this works everywhere .. */
			if (glGetError() == GL_OUT_OF_MEMORY) {
				printf("WM: failed to allocate texture for triple buffer drawing (out of memory).\n");
				return 0;
			}
		}
	}

	return 1;
}
Beispiel #6
0
void draw_volume(ARegion *ar, GPUTexture *tex, float *min, float *max, int res[3], float dx, GPUTexture *tex_shadow)
{
	RegionView3D *rv3d= ar->regiondata;

	float viewnormal[3];
	int i, j, n, good_index;
	float d /*, d0 */ /* UNUSED */, dd, ds;
	float *points = NULL;
	int numpoints = 0;
	float cor[3] = {1.,1.,1.};
	int gl_depth = 0, gl_blend = 0;

	/* draw slices of smoke is adapted from c++ code authored by: Johannes Schmid and Ingemar Rask, 2006, [email protected] */
	float cv[][3] = {
		{1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f},
		{1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
	};

	// edges have the form edges[n][0][xyz] + t*edges[n][1][xyz]
	float edges[12][2][3] = {
		{{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},

		{{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
		{{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
		{{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},
		{{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},

		{{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}
	};

	/* Fragment program to calculate the view3d of smoke */
	/* using 2 textures, density and shadow */
	const char *text = "!!ARBfp1.0\n"
					"PARAM dx = program.local[0];\n"
					"PARAM darkness = program.local[1];\n"
					"PARAM f = {1.442695041, 1.442695041, 1.442695041, 0.01};\n"
					"TEMP temp, shadow, value;\n"
					"TEX temp, fragment.texcoord[0], texture[0], 3D;\n"
					"TEX shadow, fragment.texcoord[0], texture[1], 3D;\n"
					"MUL value, temp, darkness;\n"
					"MUL value, value, dx;\n"
					"MUL value, value, f;\n"
					"EX2 temp, -value.r;\n"
					"SUB temp.a, 1.0, temp.r;\n"
					"MUL temp.r, temp.r, shadow.r;\n"
					"MUL temp.g, temp.g, shadow.r;\n"
					"MUL temp.b, temp.b, shadow.r;\n"
					"MOV result.color, temp;\n"
					"END\n";
	GLuint prog;

	
	float size[3];

	if(!tex) {
		printf("Could not allocate 3D texture for 3D View smoke drawing.\n");
		return;
	}

	tstart();

	sub_v3_v3v3(size, max, min);

	// maxx, maxy, maxz
	cv[0][0] = max[0];
	cv[0][1] = max[1];
	cv[0][2] = max[2];
	// minx, maxy, maxz
	cv[1][0] = min[0];
	cv[1][1] = max[1];
	cv[1][2] = max[2];
	// minx, miny, maxz
	cv[2][0] = min[0];
	cv[2][1] = min[1];
	cv[2][2] = max[2];
	// maxx, miny, maxz
	cv[3][0] = max[0];
	cv[3][1] = min[1];
	cv[3][2] = max[2];

	// maxx, maxy, minz
	cv[4][0] = max[0];
	cv[4][1] = max[1];
	cv[4][2] = min[2];
	// minx, maxy, minz
	cv[5][0] = min[0];
	cv[5][1] = max[1];
	cv[5][2] = min[2];
	// minx, miny, minz
	cv[6][0] = min[0];
	cv[6][1] = min[1];
	cv[6][2] = min[2];
	// maxx, miny, minz
	cv[7][0] = max[0];
	cv[7][1] = min[1];
	cv[7][2] = min[2];

	copy_v3_v3(edges[0][0], cv[4]); // maxx, maxy, minz
	copy_v3_v3(edges[1][0], cv[5]); // minx, maxy, minz
	copy_v3_v3(edges[2][0], cv[6]); // minx, miny, minz
	copy_v3_v3(edges[3][0], cv[7]); // maxx, miny, minz

	copy_v3_v3(edges[4][0], cv[3]); // maxx, miny, maxz
	copy_v3_v3(edges[5][0], cv[2]); // minx, miny, maxz
	copy_v3_v3(edges[6][0], cv[6]); // minx, miny, minz
	copy_v3_v3(edges[7][0], cv[7]); // maxx, miny, minz

	copy_v3_v3(edges[8][0], cv[1]); // minx, maxy, maxz
	copy_v3_v3(edges[9][0], cv[2]); // minx, miny, maxz
	copy_v3_v3(edges[10][0], cv[6]); // minx, miny, minz
	copy_v3_v3(edges[11][0], cv[5]); // minx, maxy, minz

	// printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]);
	// printf("min[2]: %f, max[2]: %f\n", min[2], max[2]);

	edges[0][1][2] = size[2];
	edges[1][1][2] = size[2];
	edges[2][1][2] = size[2];
	edges[3][1][2] = size[2];

	edges[4][1][1] = size[1];
	edges[5][1][1] = size[1];
	edges[6][1][1] = size[1];
	edges[7][1][1] = size[1];

	edges[8][1][0] = size[0];
	edges[9][1][0] = size[0];
	edges[10][1][0] = size[0];
	edges[11][1][0] = size[0];

	glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
	glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);

	glLoadMatrixf(rv3d->viewmat);
	// glMultMatrixf(ob->obmat);	

	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	/*
	printf("Viewinv:\n");
	printf("%f, %f, %f\n", rv3d->viewinv[0][0], rv3d->viewinv[0][1], rv3d->viewinv[0][2]);
	printf("%f, %f, %f\n", rv3d->viewinv[1][0], rv3d->viewinv[1][1], rv3d->viewinv[1][2]);
	printf("%f, %f, %f\n", rv3d->viewinv[2][0], rv3d->viewinv[2][1], rv3d->viewinv[2][2]);
	*/

