Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2005 Blender Foundation. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): Brecht Van Lommel. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include <string.h> 00034 00035 #include "GL/glew.h" 00036 00037 #include "BLI_math.h" 00038 #include "BLI_utildefines.h" 00039 00040 #include "DNA_lamp_types.h" 00041 #include "DNA_material_types.h" 00042 #include "DNA_meshdata_types.h" 00043 #include "DNA_modifier_types.h" 00044 #include "DNA_node_types.h" 00045 #include "DNA_object_types.h" 00046 #include "DNA_scene_types.h" 00047 #include "DNA_smoke_types.h" 00048 #include "DNA_view3d_types.h" 00049 00050 #include "MEM_guardedalloc.h" 00051 00052 #include "IMB_imbuf.h" 00053 #include "IMB_imbuf_types.h" 00054 00055 #include "BKE_bmfont.h" 00056 #include "BKE_global.h" 00057 #include "BKE_image.h" 00058 #include "BKE_main.h" 00059 #include "BKE_material.h" 00060 #include "BKE_node.h" 00061 #include "BKE_object.h" 00062 #include "BKE_scene.h" 00063 #include "BKE_DerivedMesh.h" 00064 00065 #include "BLI_threads.h" 00066 #include "BLI_blenlib.h" 00067 00068 #include "GPU_buffers.h" 00069 #include "GPU_draw.h" 00070 #include "GPU_extensions.h" 00071 #include "GPU_material.h" 00072 00073 #include "smoke_API.h" 00074 00075 extern Material defmaterial; /* from material.c */ 00076 00077 /* These are some obscure rendering functions shared between the 00078 * game engine and the blender, in this module to avoid duplicaten 00079 * and abstract them away from the rest a bit */ 00080 00081 /* Text Rendering */ 00082 00083 static void gpu_mcol(unsigned int ucol) 00084 { 00085 /* mcol order is swapped */ 00086 char *cp= (char *)&ucol; 00087 glColor3ub(cp[3], cp[2], cp[1]); 00088 } 00089 00090 void GPU_render_text(MTFace *tface, int mode, 00091 const char *textstr, int textlen, unsigned int *col, 00092 float *v1, float *v2, float *v3, float *v4, int glattrib) 00093 { 00094 if ((mode & GEMAT_TEXT) && (textlen>0) && tface->tpage) { 00095 Image* ima = (Image*)tface->tpage; 00096 int index, character; 00097 float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; 00098 float advance_tab; 00099 00100 /* multiline */ 00101 float line_start= 0.0f, line_height; 00102 00103 if (v4) 00104 line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]); 00105 else 00106 line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]); 00107 line_height *= 1.2f; /* could be an option? */ 00108 /* end multiline */ 00109 00110 00111 /* color has been set */ 00112 if (tface->mode & TF_OBCOL) 00113 col= NULL; 00114 else if (!col) 00115 glColor3f(1.0f, 1.0f, 1.0f); 00116 00117 glPushMatrix(); 00118 00119 /* get the tab width */ 00120 matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery, 00121 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); 00122 00123 advance_tab= advance * 4; /* tab width could also be an option */ 00124 00125 00126 for (index = 0; index < textlen; index++) { 00127 float uv[4][2]; 00128 00129 // lets calculate offset stuff 00130 character = textstr[index]; 00131 00132 if (character=='\n') { 00133 glTranslatef(line_start, -line_height, 0.0); 00134 line_start = 0.0f; 00135 continue; 00136 } 00137 else if (character=='\t') { 00138 glTranslatef(advance_tab, 0.0, 0.0); 00139 line_start -= advance_tab; /* so we can go back to the start of the line */ 00140 continue; 00141 00142 } 00143 00144 // space starts at offset 1 00145 // character = character - ' ' + 1; 00146 matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, 00147 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); 00148 00149 uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx; 00150 uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy; 00151 uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx; 00152 uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy; 00153 uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx; 00154 uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy; 00155 00156 glBegin(GL_POLYGON); 00157 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]); 00158 else glTexCoord2fv(uv[0]); 00159 if(col) gpu_mcol(col[0]); 00160 glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); 00161 00162 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]); 00163 else glTexCoord2fv(uv[1]); 00164 if(col) gpu_mcol(col[1]); 00165 glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); 00166 00167 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]); 00168 else glTexCoord2fv(uv[2]); 00169 if(col) gpu_mcol(col[2]); 00170 glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); 00171 00172 if(v4) { 00173 uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx; 00174 uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy; 00175 00176 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]); 00177 else glTexCoord2fv(uv[3]); 00178 if(col) gpu_mcol(col[3]); 00179 glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); 00180 } 00181 glEnd(); 00182 00183 glTranslatef(advance, 0.0, 0.0); 00184 line_start -= advance; /* so we can go back to the start of the line */ 00185 } 00186 glPopMatrix(); 00187 } 00188 } 00189 00190 /* Checking powers of two for images since opengl 1.x requires it */ 00191 00192 static int is_pow2_limit(int num) 00193 { 00194 /* take texture clamping into account */ 00195 00196 /* XXX: texturepaint not global! 00197 if (G.f & G_TEXTUREPAINT) 00198 return 1;*/ 00199 00200 if (U.glreslimit != 0 && num > U.glreslimit) 00201 return 0; 00202 00203 return is_power_of_2_i(num); 00204 } 00205 00206 static int smaller_pow2_limit(int num) 00207 { 00208 /* XXX: texturepaint not global! 00209 if (G.f & G_TEXTUREPAINT) 00210 return 1;*/ 00211 00212 /* take texture clamping into account */ 00213 if (U.glreslimit != 0 && num > U.glreslimit) 00214 return U.glreslimit; 00215 00216 return power_of_2_min_i(num); 00217 } 00218 00219 /* Current OpenGL state caching for GPU_set_tpage */ 00220 00221 static struct GPUTextureState { 00222 int curtile, tile; 00223 int curtilemode, tilemode; 00224 int curtileXRep, tileXRep; 00225 int curtileYRep, tileYRep; 00226 Image *ima, *curima; 00227 00228 int domipmap, linearmipmap; 00229 00230 int alphablend; 00231 float anisotropic; 00232 MTFace *lasttface; 00233 } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL}; 00234 00235 /* Mipmap settings */ 00236 00237 void GPU_set_mipmap(int mipmap) 00238 { 00239 if (GTS.domipmap != (mipmap != 0)) { 00240 GPU_free_images(); 00241 GTS.domipmap = mipmap != 0; 00242 } 00243 } 00244 00245 void GPU_set_linear_mipmap(int linear) 00246 { 00247 if (GTS.linearmipmap != (linear != 0)) { 00248 GPU_free_images(); 00249 GTS.linearmipmap = linear != 0; 00250 } 00251 } 00252 00253 static int gpu_get_mipmap(void) 00254 { 00255 return GTS.domipmap; 00256 } 00257 00258 static GLenum gpu_get_mipmap_filter(int mag) 00259 { 00260 /* linearmipmap is off by default *when mipmapping is off, 00261 * use unfiltered display */ 00262 if(mag) { 00263 if(GTS.linearmipmap || GTS.domipmap) 00264 return GL_LINEAR; 00265 else 00266 return GL_NEAREST; 00267 } 00268 else { 00269 if(GTS.linearmipmap) 00270 return GL_LINEAR_MIPMAP_LINEAR; 00271 else if(GTS.domipmap) 00272 return GL_LINEAR_MIPMAP_NEAREST; 00273 else 00274 return GL_NEAREST; 00275 } 00276 } 00277 00278 /* Anisotropic filtering settings */ 00279 void GPU_set_anisotropic(float value) 00280 { 00281 if (GTS.anisotropic != value) 00282 { 00283 GPU_free_images(); 00284 00285 /* Clamp value to the maximum value the graphics card supports */ 00286 if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT) 00287 value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT; 00288 00289 GTS.anisotropic = value; 00290 } 00291 } 00292 00293 float GPU_get_anisotropic(void) 00294 { 00295 return GTS.anisotropic; 00296 } 00297 00298 /* Set OpenGL state for an MTFace */ 00299 00300 static void gpu_make_repbind(Image *ima) 00301 { 00302 ImBuf *ibuf; 00303 00304 ibuf = BKE_image_get_ibuf(ima, NULL); 00305 if(ibuf==NULL) 00306 return; 00307 00308 if(ima->repbind) { 00309 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); 00310 MEM_freeN(ima->repbind); 00311 ima->repbind= NULL; 00312 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00313 } 00314 00315 ima->totbind= ima->xrep*ima->yrep; 00316 00317 if(ima->totbind>1) 00318 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind"); 00319 } 00320 00321 static void gpu_clear_tpage(void) 00322 { 00323 if(GTS.lasttface==NULL) 00324 return; 00325 00326 GTS.lasttface= NULL; 00327 GTS.curtile= 0; 00328 GTS.curima= NULL; 00329 if(GTS.curtilemode!