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Blender
V2.59
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00001 /* 00002 * $Id: gpu_draw.c 38372 2011-07-13 18:40:21Z campbellbarton $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. The Blender 00010 * Foundation also sells licenses for use in proprietary software under 00011 * the Blender License. See http://www.blender.org/BL/ for information 00012 * about this. 00013 * 00014 * This program is distributed in the hope that it will be useful, 00015 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00016 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00017 * GNU General Public License for more details. 00018 * 00019 * You should have received a copy of the GNU General Public License 00020 * along with this program; if not, write to the Free Software Foundation, 00021 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00022 * 00023 * The Original Code is Copyright (C) 2005 Blender Foundation. 00024 * All rights reserved. 00025 * 00026 * The Original Code is: all of this file. 00027 * 00028 * Contributor(s): Brecht Van Lommel. 00029 * 00030 * ***** END GPL LICENSE BLOCK ***** 00031 */ 00032 00038 #include <string.h> 00039 00040 #include "GL/glew.h" 00041 00042 #include "BLI_math.h" 00043 #include "BLI_utildefines.h" 00044 00045 #include "DNA_lamp_types.h" 00046 #include "DNA_material_types.h" 00047 #include "DNA_meshdata_types.h" 00048 #include "DNA_modifier_types.h" 00049 #include "DNA_node_types.h" 00050 #include "DNA_object_types.h" 00051 #include "DNA_scene_types.h" 00052 #include "DNA_smoke_types.h" 00053 #include "DNA_view3d_types.h" 00054 00055 #include "MEM_guardedalloc.h" 00056 00057 #include "IMB_imbuf.h" 00058 #include "IMB_imbuf_types.h" 00059 00060 #include "BKE_bmfont.h" 00061 #include "BKE_global.h" 00062 #include "BKE_image.h" 00063 #include "BKE_main.h" 00064 #include "BKE_material.h" 00065 #include "BKE_node.h" 00066 #include "BKE_object.h" 00067 00068 00069 #include "BLI_threads.h" 00070 #include "BLI_blenlib.h" 00071 00072 #include "GPU_buffers.h" 00073 #include "GPU_draw.h" 00074 #include "GPU_extensions.h" 00075 #include "GPU_material.h" 00076 00077 #include "smoke_API.h" 00078 00079 extern Material defmaterial; /* from material.c */ 00080 00081 /* These are some obscure rendering functions shared between the 00082 * game engine and the blender, in this module to avoid duplicaten 00083 * and abstract them away from the rest a bit */ 00084 00085 /* Text Rendering */ 00086 00087 static void gpu_mcol(unsigned int ucol) 00088 { 00089 /* mcol order is swapped */ 00090 char *cp= (char *)&ucol; 00091 glColor3ub(cp[3], cp[2], cp[1]); 00092 } 00093 00094 void GPU_render_text(MTFace *tface, int mode, 00095 const char *textstr, int textlen, unsigned int *col, 00096 float *v1, float *v2, float *v3, float *v4, int glattrib) 00097 { 00098 if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) { 00099 Image* ima = (Image*)tface->tpage; 00100 int index, character; 00101 float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; 00102 float advance_tab; 00103 00104 /* multiline */ 00105 float line_start= 0.0f, line_height; 00106 00107 if (v4) 00108 line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]); 00109 else 00110 line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]); 00111 line_height *= 1.2f; /* could be an option? */ 00112 /* end multiline */ 00113 00114 00115 /* color has been set */ 00116 if (tface->mode & TF_OBCOL) 00117 col= NULL; 00118 else if (!col) 00119 glColor3f(1.0f, 1.0f, 1.0f); 00120 00121 glPushMatrix(); 00122 00123 /* get the tab width */ 00124 matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery, 00125 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); 00126 00127 advance_tab= advance * 4; /* tab width could also be an option */ 00128 00129 00130 for (index = 0; index < textlen; index++) { 00131 float uv[4][2]; 00132 00133 // lets calculate offset stuff 00134 character = textstr[index]; 00135 00136 if (character=='\n') { 00137 glTranslatef(line_start, -line_height, 0.0); 00138 line_start = 0.0f; 00139 continue; 00140 } 00141 else if (character=='\t') { 00142 glTranslatef(advance_tab, 0.0, 0.0); 00143 line_start -= advance_tab; /* so we can go back to the start of the line */ 00144 continue; 00145 00146 } 00147 00148 // space starts at offset 1 00149 // character = character - ' ' + 1; 00150 matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, 00151 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); 00152 00153 uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx; 00154 uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy; 00155 uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx; 00156 uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy; 00157 uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx; 00158 uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy; 00159 00160 glBegin(GL_POLYGON); 00161 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]); 00162 else glTexCoord2fv(uv[0]); 00163 if(col) gpu_mcol(col[0]); 00164 glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); 00165 00166 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]); 00167 else glTexCoord2fv(uv[1]); 00168 if(col) gpu_mcol(col[1]); 00169 glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); 00170 00171 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]); 00172 else glTexCoord2fv(uv[2]); 00173 if(col) gpu_mcol(col[2]); 00174 glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); 00175 00176 if(v4) { 00177 uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx; 00178 uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy; 00179 00180 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]); 00181 else glTexCoord2fv(uv[3]); 00182 if(col) gpu_mcol(col[3]); 00183 glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); 00184 } 00185 glEnd(); 00186 00187 glTranslatef(advance, 0.0, 0.0); 00188 line_start -= advance; /* so we can go back to the start of the line */ 00189 } 00190 glPopMatrix(); 00191 } 00192 } 00193 00194 /* Checking powers of two for images since opengl 1.x requires it */ 00195 00196 static int is_pow2(int num) 00197 { 00198 /* (n&(n-1)) zeros the least significant bit of n */ 00199 return ((num)&(num-1))==0; 00200 } 00201 00202 static int smaller_pow2(int num) 00203 { 00204 while (!is_pow2(num)) 00205 num= num&(num-1); 00206 00207 return num; 00208 } 00209 00210 static int is_pow2_limit(int num) 00211 { 00212 /* take texture clamping into account */ 00213 00214 /* XXX: texturepaint not global! 00215 if (G.f & G_TEXTUREPAINT) 00216 return 1;*/ 00217 00218 if (U.glreslimit != 0 && num > U.glreslimit) 00219 return 0; 00220 00221 return ((num)&(num-1))==0; 00222 } 00223 00224 static int smaller_pow2_limit(int num) 00225 { 00226 /* XXX: texturepaint not global! 