	// get view vector
	copy_v3_v3(viewnormal, rv3d->viewinv[2]);
	normalize_v3(viewnormal);

	// find cube vertex that is closest to the viewer
	for (i=0; i<8; i++) {
		float x,y,z;

		x = cv[i][0] - viewnormal[0];
		y = cv[i][1] - viewnormal[1];
		z = cv[i][2] - viewnormal[2];

		if ((x>=min[0])&&(x<=max[0])
			&&(y>=min[1])&&(y<=max[1])
			&&(z>=min[2])&&(z<=max[2])) {
			break;
		}
	}

	if(i >= 8) {
		/* fallback, avoid using buffer over-run */
		i= 0;
	}

	// printf("i: %d\n", i);
	// printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]);

	if (GL_TRUE == glewIsSupported("GL_ARB_fragment_program"))
	{
		glEnable(GL_FRAGMENT_PROGRAM_ARB);
		glGenProgramsARB(1, &prog);

		glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog);
		glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(text), text);

		// cell spacing
		glProgramLocalParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0);
		// custom parameter for smoke style (higher = thicker)
		glProgramLocalParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 1, 7.0, 7.0, 7.0, 1.0);
	}
	else
		printf("Your gfx card does not support 3D View smoke drawing.\n");

	GPU_texture_bind(tex, 0);
	if(tex_shadow)
		GPU_texture_bind(tex_shadow, 1);
	else
		printf("No volume shadow\n");

	if (!GPU_non_power_of_two_support()) {
		cor[0] = (float)res[0]/(float)larger_pow2(res[0]);
		cor[1] = (float)res[1]/(float)larger_pow2(res[1]);
		cor[2] = (float)res[2]/(float)larger_pow2(res[2]);
	}

	// our slices are defined by the plane equation a*x + b*y +c*z + d = 0
	// (a,b,c), the plane normal, are given by viewdir
	// d is the parameter along the view direction. the first d is given by
	// inserting previously found vertex into the plane equation

	/* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */
	ds = (ABS(viewnormal[0])*size[0] + ABS(viewnormal[1])*size[1] + ABS(viewnormal[2])*size[2]);
	dd = 0.05; // ds/512.0f;
	n = 0;
	good_index = i;

	// printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds);

	points = MEM_callocN(sizeof(float)*12*3, "smoke_points_preview");

	while(1) {
		float p0[3];
		float tmp_point[3], tmp_point2[3];

		if(dd*(float)n > ds)
			break;

		copy_v3_v3(tmp_point, viewnormal);
		mul_v3_fl(tmp_point, -dd*((ds/dd)-(float)n));
		add_v3_v3v3(tmp_point2, cv[good_index], tmp_point);
		d = dot_v3v3(tmp_point2, viewnormal);

		// printf("my d: %f\n", d);

		// intersect_edges returns the intersection points of all cube edges with
		// the given plane that lie within the cube
		numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges);

		// printf("points: %d\n", numpoints);

		if (numpoints > 2) {
			copy_v3_v3(p0, points);

			// sort points to get a convex polygon
			for(i = 1; i < numpoints - 1; i++)
			{
				for(j = i + 1; j < numpoints; j++)
				{
					if(!convex(p0, viewnormal, &points[j * 3], &points[i * 3]))
					{
						float tmp2[3];
						copy_v3_v3(tmp2, &points[j * 3]);
						copy_v3_v3(&points[j * 3], &points[i * 3]);
						copy_v3_v3(&points[i * 3], tmp2);
					}
				}
			}

			// printf("numpoints: %d\n", numpoints);
			glBegin(GL_POLYGON);
			glColor3f(1.0, 1.0, 1.0);
			for (i = 0; i < numpoints; i++) {
				glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
				glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
			}
			glEnd();
		}
		n++;
	}

	tend();
	// printf ( "Draw Time: %f\n",( float ) tval() );

	if(tex_shadow)
		GPU_texture_unbind(tex_shadow);
	GPU_texture_unbind(tex);

	if(GLEW_ARB_fragment_program)
	{
		glDisable(GL_FRAGMENT_PROGRAM_ARB);
		glDeleteProgramsARB(1, &prog);
	}


	MEM_freeN(points);

	if(!gl_blend)
		glDisable(GL_BLEND);
	if(gl_depth)
	{
		glEnable(GL_DEPTH_TEST);
		glDepthMask(GL_TRUE);	
	}
}
Beispiel #7
0
void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
                       GPUTexture *tex, float min[3], float max[3],
                       int res[3], float dx, float UNUSED(base_scale), float viewnormal[3],
                       GPUTexture *tex_shadow, GPUTexture *tex_flame)
{
	int i, j, k, n, good_index;
	float d /*, d0 */ /* UNUSED */, dd, ds;
	float *points = NULL;
	int numpoints = 0;
	float cor[3] = {1.0f, 1.0f, 1.0f};
	int gl_depth = 0, gl_blend = 0;

	/* draw slices of smoke is adapted from c++ code authored
	 * by: Johannes Schmid and Ingemar Rask, 2006, [email protected] */
	float cv[][3] = {
		{1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f},
		{1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
	};

	/* edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] */
	float edges[12][2][3] = {
		{{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},

		{{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
		{{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
		{{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},
		{{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},

		{{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}
	};

	unsigned char *spec_data;
	float *spec_pixels;
	GPUTexture *tex_spec;