=0) { 00330 glMatrixMode(GL_TEXTURE); 00331 glLoadIdentity(); 00332 glMatrixMode(GL_MODELVIEW); 00333 } 00334 GTS.curtilemode= 0; 00335 GTS.curtileXRep=0; 00336 GTS.curtileYRep=0; 00337 GTS.alphablend= -1; 00338 00339 glDisable(GL_BLEND); 00340 glDisable(GL_TEXTURE_2D); 00341 glDisable(GL_TEXTURE_GEN_S); 00342 glDisable(GL_TEXTURE_GEN_T); 00343 glDisable(GL_ALPHA_TEST); 00344 } 00345 00346 static void gpu_set_alpha_blend(GPUBlendMode alphablend) 00347 { 00348 if(alphablend == GPU_BLEND_SOLID) { 00349 glDisable(GL_BLEND); 00350 glDisable(GL_ALPHA_TEST); 00351 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00352 } 00353 else if(alphablend==GPU_BLEND_ADD) { 00354 glEnable(GL_BLEND); 00355 glBlendFunc(GL_ONE, GL_ONE); 00356 glDisable(GL_ALPHA_TEST); 00357 } 00358 else if(ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) { 00359 glEnable(GL_BLEND); 00360 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00361 00362 /* if U.glalphaclip == 1.0, some cards go bonkers... 00363 * turn off alpha test in this case */ 00364 00365 /* added after 2.45 to clip alpha */ 00366 if(U.glalphaclip == 1.0f) { 00367 glDisable(GL_ALPHA_TEST); 00368 } 00369 else { 00370 glEnable(GL_ALPHA_TEST); 00371 glAlphaFunc(GL_GREATER, U.glalphaclip); 00372 } 00373 } 00374 else if(alphablend==GPU_BLEND_CLIP) { 00375 glDisable(GL_BLEND); 00376 glEnable(GL_ALPHA_TEST); 00377 glAlphaFunc(GL_GREATER, 0.5f); 00378 } 00379 } 00380 00381 static void gpu_verify_alpha_blend(int alphablend) 00382 { 00383 /* verify alpha blending modes */ 00384 if(GTS.alphablend == alphablend) 00385 return; 00386 00387 gpu_set_alpha_blend(alphablend); 00388 GTS.alphablend= alphablend; 00389 } 00390 00391 static void gpu_verify_reflection(Image *ima) 00392 { 00393 if (ima && (ima->flag & IMA_REFLECT)) { 00394 /* enable reflection mapping */ 00395 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); 00396 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); 00397 00398 glEnable(GL_TEXTURE_GEN_S); 00399 glEnable(GL_TEXTURE_GEN_T); 00400 } 00401 else { 00402 /* disable reflection mapping */ 00403 glDisable(GL_TEXTURE_GEN_S); 00404 glDisable(GL_TEXTURE_GEN_T); 00405 } 00406 } 00407 00408 int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap) 00409 { 00410 ImBuf *ibuf = NULL; 00411 unsigned int *bind = NULL; 00412 int rectw, recth, tpx=0, tpy=0, y; 00413 unsigned int *rectrow, *tilerectrow; 00414 unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL; 00415 short texwindx, texwindy, texwinsx, texwinsy; 00416 00417 /* initialize tile mode and number of repeats */ 00418 GTS.ima = ima; 00419 GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM))); 00420 GTS.tileXRep = 0; 00421 GTS.tileYRep = 0; 00422 00423 /* setting current tile according to frame */ 00424 if(ima && (ima->tpageflag & IMA_TWINANIM)) 00425 GTS.tile= ima->lastframe; 00426 else 00427 GTS.tile= tftile; 00428 00429 GTS.tile = MAX2(0, GTS.tile); 00430 00431 if(ima) { 00432 GTS.tileXRep = ima->xrep; 00433 GTS.tileYRep = ima->yrep; 00434 } 00435 00436 /* if same image & tile, we're done */ 00437 if(compare && ima == GTS.curima && GTS.curtile == GTS.tile && 00438 GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep && 00439 GTS.curtileYRep == GTS.tileYRep) 00440 return (ima != NULL); 00441 00442 /* if tiling mode or repeat changed, change texture matrix to fit */ 00443 if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep || 00444 GTS.curtileYRep != GTS.tileYRep) { 00445 00446 glMatrixMode(GL_TEXTURE); 00447 glLoadIdentity(); 00448 00449 if(ima && (ima->tpageflag & IMA_TILES)) 00450 glScalef(ima->xrep, ima->yrep, 1.0); 00451 00452 glMatrixMode(GL_MODELVIEW); 00453 } 00454 00455 /* check if we have a valid image */ 00456 if(ima==NULL || ima->ok==0) 00457 return 0; 00458 00459 /* check if we have a valid image buffer */ 00460 ibuf= BKE_image_get_ibuf(ima, iuser); 00461 00462 if(ibuf==NULL) 00463 return 0; 00464 00465 /* ensure we have a char buffer and not only float */ 00466 if ((ibuf->rect==NULL) && ibuf->rect_float) 00467 IMB_rect_from_float(ibuf); 00468 00469 /* currently, tpage refresh is used by ima sequences */ 00470 if(ima->tpageflag & IMA_TPAGE_REFRESH) { 00471 GPU_free_image(ima); 00472 ima->tpageflag &= ~IMA_TPAGE_REFRESH; 00473 } 00474 00475 if(GTS.tilemode) { 00476 /* tiled mode */ 00477 if(ima->repbind==NULL) gpu_make_repbind(ima); 00478 if(GTS.tile>=ima->totbind) GTS.tile= 0; 00479 00480 /* this happens when you change repeat buttons */ 00481 if(ima->repbind) bind= &ima->repbind[GTS.tile]; 00482 else bind= &ima->bindcode; 00483 00484 if(*bind==0) { 00485 00486 texwindx= ibuf->x/ima->xrep; 00487 texwindy= ibuf->y/ima->yrep; 00488 00489 if(GTS.tile>=ima->xrep*ima->yrep) 00490 GTS.tile= ima->xrep*ima->yrep-1; 00491 00492 texwinsy= GTS.tile / ima->xrep; 00493 texwinsx= GTS.tile - texwinsy*ima->xrep; 00494 00495 texwinsx*= texwindx; 00496 texwinsy*= texwindy; 00497 00498 tpx= texwindx; 00499 tpy= texwindy; 00500 00501 rect= ibuf->rect + texwinsy*ibuf->x + texwinsx; 00502 } 00503 } 00504 else { 00505 /* regular image mode */ 00506 bind= &ima->bindcode; 00507 00508 if(*bind==0) { 00509 tpx= ibuf->x; 00510 tpy= ibuf->y; 00511 rect= ibuf->rect; 00512 } 00513 } 00514 00515 if(*bind != 0) { 00516 /* enable opengl drawing with textures */ 00517 glBindTexture(GL_TEXTURE_2D, *bind); 00518 return *bind; 00519 } 00520 00521 rectw = tpx; 00522 recth = tpy; 00523 00524 /* for tiles, copy only part of image into buffer */ 00525 if (GTS.tilemode) { 00526 tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect"); 00527 00528 for (y=0; y<recth; y++) { 00529 rectrow= &rect[y*ibuf->x]; 00530 tilerectrow= &tilerect[y*rectw]; 00531 00532 memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow)); 00533 } 00534 00535 rect= tilerect; 00536 } 00537 00538 /* scale if not a power of two */ 00539 if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) { 00540 rectw= smaller_pow2_limit(rectw); 00541 recth= smaller_pow2_limit(recth); 00542 00543 scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect"); 00544 gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect); 00545 rect= scalerect; 00546 } 00547 00548 /* create image */ 00549 glGenTextures(1, (GLuint *)bind); 00550 glBindTexture( GL_TEXTURE_2D, *bind); 00551 00552 if (!