예제 #1
0
void GPU_invalid_tex_free(void)
{
	if (GG.invalid_tex_1D)
		GPU_texture_free(GG.invalid_tex_1D);
	if (GG.invalid_tex_2D)
		GPU_texture_free(GG.invalid_tex_2D);
	if (GG.invalid_tex_3D)
		GPU_texture_free(GG.invalid_tex_3D);
}
예제 #2
0
void GPU_offscreen_free(GPUOffScreen *ofs)
{
	if (ofs->fb)
		GPU_framebuffer_free(ofs->fb);
	if (ofs->color)
		GPU_texture_free(ofs->color);
	if (ofs->depth)
		GPU_texture_free(ofs->depth);
	
	MEM_freeN(ofs);
}
예제 #3
0
static void icon_preview_endjob(void *customdata)
{
	IconPreview *ip = customdata;

	if (ip->id) {

		if (GS(ip->id->name) == ID_BR)
			WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
#if 0		
		if (GS(ip->id->name) == ID_MA) {
			Material *ma = (Material *)ip->id;
			PreviewImage *prv_img = ma->preview;
			int i;

			/* signal to gpu texture */
			for (i = 0; i < NUM_ICON_SIZES; ++i) {
				if (prv_img->gputexture[i]) {
					GPU_texture_free(prv_img->gputexture[i]);
					prv_img->gputexture[i] = NULL;
					WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, ip->id);
				}
			}
		}
#endif
	}
}
예제 #4
0
void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray)
{
	char err_out[256];

	if (do_xray) {
		if (!fx->depth_buffer_xray && !(fx->depth_buffer_xray = GPU_texture_create_depth(fx->gbuffer_dim[0], fx->gbuffer_dim[1], err_out))) {
			printf("%.256s\n", err_out);
			cleanup_fx_gl_data(fx, true);
			return;
		}
	}
	else {
		if (fx->depth_buffer_xray) {
			GPU_framebuffer_texture_detach(fx->depth_buffer_xray);
			GPU_texture_free(fx->depth_buffer_xray);
			fx->depth_buffer_xray = NULL;
		}
		return;
	}

	GPU_framebuffer_texture_detach(fx->depth_buffer);

	/* first depth buffer, because system assumes read/write buffers */
	if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, err_out))
		printf("%.256s\n", err_out);
}
예제 #5
0
파일: icons.c 프로젝트: khanhha/blender
void BKE_previewimg_clear_single(struct PreviewImage *prv, enum eIconSizes size)
{
	MEM_SAFE_FREE(prv->rect[size]);
	if (prv->gputexture[size]) {
		GPU_texture_free(prv->gputexture[size]);
	}
	prv->h[size] = prv->w[size] = 0;
	prv->flag[size] |= PRV_CHANGED;
	prv->flag[size] &= ~PRV_USER_EDITED;
	prv->changed_timestamp[size] = 0;
}
static void GPU_inputs_free(ListBase *inputs)
{
	GPUInput *input;

	for (input=inputs->first; input; input=input->next) {
		if (input->link)
			GPU_node_link_free(input->link);
		else if (input->tex && !input->dynamictex)
			GPU_texture_free(input->tex);
	}

	BLI_freelistN(inputs);
}
예제 #7
0
static void unbind_shader(SmokeDomainSettings *sds, GPUTexture *tex_spec, bool use_fire)
{
	GPU_shader_unbind();

	GPU_texture_unbind(sds->tex);

	if (use_fire) {
		GPU_texture_unbind(sds->tex_flame);
		GPU_texture_unbind(tex_spec);
		GPU_texture_free(tex_spec);
	}
	else {
		GPU_texture_unbind(sds->tex_shadow);
	}
}
예제 #8
0
static void gpu_material_free_single(GPUMaterial *material)
{
  /* Cancel / wait any pending lazy compilation. */
  DRW_deferred_shader_remove(material);