00227 if (G.f & G_TEXTUREPAINT) 00228 return 1;*/ 00229 00230 /* take texture clamping into account */ 00231 if (U.glreslimit != 0 && num > U.glreslimit) 00232 return U.glreslimit; 00233 00234 return smaller_pow2(num); 00235 } 00236 00237 /* Current OpenGL state caching for GPU_set_tpage */ 00238 00239 static struct GPUTextureState { 00240 int curtile, tile; 00241 int curtilemode, tilemode; 00242 int curtileXRep, tileXRep; 00243 int curtileYRep, tileYRep; 00244 Image *ima, *curima; 00245 00246 int domipmap, linearmipmap; 00247 00248 int alphamode; 00249 float anisotropic; 00250 MTFace *lasttface; 00251 } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL}; 00252 00253 /* Mipmap settings */ 00254 00255 void GPU_set_mipmap(int mipmap) 00256 { 00257 if (GTS.domipmap != (mipmap != 0)) { 00258 GPU_free_images(); 00259 GTS.domipmap = mipmap != 0; 00260 } 00261 } 00262 00263 void GPU_set_linear_mipmap(int linear) 00264 { 00265 if (GTS.linearmipmap != (linear != 0)) { 00266 GPU_free_images(); 00267 GTS.linearmipmap = linear != 0; 00268 } 00269 } 00270 00271 static int gpu_get_mipmap(void) 00272 { 00273 return GTS.domipmap; 00274 } 00275 00276 static GLenum gpu_get_mipmap_filter(int mag) 00277 { 00278 /* linearmipmap is off by default *when mipmapping is off, 00279 * use unfiltered display */ 00280 if(mag) { 00281 if(GTS.linearmipmap || GTS.domipmap) 00282 return GL_LINEAR; 00283 else 00284 return GL_NEAREST; 00285 } 00286 else { 00287 if(GTS.linearmipmap) 00288 return GL_LINEAR_MIPMAP_LINEAR; 00289 else if(GTS.domipmap) 00290 return GL_LINEAR_MIPMAP_NEAREST; 00291 else 00292 return GL_NEAREST; 00293 } 00294 } 00295 00296 /* Anisotropic filtering settings */ 00297 void GPU_set_anisotropic(float value) 00298 { 00299 if (GTS.anisotropic != value) 00300 { 00301 GPU_free_images(); 00302 00303 /* Clamp value to the maximum value the graphics card supports */ 00304 if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT) 00305 value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT; 00306 00307 GTS.anisotropic = value; 00308 } 00309 } 00310 00311 float GPU_get_anisotropic() 00312 { 00313 return GTS.anisotropic; 00314 } 00315 00316 /* Set OpenGL state for an MTFace */ 00317 00318 static void gpu_make_repbind(Image *ima) 00319 { 00320 ImBuf *ibuf; 00321 00322 ibuf = BKE_image_get_ibuf(ima, NULL); 00323 if(ibuf==NULL) 00324 return; 00325 00326 if(ima->repbind) { 00327 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); 00328 MEM_freeN(ima->repbind); 00329 ima->repbind= NULL; 00330 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00331 } 00332 00333 ima->totbind= ima->xrep*ima->yrep; 00334 00335 if(ima->totbind>1) 00336 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind"); 00337 } 00338 00339 static void gpu_clear_tpage(void) 00340 { 00341 if(GTS.lasttface==NULL) 00342 return; 00343 00344 GTS.lasttface= NULL; 00345 GTS.curtile= 0; 00346 GTS.curima= NULL; 00347 if(GTS.curtilemode!=0) { 00348 glMatrixMode(GL_TEXTURE); 00349 glLoadIdentity(); 00350 glMatrixMode(GL_MODELVIEW); 00351 } 00352 GTS.curtilemode= 0; 00353 GTS.curtileXRep=0; 00354 GTS.curtileYRep=0; 00355 GTS.alphamode= -1; 00356 00357 glDisable(GL_BLEND); 00358 glDisable(GL_TEXTURE_2D); 00359 glDisable(GL_TEXTURE_GEN_S); 00360 glDisable(GL_TEXTURE_GEN_T); 00361 glDisable(GL_ALPHA_TEST); 00362 } 00363 00364 static void gpu_set_blend_mode(GPUBlendMode blendmode) 00365 { 00366 if(blendmode == GPU_BLEND_SOLID) { 00367 glDisable(GL_BLEND); 00368 glDisable(GL_ALPHA_TEST); 00369 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00370 } 00371 else if(blendmode==GPU_BLEND_ADD) { 00372 glEnable(GL_BLEND); 00373 glBlendFunc(GL_ONE, GL_ONE); 00374 glDisable(GL_ALPHA_TEST); 00375 } 00376 else if(blendmode==GPU_BLEND_ALPHA) { 00377 glEnable(GL_BLEND); 00378 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00379 00380 /* if U.glalphaclip == 1.0, some cards go bonkers... 00381 * turn off alpha test in this case */ 00382 00383 /* added after 2.45 to clip alpha */ 00384 if(U.glalphaclip == 1.0f) { 00385 glDisable(GL_ALPHA_TEST); 00386 } 00387 else { 00388 glEnable(GL_ALPHA_TEST); 00389 glAlphaFunc(GL_GREATER, U.glalphaclip); 00390 } 00391 } 00392 else if(blendmode==GPU_BLEND_CLIP) { 00393 glDisable(GL_BLEND); 00394 glEnable(GL_ALPHA_TEST); 00395 glAlphaFunc(GL_GREATER, 0.5f); 00396 } 00397 } 00398 00399 static void gpu_verify_alpha_mode(MTFace *tface) 00400 { 00401 /* verify alpha blending modes */ 00402 if(GTS.alphamode == tface->transp) 00403 return; 00404 00405 gpu_set_blend_mode(tface->transp); 00406 GTS.alphamode= tface->transp; 00407 } 00408 00409 static void gpu_verify_reflection(Image *ima) 00410 { 00411 if (ima && (ima->flag & IMA_REFLECT)) { 00412 /* enable reflection mapping */ 00413 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); 00414 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); 00415 00416 glEnable(GL_TEXTURE_GEN_S); 00417 glEnable(GL_TEXTURE_GEN_T); 00418 } 00419 else { 00420 /* disable reflection mapping */ 00421 glDisable(GL_TEXTURE_GEN_S); 00422 glDisable(GL_TEXTURE_GEN_T); 00423 } 00424 } 00425 00426 int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap) 00427 { 00428 ImBuf *ibuf = NULL; 00429 unsigned int *bind = NULL; 00430 int rectw, recth, tpx=0, tpy=0, y; 00431 unsigned int *rectrow, *tilerectrow; 00432 unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL; 00433 short texwindx, texwindy, texwinsx, texwinsy; 00434 00435 /* initialize tile mode and number of repeats */ 00436 GTS.ima = ima; 00437 GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM))); 00438 GTS.tileXRep = 0; 00439 GTS.tileYRep = 0; 00440 00441 /* setting current tile according to frame */ 00442 if(ima && (ima->tpageflag & IMA_TWINANIM)) 00443 GTS.tile= ima->lastframe; 00444 else 00445 GTS.tile= tftile; 00446 00447 GTS.tile = MAX2(0, GTS.tile); 00448 00449 if(ima) { 00450 GTS.tileXRep = ima->xrep; 00451 GTS.tileYRep = ima->yrep; 00452 } 00453 00454 /* if same image & tile, we're done */ 00455 if(compare && ima == GTS.curima && GTS.curtile == GTS.tile && 00456 GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep && 00457 GTS.curtileYRep == GTS.tileYRep) 00458 return (ima != NULL); 00459 00460 /* if tiling mode or repeat changed, change texture matrix to fit */ 00461 if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep || 00462 GTS.curtileYRep != GTS.tileYRep) { 00463 00464 glMatrixMode(GL_TEXTURE); 00465 glLoadIdentity(); 00466 00467 if(ima && (ima->tpageflag & IMA_TILES)) 00468 glScalef(ima->xrep, ima->yrep, 1.0); 00469 00470 glMatrixMode(GL_MODELVIEW); 00471 } 00472 00473 /* check if we have a valid image */ 00474 if(ima==NULL || ima->ok==0) 00475 return 0; 00476 00477 /* check if we have a valid image buffer */ 00478 ibuf= BKE_image_get_ibuf(ima, iuser); 00479 00480 if(ibuf==NULL) 00481 return 0; 00482 00483 /* ensure we have a char buffer and not only float */ 00484 if ((ibuf->rect==NULL) && ibuf->rect_float) 00485 IMB_rect_from_float(ibuf); 00486 00487 /* currently, tpage refresh is used by ima sequences */ 00488 if(ima->tpageflag & IMA_TPAGE_REFRESH) { 00489 GPU_free_image(ima); 00490 ima->tpageflag &= ~IMA_TPAGE_REFRESH; 00491 } 00492 00493 if(GTS.tilemode) { 00494 /* tiled mode */ 00495 if(ima->repbind==NULL) gpu_make_repbind(ima); 00496 if(GTS.tile>=ima->totbind) GTS.tile= 0; 00497 00498 /* this happens when you change repeat buttons */ 00499 if(ima->repbind) bind= &ima->repbind[GTS.tile]; 00500 else bind= &ima->bindcode; 00501 00502 if(*bind==0) { 00503 00504 texwindx= ibuf->x/ima->xrep; 00505 texwindy= ibuf->y/ima->yrep; 00506 00507 if(GTS.tile>=ima->xrep*ima->yrep) 00508 GTS.tile= ima->xrep*ima->yrep-1; 00509 00510 texwinsy= GTS.tile / ima->xrep; 00511 texwinsx= GTS.tile - texwinsy*ima->xrep; 00512 00513 texwinsx*= texwindx; 00514 texwinsy*= texwindy; 00515 00516 tpx= texwindx; 00517 tpy= texwindy; 00518 00519 rect= ibuf->rect + texwinsy*ibuf->x + texwinsx; 00520 } 00521 } 00522 else { 00523 /* regular image mode */ 00524 bind= &ima->bindcode; 00525 00526 if(*bind==0) { 00527 tpx= ibuf->x; 00528 tpy= ibuf->y; 00529 rect= ibuf->rect; 00530 } 00531 } 00532 00533 if(*bind != 0) { 00534 /* enable opengl drawing with textures */ 00535 glBindTexture(GL_TEXTURE_2D, *bind); 00536 return *bind; 00537 } 00538 00539 rectw = tpx; 00540 recth = tpy; 00541 00542 /* for tiles, copy only part of image into buffer */ 00543 if (GTS.tilemode) { 00544 tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect"); 00545 00546 for (y=0; y<recth; y++) { 00547 rectrow= &rect[y*ibuf->x]; 00548 tilerectrow= &tilerect[y*rectw]; 00549 00550 memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow)); 00551 } 00552 00553 rect= tilerect; 00554 } 00555 00556 /* scale if not a power of two */ 00557 if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) { 00558 rectw= smaller_pow2_limit(rectw); 00559 recth= smaller_pow2_limit(recth); 00560 00561 scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect"); 00562 gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect); 00563 rect= scalerect; 00564 } 00565 00566 /* create image */ 00567 glGenTextures(1, (GLuint *)bind); 00568 glBindTexture( GL_TEXTURE_2D, *bind); 00569 00570 if (!