(gpu_get_mipmap() && mipmap)) { 00553 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect); 00554 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 00555 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00556 } 00557 else { 00558 gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect); 00559 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); 00560 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00561 00562 ima->tpageflag |= IMA_MIPMAP_COMPLETE; 00563 } 00564 00565 if (GLEW_EXT_texture_filter_anisotropic) 00566 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic()); 00567 /* set to modulate with vertex color */ 00568 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 00569 00570 /* clean up */ 00571 if (tilerect) 00572 MEM_freeN(tilerect); 00573 if (scalerect) 00574 MEM_freeN(scalerect); 00575 00576 return *bind; 00577 } 00578 00579 static void gpu_verify_repeat(Image *ima) 00580 { 00581 /* set either clamp or repeat in X/Y */ 00582 if (ima->tpageflag & IMA_CLAMP_U) 00583 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 00584 else 00585 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 00586 00587 if (ima->tpageflag & IMA_CLAMP_V) 00588 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 00589 else 00590 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 00591 } 00592 00593 int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend) 00594 { 00595 Image *ima; 00596 00597 /* check if we need to clear the state */ 00598 if(tface==NULL) { 00599 gpu_clear_tpage(); 00600 return 0; 00601 } 00602 00603 ima= tface->tpage; 00604 GTS.lasttface= tface; 00605 00606 gpu_verify_alpha_blend(alphablend); 00607 gpu_verify_reflection(ima); 00608 00609 if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) { 00610 GTS.curtile= GTS.tile; 00611 GTS.curima= GTS.ima; 00612 GTS.curtilemode= GTS.tilemode; 00613 GTS.curtileXRep = GTS.tileXRep; 00614 GTS.curtileYRep = GTS.tileYRep; 00615 00616 glEnable(GL_TEXTURE_2D); 00617 } 00618 else { 00619 glDisable(GL_TEXTURE_2D); 00620 00621 GTS.curtile= 0; 00622 GTS.curima= NULL; 00623 GTS.curtilemode= 0; 00624 GTS.curtileXRep = 0; 00625 GTS.curtileYRep = 0; 00626 00627 return 0; 00628 } 00629 00630 gpu_verify_repeat(ima); 00631 00632 /* Did this get lost in the image recode? */ 00633 /* tag_image_time(ima);*/ 00634 00635 return 1; 00636 } 00637 00638 /* these two functions are called on entering and exiting texture paint mode, 00639 temporary disabling/enabling mipmapping on all images for quick texture 00640 updates with glTexSubImage2D. images that didn't change don't have to be 00641 re-uploaded to OpenGL */ 00642 void GPU_paint_set_mipmap(int mipmap) 00643 { 00644 Image* ima; 00645 00646 if(!GTS.domipmap) 00647 return; 00648 00649 if(mipmap) { 00650 for(ima=G.main->image.first; ima; ima=ima->id.next) { 00651 if(ima->bindcode) { 00652 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) { 00653 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00654 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); 00655 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00656 } 00657 else 00658 GPU_free_image(ima); 00659 } 00660 } 00661 00662 } 00663 else { 00664 for(ima=G.main->image.first; ima; ima=ima->id.next) { 00665 if(ima->bindcode) { 00666 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00667 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 00668 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00669 } 00670 } 00671 } 00672 } 00673 00674 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap) 00675 { 00676 ImBuf *ibuf; 00677 00678 ibuf = BKE_image_get_ibuf(ima, NULL); 00679 00680 if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf || 00681 (!is_power_of_2_i(ibuf->x) || !is_power_of_2_i(ibuf->y)) || 00682 (w == 0) || (h == 0)) { 00683 /* these cases require full reload still */ 00684 GPU_free_image(ima); 00685 } 00686 else { 00687 /* for the special case, we can do a partial update 00688 * which is much quicker for painting */ 00689 GLint row_length, skip_pixels, skip_rows; 00690 00691 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length); 00692 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels); 00693 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows); 00694 00695 if (ibuf->rect_float){ 00696 /*This case needs a whole new buffer*/ 00697 if(ibuf->rect==NULL) { 00698 IMB_rect_from_float(ibuf); 00699 } 00700 else { 00701 /* Do partial drawing. 'buffer' holds only the changed part. Needed for color corrected result */ 00702 float *buffer = (float *)MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf"); 00703 IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h); 00704 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00705 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, 00706 GL_FLOAT, buffer); 00707 MEM_freeN(buffer); 00708 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) 00709 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00710 return; 00711 } 00712 } 00713 00714 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00715 00716 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x); 00717 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); 00718 glPixelStorei(GL_UNPACK_SKIP_ROWS, y); 00719 00720 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, 00721 GL_UNSIGNED_BYTE, ibuf->rect); 00722 00723 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); 00724 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels); 00725 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows); 00726 00727 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) 00728 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00729 } 00730 } 00731 00732 void GPU_update_images_framechange(void) 00733 { 00734 Image *ima; 00735 00736 for(ima=G.main->image.first; ima; ima=ima->id.next) { 00737 if(ima->tpageflag & IMA_TWINANIM) { 00738 if(ima->twend >= ima->xrep*ima->yrep) 00739 ima->twend= ima->xrep*ima->yrep-1; 00740 00741 /* check: is bindcode not in the array? free. (to do) */ 00742 00743 ima->lastframe++; 00744 if(ima->lastframe > ima->twend) 00745 ima->lastframe= ima->twsta; 00746 } 00747 } 00748 } 00749 00750 int GPU_update_image_time(Image *ima, double time) 00751 { 00752 int inc = 0; 00753 float diff; 00754 int newframe; 00755 00756 if (!ima) 00757 return 0; 00758 00759 if (ima->lastupdate<0) 00760 ima->lastupdate = 0; 00761 00762 if (ima->lastupdate > (float)time) 00763 ima->lastupdate=(float)time; 00764 00765 if(ima->tpageflag & IMA_TWINANIM) { 00766 if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1; 00767 00768 /* check: is the bindcode not in the array? Then free. (still to do) */ 00769 00770 diff = (float)((float)time - ima->lastupdate); 00771 inc = (int)(diff*(float)ima->animspeed); 00772 00773 ima->lastupdate+=((float)inc/(float)ima->animspeed); 00774 00775 newframe = ima->lastframe+inc; 00776 00777 if(newframe > (int)ima->twend) { 00778 if(ima->twend-ima->twsta != 0) 00779 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta); 00780 else 00781 newframe = ima->twsta; 00782 } 00783 00784 ima->lastframe = newframe; 00785 } 00786 00787 return inc; 00788 } 00789 00790 00791 void GPU_free_smoke(SmokeModifierData *smd) 00792 { 00793 if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) 00794 { 00795 if(smd->domain->tex) 00796 GPU_texture_free(smd->domain->tex); 00797 smd->domain->tex = NULL; 00798 00799 if(smd->domain->tex_shadow) 00800 GPU_texture_free(smd->domain->tex_shadow); 00801 smd->domain->tex_shadow = NULL; 00802 } 00803 } 00804 00805 void GPU_create_smoke(SmokeModifierData *smd, int highres) 00806 { 00807 #ifdef WITH_SMOKE 00808 if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres) 00809 smd->domain->tex = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smoke_get_density(smd->domain->fluid)); 00810 else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres) 00811 smd->domain->tex = GPU_texture_create_3D(smd->domain->res_wt[0], smd->domain->res_wt[1], smd->domain->res_wt[2], smoke_turbulence_get_density(smd->domain->wt)); 00812 00813 smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow); 00814 #else // WITH_SMOKE 00815 (void)highres; 00816 smd->domain->tex= NULL; 00817 smd->domain->tex_shadow= NULL; 00818 #endif // WITH_SMOKE 00819 } 00820 00821 static ListBase image_free_queue = {NULL, NULL}; 00822 00823 static void gpu_queue_image_for_free(Image *ima) 00824 { 00825 Image *cpy = MEM_dupallocN(ima); 00826 00827 BLI_lock_thread(LOCK_OPENGL); 00828 BLI_addtail(&image_free_queue, cpy); 00829 BLI_unlock_thread(LOCK_OPENGL); 00830 } 00831 00832 void GPU_free_unused_buffers(void) 00833 { 00834 Image *ima; 00835 00836 if(!BLI_thread_is_main()) 00837 return; 00838 00839 BLI_lock_thread(LOCK_OPENGL); 00840 00841 /* images */ 00842 for(ima=image_free_queue.first; ima; ima=ima->id.next) 00843 GPU_free_image(ima); 00844 00845 BLI_freelistN(&image_free_queue); 00846 00847 /* vbo buffers */ 00848 /* it's probably not necessary to free all buffers every frame */ 00849 /* GPU_buffer_pool_free_unused(0); */ 