  GPU_pass_free_nodes(&material->nodes);
  GPU_inputs_free(&material->inputs);

  if (material->pass != NULL) {
    GPU_pass_release(material->pass);
  }
  if (material->ubo != NULL) {
    GPU_uniformbuffer_free(material->ubo);
  }
  if (material->sss_tex_profile != NULL) {
    GPU_texture_free(material->sss_tex_profile);
  }
  if (material->sss_profile != NULL) {
    GPU_uniformbuffer_free(material->sss_profile);
  }
  if (material->coba_tex != NULL) {
    GPU_texture_free(material->coba_tex);
  }
}
예제 #9
0
파일: icons.c 프로젝트: khanhha/blender
void BKE_previewimg_freefunc(void *link)
{
	PreviewImage *prv = (PreviewImage *)link;
	if (prv) {
		int i;

		for (i = 0; i < NUM_ICON_SIZES; ++i) {
			if (prv->rect[i]) {
				MEM_freeN(prv->rect[i]);
			}
			if (prv->gputexture[i])
				GPU_texture_free(prv->gputexture[i]);
		}
		
		MEM_freeN(prv);
	}
}
예제 #10
0
static void cleanup_fx_dof_buffers(GPUFX *fx)
{
	if (fx->dof_near_coc_blurred_buffer) {
		GPU_texture_free(fx->dof_near_coc_blurred_buffer);
		fx->dof_near_coc_blurred_buffer = NULL;
	}
	if (fx->dof_near_coc_buffer) {
		GPU_texture_free(fx->dof_near_coc_buffer);
		fx->dof_near_coc_buffer = NULL;
	}
	if (fx->dof_near_coc_final_buffer) {
		GPU_texture_free(fx->dof_near_coc_final_buffer);
		fx->dof_near_coc_final_buffer = NULL;
	}

	if (fx->dof_half_downsampled) {
		GPU_texture_free(fx->dof_half_downsampled);
		fx->dof_half_downsampled = NULL;
	}
	if (fx->dof_nearfar_coc[0]) {
		int i;
		for (i = 0; i < 6; i++) {
			GPU_texture_free(fx->dof_nearfar_coc[i]);
			fx->dof_nearfar_coc[i] = NULL;
		}
	}
	if (fx->dof_near_blur) {
		GPU_texture_free(fx->dof_near_blur);
		fx->dof_near_blur = NULL;
	}
	if (fx->dof_far_blur) {
		GPU_texture_free(fx->dof_far_blur);
		fx->dof_far_blur = NULL;
	}
	if (fx->dof_concentric_samples_tex) {
		GPU_texture_free(fx->dof_concentric_samples_tex);
		fx->dof_concentric_samples_tex = NULL;
	}
}
예제 #11
0
static void cleanup_fx_dof_buffers(GPUFX *fx)
{
	if (fx->dof_near_coc_blurred_buffer) {
		GPU_texture_free(fx->dof_near_coc_blurred_buffer);
		fx->dof_near_coc_blurred_buffer = NULL;
	}
	if (fx->dof_near_coc_buffer) {
		GPU_texture_free(fx->dof_near_coc_buffer);
		fx->dof_near_coc_buffer = NULL;
	}
	if (fx->dof_near_coc_final_buffer) {
		GPU_texture_free(fx->dof_near_coc_final_buffer);
		fx->dof_near_coc_final_buffer = NULL;
	}

	if (fx->dof_half_downsampled_near) {
		GPU_texture_free(fx->dof_half_downsampled_near);
		fx->dof_half_downsampled_near = NULL;
	}
	if (fx->dof_half_downsampled_far) {
		GPU_texture_free(fx->dof_half_downsampled_far);
		fx->dof_half_downsampled_far = NULL;
	}
	if (fx->dof_nearfar_coc) {
		GPU_texture_free(fx->dof_nearfar_coc);
		fx->dof_nearfar_coc = NULL;
	}
	if (fx->dof_near_blur) {
		GPU_texture_free(fx->dof_near_blur);
		fx->dof_near_blur = NULL;
	}
	if (fx->dof_far_blur) {
		GPU_texture_free(fx->dof_far_blur);
		fx->dof_far_blur = NULL;
	}
}
예제 #12
0
static void icon_preview_endjob(void *customdata)
{
  IconPreview *ip = customdata;

  if (ip->id) {

    if (GS(ip->id->name) == ID_BR) {
      WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
    }
#if 0
    if (GS(ip->id->name) == ID_MA) {
      Material *ma = (Material *)ip->id;
      PreviewImage *prv_img = ma->preview;
      int i;

