=bmesh= merge from trunk at r36529
[blender.git] / source / blender / gpu / intern / gpu_draw.c
1 /*
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version. The Blender
10  * Foundation also sells licenses for use in proprietary software under
11  * the Blender License.  See http://www.blender.org/BL/ for information
12  * about this.
13  *
14  * This program is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17  * GNU General Public License for more details.
18  *
19  * You should have received a copy of the GNU General Public License
20  * along with this program; if not, write to the Free Software Foundation,
21  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
22  *
23  * The Original Code is Copyright (C) 2005 Blender Foundation.
24  * All rights reserved.
25  *
26  * The Original Code is: all of this file.
27  *
28  * Contributor(s): Brecht Van Lommel.
29  *
30  * ***** END GPL LICENSE BLOCK *****
31  */
32
33 /** \file blender/gpu/intern/gpu_draw.c
34  *  \ingroup gpu
35  */
36
37
38 #include <string.h>
39
40 #include "GL/glew.h"
41
42 #include "BLI_math.h"
43 #include "BLI_utildefines.h"
44
45 #include "DNA_lamp_types.h"
46 #include "DNA_material_types.h"
47 #include "DNA_meshdata_types.h"
48 #include "DNA_modifier_types.h"
49 #include "DNA_node_types.h"
50 #include "DNA_object_types.h"
51 #include "DNA_scene_types.h"
52 #include "DNA_smoke_types.h"
53 #include "DNA_view3d_types.h"
54
55 #include "MEM_guardedalloc.h"
56
57 #include "IMB_imbuf.h"
58 #include "IMB_imbuf_types.h"
59
60 #include "BKE_bmfont.h"
61 #include "BKE_global.h"
62 #include "BKE_image.h"
63 #include "BKE_main.h"
64 #include "BKE_material.h"
65 #include "BKE_node.h"
66 #include "BKE_object.h"
67
68
69 #include "BLI_threads.h"
70 #include "BLI_blenlib.h"
71
72 #include "GPU_buffers.h"
73 #include "GPU_draw.h"
74 #include "GPU_extensions.h"
75 #include "GPU_material.h"
76
77 #include "smoke_API.h"
78
79 /* These are some obscure rendering functions shared between the
80  * game engine and the blender, in this module to avoid duplicaten
81  * and abstract them away from the rest a bit */
82
83 /* Text Rendering */
84
85 static void gpu_mcol(unsigned int ucol)
86 {
87         /* mcol order is swapped */
88         char *cp= (char *)&ucol;
89         glColor3ub(cp[3], cp[2], cp[1]);
90 }
91
92 void GPU_render_text(MTFace *tface, int mode,
93         const char *textstr, int textlen, unsigned int *col,
94         float *v1, float *v2, float *v3, float *v4, int glattrib)
95 {
96         if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) {
97                 Image* ima = (Image*)tface->tpage;
98                 int index, character;
99                 float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
100                 float advance_tab;
101                 
102                 /* multiline */
103                 float line_start= 0.0f, line_height;
104                 
105                 if (v4)
106                         line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]);
107                 else
108                         line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
109                 line_height *= 1.2f; /* could be an option? */
110                 /* end multiline */
111
112                 
113                 /* color has been set */
114                 if (tface->mode & TF_OBCOL)
115                         col= NULL;
116                 else if (!col)
117                         glColor3f(1.0f, 1.0f, 1.0f);
118
119                 glPushMatrix();
120                 
121                 /* get the tab width */
122                 matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, &centery,
123                         &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
124                 
125                 advance_tab= advance * 4; /* tab width could also be an option */
126                 
127                 
128                 for (index = 0; index < textlen; index++) {
129                         float uv[4][2];
130
131                         // lets calculate offset stuff
132                         character = textstr[index];
133                         
134                         if (character=='\n') {
135                                 glTranslatef(line_start, -line_height, 0.0);
136                                 line_start = 0.0f;
137                                 continue;
138                         }
139                         else if (character=='\t') {
140                                 glTranslatef(advance_tab, 0.0, 0.0);
141                                 line_start -= advance_tab; /* so we can go back to the start of the line */
142                                 continue;
143                                 
144                         }
145                         
146                         // space starts at offset 1
147                         // character = character - ' ' + 1;
148                         matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery,
149                                 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
150
151                         uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
152                         uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
153                         uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
154                         uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
155                         uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