00850 00851 BLI_unlock_thread(LOCK_OPENGL); 00852 } 00853 00854 void GPU_free_image(Image *ima) 00855 { 00856 if(!BLI_thread_is_main()) { 00857 gpu_queue_image_for_free(ima); 00858 return; 00859 } 00860 00861 /* free regular image binding */ 00862 if(ima->bindcode) { 00863 glDeleteTextures(1, (GLuint *)&ima->bindcode); 00864 ima->bindcode= 0; 00865 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00866 } 00867 00868 /* free glsl image binding */ 00869 if(ima->gputexture) { 00870 GPU_texture_free(ima->gputexture); 00871 ima->gputexture= NULL; 00872 } 00873 00874 /* free repeated image binding */ 00875 if(ima->repbind) { 00876 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); 00877 00878 MEM_freeN(ima->repbind); 00879 ima->repbind= NULL; 00880 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00881 } 00882 } 00883 00884 void GPU_free_images(void) 00885 { 00886 Image* ima; 00887 00888 if(G.main) 00889 for(ima=G.main->image.first; ima; ima=ima->id.next) 00890 GPU_free_image(ima); 00891 } 00892 00893 /* same as above but only free animated images */ 00894 void GPU_free_images_anim(void) 00895 { 00896 Image* ima; 00897 00898 if(G.main) 00899 for(ima=G.main->image.first; ima; ima=ima->id.next) 00900 if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE)) 00901 GPU_free_image(ima); 00902 } 00903 00904 /* OpenGL Materials */ 00905 00906 #define FIXEDMAT 8 00907 00908 /* OpenGL state caching for materials */ 00909 00910 typedef struct GPUMaterialFixed { 00911 float diff[4]; 00912 float spec[4]; 00913 int hard; 00914 } GPUMaterialFixed; 00915 00916 static struct GPUMaterialState { 00917 GPUMaterialFixed (*matbuf); 00918 GPUMaterialFixed matbuf_fixed[FIXEDMAT]; 00919 int totmat; 00920 00921 Material **gmatbuf; 00922 Material *gmatbuf_fixed[FIXEDMAT]; 00923 Material *gboundmat; 00924 Object *gob; 00925 Scene *gscene; 00926 int glay; 00927 float (*gviewmat)[4]; 00928 float (*gviewinv)[4]; 00929 00930 GPUBlendMode *alphablend; 00931 GPUBlendMode alphablend_fixed[FIXEDMAT]; 00932 int use_alpha_pass, is_alpha_pass; 00933 00934 int lastmatnr, lastretval; 00935 GPUBlendMode lastalphablend; 00936 } GMS = {NULL}; 00937 00938 /* fixed function material, alpha handed by caller */ 00939 static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes) 00940 { 00941 if(new_shading_nodes || bmat->mode & MA_SHLESS) { 00942 copy_v3_v3(smat->diff, &bmat->r); 00943 smat->diff[3]= 1.0; 00944 00945 if(gamma) 00946 linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); 00947 00948 zero_v4(smat->spec); 00949 smat->hard= 0; 00950 } 00951 else { 00952 mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit); 00953 smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */ 00954 00955 if(bmat->shade_flag & MA_OBCOLOR) 00956 mul_v3_v3(smat->diff, ob->col); 00957 00958 mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec); 00959 smat->spec[3]= 1.0; /* always 1 */ 00960 smat->hard= CLAMPIS(bmat->har, 0, 128); 00961 00962 if(gamma) { 00963 linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); 00964 linearrgb_to_srgb_v3_v3(smat->spec, smat->spec); 00965 } 00966 } 00967 } 00968 00969 static Material *gpu_active_node_material(Material *ma) 00970 { 00971 if(ma && ma->use_nodes && ma->nodetree) { 00972 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA); 00973 00974 if(node) 00975 return (Material *)node->id; 00976 else 00977 return NULL; 00978 } 00979 00980 return ma; 00981 } 00982 00983 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_after) 00984 { 00985 Material *ma; 00986 GPUMaterial *gpumat; 00987 GPUBlendMode alphablend; 00988 int a; 00989 int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT; 00990 int new_shading_nodes = scene_use_new_shading_nodes(scene); 00991 00992 /* initialize state */ 00993 memset(&GMS, 0, sizeof(GMS)); 00994 GMS.lastmatnr = -1; 00995 GMS.lastretval = -1; 00996 GMS.lastalphablend = GPU_BLEND_SOLID; 00997 00998 GMS.gob = ob; 00999 GMS.gscene = scene; 01000 GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */ 01001 GMS.glay= v3d->lay; 01002 GMS.gviewmat= rv3d->viewmat; 01003 GMS.gviewinv= rv3d->viewinv; 01004 01005 /* alpha pass setup. there's various cases to handle here: 01006 * object transparency on: only solid materials draw in the first pass, 01007 and only transparent in the second 'alpha' pass. 01008 * object transparency off: for glsl we draw both in a single pass, and 01009 for solid we don't use transparency at all. */ 01010 GMS.use_alpha_pass = (do_alpha_after != NULL); 01011 GMS.is_alpha_pass = (v3d && v3d->transp); 01012 if(GMS.use_alpha_pass) 01013 *do_alpha_after = 0; 01014 01015 if(GMS.totmat > FIXEDMAT) { 01016 GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf"); 01017 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf"); 01018 GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf"); 01019 } 01020 else { 01021 GMS.matbuf= GMS.matbuf_fixed; 01022 GMS.gmatbuf= GMS.gmatbuf_fixed; 01023 GMS.alphablend= GMS.alphablend_fixed; 01024 } 01025 01026 /* no materials assigned? */ 01027 if(ob->totcol==0) { 01028 gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes); 01029 01030 /* do material 1 too, for displists! */ 01031 memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed)); 01032 01033 if(glsl) { 01034 GMS.gmatbuf[0]= &defmaterial; 01035 GPU_material_from_blender(GMS.gscene, &defmaterial); 01036 } 01037 01038 GMS.alphablend[0]= GPU_BLEND_SOLID; 01039 } 01040 01041 /* setup materials */ 01042 for(a=1; a<=ob->totcol; a++) { 01043 /* find a suitable material */ 01044 ma= give_current_material(ob, a); 01045 if(!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma); 01046 if(ma==NULL) ma= &defmaterial; 01047 01048 /* create glsl material if requested */ 01049 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL; 01050 01051 if(gpumat) { 01052 /* do glsl only if creating it succeed, else fallback */ 01053 GMS.gmatbuf[a]= ma; 01054 alphablend = GPU_material_alpha_blend(gpumat, ob->col); 01055 } 01056 else { 01057 /* fixed function opengl materials */ 01058 gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes); 01059 01060 if(GMS.use_alpha_pass) { 01061 GMS.matbuf[a].diff[3]= ma->alpha; 01062 alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA; 01063 } 01064 else { 01065 GMS.matbuf[a].diff[3]= 1.0f; 01066 alphablend = GPU_BLEND_SOLID; 01067 } 01068 } 01069 01070 /* setting do_alpha_after = 1 indicates this object needs to be 01071 * drawn in a second alpha pass for improved blending */ 01072 if(do_alpha_after && !GMS.is_alpha_pass) 01073 if(ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT)) 01074 *do_alpha_after= 1; 01075 01076 GMS.alphablend[a]= alphablend; 01077 } 01078 01079 /* let's start with a clean state */ 01080 GPU_disable_material(); 01081 } 01082 01083 int GPU_enable_material(int nr, void *attribs) 01084 { 01085 GPUVertexAttribs *gattribs = attribs; 01086 GPUMaterial *gpumat; 01087 GPUBlendMode alphablend; 01088 01089 /* no GPU_begin_object_materials, use default material */ 01090 if(!GMS.matbuf) { 01091 float diff[4], spec[4]; 01092 01093 memset(&GMS, 0, sizeof(GMS)); 01094 01095 mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit); 01096 diff[3]= 1.0; 01097 01098 mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec); 01099 spec[3]= 1.0; 01100 01101 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); 01102 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); 01103 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */ 01104 01105 return 0; 01106 } 01107 01108 /* prevent index to use un-initialized array items */ 01109 if(nr>=GMS.totmat) 01110 nr= 0; 01111 01112 if(gattribs) 01113 memset(gattribs, 0, sizeof(*gattribs)); 01114 01115 /* keep current material */ 01116 if(nr==GMS.lastmatnr) 01117 return GMS.lastretval; 01118 01119 /* unbind glsl material */ 01120 if(GMS.gboundmat) { 01121 if(GMS.is_alpha_pass) glDepthMask(0); 01122 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); 01123 GMS.gboundmat= NULL; 