	/* Fragment program to calculate the view3d of smoke */
	/* using 4 textures, density, shadow, flame and flame spectrum */
	const char *shader_basic =
	        "!!ARBfp1.0\n"
	        "PARAM dx = program.local[0];\n"
	        "PARAM darkness = program.local[1];\n"
	        "PARAM render = program.local[2];\n"
	        "PARAM f = {1.442695041, 1.442695041, 1.442695041, 0.01};\n"
	        "TEMP temp, shadow, flame, spec, value;\n"
	        "TEX temp, fragment.texcoord[0], texture[0], 3D;\n"
	        "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n"
	        "TEX flame, fragment.texcoord[0], texture[2], 3D;\n"
	        "TEX spec, flame.r, texture[3], 1D;\n"
	        /* calculate shading factor from density */
	        "MUL value.r, temp.a, darkness.a;\n"
	        "MUL value.r, value.r, dx.r;\n"
	        "MUL value.r, value.r, f.r;\n"
	        "EX2 temp, -value.r;\n"
	        /* alpha */
	        "SUB temp.a, 1.0, temp.r;\n"
	        /* shade colors */
	        "MUL temp.r, temp.r, shadow.r;\n"
	        "MUL temp.g, temp.g, shadow.r;\n"
	        "MUL temp.b, temp.b, shadow.r;\n"
	        "MUL temp.r, temp.r, darkness.r;\n"
	        "MUL temp.g, temp.g, darkness.g;\n"
	        "MUL temp.b, temp.b, darkness.b;\n"
	        /* for now this just replace smoke shading if rendering fire */
	        "CMP result.color, render.r, temp, spec;\n"
	        "END\n";

	/* color shader */
	const char *shader_color =
	        "!!ARBfp1.0\n"
	        "PARAM dx = program.local[0];\n"
	        "PARAM darkness = program.local[1];\n"
	        "PARAM render = program.local[2];\n"
	        "PARAM f = {1.442695041, 1.442695041, 1.442695041, 1.442695041};\n"
	        "TEMP temp, shadow, flame, spec, value;\n"
	        "TEX temp, fragment.texcoord[0], texture[0], 3D;\n"
	        "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n"
	        "TEX flame, fragment.texcoord[0], texture[2], 3D;\n"
	        "TEX spec, flame.r, texture[3], 1D;\n"
	        /* unpremultiply volume texture */
	        "RCP value.r, temp.a;\n"
	        "MUL temp.r, temp.r, value.r;\n"
	        "MUL temp.g, temp.g, value.r;\n"
	        "MUL temp.b, temp.b, value.r;\n"
	        /* calculate shading factor from density */
	        "MUL value.r, temp.a, darkness.a;\n"
	        "MUL value.r, value.r, dx.r;\n"
	        "MUL value.r, value.r, f.r;\n"
	        "EX2 value.r, -value.r;\n"
	        /* alpha */
	        "SUB temp.a, 1.0, value.r;\n"
	        /* shade colors */
	        "MUL temp.r, temp.r, shadow.r;\n"
	        "MUL temp.g, temp.g, shadow.r;\n"
	        "MUL temp.b, temp.b, shadow.r;\n"
	        "MUL temp.r, temp.r, value.r;\n"
	        "MUL temp.g, temp.g, value.r;\n"
	        "MUL temp.b, temp.b, value.r;\n"
	        /* for now this just replace smoke shading if rendering fire */
	        "CMP result.color, render.r, temp, spec;\n"
	        "END\n";

	GLuint prog;

	
	float size[3];

	if (!tex) {
		printf("Could not allocate 3D texture for 3D View smoke drawing.\n");
		return;
	}

#ifdef DEBUG_DRAW_TIME
	TIMEIT_START(draw);
#endif

	/* generate flame spectrum texture */
	#define SPEC_WIDTH 256
	#define FIRE_THRESH 7
	#define MAX_FIRE_ALPHA 0.06f
	#define FULL_ON_FIRE 100
	spec_data = malloc(SPEC_WIDTH * 4 * sizeof(unsigned char));
	flame_get_spectrum(spec_data, SPEC_WIDTH, 1500, 3000);
	spec_pixels = malloc(SPEC_WIDTH * 4 * 16 * 16 * sizeof(float));
	for (i = 0; i < 16; i++) {
		for (j = 0; j < 16; j++) {
			for (k = 0; k < SPEC_WIDTH; k++) {
				int index = (j * SPEC_WIDTH * 16 + i * SPEC_WIDTH + k) * 4;
				if (k >= FIRE_THRESH) {
					spec_pixels[index] = ((float)spec_data[k * 4]) / 255.0f;
					spec_pixels[index + 1] = ((float)spec_data[k * 4 + 1]) / 255.0f;
					spec_pixels[index + 2] = ((float)spec_data[k * 4 + 2]) / 255.0f;
					spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
					        (k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
				}
				else {
					spec_pixels[index] = spec_pixels[index + 1] = spec_pixels[index + 2] = spec_pixels[index + 3] = 0.0f;
				}
			}
		}
	}

	tex_spec = GPU_texture_create_1D(SPEC_WIDTH, spec_pixels, NULL);

	sub_v3_v3v3(size, max, min);

	/* maxx, maxy, maxz */
	cv[0][0] = max[0];
	cv[0][1] = max[1];
	cv[0][2] = max[2];
	/* minx, maxy, maxz */
	cv[1][0] = min[0];
	cv[1][1] = max[1];
	cv[1][2] = max[2];
	/* minx, miny, maxz */
	cv[2][0] = min[0];
	cv[2][1] = min[1];
	cv[2][2] = max[2];
	/* maxx, miny, maxz */
	cv[3][0] = max[0];
	cv[3][1] = min[1];
	cv[3][2] = max[2];