      /* signal to gpu texture */
      for (i = 0; i < NUM_ICON_SIZES; ++i) {
        if (prv_img->gputexture[i]) {
          GPU_texture_free(prv_img->gputexture[i]);
          prv_img->gputexture[i] = NULL;
          WM_main_add_notifier(NC_MATERIAL | ND_SHADING_DRAW, ip->id);
        }
      }
    }
#endif
  }

  if (ip->owner) {
    PreviewImage *prv_img = ip->owner;
    prv_img->tag &= ~PRV_TAG_DEFFERED_RENDERING;
    if (prv_img->tag & PRV_TAG_DEFFERED_DELETE) {
      BLI_assert(prv_img->tag & PRV_TAG_DEFFERED);
      BKE_previewimg_cached_release_pointer(prv_img);
    }
  }
}
예제 #13
0
static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
{
	if (fx->color_buffer) {
		GPU_framebuffer_texture_detach(fx->color_buffer);
		GPU_texture_free(fx->color_buffer);
		fx->color_buffer = NULL;
	}

	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;
	}

	if (fx->depth_buffer) {
		GPU_framebuffer_texture_detach(fx->depth_buffer);
		GPU_texture_free(fx->depth_buffer);
		fx->depth_buffer = NULL;
	}

	if (fx->depth_buffer_xray) {
		GPU_framebuffer_texture_detach(fx->depth_buffer_xray);
		GPU_texture_free(fx->depth_buffer_xray);
		fx->depth_buffer_xray = NULL;
	}

	cleanup_fx_dof_buffers(fx);

	if (fx->ssao_concentric_samples_tex) {
		GPU_texture_free(fx->ssao_concentric_samples_tex);
		fx->ssao_concentric_samples_tex = NULL;
	}

	if (fx->jitter_buffer && do_fbo) {
		GPU_texture_free(fx->jitter_buffer);
		fx->jitter_buffer = NULL;
	}

	if (fx->gbuffer && do_fbo) {
		GPU_framebuffer_free(fx->gbuffer);
		fx->gbuffer = NULL;
	}
}
예제 #14
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 (!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();

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

	if (!fx->gbuffer)
		return false;

	/* 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 || !fx->ssao_concentric_samples_tex) {
			if (fx_settings->ssao->samples < 1)
				fx_settings->ssao->samples = 1;

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

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

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

	/* create textures for dof effect */
	if (fx_flag & GPU_FX_FLAG_DOF) {
		if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
			fx->dof_downsampled_w = w / 4;
			fx->dof_downsampled_h = h / 4;

			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;
			}
		}
	}
	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;
}
예제 #15
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);
	}
}
예제 #16
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;
}
예제 #17
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;
}
예제 #18
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;
}
예제 #19
0
static GPUTexture *GPU_texture_create_nD(
        int w, int h, int n, const float *fpixels, int depth,
        GPUHDRType hdr_type, int components, int samples,
        char err_out[256])
{
	GLenum type, format, internalformat;
	void *pixels = NULL;

	if (samples) {
		CLAMP_MAX(samples, GPU_max_color_texture_samples());
	}

	GPUTexture *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 : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
	tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D;
	tex->depth = depth;
	tex->fb_attachment = -1;