156                         uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
157                         
158                         glBegin(GL_POLYGON);
159                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
160                         else glTexCoord2fv(uv[0]);
161                         if(col) gpu_mcol(col[0]);
162                         glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
163                         
164                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
165                         else glTexCoord2fv(uv[1]);
166                         if(col) gpu_mcol(col[1]);
167                         glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
168
169                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
170                         else glTexCoord2fv(uv[2]);
171                         if(col) gpu_mcol(col[2]);
172                         glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
173
174                         if(v4) {
175                                 uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
176                                 uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
177
178                                 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
179                                 else glTexCoord2fv(uv[3]);
180                                 if(col) gpu_mcol(col[3]);
181                                 glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
182                         }
183                         glEnd();
184
185                         glTranslatef(advance, 0.0, 0.0);
186                         line_start -= advance; /* so we can go back to the start of the line */
187                 }
188                 glPopMatrix();
189         }
190 }
191
192 /* Checking powers of two for images since opengl 1.x requires it */
193
194 static int is_pow2(int num)
195 {
196         /* (n&(n-1)) zeros the least significant bit of n */
197         return ((num)&(num-1))==0;
198 }
199
200 static int smaller_pow2(int num)
201 {
202         while (!is_pow2(num))
203                 num= num&(num-1);
204
205         return num;     
206 }
207
208 static int is_pow2_limit(int num)
209 {
210         /* take texture clamping into account */
211
212         /* XXX: texturepaint not global!
213         if (G.f & G_TEXTUREPAINT)
214                 return 1;*/
215
216         if (U.glreslimit != 0 && num > U.glreslimit)
217                 return 0;
218
219         return ((num)&(num-1))==0;
220 }
221
222 static int smaller_pow2_limit(int num)
223 {
224         /* XXX: texturepaint not global!
225         if (G.f & G_TEXTUREPAINT)
226                 return 1;*/
227         
228         /* take texture clamping into account */
229         if (U.glreslimit != 0 && num > U.glreslimit)
230                 return U.glreslimit;
231
232         return smaller_pow2(num);
233 }
234
235 /* Current OpenGL state caching for GPU_set_tpage */
236
237 static struct GPUTextureState {
238         int curtile, tile;
239         int curtilemode, tilemode;
240         int curtileXRep, tileXRep;
241         int curtileYRep, tileYRep;
242         Image *ima, *curima;
243
244         int domipmap, linearmipmap;
245
246         int alphamode;
247         MTFace *lasttface;
248 } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL};
249
250 /* Mipmap settings */
251
252 void GPU_set_mipmap(int mipmap)
253 {
254         if (GTS.domipmap != (mipmap != 0)) {
255                 GPU_free_images();
256                 GTS.domipmap = mipmap != 0;
257         }
258 }
259
260 void GPU_set_linear_mipmap(int linear)
261 {
262         if (GTS.linearmipmap != (linear != 0)) {
263                 GPU_free_images();
264                 GTS.linearmipmap = linear != 0;
265         }
266 }
267
268 static int gpu_get_mipmap(void)
269 {
270         return GTS.domipmap;
271 }
272
273 static GLenum gpu_get_mipmap_filter(int mag)
274 {
275         /* linearmipmap is off by default *when mipmapping is off,
276          * use unfiltered display */
277         if(mag) {
278                 if(GTS.linearmipmap || GTS.domipmap)
279                         return GL_LINEAR;
280                 else
281                         return GL_NEAREST;
282         }
283         else {
284                 if(GTS.linearmipmap)
285                         return GL_LINEAR_MIPMAP_LINEAR;
286                 else if(GTS.domipmap)
287                         return GL_LINEAR_MIPMAP_NEAREST;
288                 else
289                         return GL_NEAREST;
290         }
291 }
292
293 /* Set OpenGL state for an MTFace */
294
295 static void gpu_make_repbind(Image *ima)
296 {
297         ImBuf *ibuf;
298         
299         ibuf = BKE_image_get_ibuf(ima, NULL);
300         if(ibuf==NULL)
301                 return;
302
303         if(ima->repbind) {
304                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
305                 MEM_freeN(ima->repbind);
306                 ima->repbind= NULL;
307                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
308         }
309
310         ima->totbind= ima->xrep*ima->yrep;
311
312         if(ima->totbind>1)
313                 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
314 }
315
316 static void gpu_clear_tpage(void)
317 {
318         if(GTS.lasttface==NULL)
319                 return;
320         
321         GTS.lasttface= NULL;
322         GTS.curtile= 0;
323         GTS.curima= NULL;