	/* maxx, maxy, minz */
	cv[4][0] = max[0];
	cv[4][1] = max[1];
	cv[4][2] = min[2];
	/* minx, maxy, minz */
	cv[5][0] = min[0];
	cv[5][1] = max[1];
	cv[5][2] = min[2];
	/* minx, miny, minz */
	cv[6][0] = min[0];
	cv[6][1] = min[1];
	cv[6][2] = min[2];
	/* maxx, miny, minz */
	cv[7][0] = max[0];
	cv[7][1] = min[1];
	cv[7][2] = min[2];

	copy_v3_v3(edges[0][0], cv[4]); /* maxx, maxy, minz */
	copy_v3_v3(edges[1][0], cv[5]); /* minx, maxy, minz */
	copy_v3_v3(edges[2][0], cv[6]); /* minx, miny, minz */
	copy_v3_v3(edges[3][0], cv[7]); /* maxx, miny, minz */

	copy_v3_v3(edges[4][0], cv[3]); /* maxx, miny, maxz */
	copy_v3_v3(edges[5][0], cv[2]); /* minx, miny, maxz */
	copy_v3_v3(edges[6][0], cv[6]); /* minx, miny, minz */
	copy_v3_v3(edges[7][0], cv[7]); /* maxx, miny, minz */

	copy_v3_v3(edges[8][0], cv[1]); /* minx, maxy, maxz */
	copy_v3_v3(edges[9][0], cv[2]); /* minx, miny, maxz */
	copy_v3_v3(edges[10][0], cv[6]); /* minx, miny, minz */
	copy_v3_v3(edges[11][0], cv[5]); /* minx, maxy, minz */

	// printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]);
	// printf("min[2]: %f, max[2]: %f\n", min[2], max[2]);

	edges[0][1][2] = size[2];
	edges[1][1][2] = size[2];
	edges[2][1][2] = size[2];
	edges[3][1][2] = size[2];

	edges[4][1][1] = size[1];
	edges[5][1][1] = size[1];
	edges[6][1][1] = size[1];
	edges[7][1][1] = size[1];

	edges[8][1][0] = size[0];
	edges[9][1][0] = size[0];
	edges[10][1][0] = size[0];
	edges[11][1][0] = size[0];

	glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
	glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);

	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);

	/* find cube vertex that is closest to the viewer */
	for (i = 0; i < 8; i++) {
		float x, y, z;

		x = cv[i][0] - viewnormal[0] * size[0] * 0.5f;
		y = cv[i][1] - viewnormal[1] * size[1] * 0.5f;
		z = cv[i][2] - viewnormal[2] * size[2] * 0.5f;

		if ((x >= min[0]) && (x <= max[0]) &&
		    (y >= min[1]) && (y <= max[1]) &&
		    (z >= min[2]) && (z <= max[2]))
		{
			break;
		}
	}

	if (i >= 8) {
		/* fallback, avoid using buffer over-run */
		i = 0;
	}

	// printf("i: %d\n", i);
	// printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]);

	if (GL_TRUE == glewIsSupported("GL_ARB_fragment_program")) {
		glEnable(GL_FRAGMENT_PROGRAM_ARB);
		glGenProgramsARB(1, &prog);

		glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog);
		/* set shader */
		if (sds->active_fields & SM_ACTIVE_COLORS)
			glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_color), shader_color);
		else
			glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_basic), shader_basic);

		/* cell spacing */
		glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0);
		/* custom parameter for smoke style (higher = thicker) */
		if (sds->active_fields & SM_ACTIVE_COLORS)
			glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 1.0, 1.0, 1.0, 10.0);
		else
			glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, sds->active_color[0], sds->active_color[1], sds->active_color[2], 10.0);
	}
	else
		printf("Your gfx card does not support 3D View smoke drawing.\n");

	GPU_texture_bind(tex, 0);
	if (tex_shadow)
		GPU_texture_bind(tex_shadow, 1);
	else
		printf("No volume shadow\n");

	if (tex_flame) {
		GPU_texture_bind(tex_flame, 2);
		GPU_texture_bind(tex_spec, 3);
	}

	if (!GPU_non_power_of_two_support()) {
		cor[0] = (float)res[0] / (float)power_of_2_max_i(res[0]);
		cor[1] = (float)res[1] / (float)power_of_2_max_i(res[1]);
		cor[2] = (float)res[2] / (float)power_of_2_max_i(res[2]);
	}

	/* our slices are defined by the plane equation a*x + b*y +c*z + d = 0
	 * (a,b,c), the plane normal, are given by viewdir
	 * d is the parameter along the view direction. the first d is given by
	 * inserting previously found vertex into the plane equation */

	/* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */
	ds = (fabsf(viewnormal[0]) * size[0] + fabsf(viewnormal[1]) * size[1] + fabsf(viewnormal[2]) * size[2]);
	dd = max_fff(sds->global_size[0], sds->global_size[1], sds->global_size[2]) / 128.f;
	n = 0;
	good_index = i;

	// printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds);

	points = MEM_callocN(sizeof(float) * 12 * 3, "smoke_points_preview");

	while (1) {
		float p0[3];
		float tmp_point[3], tmp_point2[3];

		if (dd * (float)n > ds)
			break;

		copy_v3_v3(tmp_point, viewnormal);
		mul_v3_fl(tmp_point, -dd * ((ds / dd) - (float)n));
		add_v3_v3v3(tmp_point2, cv[good_index], tmp_point);
		d = dot_v3v3(tmp_point2, viewnormal);

		// printf("my d: %f\n", d);

		/* intersect_edges returns the intersection points of all cube edges with
		 * the given plane that lie within the cube */
		numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges);

		// printf("points: %d\n", numpoints);

		if (numpoints > 2) {
			copy_v3_v3(p0, points);

			/* sort points to get a convex polygon */
			for (i = 1; i < numpoints - 1; i++) {
				for (j = i + 1; j < numpoints; j++) {
					if (!convex(p0, viewnormal, &points[j * 3], &points[i * 3])) {
						float tmp2[3];
						copy_v3_v3(tmp2, &points[j * 3]);
						copy_v3_v3(&points[j * 3], &points[i * 3]);
						copy_v3_v3(&points[i * 3], tmp2);
					}
				}
			}