(gpu_get_mipmap() && mipmap)) { 00571 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect); 00572 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 00573 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00574 } 00575 else { 00576 gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect); 00577 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); 00578 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00579 00580 ima->tpageflag |= IMA_MIPMAP_COMPLETE; 00581 } 00582 00583 if (GLEW_EXT_texture_filter_anisotropic) 00584 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic()); 00585 /* set to modulate with vertex color */ 00586 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 00587 00588 /* clean up */ 00589 if (tilerect) 00590 MEM_freeN(tilerect); 00591 if (scalerect) 00592 MEM_freeN(scalerect); 00593 00594 return *bind; 00595 } 00596 00597 static void gpu_verify_repeat(Image *ima) 00598 { 00599 /* set either clamp or repeat in X/Y */ 00600 if (ima->tpageflag & IMA_CLAMP_U) 00601 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 00602 else 00603 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 00604 00605 if (ima->tpageflag & IMA_CLAMP_V) 00606 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 00607 else 00608 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 00609 } 00610 00611 int GPU_set_tpage(MTFace *tface, int mipmap) 00612 { 00613 Image *ima; 00614 00615 /* check if we need to clear the state */ 00616 if(tface==NULL) { 00617 gpu_clear_tpage(); 00618 return 0; 00619 } 00620 00621 ima= tface->tpage; 00622 GTS.lasttface= tface; 00623 00624 gpu_verify_alpha_mode(tface); 00625 gpu_verify_reflection(ima); 00626 00627 if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) { 00628 GTS.curtile= GTS.tile; 00629 GTS.curima= GTS.ima; 00630 GTS.curtilemode= GTS.tilemode; 00631 GTS.curtileXRep = GTS.tileXRep; 00632 GTS.curtileYRep = GTS.tileYRep; 00633 00634 glEnable(GL_TEXTURE_2D); 00635 } 00636 else { 00637 glDisable(GL_TEXTURE_2D); 00638 00639 GTS.curtile= 0; 00640 GTS.curima= NULL; 00641 GTS.curtilemode= 0; 00642 GTS.curtileXRep = 0; 00643 GTS.curtileYRep = 0; 00644 00645 return 0; 00646 } 00647 00648 gpu_verify_repeat(ima); 00649 00650 /* Did this get lost in the image recode? */ 00651 /* tag_image_time(ima);*/ 00652 00653 return 1; 00654 } 00655 00656 /* these two functions are called on entering and exiting texture paint mode, 00657 temporary disabling/enabling mipmapping on all images for quick texture 00658 updates with glTexSubImage2D. images that didn't change don't have to be 00659 re-uploaded to OpenGL */ 00660 void GPU_paint_set_mipmap(int mipmap) 00661 { 00662 Image* ima; 00663 00664 if(!GTS.domipmap) 00665 return; 00666 00667 if(mipmap) { 00668 for(ima=G.main->image.first; ima; ima=ima->id.next) { 00669 if(ima->bindcode) { 00670 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) { 00671 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00672 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); 00673 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00674 } 00675 else 00676 GPU_free_image(ima); 00677 } 00678 } 00679 00680 } 00681 else { 00682 for(ima=G.main->image.first; ima; ima=ima->id.next) { 00683 if(ima->bindcode) { 00684 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00685 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 00686 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); 00687 } 00688 } 00689 } 00690 } 00691 00692 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap) 00693 { 00694 ImBuf *ibuf; 00695 00696 ibuf = BKE_image_get_ibuf(ima, NULL); 00697 00698 if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf || 00699 (!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) || 00700 (w == 0) || (h == 0)) { 00701 /* these cases require full reload still */ 00702 GPU_free_image(ima); 00703 } 00704 else { 00705 /* for the special case, we can do a partial update 00706 * which is much quicker for painting */ 00707 GLint row_length, skip_pixels, skip_rows; 00708 00709 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length); 00710 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels); 00711 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows); 00712 00713 if (ibuf->rect_float){ 00714 /*This case needs a whole new buffer*/ 00715 if(ibuf->rect==NULL) { 00716 IMB_rect_from_float(ibuf); 00717 } 00718 else { 00719 /* Do partial drawing. 'buffer' holds only the changed part. Needed for color corrected result */ 00720 float *buffer = (float *)MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf"); 00721 IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h); 00722 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00723 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, 00724 GL_FLOAT, buffer); 00725 MEM_freeN(buffer); 00726 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) 00727 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00728 return; 00729 } 00730 } 00731 00732 glBindTexture(GL_TEXTURE_2D, ima->bindcode); 00733 00734 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x); 00735 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); 00736 glPixelStorei(GL_UNPACK_SKIP_ROWS, y); 00737 00738 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, 00739 GL_UNSIGNED_BYTE, ibuf->rect); 00740 00741 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); 00742 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels); 00743 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows); 00744 00745 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) 00746 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00747 } 00748 } 00749 00750 void GPU_update_images_framechange(void) 00751 { 00752 Image *ima; 00753 00754 for(ima=G.main->image.first; ima; ima=ima->id.next) { 00755 if(ima->tpageflag & IMA_TWINANIM) { 00756 if(ima->twend >= ima->xrep*ima->yrep) 00757 ima->twend= ima->xrep*ima->yrep-1; 00758 00759 /* check: is bindcode not in the array? free. (to do) */ 00760 00761 ima->lastframe++; 00762 if(ima->lastframe > ima->twend) 00763 ima->lastframe= ima->twsta; 00764 } 00765 } 00766 } 00767 00768 int GPU_update_image_time(Image *ima, double time) 00769 { 00770 int inc = 0; 00771 float diff; 00772 int newframe; 00773 00774 if (!ima) 00775 return 0; 00776 00777 if (ima->lastupdate<0) 00778 ima->lastupdate = 0; 00779 00780 if (ima->lastupdate>time) 00781 ima->lastupdate=(float)time; 00782 00783 if(ima->tpageflag & IMA_TWINANIM) { 00784 if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1; 00785 00786 /* check: is the bindcode not in the array? Then free. (still to do) */ 00787 00788 diff = (float)(time-ima->lastupdate); 00789 inc = (int)(diff*(float)ima->animspeed); 00790 00791 ima->lastupdate+=((float)inc/(float)ima->animspeed); 00792 00793 newframe = ima->lastframe+inc; 00794 00795 if(newframe > (int)ima->twend) { 00796 if(ima->twend-ima->twsta != 0) 00797 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta); 00798 else 00799 newframe = ima->twsta; 00800 } 00801 00802 ima->lastframe = newframe; 00803 } 00804 00805 return inc; 00806 } 00807 00808 00809 void GPU_free_smoke(SmokeModifierData *smd) 00810 { 00811 if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) 00812 { 00813 if(smd->domain->tex) 00814 GPU_texture_free(smd->domain->tex); 00815 smd->domain->tex = NULL; 00816 00817 if(smd->domain->tex_shadow) 00818 GPU_texture_free(smd->domain->tex_shadow); 00819 smd->domain->tex_shadow = NULL; 00820 } 00821 } 00822 00823 void GPU_create_smoke(SmokeModifierData *smd, int highres) 00824 { 00825 #ifdef WITH_SMOKE 00826 if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres) 00827 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)); 00828 else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres) 00829 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)); 