324         if(GTS.curtilemode!=0) {
325                 glMatrixMode(GL_TEXTURE);
326                 glLoadIdentity();
327                 glMatrixMode(GL_MODELVIEW);
328         }
329         GTS.curtilemode= 0;
330         GTS.curtileXRep=0;
331         GTS.curtileYRep=0;
332         GTS.alphamode= -1;
333         
334         glDisable(GL_BLEND);
335         glDisable(GL_TEXTURE_2D);
336         glDisable(GL_TEXTURE_GEN_S);
337         glDisable(GL_TEXTURE_GEN_T);
338         glDisable(GL_ALPHA_TEST);
339 }
340
341 static void gpu_set_blend_mode(GPUBlendMode blendmode)
342 {
343         if(blendmode == GPU_BLEND_SOLID) {
344                 glDisable(GL_BLEND);
345                 glDisable(GL_ALPHA_TEST);
346                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
347         }
348         else if(blendmode==GPU_BLEND_ADD) {
349                 glEnable(GL_BLEND);
350                 glBlendFunc(GL_ONE, GL_ONE);
351                 glDisable(GL_ALPHA_TEST);
352         }
353         else if(blendmode==GPU_BLEND_ALPHA) {
354                 glEnable(GL_BLEND);
355                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
356                 
357                 /* if U.glalphaclip == 1.0, some cards go bonkers...
358                  * turn off alpha test in this case */
359
360                 /* added after 2.45 to clip alpha */
361                 if(U.glalphaclip == 1.0f) {
362                         glDisable(GL_ALPHA_TEST);
363                 }
364                 else {
365                         glEnable(GL_ALPHA_TEST);
366                         glAlphaFunc(GL_GREATER, U.glalphaclip);
367                 }
368         }
369         else if(blendmode==GPU_BLEND_CLIP) {
370                 glDisable(GL_BLEND); 
371                 glEnable(GL_ALPHA_TEST);
372                 glAlphaFunc(GL_GREATER, 0.5f);
373         }
374 }
375
376 static void gpu_verify_alpha_mode(MTFace *tface)
377 {
378         /* verify alpha blending modes */
379         if(GTS.alphamode == tface->transp)
380                 return;
381
382         gpu_set_blend_mode(tface->transp);
383         GTS.alphamode= tface->transp;
384 }
385
386 static void gpu_verify_reflection(Image *ima)
387 {
388         if (ima && (ima->flag & IMA_REFLECT)) {
389                 /* enable reflection mapping */
390                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
391                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
392
393                 glEnable(GL_TEXTURE_GEN_S);
394                 glEnable(GL_TEXTURE_GEN_T);
395         }
396         else {
397                 /* disable reflection mapping */
398                 glDisable(GL_TEXTURE_GEN_S);
399                 glDisable(GL_TEXTURE_GEN_T);
400         }
401 }
402
403 int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap)
404 {
405         ImBuf *ibuf = NULL;
406         unsigned int *bind = NULL;
407         int rectw, recth, tpx=0, tpy=0, y;
408         unsigned int *rectrow, *tilerectrow;
409         unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
410         short texwindx, texwindy, texwinsx, texwinsy;
411
412         /* initialize tile mode and number of repeats */
413         GTS.ima = ima;
414         GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
415         GTS.tileXRep = 0;
416         GTS.tileYRep = 0;
417
418         /* setting current tile according to frame */
419         if(ima && (ima->tpageflag & IMA_TWINANIM))
420                 GTS.tile= ima->lastframe;
421         else
422                 GTS.tile= tftile;
423
424         GTS.tile = MAX2(0, GTS.tile);
425
426         if(ima) {
427                 GTS.tileXRep = ima->xrep;
428                 GTS.tileYRep = ima->yrep;
429         }
430
431         /* if same image & tile, we're done */
432         if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
433            GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
434            GTS.curtileYRep == GTS.tileYRep)
435                 return (ima != NULL);
436
437         /* if tiling mode or repeat changed, change texture matrix to fit */
438         if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
439            GTS.curtileYRep != GTS.tileYRep) {
440
441                 glMatrixMode(GL_TEXTURE);
442                 glLoadIdentity();
443
444                 if(ima && (ima->tpageflag & IMA_TILES))
445                         glScalef(ima->xrep, ima->yrep, 1.0);
446
447                 glMatrixMode(GL_MODELVIEW);
448         }
449
450         /* check if we have a valid image */
451         if(ima==NULL || ima->ok==0)
452                 return 0;
453
454         /* check if we have a valid image buffer */
455         ibuf= BKE_image_get_ibuf(ima, iuser);
456
457         if(ibuf==NULL)
458                 return 0;
459
460         /* ensure we have a char buffer and not only float */
461         if ((ibuf->rect==NULL) && ibuf->rect_float)
462                 IMB_rect_from_float(ibuf);
463
464         /* currently, tpage refresh is used by ima sequences */
465         if(ima->tpageflag & IMA_TPAGE_REFRESH) {
466                 GPU_free_image(ima);
467                 ima->tpageflag &= ~IMA_TPAGE_REFRESH;
468         }
469         
470         if(GTS.tilemode) {
471                 /* tiled mode */
472                 if(ima->repbind==NULL) gpu_make_repbind(ima);
473                 if(GTS.tile>=ima->totbind) GTS.tile= 0;
474                 
475                 /* this happens when you change repeat buttons */