			/* render fire slice */
			glBlendFunc(GL_SRC_ALPHA, GL_ONE);
			glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, 1.0, 0.0, 0.0, 0.0);
			glBegin(GL_POLYGON);
			glColor3f(1.0, 1.0, 1.0);
			for (i = 0; i < numpoints; i++) {
				glTexCoord3d((points[i * 3 + 0] - min[0]) * cor[0] / size[0],
				             (points[i * 3 + 1] - min[1]) * cor[1] / size[1],
				             (points[i * 3 + 2] - min[2]) * cor[2] / size[2]);
				glVertex3f(points[i * 3 + 0] / fabsf(ob->size[0]),
				           points[i * 3 + 1] / fabsf(ob->size[1]),
				           points[i * 3 + 2] / fabsf(ob->size[2]));
			}
			glEnd();

			/* render smoke slice */
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, -1.0, 0.0, 0.0, 0.0);
			glBegin(GL_POLYGON);
			glColor3f(1.0, 1.0, 1.0);
			for (i = 0; i < numpoints; i++) {
				glTexCoord3d((points[i * 3 + 0] - min[0]) * cor[0] / size[0],
				             (points[i * 3 + 1] - min[1]) * cor[1] / size[1],
				             (points[i * 3 + 2] - min[2]) * cor[2] / size[2]);
				glVertex3f(points[i * 3 + 0] / fabsf(ob->size[0]),
				           points[i * 3 + 1] / fabsf(ob->size[1]),
				           points[i * 3 + 2] / fabsf(ob->size[2]));
			}
			glEnd();
		}
		n++;
	}

#ifdef DEBUG_DRAW_TIME
	printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw));
	TIMEIT_END(draw);
#endif

	if (tex_shadow)
		GPU_texture_unbind(tex_shadow);
	GPU_texture_unbind(tex);
	if (tex_flame) {
		GPU_texture_unbind(tex_flame);
		GPU_texture_unbind(tex_spec);
	}
	GPU_texture_free(tex_spec);

	free(spec_data);
	free(spec_pixels);

	if (GLEW_ARB_fragment_program) {
		glDisable(GL_FRAGMENT_PROGRAM_ARB);
		glDeleteProgramsARB(1, &prog);
	}


	MEM_freeN(points);

	if (!gl_blend) {
		glDisable(GL_BLEND);
	}

	if (gl_depth) {
		glEnable(GL_DEPTH_TEST);
		glDepthMask(GL_TRUE);
	}
}
Beispiel #8
0
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels)
{
	GPUTexture *tex;
	GLenum type, format, internalformat;
	void *pixels = NULL;
	float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};

	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
	tex->w = w;
	tex->h = h;
	tex->depth = depth;
	tex->number = -1;
	tex->refcount = 1;
	tex->target = GL_TEXTURE_3D;

	glGenTextures(1, &tex->bindcode);

	if (!tex->bindcode) {
		fprintf(stderr, "GPUTexture: texture create failed: %d\n",
			(int)glGetError());
		GPU_texture_free(tex);
		return NULL;
	}

	if (!GPU_non_power_of_two_support()) {
		tex->w = larger_pow2(tex->w);
		tex->h = larger_pow2(tex->h);
		tex->depth = larger_pow2(tex->depth);
	}

	tex->number = 0;
	glBindTexture(tex->target, tex->bindcode);

	GPU_print_error("3D glBindTexture");

	type = GL_FLOAT; // GL_UNSIGNED_BYTE
	format = GL_RED;
	internalformat = GL_INTENSITY;

	//if (fpixels)
	//	pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);

	glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, 0);

	GPU_print_error("3D glTexImage3D");

	if (fpixels) {
		glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
		GPU_print_error("3D glTexSubImage3D");
	}


	glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
	GPU_print_error("3D GL_TEXTURE_BORDER_COLOR");
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	GPU_print_error("3D GL_LINEAR");
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	GPU_print_error("3D GL_CLAMP_TO_BORDER");

	if (pixels)
		MEM_freeN(pixels);

	if (tex)
		GPU_texture_unbind(tex);

	return tex;
}
Beispiel #9
0
void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
                       GPUTexture *tex, const float min[3], const float max[3],
                       const int res[3], float dx, float UNUSED(base_scale), const float viewnormal[3],
                       GPUTexture *tex_shadow, GPUTexture *tex_flame)
{
	const float ob_sizei[3] = {
	    1.0f / fabsf(ob->size[0]),
	    1.0f / fabsf(ob->size[1]),
	    1.0f / fabsf(ob->size[2])};

	int i, j, k, n, good_index;
	float d /*, d0 */ /* UNUSED */, dd, ds;
	float (*points)[3] = NULL;
	int numpoints = 0;
	float cor[3] = {1.0f, 1.0f, 1.0f};
	int gl_depth = 0, gl_blend = 0;

	int use_fire = (sds->active_fields & SM_ACTIVE_FIRE);

	/* draw slices of smoke is adapted from c++ code authored
	 * by: Johannes Schmid and Ingemar Rask, 2006, [email protected] */
	float cv[][3] = {
		{1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f},
		{1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
	};

	/* edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] */
	float edges[12][2][3] = {
		{{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
		{{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},

		{{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
		{{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
		{{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},
		{{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},

		{{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}},
		{{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}
	};

	unsigned char *spec_data;
	float *spec_pixels;
	GPUTexture *tex_spec;
	GPUProgram *smoke_program;
	int progtype = (sds->active_fields & SM_ACTIVE_COLORS) ? GPU_PROGRAM_SMOKE_COLORED : GPU_PROGRAM_SMOKE;
	float size[3];

	if (!tex) {
		printf("Could not allocate 3D texture for 3D View smoke drawing.\n");
		return;
	}