	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_full_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_FLOAT;

		if (components == 4) {
			format = GL_RGBA;
			switch (hdr_type) {
				case GPU_HDR_NONE:
					internalformat = GL_RGBA8;
					break;
				/* the following formats rely on ARB_texture_float or OpenGL 3.0 */
				case GPU_HDR_HALF_FLOAT:
					internalformat = GL_RGBA16F_ARB;
					break;
				case GPU_HDR_FULL_FLOAT:
					internalformat = GL_RGBA32F_ARB;
					break;
				default:
					break;
			}
		}
		else if (components == 2) {
			/* these formats rely on ARB_texture_rg or OpenGL 3.0 */
			format = GL_RG;
			switch (hdr_type) {
				case GPU_HDR_NONE:
					internalformat = GL_RG8;
					break;
				case GPU_HDR_HALF_FLOAT:
					internalformat = GL_RG16F;
					break;
				case GPU_HDR_FULL_FLOAT:
					internalformat = GL_RG32F;
					break;
				default:
					break;
			}
		}

		if (fpixels && hdr_type == GPU_HDR_NONE) {
			type = GL_UNSIGNED_BYTE;
			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 {
		if (samples) {
			glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
		}
		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_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
		glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
	}
	else {
		glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}

	if (tex->target_base != GL_TEXTURE_1D) {
		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	}
	else
		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

	return tex;
}
예제 #20
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);
	}
}
예제 #21
0
void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
                       const float min[3], const float max[3],
                        const float viewnormal[3])
{
	if (!sds->tex || !sds->tex_shadow) {
		fprintf(stderr, "Could not allocate 3D texture for volume rendering!\n");
		return;
	}

	const bool use_fire = (sds->active_fields & SM_ACTIVE_FIRE) && sds->tex_flame;

	GPUShader *shader = GPU_shader_get_builtin_shader(
	                        (use_fire) ? GPU_SHADER_SMOKE_FIRE : GPU_SHADER_SMOKE);

	if (!shader) {
		fprintf(stderr, "Unable to create GLSL smoke shader.\n");
		return;
	}

	const float ob_sizei[3] = {
	    1.0f / fabsf(ob->size[0]),
	    1.0f / fabsf(ob->size[1]),
	    1.0f / fabsf(ob->size[2])
	};

	const float size[3] = { max[0] - min[0], max[1] - min[1], max[2] - min[2] };
	const float invsize[3] = { 1.0f / size[0], 1.0f / size[1], 1.0f / size[2] };

#ifdef DEBUG_DRAW_TIME
	TIMEIT_START(draw);
#endif

	/* setup smoke shader */

	int soot_location = GPU_shader_get_uniform(shader, "soot_texture");
	int spec_location = GPU_shader_get_uniform(shader, "spectrum_texture");
	int shadow_location = GPU_shader_get_uniform(shader, "shadow_texture");
	int flame_location = GPU_shader_get_uniform(shader, "flame_texture");
	int actcol_location = GPU_shader_get_uniform(shader, "active_color");
	int stepsize_location = GPU_shader_get_uniform(shader, "step_size");
	int densityscale_location = GPU_shader_get_uniform(shader, "density_scale");
	int invsize_location = GPU_shader_get_uniform(shader, "invsize");
	int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei");
	int min_location = GPU_shader_get_uniform(shader, "min");

	GPU_shader_bind(shader);

	GPU_texture_bind(sds->tex, 0);
	GPU_shader_uniform_texture(shader, soot_location, sds->tex);

	GPU_texture_bind(sds->tex_shadow, 1);
	GPU_shader_uniform_texture(shader, shadow_location, sds->tex_shadow);

	GPUTexture *tex_spec = NULL;

	if (use_fire) {
		GPU_texture_bind(sds->tex_flame, 2);
		GPU_shader_uniform_texture(shader, flame_location, sds->tex_flame);

		tex_spec = create_flame_spectrum_texture();
		GPU_texture_bind(tex_spec, 3);
		GPU_shader_uniform_texture(shader, spec_location, tex_spec);
	}

	float active_color[3] = { 0.9, 0.9, 0.9 };
	float density_scale = 10.0f;
	if ((sds->active_fields & SM_ACTIVE_COLORS) == 0)
		mul_v3_v3(active_color, sds->active_color);