476                 if(ima->repbind) bind= &ima->repbind[GTS.tile];
477                 else bind= &ima->bindcode;
478                 
479                 if(*bind==0) {
480                         
481                         texwindx= ibuf->x/ima->xrep;
482                         texwindy= ibuf->y/ima->yrep;
483                         
484                         if(GTS.tile>=ima->xrep*ima->yrep)
485                                 GTS.tile= ima->xrep*ima->yrep-1;
486         
487                         texwinsy= GTS.tile / ima->xrep;
488                         texwinsx= GTS.tile - texwinsy*ima->xrep;
489         
490                         texwinsx*= texwindx;
491                         texwinsy*= texwindy;
492         
493                         tpx= texwindx;
494                         tpy= texwindy;
495
496                         rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
497                 }
498         }
499         else {
500                 /* regular image mode */
501                 bind= &ima->bindcode;
502                 
503                 if(*bind==0) {
504                         tpx= ibuf->x;
505                         tpy= ibuf->y;
506                         rect= ibuf->rect;
507                 }
508         }
509
510         if(*bind != 0) {
511                 /* enable opengl drawing with textures */
512                 glBindTexture(GL_TEXTURE_2D, *bind);
513                 return *bind;
514         }
515
516         rectw = tpx;
517         recth = tpy;
518
519         /* for tiles, copy only part of image into buffer */
520         if (GTS.tilemode) {
521                 tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
522
523                 for (y=0; y<recth; y++) {
524                         rectrow= &rect[y*ibuf->x];
525                         tilerectrow= &tilerect[y*rectw];
526                                 
527                         memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
528                 }
529                         
530                 rect= tilerect;
531         }
532
533         /* scale if not a power of two */
534         if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
535                 rectw= smaller_pow2_limit(rectw);
536                 recth= smaller_pow2_limit(recth);
537                 
538                 scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
539                 gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
540                 rect= scalerect;
541         }
542
543         /* create image */
544         glGenTextures(1, (GLuint *)bind);
545         glBindTexture( GL_TEXTURE_2D, *bind);
546
547         if (!(gpu_get_mipmap() && mipmap)) {
548                 glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
549                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
550                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
551         }
552         else {
553                 gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
554                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
555                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
556
557                 ima->tpageflag |= IMA_MIPMAP_COMPLETE;
558         }
559
560         /* set to modulate with vertex color */
561         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
562                 
563         /* clean up */
564         if (tilerect)
565                 MEM_freeN(tilerect);
566         if (scalerect)
567                 MEM_freeN(scalerect);
568
569         return *bind;
570 }
571
572 static void gpu_verify_repeat(Image *ima)
573 {
574         /* set either clamp or repeat in X/Y */
575         if (ima->tpageflag & IMA_CLAMP_U)
576            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
577         else
578                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
579
580         if (ima->tpageflag & IMA_CLAMP_V)
581                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
582         else
583                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
584 }
585
586 int GPU_set_tpage(MTFace *tface, int mipmap)
587 {
588         Image *ima;
589         
590         /* check if we need to clear the state */
591         if(tface==NULL) {
592                 gpu_clear_tpage();
593                 return 0;
594         }
595
596         ima= tface->tpage;
597         GTS.lasttface= tface;
598
599         gpu_verify_alpha_mode(tface);
600         gpu_verify_reflection(ima);
601
602         if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) {
603                 GTS.curtile= GTS.tile;
604                 GTS.curima= GTS.ima;
605                 GTS.curtilemode= GTS.tilemode;
606                 GTS.curtileXRep = GTS.tileXRep;
607                 GTS.curtileYRep = GTS.tileYRep;
608
609                 glEnable(GL_TEXTURE_2D);
610         }
611         else {
612                 glDisable(GL_TEXTURE_2D);
613                 
614                 GTS.curtile= 0;
615                 GTS.curima= NULL;
616                 GTS.curtilemode= 0;
617                 GTS.curtileXRep = 0;
618                 GTS.curtileYRep = 0;
619
620                 return 0;
621         }
622         
623         gpu_verify_repeat(ima);
624         
625         /* Did this get lost in the image recode? */
626         /* tag_image_time(ima);*/
627
628         return 1;
629 }
630
631 /* these two functions are called on entering and exiting texture paint mode,