#ifdef DEBUG_DRAW_TIME
	TIMEIT_START(draw);
#endif

	/* generate flame spectrum texture */
#define SPEC_WIDTH 256
#define FIRE_THRESH 7
#define MAX_FIRE_ALPHA 0.06f
#define FULL_ON_FIRE 100
	spec_data = malloc(SPEC_WIDTH * 4 * sizeof(unsigned char));
	flame_get_spectrum(spec_data, SPEC_WIDTH, 1500, 3000);
	spec_pixels = malloc(SPEC_WIDTH * 4 * 16 * 16 * sizeof(float));
	for (i = 0; i < 16; i++) {
		for (j = 0; j < 16; j++) {
			for (k = 0; k < SPEC_WIDTH; k++) {
				int index = (j * SPEC_WIDTH * 16 + i * SPEC_WIDTH + k) * 4;
				if (k >= FIRE_THRESH) {
					spec_pixels[index] = ((float)spec_data[k * 4]) / 255.0f;
					spec_pixels[index + 1] = ((float)spec_data[k * 4 + 1]) / 255.0f;
					spec_pixels[index + 2] = ((float)spec_data[k * 4 + 2]) / 255.0f;
					spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
					        (k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
				}
				else {
					spec_pixels[index] = spec_pixels[index + 1] = spec_pixels[index + 2] = spec_pixels[index + 3] = 0.0f;
				}
			}
		}
	}

	tex_spec = GPU_texture_create_1D(SPEC_WIDTH, spec_pixels, NULL);

#undef SPEC_WIDTH
#undef FIRE_THRESH
#undef MAX_FIRE_ALPHA
#undef FULL_ON_FIRE

	sub_v3_v3v3(size, max, min);

	/* maxx, maxy, maxz */
	cv[0][0] = max[0];
	cv[0][1] = max[1];
	cv[0][2] = max[2];
	/* minx, maxy, maxz */
	cv[1][0] = min[0];
	cv[1][1] = max[1];
	cv[1][2] = max[2];
	/* minx, miny, maxz */
	cv[2][0] = min[0];
	cv[2][1] = min[1];
	cv[2][2] = max[2];
	/* maxx, miny, maxz */
	cv[3][0] = max[0];
	cv[3][1] = min[1];
	cv[3][2] = max[2];

	/* maxx, maxy, minz */
	cv[4][0] = max[0];
	cv[4][1] = max[1];
	cv[4][2] = min[2];
	/* minx, maxy, minz */
	cv[5][0] = min[0];
	cv[5][1] = max[1];
	cv[5][2] = min[2];
	/* minx, miny, minz */
	cv[6][0] = min[0];
	cv[6][1] = min[1];
	cv[6][2] = min[2];
	/* maxx, miny, minz */
	cv[7][0] = max[0];
	cv[7][1] = min[1];
	cv[7][2] = min[2];

	copy_v3_v3(edges[0][0], cv[4]); /* maxx, maxy, minz */
	copy_v3_v3(edges[1][0], cv[5]); /* minx, maxy, minz */
	copy_v3_v3(edges[2][0], cv[6]); /* minx, miny, minz */
	copy_v3_v3(edges[3][0], cv[7]); /* maxx, miny, minz */

	copy_v3_v3(edges[4][0], cv[3]); /* maxx, miny, maxz */
	copy_v3_v3(edges[5][0], cv[2]); /* minx, miny, maxz */
	copy_v3_v3(edges[6][0], cv[6]); /* minx, miny, minz */
	copy_v3_v3(edges[7][0], cv[7]); /* maxx, miny, minz */

	copy_v3_v3(edges[8][0], cv[1]); /* minx, maxy, maxz */
	copy_v3_v3(edges[9][0], cv[2]); /* minx, miny, maxz */
	copy_v3_v3(edges[10][0], cv[6]); /* minx, miny, minz */
	copy_v3_v3(edges[11][0], cv[5]); /* minx, maxy, minz */

	// printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]);
	// printf("min[2]: %f, max[2]: %f\n", min[2], max[2]);

	edges[0][1][2] = size[2];
	edges[1][1][2] = size[2];
	edges[2][1][2] = size[2];
	edges[3][1][2] = size[2];

	edges[4][1][1] = size[1];
	edges[5][1][1] = size[1];
	edges[6][1][1] = size[1];
	edges[7][1][1] = size[1];

	edges[8][1][0] = size[0];
	edges[9][1][0] = size[0];
	edges[10][1][0] = size[0];
	edges[11][1][0] = size[0];

	glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
	glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);

	/* find cube vertex that is closest to the viewer */
	for (i = 0; i < 8; i++) {
		float x, y, z;

		x = cv[i][0] - viewnormal[0] * size[0] * 0.5f;
		y = cv[i][1] - viewnormal[1] * size[1] * 0.5f;
		z = cv[i][2] - viewnormal[2] * size[2] * 0.5f;

		if ((x >= min[0]) && (x <= max[0]) &&
		    (y >= min[1]) && (y <= max[1]) &&
		    (z >= min[2]) && (z <= max[2]))
		{
			break;
		}
	}

	if (i >= 8) {
		/* fallback, avoid using buffer over-run */
		i = 0;
	}

	// printf("i: %d\n", i);
	// printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]);

	smoke_program = GPU_shader_get_builtin_program(progtype);
	if (smoke_program) {
		GPU_program_bind(smoke_program);