01124 } 01125 01126 /* draw materials with alpha in alpha pass */ 01127 GMS.lastmatnr = nr; 01128 GMS.lastretval = 1; 01129 01130 if(GMS.use_alpha_pass) { 01131 GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP); 01132 if(GMS.is_alpha_pass) 01133 GMS.lastretval = !GMS.lastretval; 01134 } 01135 else 01136 GMS.lastretval = !GMS.is_alpha_pass; 01137 01138 if(GMS.lastretval) { 01139 /* for alpha pass, use alpha blend */ 01140 alphablend = GMS.alphablend[nr]; 01141 01142 if(gattribs && GMS.gmatbuf[nr]) { 01143 /* bind glsl material and get attributes */ 01144 Material *mat = GMS.gmatbuf[nr]; 01145 float auto_bump_scale; 01146 01147 gpumat = GPU_material_from_blender(GMS.gscene, mat); 01148 GPU_material_vertex_attributes(gpumat, gattribs); 01149 GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT)); 01150 01151 auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f; 01152 GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col, auto_bump_scale); 01153 GMS.gboundmat= mat; 01154 01155 /* for glsl use alpha blend mode, unless it's set to solid and 01156 we are already drawing in an alpha pass */ 01157 if(mat->game.alpha_blend != GPU_BLEND_SOLID) 01158 alphablend= mat->game.alpha_blend; 01159 01160 if(GMS.is_alpha_pass) glDepthMask(1); 01161 } 01162 else { 01163 /* or do fixed function opengl material */ 01164 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff); 01165 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec); 01166 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard); 01167 } 01168 01169 /* set (alpha) blending mode */ 01170 GPU_set_material_alpha_blend(alphablend); 01171 } 01172 01173 return GMS.lastretval; 01174 } 01175 01176 void GPU_set_material_alpha_blend(int alphablend) 01177 { 01178 if(GMS.lastalphablend == alphablend) 01179 return; 01180 01181 gpu_set_alpha_blend(alphablend); 01182 GMS.lastalphablend = alphablend; 01183 } 01184 01185 int GPU_get_material_alpha_blend(void) 01186 { 01187 return GMS.lastalphablend; 01188 } 01189 01190 void GPU_disable_material(void) 01191 { 01192 GMS.lastmatnr= -1; 01193 GMS.lastretval= 1; 01194 01195 if(GMS.gboundmat) { 01196 if(GMS.is_alpha_pass) glDepthMask(0); 01197 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); 01198 GMS.gboundmat= NULL; 01199 } 01200 01201 GPU_set_material_alpha_blend(GPU_BLEND_SOLID); 01202 } 01203 01204 void GPU_end_object_materials(void) 01205 { 01206 GPU_disable_material(); 01207 01208 if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) { 01209 MEM_freeN(GMS.matbuf); 01210 MEM_freeN(GMS.gmatbuf); 01211 MEM_freeN(GMS.alphablend); 01212 } 01213 01214 GMS.matbuf= NULL; 01215 GMS.gmatbuf= NULL; 01216 GMS.alphablend= NULL; 01217 01218 /* resetting the texture matrix after the glScale needed for tiled textures */ 01219 if(GTS.tilemode) 01220 { 01221 glMatrixMode(GL_TEXTURE); 01222 glLoadIdentity(); 01223 glMatrixMode(GL_MODELVIEW); 01224 } 01225 } 01226 01227 /* Lights */ 01228 01229 int GPU_default_lights(void) 01230 { 01231 float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4]; 01232 int a, count = 0; 01233 01234 /* initialize */ 01235 if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) { 01236 U.light[0].flag= 1; 01237 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9; 01238 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8; 01239 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5; 01240 U.light[0].spec[3]= 1.0; 01241 01242 U.light[1].flag= 0; 01243 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1; 01244 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8; 01245 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5; 01246 U.light[1].spec[3]= 1.0; 01247 01248 U.light[2].flag= 0; 01249 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2; 01250 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4; 01251 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3; 01252 U.light[2].spec[3]= 1.0; 01253 } 01254 01255 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); 01256 01257 for(a=0; a<8; a++) { 01258 if(a<3) { 01259 if(U.light[a].flag) { 01260 glEnable(GL_LIGHT0+a); 01261 01262 normalize_v3_v3(position, U.light[a].vec); 01263 position[3]= 0.0f; 01264 01265 glLightfv(GL_LIGHT0+a, GL_POSITION, position); 01266 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col); 01267 glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec); 01268 01269 count++; 01270 } 01271 else { 01272 glDisable(GL_LIGHT0+a); 01273 01274 glLightfv(GL_LIGHT0+a, GL_POSITION, zero); 01275 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero); 01276 glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero); 01277 } 01278 01279 // clear stuff from other opengl lamp usage 01280 glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0); 01281 glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0); 01282 glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0); 01283 } 01284 else 01285 glDisable(GL_LIGHT0+a); 01286 } 01287 01288 glDisable(GL_LIGHTING); 01289 01290 glDisable(GL_COLOR_MATERIAL); 01291 01292 return count; 01293 } 01294 01295 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho) 01296 { 01297 Base *base; 01298 Lamp *la; 01299 int count; 01300 float position[4], direction[4], energy[4]; 01301 01302 /* disable all lights */ 01303 for(count=0; count<8; count++) 01304 glDisable(GL_LIGHT0+count); 01305 01306 /* view direction for specular is not compute correct by default in 01307 * opengl, so we set the settings ourselfs */ 01308 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE); 01309 01310 count= 0; 01311 01312 for(base=scene->base.first; base; base=base->next) { 01313 if(base->object->type!=OB_LAMP) 01314 continue; 01315 01316 if(!(base->lay & lay) || !(base->lay & ob->lay)) 01317 continue; 01318 01319 la= base->object->data; 01320 01321 /* setup lamp transform */ 01322 glPushMatrix(); 01323 glLoadMatrixf((float *)viewmat); 01324 01325 where_is_object_simul(scene, base->object); 01326 01327 if(la->type==LA_SUN) { 01328 /* sun lamp */ 01329 copy_v3_v3(direction, base->object->obmat[2]); 01330 direction[3]= 0.0; 01331 01332 glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 01333 } 01334 else { 01335 /* other lamps with attenuation */ 01336 copy_v3_v3(position, base->object->obmat[3]); 01337 position[3]= 1.0f; 01338 01339 glLightfv(GL_LIGHT0+count, GL_POSITION, position); 01340 glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0); 01341 glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist); 01342 glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); 01343 01344 if(la->type==LA_SPOT) { 01345 /* spot lamp */ 01346 negate_v3_v3(direction, base->object->obmat[2]); 01347 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction); 01348 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f); 01349 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend); 01350 } 01351 else 01352 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0); 01353 } 01354 01355 /* setup energy */ 01356 mul_v3_v3fl(energy, &la->r, la->energy); 01357 energy[3]= 1.0; 01358 01359 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); 01360 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy); 01361 glEnable(GL_LIGHT0+count); 01362 01363 glPopMatrix(); 01364 01365 count++; 01366 if(count==8) 01367 break; 01368 } 01369 01370 return count; 01371 } 01372 01373 /* Default OpenGL State */ 01374 01375 void GPU_state_init(void) 01376 { 01377 /* also called when doing opengl rendering and in the game engine */ 01378 float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 }; 01379 float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 }; 01380 int a, x, y; 01381 GLubyte pat[32*32]; 01382 const GLubyte *patc= pat; 01383 01384 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); 01385 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular); 01386 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); 01387 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); 