00830 00831 smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow); 00832 #else // WITH_SMOKE 00833 (void)highres; 00834 smd->domain->tex= NULL; 00835 smd->domain->tex_shadow= NULL; 00836 #endif // WITH_SMOKE 00837 } 00838 00839 static ListBase image_free_queue = {NULL, NULL}; 00840 00841 static void gpu_queue_image_for_free(Image *ima) 00842 { 00843 Image *cpy = MEM_dupallocN(ima); 00844 00845 BLI_lock_thread(LOCK_OPENGL); 00846 BLI_addtail(&image_free_queue, cpy); 00847 BLI_unlock_thread(LOCK_OPENGL); 00848 } 00849 00850 void GPU_free_unused_buffers(void) 00851 { 00852 Image *ima; 00853 00854 if(!BLI_thread_is_main()) 00855 return; 00856 00857 BLI_lock_thread(LOCK_OPENGL); 00858 00859 /* images */ 00860 for(ima=image_free_queue.first; ima; ima=ima->id.next) 00861 GPU_free_image(ima); 00862 00863 BLI_freelistN(&image_free_queue); 00864 00865 /* vbo buffers */ 00866 /* it's probably not necessary to free all buffers every frame */ 00867 /* GPU_buffer_pool_free_unused(0); */ 00868 00869 BLI_unlock_thread(LOCK_OPENGL); 00870 } 00871 00872 void GPU_free_image(Image *ima) 00873 { 00874 if(!BLI_thread_is_main()) { 00875 gpu_queue_image_for_free(ima); 00876 return; 00877 } 00878 00879 /* free regular image binding */ 00880 if(ima->bindcode) { 00881 glDeleteTextures(1, (GLuint *)&ima->bindcode); 00882 ima->bindcode= 0; 00883 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00884 } 00885 00886 /* free glsl image binding */ 00887 if(ima->gputexture) { 00888 GPU_texture_free(ima->gputexture); 00889 ima->gputexture= NULL; 00890 } 00891 00892 /* free repeated image binding */ 00893 if(ima->repbind) { 00894 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind); 00895 00896 MEM_freeN(ima->repbind); 00897 ima->repbind= NULL; 00898 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; 00899 } 00900 } 00901 00902 void GPU_free_images(void) 00903 { 00904 Image* ima; 00905 00906 if(G.main) 00907 for(ima=G.main->image.first; ima; ima=ima->id.next) 00908 GPU_free_image(ima); 00909 } 00910 00911 /* same as above but only free animated images */ 00912 void GPU_free_images_anim(void) 00913 { 00914 Image* ima; 00915 00916 if(G.main) 00917 for(ima=G.main->image.first; ima; ima=ima->id.next) 00918 if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE)) 00919 GPU_free_image(ima); 00920 } 00921 00922 /* OpenGL Materials */ 00923 00924 #define FIXEDMAT 8 00925 00926 /* OpenGL state caching for materials */ 00927 00928 typedef struct GPUMaterialFixed { 00929 float diff[4]; 00930 float spec[4]; 00931 int hard; 00932 } GPUMaterialFixed; 00933 00934 static struct GPUMaterialState { 00935 GPUMaterialFixed (*matbuf); 00936 GPUMaterialFixed matbuf_fixed[FIXEDMAT]; 00937 int totmat; 00938 00939 Material **gmatbuf; 00940 Material *gmatbuf_fixed[FIXEDMAT]; 00941 Material *gboundmat; 00942 Object *gob; 00943 Scene *gscene; 00944 int glay; 00945 float (*gviewmat)[4]; 00946 float (*gviewinv)[4]; 00947 00948 GPUBlendMode *blendmode; 00949 GPUBlendMode blendmode_fixed[FIXEDMAT]; 00950 int alphapass; 00951 00952 int lastmatnr, lastretval; 00953 GPUBlendMode lastblendmode; 00954 } GMS = {NULL}; 00955 00956 /* fixed function material, alpha handed by caller */ 00957 static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob) 00958 { 00959 if (bmat->mode & MA_SHLESS) { 00960 copy_v3_v3(smat->diff, &bmat->r); 00961 smat->diff[3]= 1.0; 00962 00963 if(gamma) { 00964 linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); 00965 } 00966 } 00967 else { 00968 mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit); 00969 smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */ 00970 00971 if(bmat->shade_flag & MA_OBCOLOR) 00972 mul_v3_v3(smat->diff, ob->col); 00973 00974 mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec); 00975 smat->spec[3]= 1.0; /* always 1 */ 00976 smat->hard= CLAMPIS(bmat->har, 0, 128); 00977 00978 if(gamma) { 00979 linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); 00980 linearrgb_to_srgb_v3_v3(smat->spec, smat->spec); 00981 } 00982 } 00983 } 00984 00985 static Material *gpu_active_node_material(Material *ma) 00986 { 00987 if(ma && ma->use_nodes && ma->nodetree) { 00988 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA); 00989 00990 if(node) 00991 return (Material *)node->id; 00992 else 00993 return NULL; 00994 } 00995 00996 return ma; 00997 } 00998 00999 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_pass) 01000 { 01001 Material *ma; 01002 GPUMaterial *gpumat; 01003 GPUBlendMode blendmode; 01004 int a; 01005 int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT; 01006 01007 /* initialize state */ 01008 memset(&GMS, 0, sizeof(GMS)); 01009 GMS.lastmatnr = -1; 01010 GMS.lastretval = -1; 01011 GMS.lastblendmode = GPU_BLEND_SOLID; 01012 01013 GMS.gob = ob; 01014 GMS.gscene = scene; 01015 GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */ 01016 GMS.glay= v3d->lay; 01017 GMS.gviewmat= rv3d->viewmat; 01018 GMS.gviewinv= rv3d->viewinv; 01019 01020 GMS.alphapass = (v3d && v3d->transp); 01021 if(do_alpha_pass) 01022 *do_alpha_pass = 0; 01023 01024 if(GMS.totmat > FIXEDMAT) { 01025 GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf"); 01026 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf"); 01027 GMS.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf"); 01028 } 01029 else { 01030 GMS.matbuf= GMS.matbuf_fixed; 01031 GMS.gmatbuf= GMS.gmatbuf_fixed; 01032 GMS.blendmode= GMS.blendmode_fixed; 01033 } 01034 01035 /* no materials assigned? */ 01036 if(ob->totcol==0) { 01037 gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob); 01038 01039 /* do material 1 too, for displists! */ 01040 memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed)); 01041 01042 if(glsl) { 01043 GMS.gmatbuf[0]= &defmaterial; 01044 GPU_material_from_blender(GMS.gscene, &defmaterial); 01045 } 01046 01047 GMS.blendmode[0]= GPU_BLEND_SOLID; 01048 } 01049 01050 /* setup materials */ 01051 for(a=1; a<=ob->totcol; a++) { 01052 /* find a suitable material */ 01053 ma= give_current_material(ob, a); 01054 if(!glsl) ma= gpu_active_node_material(ma); 01055 if(ma==NULL) ma= &defmaterial; 01056 01057 /* create glsl material if requested */ 01058 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL; 01059 01060 if(gpumat) { 01061 /* do glsl only if creating it succeed, else fallback */ 01062 GMS.gmatbuf[a]= ma; 01063 blendmode = GPU_material_blend_mode(gpumat, ob->col); 01064 } 01065 else { 01066 /* fixed function opengl materials */ 01067 gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob); 01068 01069 blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA; 01070 if(do_alpha_pass && GMS.alphapass) 01071 GMS.matbuf[a].diff[3]= ma->alpha; 01072 else 01073 GMS.matbuf[a].diff[3]= 1.0f; 01074 } 01075 01076 /* setting do_alpha_pass = 1 indicates this object needs to be 01077 * drawn in a second alpha pass for improved blending */ 01078 if(do_alpha_pass) { 01079 GMS.blendmode[a]= blendmode; 01080 if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass) 01081 *do_alpha_pass= 1; 01082 } 01083 } 01084 01085 /* let's start with a clean state */ 01086 GPU_disable_material(); 01087 } 01088 01089 int GPU_enable_material(int nr, void *attribs) 01090 { 01091 GPUVertexAttribs *gattribs = attribs; 01092 GPUMaterial *gpumat; 01093 GPUBlendMode blendmode; 01094 01095 /* no GPU_begin_object_materials, use default material */ 01096 if(!GMS.matbuf) { 01097 float diff[4], spec[4]; 01098 01099 memset(&GMS, 0, sizeof(GMS)); 01100 01101 mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit); 01102 diff[3]= 1.0; 01103 01104 mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec); 01105 spec[3]= 1.0; 01106 01107 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); 01108 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); 01109 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */ 01110 01111 return 0; 01112 } 01113 01114 /* prevent index to use un-initialized array items */ 01115 if(nr>=GMS.totmat) 01116 nr= 0; 01117 01118 if(gattribs) 01119 memset(gattribs, 0, sizeof(*gattribs)); 01120 01121 /* keep current material */ 01122 if(nr==GMS.lastmatnr) 01123 return GMS.lastretval; 01124 01125 /* unbind glsl material */ 01126 if(GMS.gboundmat) { 01127 if(GMS.alphapass) glDepthMask(0); 01128 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); 01129 GMS.gboundmat= NULL; 01130 } 01131 01132 /* draw materials with alpha in alpha pass */ 01133 GMS.lastmatnr = nr; 01134 GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP); 01135 if(GMS.alphapass) 01136 GMS.lastretval = !GMS.lastretval; 01137 01138 if(GMS.lastretval) { 01139 if(gattribs && GMS.gmatbuf[nr]) { 01140 /* bind glsl material and get attributes */ 01141 Material *mat = GMS.gmatbuf[nr]; 01142 01143 gpumat = GPU_material_from_blender(GMS.gscene, mat); 01144 GPU_material_vertex_attributes(gpumat, gattribs); 01145 GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT)); 01146 GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col); 01147 GMS.gboundmat= mat; 01148 01149 if(GMS.alphapass) glDepthMask(1); 01150 } 01151 else { 01152 /* or do fixed function opengl material */ 01153 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff); 01154 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec); 01155 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard); 01156 } 01157 01158 /* set (alpha) blending mode */ 01159 blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID; 01160 GPU_set_material_blend_mode(blendmode); 01161 } 01162 01163 return GMS.lastretval; 01164 } 01165 01166 void GPU_set_material_blend_mode(int blendmode) 01167 { 01168 if(GMS.lastblendmode == blendmode) 01169 return; 01170 01171 gpu_set_blend_mode(blendmode); 01172 GMS.lastblendmode = blendmode; 01173 } 01174 01175 int GPU_get_material_blend_mode(void) 01176 { 01177 return GMS.lastblendmode; 01178 } 01179 01180 void GPU_disable_material(void) 01181 { 01182 GMS.lastmatnr= -1; 01183 GMS.lastretval= 1; 01184 01185 if(GMS.gboundmat) { 01186 if(GMS.alphapass) glDepthMask(0); 01187 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat)); 01188 GMS.gboundmat= NULL; 01189 } 01190 01191 GPU_set_material_blend_mode(GPU_BLEND_SOLID); 01192 } 01193 01194 void GPU_end_object_materials(void) 01195 { 01196 GPU_disable_material(); 01197 01198 if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) { 01199 MEM_freeN(GMS.matbuf); 01200 MEM_freeN(GMS.gmatbuf); 01201 MEM_freeN(GMS.blendmode); 01202 } 01203 01204 GMS.matbuf= NULL; 01205 GMS.gmatbuf= NULL; 01206 GMS.blendmode= NULL; 01207 01208 /* resetting the texture matrix after the glScale needed for tiled textures */ 01209 if(GTS.tilemode) 01210 { 01211 glMatrixMode(GL_TEXTURE); 01212 glLoadIdentity(); 01213 glMatrixMode(GL_MODELVIEW); 01214 } 01215 } 01216 01217 /* Lights */ 01218 01219 int GPU_default_lights(void) 01220 { 01221 int a, count = 0; 01222 01223 /* initialize */ 01224 if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) { 01225 U.light[0].flag= 1; 01226 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9; 01227 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8; 01228 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5; 01229 U.light[0].spec[3]= 1.0; 01230 01231 U.light[1].flag= 0; 01232 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1; 01233 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8; 01234 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5; 01235 U.light[1].spec[3]= 1.0; 01236 01237 U.light[2].flag= 0; 01238 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2; 01239 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4; 01240 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3; 01241 U.light[2].spec[3]= 1.0; 01242 } 01243 01244 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); 01245 01246 glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); 01247 glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); 01248 glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); 01249 01250 glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); 01251 glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); 01252 glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); 01253 01254 glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); 01255 glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); 01256 glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); 01257 01258 for(a=0; a<8; a++) { 01259 if(a<3) { 01260 if(U.light[a].flag) { 01261 glEnable(GL_LIGHT0+a); 01262 count++; 01263 } 01264 else 01265 glDisable(GL_LIGHT0+a); 01266 01267 // clear stuff from other opengl lamp usage 01268 glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0); 01269 glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0); 01270 glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0); 01271 } 01272 else 01273 glDisable(GL_LIGHT0+a); 01274 } 01275 01276 glDisable(GL_LIGHTING); 01277 01278 glDisable(GL_COLOR_MATERIAL); 01279 01280 return count; 01281 } 01282 01283 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho) 01284 { 01285 Base *base; 01286 Lamp *la; 01287 int count; 01288 float position[4], direction[4], energy[4]; 01289 01290 /* disable all lights */ 01291 for(count=0; count<8; count++) 01292 glDisable(GL_LIGHT0+count); 01293 01294 /* view direction for specular is not compute correct by default in 01295 * opengl, so we set the settings ourselfs */ 01296 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE); 01297 01298 count= 0; 01299 01300 for(base=scene->base.first; base; base=base->next) { 01301 if(base->object->type!=OB_LAMP) 01302 continue; 01303 01304 if(!(base->lay & lay) || !(base->lay & ob->lay)) 01305 continue; 01306 01307 la= base->object->data; 01308 01309 /* setup lamp transform */ 01310 glPushMatrix(); 01311 glLoadMatrixf((float *)viewmat); 01312 01313 where_is_object_simul(scene, base->object); 01314 01315 if(la->type==LA_SUN) { 01316 /* sun lamp */ 01317 copy_v3_v3(direction, base->object->obmat[2]); 01318 direction[3]= 0.0; 01319 01320 glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 01321 } 01322 else { 01323 /* other lamps with attenuation */ 01324 copy_v3_v3(position, base->object->obmat[3]); 01325 position[3]= 1.0f; 01326 01327 glLightfv(GL_LIGHT0+count, GL_POSITION, position); 01328 glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0); 01329 glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist); 01330 glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); 01331 01332 if(la->type==LA_SPOT) { 01333 /* spot lamp */ 01334 negate_v3_v3(direction, base->object->obmat[2]); 01335 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction); 01336 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f); 01337 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend); 01338 } 01339 else 01340 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0); 01341 } 01342 01343 /* setup energy */ 01344 mul_v3_v3fl(energy, &la->r, la->energy); 01345 energy[3]= 1.0; 01346 01347 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); 01348 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy); 01349 glEnable(GL_LIGHT0+count); 01350 01351 glPopMatrix(); 01352 01353 count++; 01354 if(count==8) 01355 break; 01356 } 01357 01358 return count; 01359 } 01360 01361 /* Default OpenGL State */ 01362 01363 void GPU_state_init(void) 01364 { 01365 /* also called when doing opengl rendering and in the game engine */ 01366 float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 }; 01367 float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 }; 01368 int a, x, y; 01369 GLubyte pat[32*32]; 01370 const GLubyte *patc= pat; 01371 01372 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); 01373 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular); 01374 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); 01375 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); 01376 01377 GPU_default_lights(); 01378 