		/* cell spacing */
		GPU_program_parameter_4f(smoke_program, 0, dx, dx, dx, 1.0);
		/* custom parameter for smoke style (higher = thicker) */
		if (sds->active_fields & SM_ACTIVE_COLORS)
			GPU_program_parameter_4f(smoke_program, 1, 1.0, 1.0, 1.0, 10.0);
		else
			GPU_program_parameter_4f(smoke_program, 1, sds->active_color[0], sds->active_color[1], sds->active_color[2], 10.0);
	}
	else
		printf("Your gfx card does not support 3D View smoke drawing.\n");

	GPU_texture_bind(tex, 0);
	if (tex_shadow)
		GPU_texture_bind(tex_shadow, 1);
	else
		printf("No volume shadow\n");

	if (tex_flame) {
		GPU_texture_bind(tex_flame, 2);
		GPU_texture_bind(tex_spec, 3);
	}

	if (!GPU_non_power_of_two_support()) {
		cor[0] = (float)res[0] / (float)power_of_2_max_u(res[0]);
		cor[1] = (float)res[1] / (float)power_of_2_max_u(res[1]);
		cor[2] = (float)res[2] / (float)power_of_2_max_u(res[2]);
	}

	cor[0] /= size[0];
	cor[1] /= size[1];
	cor[2] /= size[2];

	/* our slices are defined by the plane equation a*x + b*y +c*z + d = 0
	 * (a,b,c), the plane normal, are given by viewdir
	 * d is the parameter along the view direction. the first d is given by
	 * inserting previously found vertex into the plane equation */

	/* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */
	ds = (fabsf(viewnormal[0]) * size[0] + fabsf(viewnormal[1]) * size[1] + fabsf(viewnormal[2]) * size[2]);
	dd = max_fff(sds->global_size[0], sds->global_size[1], sds->global_size[2]) / 128.f;
	n = 0;
	good_index = i;

	// printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds);

	points = MEM_callocN(sizeof(*points) * 12, "smoke_points_preview");

	while (1) {
		float p0[3];
		float tmp_point[3], tmp_point2[3];

		if (dd * (float)n > ds)
			break;

		copy_v3_v3(tmp_point, viewnormal);
		mul_v3_fl(tmp_point, -dd * ((ds / dd) - (float)n));
		add_v3_v3v3(tmp_point2, cv[good_index], tmp_point);
		d = dot_v3v3(tmp_point2, viewnormal);

		// printf("my d: %f\n", d);

		/* intersect_edges returns the intersection points of all cube edges with
		 * the given plane that lie within the cube */
		numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges);

		// printf("points: %d\n", numpoints);

		if (numpoints > 2) {
			copy_v3_v3(p0, points[0]);

			/* sort points to get a convex polygon */
			for (i = 1; i < numpoints - 1; i++) {
				for (j = i + 1; j < numpoints; j++) {
					if (!convex(p0, viewnormal, points[j], points[i])) {
						swap_v3_v3(points[i], points[j]);
					}
				}
			}

			/* render fire slice */
			if (use_fire) {
				if (GLEW_VERSION_1_4)
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE);
				else
					glBlendFunc(GL_SRC_ALPHA, GL_ONE);

				GPU_program_parameter_4f(smoke_program, 2, 1.0, 0.0, 0.0, 0.0);
				glBegin(GL_POLYGON);
				glColor3f(1.0, 1.0, 1.0);
				for (i = 0; i < numpoints; i++) {
					glTexCoord3d((points[i][0] - min[0]) * cor[0],
					             (points[i][1] - min[1]) * cor[1],
					             (points[i][2] - min[2]) * cor[2]);
					glVertex3f(points[i][0] * ob_sizei[0],
					           points[i][1] * ob_sizei[1],
					           points[i][2] * ob_sizei[2]);
				}
				glEnd();
			}

			/* render smoke slice */
			if (GLEW_VERSION_1_4)
				glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
			else
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

			GPU_program_parameter_4f(smoke_program, 2, -1.0, 0.0, 0.0, 0.0);
			glBegin(GL_POLYGON);
			glColor3f(1.0, 1.0, 1.0);
			for (i = 0; i < numpoints; i++) {
				glTexCoord3d((points[i][0] - min[0]) * cor[0],
				             (points[i][1] - min[1]) * cor[1],
				             (points[i][2] - min[2]) * cor[2]);
				glVertex3f(points[i][0] * ob_sizei[0],
				           points[i][1] * ob_sizei[1],
				           points[i][2] * ob_sizei[2]);
			}
			glEnd();
		}
		n++;
	}

#ifdef DEBUG_DRAW_TIME
	printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw));
	TIMEIT_END(draw);
#endif

	if (tex_shadow)
		GPU_texture_unbind(tex_shadow);
	GPU_texture_unbind(tex);
	if (tex_flame) {
		GPU_texture_unbind(tex_flame);
		GPU_texture_unbind(tex_spec);
	}
	GPU_texture_free(tex_spec);

	free(spec_data);
	free(spec_pixels);

	if (smoke_program)
		GPU_program_unbind(smoke_program);


	MEM_freeN(points);

	if (!gl_blend) {
		glDisable(GL_BLEND);
	}

	if (gl_depth) {
		glEnable(GL_DEPTH_TEST);
	}
}
Beispiel #10
0
bool GPU_fx_compositor_initialize_passes(
        GPUFX *fx, const rcti *rect, const rcti *scissor_rect,
        const GPUFXSettings *fx_settings)
{
	int w = BLI_rcti_size_x(rect), h = BLI_rcti_size_y(rect);
	char err_out[256];
	int num_passes = 0;
	char fx_flag;

	fx->effects = 0;

	if (!GPU_non_power_of_two_support() || !GLEW_EXT_framebuffer_object)
		return false;

	if (!fx_settings) {
		cleanup_fx_gl_data(fx, true);
		return false;
	}

	fx_flag = fx_settings->fx_flag;

