コード例 #1
0
void GPU_texture_bind(GPUTexture *tex, int number)
{
	GLenum arbnumber;

	if (number >= GG.maxtextures) {
		GPU_print_error("Not enough texture slots.");
		return;
	}

	if (number == -1)
		return;

	GPU_print_error("Pre Texture Bind");

	arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
	if (number != 0) glActiveTextureARB(arbnumber);
	if (tex->bindcode != 0) {
		glBindTexture(tex->target, tex->bindcode);
	}
	else
		GPU_invalid_tex_bind(tex->target);
	glEnable(tex->target);
	if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);

	tex->number = number;

	GPU_print_error("Post Texture Bind");
}
コード例 #2
0
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
	GLenum arbnumber;

	if (tex->number >= GG.maxtextures) {
		GPU_print_error("Not enough texture slots.");
		return;
	}
		
	if (tex->number == -1)
		return;

	if (location == -1)
		return;

	GPU_print_error("Pre Uniform Texture");

	arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);

	if (tex->number != 0) glActiveTextureARB(arbnumber);
	glBindTexture(tex->target, tex->bindcode);
	glUniform1iARB(location, tex->number);
	glEnable(tex->target);
	if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);

	GPU_print_error("Post Uniform Texture");
}
コード例 #3
0
void GPU_texture_bind(GPUTexture *tex, int number)
{
	GLenum arbnumber;

	if (number >= GG.maxtextures) {
		GPU_print_error("Not enough texture slots.");
		return;
	}

	if (tex->fb) {
		if (tex->fb->object == GG.currentfb) {
			fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n");
		}
	}

	if (number < 0)
		return;

	GPU_print_error("Pre Texture Bind");

	arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
	if (number != 0) glActiveTextureARB(arbnumber);
	if (tex->bindcode != 0) {
		glBindTexture(tex->target, tex->bindcode);
	}
	else
		GPU_invalid_tex_bind(tex->target);
	glEnable(tex->target);
	if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);

	tex->number = number;

	GPU_print_error("Post Texture Bind");
}
コード例 #4
0
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
{
	if (location == -1)
		return;

	GPU_print_error("Pre Uniform Int");
	glUniform1iARB(location, value);
	GPU_print_error("Post Uniform Int");
}
コード例 #5
0
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
	int index;
	
	GPU_print_error("Pre Get Attribute");

	index = glGetAttribLocationARB(shader->object, name);

	GPU_print_error("Post Get Attribute");

	return index;
}
コード例 #6
0
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, float *value)
{
	if (location == -1)
		return;

	GPU_print_error("Pre Uniform Vector");

	if (length == 1) glUniform1fvARB(location, arraysize, value);
	else if (length == 2) glUniform2fvARB(location, arraysize, value);
	else if (length == 3) glUniform3fvARB(location, arraysize, value);
	else if (length == 4) glUniform4fvARB(location, arraysize, value);
	else if (length == 9) glUniformMatrix3fvARB(location, arraysize, 0, value);
	else if (length == 16) glUniformMatrix4fvARB(location, arraysize, 0, value);

	GPU_print_error("Post Uniform Vector");
}
コード例 #7
0
GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
{
	GPUTexture *tex = prv->gputexture[0];
	GLint w, h, lastbindcode;
	GLuint bindcode = 0;
	
	glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
	
	if (tex)
		bindcode = tex->bindcode;
	
	/* this binds a texture, so that's why to restore it */
	if (bindcode == 0) {
		GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL);
	}
	if (tex) {
		tex->bindcode = bindcode;
		glBindTexture(GL_TEXTURE_2D, lastbindcode);
		return tex;
	}

	/* error binding anything */
	if (!bindcode) {
		glBindTexture(GL_TEXTURE_2D, lastbindcode);
		return NULL;
	}
	
	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
	tex->bindcode = bindcode;
	tex->number = -1;
	tex->refcount = 1;
	tex->target = GL_TEXTURE_2D;
	
	prv->gputexture[0]= tex;
	
	if (!glIsTexture(tex->bindcode)) {
		GPU_print_error("Blender Texture");
	}
	else {
		glBindTexture(GL_TEXTURE_2D, tex->bindcode);
		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
		
		tex->w = w;
		tex->h = h;
	}
	
	glBindTexture(GL_TEXTURE_2D, lastbindcode);
	
	return tex;

}
コード例 #8
0
void GPU_texture_unbind(GPUTexture *tex)
{
	GLenum arbnumber;

	if (tex->number >= GG.maxtextures) {
		GPU_print_error("Not enough texture slots.");
		return;
	}

	if (tex->number == -1)
		return;
	
	GPU_print_error("Pre Texture Unbind");

	arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
	if (tex->number != 0) glActiveTextureARB(arbnumber);
	glBindTexture(tex->target, 0);
	glDisable(tex->target);
	if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);

	tex->number = -1;

	GPU_print_error("Post Texture Unbind");
}
コード例 #9
0
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int isdata, double time, int mipmap)
{
	GPUTexture *tex;
	GLint w, h, border, lastbindcode, bindcode;

	glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);

	GPU_update_image_time(ima, time);
	/* this binds a texture, so that's why to restore it with lastbindcode */
	bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, isdata);

	if (ima->gputexture) {
		ima->gputexture->bindcode = bindcode;
		glBindTexture(GL_TEXTURE_2D, lastbindcode);
		return ima->gputexture;
	}

	if (!bindcode) {
		glBindTexture(GL_TEXTURE_2D, lastbindcode);
		return NULL;
	}

	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
	tex->bindcode = bindcode;
	tex->number = -1;
	tex->refcount = 1;
	tex->target = GL_TEXTURE_2D;
	tex->fromblender = 1;

	ima->gputexture= tex;

	if (!glIsTexture(tex->bindcode)) {
		GPU_print_error("Blender Texture");
	}
	else {
		glBindTexture(GL_TEXTURE_2D, tex->bindcode);
		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border);

		tex->w = w - border;
		tex->h = h - border;
	}

	glBindTexture(GL_TEXTURE_2D, lastbindcode);

	return tex;
}
コード例 #10
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;
}
コード例 #11
0
void GPU_shader_unbind(void)
{
	GPU_print_error("Pre Shader Unbind");
	glUseProgramObjectARB(0);
	GPU_print_error("Post Shader Unbind");
}
コード例 #12
0
void GPU_shader_bind(GPUShader *shader)
{
	GPU_print_error("Pre Shader Bind");
	glUseProgramObjectARB(shader->object);
	GPU_print_error("Post Shader Bind");
}
コード例 #13
0
void GPU_shader_unbind(GPUShader *UNUSED(shader))
{
    GPU_print_error("Pre Shader Unbind");
    glUseProgramObjectARB(0);
    GPU_print_error("Post Shader Unbind");
}
コード例 #14
0
ファイル: gpu_extensions.c プロジェクト: jinjoh/NOOR
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;
}