	GPU_shader_uniform_vector(shader, actcol_location, 3, 1, active_color);
	GPU_shader_uniform_vector(shader, stepsize_location, 1, 1, &sds->dx);
	GPU_shader_uniform_vector(shader, densityscale_location, 1, 1, &density_scale);
	GPU_shader_uniform_vector(shader, min_location, 3, 1, min);
	GPU_shader_uniform_vector(shader, ob_sizei_location, 3, 1, ob_sizei);
	GPU_shader_uniform_vector(shader, invsize_location, 3, 1, invsize);

	/* setup slicing information */

	const int max_slices = 256;
	const int max_points = max_slices * 12;

	VolumeSlicer slicer;
	copy_v3_v3(slicer.min, min);
	copy_v3_v3(slicer.max, max);
	copy_v3_v3(slicer.size, size);
	slicer.verts = MEM_mallocN(sizeof(float) * 3 * max_points, "smoke_slice_vertices");

	const int num_points = create_view_aligned_slices(&slicer, max_slices, viewnormal);

	/* setup buffer and draw */

	int gl_depth = 0, gl_blend = 0;
	glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
	glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

	GLuint vertex_buffer;
	glGenBuffers(1, &vertex_buffer);
	glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
	glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * num_points, &slicer.verts[0][0], GL_STATIC_DRAW);

	glEnableClientState(GL_VERTEX_ARRAY);
	glVertexPointer(3, GL_FLOAT, 0, NULL);

	glDrawArrays(GL_TRIANGLES, 0, num_points);

	glDisableClientState(GL_VERTEX_ARRAY);

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

	/* cleanup */

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glDeleteBuffers(1, &vertex_buffer);

	GPU_texture_unbind(sds->tex);
	GPU_texture_unbind(sds->tex_shadow);

	if (use_fire) {
		GPU_texture_unbind(sds->tex_flame);
		GPU_texture_unbind(tex_spec);
		GPU_texture_free(tex_spec);
	}

	MEM_freeN(slicer.verts);

	GPU_shader_unbind();

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

	if (gl_depth) {
		glEnable(GL_DEPTH_TEST);
	}
}
예제 #22
0
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
{
	GLenum type, format, internalformat;
	void *pixels = NULL;

	GPUTexture *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;
	tex->target_base = 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;
	}

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

	GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture");

	type = GL_FLOAT;
	if (channels == 4) {
		format = GL_RGBA;
		internalformat = GL_RGBA8;
	}
	else {
		format = GL_RED;
		internalformat = GL_INTENSITY8;
	}

	/* 3D textures are quite heavy, test if it's possible to create them first */
	glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);

	bool rescale = false;
	int r_width;

	glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);

	while (r_width == 0) {
		rescale = true;
		tex->w /= 2;
		tex->h /= 2;
		tex->depth /= 2;
		glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
		glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
	}

	/* really unlikely to happen but keep this just in case */
	tex->w = max_ii(tex->w, 1);
	tex->h = max_ii(tex->h, 1);
	tex->depth = max_ii(tex->depth, 1);

#if 0
	if (fpixels)
		pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
#endif

	GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D");

	/* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
	 * for gooseberry */
	if (rescale && fpixels) {
		/* FIXME: should these be floating point? */
		const unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth;
		float *tex3d = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->depth, "tex3d");

		GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");

		for (unsigned k = 0; k < tex->depth; k++) {
			for (unsigned j = 0; j < tex->h; j++) {
				for (unsigned i = 0; i < tex->w; i++) {
					/* obviously doing nearest filtering here,
					 * it's going to be slow in any case, let's not make it worse */
					float xb = i * xf;
					float yb = j * yf;
					float zb = k * zf;
					unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
					unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);

					if (channels == 4) {
						tex3d[offset * 4] = fpixels[offset_orig * 4];
						tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
						tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
						tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
					}
					else
						tex3d[offset] = fpixels[offset_orig];
				}
			}
		}

		glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d);

		MEM_freeN(tex3d);
	}
	else {
		if (fpixels) {
			glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
			GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D");
		}
	}


	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, 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);

	if (pixels)
		MEM_freeN(pixels);

	GPU_texture_unbind(tex);

	return tex;
}