01388 01389 GPU_default_lights(); 01390 01391 glDepthFunc(GL_LEQUAL); 01392 /* scaling matrices */ 01393 glEnable(GL_NORMALIZE); 01394 01395 glShadeModel(GL_FLAT); 01396 01397 glDisable(GL_ALPHA_TEST); 01398 glDisable(GL_BLEND); 01399 glDisable(GL_DEPTH_TEST); 01400 glDisable(GL_FOG); 01401 glDisable(GL_LIGHTING); 01402 glDisable(GL_LOGIC_OP); 01403 glDisable(GL_STENCIL_TEST); 01404 glDisable(GL_TEXTURE_1D); 01405 glDisable(GL_TEXTURE_2D); 01406 01407 /* default disabled, enable should be local per function */ 01408 glDisableClientState(GL_VERTEX_ARRAY); 01409 glDisableClientState(GL_NORMAL_ARRAY); 01410 glDisableClientState(GL_COLOR_ARRAY); 01411 glDisableClientState(GL_TEXTURE_COORD_ARRAY); 01412 01413 glPixelTransferi(GL_MAP_COLOR, GL_FALSE); 01414 glPixelTransferi(GL_RED_SCALE, 1); 01415 glPixelTransferi(GL_RED_BIAS, 0); 01416 glPixelTransferi(GL_GREEN_SCALE, 1); 01417 glPixelTransferi(GL_GREEN_BIAS, 0); 01418 glPixelTransferi(GL_BLUE_SCALE, 1); 01419 glPixelTransferi(GL_BLUE_BIAS, 0); 01420 glPixelTransferi(GL_ALPHA_SCALE, 1); 01421 glPixelTransferi(GL_ALPHA_BIAS, 0); 01422 01423 glPixelTransferi(GL_DEPTH_BIAS, 0); 01424 glPixelTransferi(GL_DEPTH_SCALE, 1); 01425 glDepthRange(0.0, 1.0); 01426 01427 a= 0; 01428 for(x=0; x<32; x++) { 01429 for(y=0; y<4; y++) { 01430 if( (x) & 1) pat[a++]= 0x88; 01431 else pat[a++]= 0x22; 01432 } 01433 } 01434 01435 glPolygonStipple(patc); 01436 01437 glMatrixMode(GL_TEXTURE); 01438 glLoadIdentity(); 01439 glMatrixMode(GL_MODELVIEW); 01440 01441 glFrontFace(GL_CCW); 01442 glCullFace(GL_BACK); 01443 glDisable(GL_CULL_FACE); 01444 01445 /* calling this makes drawing very slow when AA is not set up in ghost 01446 on Linux/NVIDIA. 01447 glDisable(GL_MULTISAMPLE); */ 01448 } 01449 01450 /* debugging aid */ 01451 static void gpu_get_print(const char *name, GLenum type) 01452 { 01453 float value[16]; 01454 int a; 01455 01456 memset(value, 0, sizeof(value)); 01457 glGetFloatv(type, value); 01458 01459 printf("%s: ", name); 01460 for(a=0; a<16; a++) 01461 printf("%.2f ", value[a]); 01462 printf("\n"); 01463 } 01464 01465 void GPU_state_print(void) 01466 { 01467 gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS); 01468 gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS); 01469 gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE); 01470 gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS); 01471 gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS); 01472 gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE); 01473 gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE); 01474 gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE); 01475 gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS); 01476 gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS); 01477 gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE); 01478 gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST); 01479 gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC); 01480 gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF); 01481 gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING); 01482 gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH); 01483 gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL); 01484 gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS); 01485 gpu_get_print("GL_BLEND", GL_BLEND); 01486 gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR); 01487 gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA); 01488 gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB); 01489 gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB); 01490 gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA); 01491 gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA); 01492 gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB); 01493 gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS); 01494 gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS); 01495 gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE); 01496 gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE); 01497 gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH); 01498 gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0); 01499 gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY); 01500 gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING); 01501 gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE); 01502 gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE); 01503 gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE); 01504 gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE); 01505 gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP); 01506 gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL); 01507 gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE); 01508 gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER); 01509 gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX); 01510 gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH); 01511 gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM); 01512 gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE); 01513 gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK); 01514 gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS); 01515 gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D); 01516 gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D); 01517 gpu_get_print("GL_CULL_FACE", GL_CULL_FACE); 01518 gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE); 01519 gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR); 01520 gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD); 01521 gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX); 01522 gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL); 01523 gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM); 01524 gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR); 01525 gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE); 01526 gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX); 01527 gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION); 01528 gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID); 01529 gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR); 01530 gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS); 01531 gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR); 01532 gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS); 01533 gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS); 01534 gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS); 01535 gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE); 01536 gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC); 01537 gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE); 01538 gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE); 01539 gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST); 01540 gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK); 01541 gpu_get_print("GL_DITHER", GL_DITHER); 01542 gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER); 01543 gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER); 01544 gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0); 01545 gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG); 01546 gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY); 01547 gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING); 01548 gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE); 01549 gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING); 01550 gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE); 01551 gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE); 01552 gpu_get_print("GL_FOG", GL_FOG); 01553 gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY); 01554 gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING); 01555 gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE); 01556 gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE); 01557 gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC); 01558 gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR); 