	/* disable effects if no options passed for them */
	if (!fx_settings->dof) {
		fx_flag &= ~GPU_FX_FLAG_DOF;
	}
	if (!fx_settings->ssao || fx_settings->ssao->samples < 1) {
		fx_flag &= ~GPU_FX_FLAG_SSAO;
	}

	if (!fx_flag) {
		cleanup_fx_gl_data(fx, true);
		return false;
	}

	/* scissor is missing when drawing offscreen, in that case, dimensions match exactly. In opposite case
	 * add one to match viewport dimensions */
	if (scissor_rect) {
		w++, h++;
	}

	fx->num_passes = 0;
	/* dof really needs a ping-pong buffer to work */
	if (fx_flag & GPU_FX_FLAG_DOF)
		num_passes++;

	if (fx_flag & GPU_FX_FLAG_SSAO)
		num_passes++;

	if (!fx->gbuffer) {
		fx->gbuffer = GPU_framebuffer_create();

		if (!fx->gbuffer) {
			return false;
		}
	}

	/* try creating the jitter texture */
	if (!fx->jitter_buffer)
		fx->jitter_buffer = create_jitter_texture();

	/* check if color buffers need recreation */
	if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
		cleanup_fx_gl_data(fx, false);

		if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
			printf(".256%s\n", err_out);
			cleanup_fx_gl_data(fx, true);
			return false;
		}

		if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) {
			printf("%.256s\n", err_out);
			cleanup_fx_gl_data(fx, true);
			return false;
		}
	}

	if (fx_flag & GPU_FX_FLAG_SSAO) {
		if (fx_settings->ssao->samples != fx->ssao_sample_count_cache || !fx->ssao_spiral_samples_tex) {
			if (fx_settings->ssao->samples < 1)
				fx_settings->ssao->samples = 1;

			fx->ssao_sample_count_cache = fx_settings->ssao->samples;

			if (fx->ssao_spiral_samples_tex) {
				GPU_texture_free(fx->ssao_spiral_samples_tex);
			}

			fx->ssao_spiral_samples_tex = create_spiral_sample_texture(fx_settings->ssao->samples);
		}
	}
	else {
		if (fx->ssao_spiral_samples_tex) {
			GPU_texture_free(fx->ssao_spiral_samples_tex);
			fx->ssao_spiral_samples_tex = NULL;
		}
	}

	/* create textures for dof effect */
	if (fx_flag & GPU_FX_FLAG_DOF) {
		bool dof_high_quality = (fx_settings->dof->high_quality != 0) &&
								GPU_geometry_shader_support() && GPU_instanced_drawing_support();

		/* cleanup buffers if quality setting has changed (no need to keep more buffers around than necessary ) */
		if (dof_high_quality != fx->dof_high_quality)
			cleanup_fx_dof_buffers(fx);

		if (dof_high_quality) {
			fx->dof_downsampled_w = w / 2;
			fx->dof_downsampled_h = h / 2;

			if (!fx->dof_half_downsampled_near || !fx->dof_nearfar_coc || !fx->dof_near_blur ||
			    !fx->dof_far_blur || !fx->dof_half_downsampled_far) {

				if (!(fx->dof_half_downsampled_near = GPU_texture_create_2D(
				      fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}
				if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D(
				      fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}
				if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_procedural(
				      fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, false, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}


				if (!(fx->dof_near_blur = GPU_texture_create_2D(
				    fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}

				if (!(fx->dof_far_blur = GPU_texture_create_2D(
				    fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}
			}
		}
		else {
			fx->dof_downsampled_w = w / 4;
			fx->dof_downsampled_h = h / 4;

			if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {

				if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
				          fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}
				if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(
				          fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}
				if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(
				          fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
				{
					printf("%.256s\n", err_out);
					cleanup_fx_gl_data(fx, true);
					return false;
				}
			}
		}

		fx->dof_high_quality = dof_high_quality;
	}
	else {
		/* cleanup unnecessary buffers */
		cleanup_fx_dof_buffers(fx);
	}

	/* we need to pass data between shader stages, allocate an extra color buffer */
	if (num_passes > 1) {
		if (!fx->color_buffer_sec) {
			if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
				printf(".256%s\n", err_out);
				cleanup_fx_gl_data(fx, true);
				return false;
			}
		}
	}
	else {
		if (fx->color_buffer_sec) {
			GPU_framebuffer_texture_detach(fx->color_buffer_sec);
			GPU_texture_free(fx->color_buffer_sec);
			fx->color_buffer_sec = NULL;
		}
	}

	/* bind the buffers */

	/* first depth buffer, because system assumes read/write buffers */
	if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, err_out))
		printf("%.256s\n", err_out);

	if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, err_out))
		printf("%.256s\n", err_out);

	if (!GPU_framebuffer_check_valid(fx->gbuffer, err_out))
		printf("%.256s\n", err_out);

	GPU_texture_bind_as_framebuffer(fx->color_buffer);

	/* enable scissor test. It's needed to ensure sculpting works correctly */
	if (scissor_rect) {
		int w_sc = BLI_rcti_size_x(scissor_rect) + 1;
		int h_sc = BLI_rcti_size_y(scissor_rect) + 1;
		glPushAttrib(GL_SCISSOR_BIT);
		glEnable(GL_SCISSOR_TEST);
		glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin,
				  w_sc, h_sc);
		fx->restore_stencil = true;
	}
	else {
		fx->restore_stencil = false;
	}

	fx->effects = fx_flag;

	if (fx_settings)
		fx->settings = *fx_settings;
	fx->gbuffer_dim[0] = w;
	fx->gbuffer_dim[1] = h;

	fx->num_passes = num_passes;

	return true;
}