01379 glDepthFunc(GL_LEQUAL); 01380 /* scaling matrices */ 01381 glEnable(GL_NORMALIZE); 01382 01383 glShadeModel(GL_FLAT); 01384 01385 glDisable(GL_ALPHA_TEST); 01386 glDisable(GL_BLEND); 01387 glDisable(GL_DEPTH_TEST); 01388 glDisable(GL_FOG); 01389 glDisable(GL_LIGHTING); 01390 glDisable(GL_LOGIC_OP); 01391 glDisable(GL_STENCIL_TEST); 01392 glDisable(GL_TEXTURE_1D); 01393 glDisable(GL_TEXTURE_2D); 01394 01395 /* default disabled, enable should be local per function */ 01396 glDisableClientState(GL_VERTEX_ARRAY); 01397 glDisableClientState(GL_NORMAL_ARRAY); 01398 glDisableClientState(GL_COLOR_ARRAY); 01399 glDisableClientState(GL_TEXTURE_COORD_ARRAY); 01400 01401 glPixelTransferi(GL_MAP_COLOR, GL_FALSE); 01402 glPixelTransferi(GL_RED_SCALE, 1); 01403 glPixelTransferi(GL_RED_BIAS, 0); 01404 glPixelTransferi(GL_GREEN_SCALE, 1); 01405 glPixelTransferi(GL_GREEN_BIAS, 0); 01406 glPixelTransferi(GL_BLUE_SCALE, 1); 01407 glPixelTransferi(GL_BLUE_BIAS, 0); 01408 glPixelTransferi(GL_ALPHA_SCALE, 1); 01409 glPixelTransferi(GL_ALPHA_BIAS, 0); 01410 01411 glPixelTransferi(GL_DEPTH_BIAS, 0); 01412 glPixelTransferi(GL_DEPTH_SCALE, 1); 01413 glDepthRange(0.0, 1.0); 01414 01415 a= 0; 01416 for(x=0; x<32; x++) { 01417 for(y=0; y<4; y++) { 01418 if( (x) & 1) pat[a++]= 0x88; 01419 else pat[a++]= 0x22; 01420 } 01421 } 01422 01423 glPolygonStipple(patc); 01424 01425 glMatrixMode(GL_TEXTURE); 01426 glLoadIdentity(); 01427 glMatrixMode(GL_MODELVIEW); 01428 01429 glFrontFace(GL_CCW); 01430 glCullFace(GL_BACK); 01431 glDisable(GL_CULL_FACE); 01432 01433 /* calling this makes drawing very slow when AA is not set up in ghost 01434 on Linux/NVIDIA. 01435 glDisable(GL_MULTISAMPLE); */ 01436 } 01437 01438 /* debugging aid */ 01439 static void gpu_get_print(const char *name, GLenum type) 01440 { 01441 float value[16]; 01442 int a; 01443 01444 memset(value, 0, sizeof(value)); 01445 glGetFloatv(type, value); 01446 01447 printf("%s: ", name); 01448 for(a=0; a<16; a++) 01449 printf("%.2f ", value[a]); 01450 printf("\n"); 01451 } 01452 01453 void GPU_state_print(void) 01454 { 01455 gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS); 01456 gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS); 01457 gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE); 01458 gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS); 01459 gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS); 01460 gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE); 01461 gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE); 01462 gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE); 01463 gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS); 01464 gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS); 01465 gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE); 01466 gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST); 01467 gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC); 01468 gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF); 01469 gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING); 01470 gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH); 01471 gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL); 01472 gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS); 01473 gpu_get_print("GL_BLEND", GL_BLEND); 01474 gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR); 01475 gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA); 01476 gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB); 01477 gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB); 01478 gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA); 01479 gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA); 01480 gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB); 01481 gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS); 01482 gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS); 01483 gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE); 01484 gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE); 01485 gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH); 01486 gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0); 01487 gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY); 01488 gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING); 01489 gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE); 01490 gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE); 01491 gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE); 01492 gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE); 01493 gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP); 01494 gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL); 01495 gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE); 01496 gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER); 01497 gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX); 01498 gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH); 01499 gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM); 01500 gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE); 01501 gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK); 01502 gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS); 01503 gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D); 01504 gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D); 01505 gpu_get_print("GL_CULL_FACE", GL_CULL_FACE); 01506 gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE); 01507 gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR); 01508 gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD); 01509 gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX); 01510 gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL); 01511 gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM); 01512 gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR); 01513 gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE); 01514 gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX); 01515 gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION); 01516 gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID); 01517 gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR); 01518 gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS); 01519 gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR); 01520 gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS); 01521 gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS); 01522 gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS); 01523 gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE); 01524 gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC); 01525 gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE); 01526 gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE); 01527 gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST); 01528 gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK); 01529 gpu_get_print("GL_DITHER", GL_DITHER); 01530 gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER); 01531 gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER); 01532 gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0); 01533 gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG); 01534 gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY); 01535 gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING); 01536 gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE); 01537 gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING); 01538 gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE); 01539 gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE); 01540 gpu_get_print("GL_FOG", GL_FOG); 01541 gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY); 01542 gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING); 01543 gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE); 01544 gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE); 01545 gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC); 01546 gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR); 01547 gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY); 01548 gpu_get_print("GL_FOG_END", GL_FOG_END); 01549 gpu_get_print("GL_FOG_HINT", GL_FOG_HINT); 01550 gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX); 01551 gpu_get_print("GL_FOG_MODE", GL_FOG_MODE); 01552 gpu_get_print("GL_FOG_START", GL_FOG_START); 01553 gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT); 01554 gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE); 01555 gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT); 01556 gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS); 01557 gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS); 01558 gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE); 01559 gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM); 01560 gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY); 01561 gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING); 01562 gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE); 01563 gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE); 01564 gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS); 01565 gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE); 01566 gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP); 01567 gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE); 01568 gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET); 01569 gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT); 01570 gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK); 01571 gpu_get_print("GL_LIGHT0", GL_LIGHT0); 01572 gpu_get_print("GL_LIGHTING", GL_LIGHTING); 01573 gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT); 01574 gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL); 01575 gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER); 01576 gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE); 01577 gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH); 01578 gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT); 01579 gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE); 01580 gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN); 01581 gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT); 01582 gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH); 01583 gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY); 01584 gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE); 01585 gpu_get_print("GL_LIST_BASE", GL_LIST_BASE); 01586 gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX); 01587 gpu_get_print("GL_LIST_MODE", GL_LIST_MODE); 01588 gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE); 01589 gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4); 01590 gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN); 01591 gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS); 01592 gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX); 01593 gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL); 01594 gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1); 01595 gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2); 01596 gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3); 01597 gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4); 01598 gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3); 01599 gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4); 01600 gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4); 01601 gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN); 01602 gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS); 01603 gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX); 01604 gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL); 01605 gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1); 01606 gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2); 01607 gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3); 01608 gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4); 01609 gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3); 01610 gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4); 01611 gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR); 01612 gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL); 01613 gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE); 01614 gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE); 01615 gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH); 01616 gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH); 01617 gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES); 01618 gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH); 01619 gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS); 01620 gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE); 01621 gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS); 01622 gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES); 01623 gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES); 01624 gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER); 01625 gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS); 01626 gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS); 01627 gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING); 01628 gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH); 01629 gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH); 01630 gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE); 01631 gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH); 01632 gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS); 01633 gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS); 01634 gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS); 01635 gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE); 01636 gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH); 01637 gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS); 01638 gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS); 01639 gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS); 01640 gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS); 01641 gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS); 01642 gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS); 01643 gpu_get_print("GL_MINMAX", GL_MINMAX); 01644 gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX); 01645 gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH); 01646 gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH); 01647 gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY); 01648 gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING); 01649 gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE); 01650 gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE); 01651 gpu_get_print("GL_NORMALIZE", GL_NORMALIZE); 01652 gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS); 01653 gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT); 01654 gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT); 01655 gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST); 01656 gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH); 01657 gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES); 01658 gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS); 01659 gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS); 01660 gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES); 01661 gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT); 01662 gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE); 01663 gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE); 01664 gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE); 01665 gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE); 01666 gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE); 01667 gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE); 01668 gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE); 01669 gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE); 01670 gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE); 01671 gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE); 01672 gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING); 01673 gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING); 