01559 gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY); 01560 gpu_get_print("GL_FOG_END", GL_FOG_END); 01561 gpu_get_print("GL_FOG_HINT", GL_FOG_HINT); 01562 gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX); 01563 gpu_get_print("GL_FOG_MODE", GL_FOG_MODE); 01564 gpu_get_print("GL_FOG_START", GL_FOG_START); 01565 gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT); 01566 gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE); 01567 gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT); 01568 gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS); 01569 gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS); 01570 gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE); 01571 gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM); 01572 gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY); 01573 gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING); 01574 gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE); 01575 gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE); 01576 gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS); 01577 gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE); 01578 gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP); 01579 gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE); 01580 gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET); 01581 gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT); 01582 gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK); 01583 gpu_get_print("GL_LIGHT0", GL_LIGHT0); 01584 gpu_get_print("GL_LIGHTING", GL_LIGHTING); 01585 gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT); 01586 gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL); 01587 gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER); 01588 gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE); 01589 gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH); 01590 gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT); 01591 gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE); 01592 gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN); 01593 gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT); 01594 gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH); 01595 gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY); 01596 gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE); 01597 gpu_get_print("GL_LIST_BASE", GL_LIST_BASE); 01598 gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX); 01599 gpu_get_print("GL_LIST_MODE", GL_LIST_MODE); 01600 gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE); 01601 gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4); 01602 gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN); 01603 gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS); 01604 gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX); 01605 gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL); 01606 gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1); 01607 gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2); 01608 gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3); 01609 gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4); 01610 gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3); 01611 gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4); 01612 gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4); 01613 gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN); 01614 gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS); 01615 gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX); 01616 gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL); 01617 gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1); 01618 gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2); 01619 gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3); 01620 gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4); 01621 gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3); 01622 gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4); 01623 gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR); 01624 gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL); 01625 gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE); 01626 gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE); 01627 gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH); 01628 gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH); 01629 gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES); 01630 gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH); 01631 gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS); 01632 gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE); 01633 gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS); 01634 gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES); 01635 gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES); 01636 gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER); 01637 gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS); 01638 gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS); 01639 gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING); 01640 gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH); 01641 gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH); 01642 gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE); 01643 gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH); 01644 gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS); 01645 gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS); 01646 gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS); 01647 gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE); 01648 gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH); 01649 gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS); 01650 gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS); 01651 gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS); 01652 gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS); 01653 gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS); 01654 gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS); 01655 gpu_get_print("GL_MINMAX", GL_MINMAX); 01656 gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX); 01657 gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH); 01658 gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH); 01659 gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY); 01660 gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING); 01661 gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE); 01662 gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE); 01663 gpu_get_print("GL_NORMALIZE", GL_NORMALIZE); 01664 gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS); 01665 gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT); 01666 gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT); 01667 gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST); 01668 gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH); 01669 gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES); 01670 gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS); 01671 gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS); 01672 gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES); 01673 gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT); 01674 gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE); 01675 gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE); 01676 gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE); 01677 gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE); 01678 gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE); 01679 gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE); 01680 gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE); 01681 gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE); 01682 gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE); 01683 gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE); 01684 gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING); 01685 gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING); 01686 gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION); 01687 gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE); 01688 gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE); 01689 gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY); 01690 gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX); 01691 gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN); 01692 gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE); 01693 gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH); 01694 gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT); 01695 gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE); 01696 gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE); 01697 gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR); 01698 gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS); 01699 gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL); 01700 gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE); 01701 gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT); 01702 gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH); 01703 gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT); 01704 gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE); 01705 gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE); 01706 gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS); 01707 gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS); 01708 gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS); 01709 gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS); 01710 gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE); 01711 gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE); 01712 gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE); 01713 gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE); 01714 gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE); 01715 gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS); 01716 gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS); 01717 gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS); 01718 gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS); 01719 gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE); 01720 gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE); 01721 gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE); 01722 gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE); 01723 gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX); 01724 gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH); 01725 gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER); 01726 gpu_get_print("GL_RED_BIAS", GL_RED_BIAS); 01727 gpu_get_print("GL_RED_BITS", GL_RED_BITS); 01728 gpu_get_print("GL_RED_SCALE", GL_RED_SCALE); 01729 gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE); 01730 gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL); 01731 gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE); 01732 gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS); 01733 gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE); 01734 gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT); 01735 gpu_get_print("GL_SAMPLES", GL_SAMPLES); 01736 gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX); 01737 gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST); 01738 gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY); 01739 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING); 01740 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE); 01741 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE); 01742 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE); 01743 gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE); 01744 gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D); 01745 gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL); 01746 gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE); 01747 gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY); 01748 gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE); 01749 gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY); 01750 gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL); 01751 gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC); 01752 gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL); 01753 gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS); 01754 gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF); 01755 gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK); 01756 gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK); 01757 gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS); 01758 gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE); 01759 gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL); 01760 gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC); 01761 gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL); 01762 gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS); 01763 gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF); 01764 gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST); 01765 gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK); 01766 gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK); 01767 gpu_get_print("GL_STEREO", GL_STEREO); 01768 gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS); 01769 gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D); 01770 gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D); 01771 gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D); 01772 gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D); 01773 gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D); 01774 gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D); 01775 gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP); 01776 gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT); 01777 gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY); 01778 gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING); 01779 gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE); 01780 gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE); 01781 gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE); 01782 gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP); 01783 gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q); 01784 gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R); 01785 gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S); 01786 gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T); 01787 gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX); 01788 gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH); 01789 gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX); 01790 gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX); 01791 gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX); 01792 gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX); 01793 gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT); 01794 gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT); 01795 gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST); 01796 gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH); 01797 gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES); 01798 gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS); 01799 gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS); 01800 gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES); 01801 gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY); 01802 gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING); 01803 gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE); 01804 gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE); 01805 gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE); 01806 gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE); 01807 gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE); 01808 gpu_get_print("GL_VIEWPORT", GL_VIEWPORT); 01809 gpu_get_print("GL_ZOOM_X", GL_ZOOM_X); 01810 gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y); 01811 } 01812