01674 gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION); 01675 gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE); 01676 gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE); 01677 gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY); 01678 gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX); 01679 gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN); 01680 gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE); 01681 gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH); 01682 gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT); 01683 gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE); 01684 gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE); 01685 gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR); 01686 gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS); 01687 gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL); 01688 gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE); 01689 gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT); 01690 gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH); 01691 gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT); 01692 gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE); 01693 gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE); 01694 gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS); 01695 gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS); 01696 gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS); 01697 gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS); 01698 gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE); 01699 gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE); 01700 gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE); 01701 gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE); 01702 gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE); 01703 gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS); 01704 gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS); 01705 gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS); 01706 gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS); 01707 gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE); 01708 gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE); 01709 gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE); 01710 gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE); 01711 gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX); 01712 gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH); 01713 gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER); 01714 gpu_get_print("GL_RED_BIAS", GL_RED_BIAS); 01715 gpu_get_print("GL_RED_BITS", GL_RED_BITS); 01716 gpu_get_print("GL_RED_SCALE", GL_RED_SCALE); 01717 gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE); 01718 gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL); 01719 gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE); 01720 gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS); 01721 gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE); 01722 gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT); 01723 gpu_get_print("GL_SAMPLES", GL_SAMPLES); 01724 gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX); 01725 gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST); 01726 gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY); 01727 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING); 01728 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE); 01729 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE); 01730 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE); 01731 gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE); 01732 gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D); 01733 gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL); 01734 gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE); 01735 gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY); 01736 gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE); 01737 gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY); 01738 gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL); 01739 gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC); 01740 gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL); 01741 gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS); 01742 gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF); 01743 gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK); 01744 gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK); 01745 gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS); 01746 gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE); 01747 gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL); 01748 gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC); 01749 gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL); 01750 gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS); 01751 gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF); 01752 gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST); 01753 gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK); 01754 gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK); 01755 gpu_get_print("GL_STEREO", GL_STEREO); 01756 gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS); 01757 gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D); 01758 gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D); 01759 gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D); 01760 gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D); 01761 gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D); 01762 gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D); 01763 gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP); 01764 gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT); 01765 gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY); 01766 gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING); 01767 gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE); 01768 gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE); 01769 gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE); 01770 gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP); 01771 gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q); 01772 gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R); 01773 gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S); 01774 gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T); 01775 gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX); 01776 gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH); 01777 gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX); 01778 gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX); 01779 gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX); 01780 gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX); 01781 gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT); 01782 gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT); 01783 gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST); 01784 gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH); 01785 gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES); 01786 gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS); 01787 gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS); 01788 gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES); 01789 gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY); 01790 gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING); 01791 gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE); 01792 gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE); 01793 gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE); 01794 gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE); 01795 gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE); 01796 gpu_get_print("GL_VIEWPORT", GL_VIEWPORT); 01797 gpu_get_print("GL_ZOOM_X", GL_ZOOM_X); 01798 gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y); 01799 } 01800