632    temporary disabling/enabling mipmapping on all images for quick texture
633    updates with glTexSubImage2D. images that didn't change don't have to be
634    re-uploaded to OpenGL */
635 void GPU_paint_set_mipmap(int mipmap)
636 {
637         Image* ima;
638         
639         if(!GTS.domipmap)
640                 return;
641
642         if(mipmap) {
643                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
644                         if(ima->bindcode) {
645                                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
646                                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
647                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
648                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
649                                 }
650                                 else
651                                         GPU_free_image(ima);
652                         }
653                 }
654
655         }
656         else {
657                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
658                         if(ima->bindcode) {
659                                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
660                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
661                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
662                         }
663                 }
664         }
665 }
666
667 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
668 {
669         ImBuf *ibuf;
670         
671         ibuf = BKE_image_get_ibuf(ima, NULL);
672         
673         if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
674                 (!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
675                 (w == 0) || (h == 0)) {
676                 /* these cases require full reload still */
677                 GPU_free_image(ima);
678         }
679         else {
680                 /* for the special case, we can do a partial update
681                  * which is much quicker for painting */
682                 GLint row_length, skip_pixels, skip_rows;
683
684                 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
685                 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
686                 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
687
688                 if ((ibuf->rect==NULL) && ibuf->rect_float)
689                         IMB_rect_from_float(ibuf);
690
691                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
692
693                 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
694                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
695                 glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
696
697                 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
698                         GL_UNSIGNED_BYTE, ibuf->rect);
699
700                 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
701                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
702                 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
703
704                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
705                         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
706         }
707 }
708
709 void GPU_update_images_framechange(void)
710 {
711         Image *ima;
712         
713         for(ima=G.main->image.first; ima; ima=ima->id.next) {
714                 if(ima->tpageflag & IMA_TWINANIM) {
715                         if(ima->twend >= ima->xrep*ima->yrep)
716                                 ima->twend= ima->xrep*ima->yrep-1;
717                 
718                         /* check: is bindcode not in the array? free. (to do) */
719                         
720                         ima->lastframe++;
721                         if(ima->lastframe > ima->twend)
722                                 ima->lastframe= ima->twsta;
723                 }
724         }
725 }
726
727 int GPU_update_image_time(Image *ima, double time)
728 {
729         int     inc = 0;
730         float   diff;
731         int     newframe;
732
733         if (!ima)
734                 return 0;
735
736         if (ima->lastupdate<0)
737                 ima->lastupdate = 0;
738
739         if (ima->lastupdate>time)
740                 ima->lastupdate=(float)time;
741
742         if(ima->tpageflag & IMA_TWINANIM) {
743                 if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
744                 
745                 /* check: is the bindcode not in the array? Then free. (still to do) */
746                 
747                 diff = (float)(time-ima->lastupdate);
748                 inc = (int)(diff*(float)ima->animspeed);
749
750                 ima->lastupdate+=((float)inc/(float)ima->animspeed);
751
752                 newframe = ima->lastframe+inc;
753
754                 if(newframe > (int)ima->twend) {
755                         if(ima->twend-ima->twsta != 0)
756                                 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
757                         else
758                                 newframe = ima->twsta;
759                 }
760
761                 ima->lastframe = newframe;
762         }
763
764         return inc;
765 }
766
767
768 void GPU_free_smoke(SmokeModifierData *smd)
769 {
770         if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain)
771         {
772                 if(smd->domain->tex)
773                          GPU_texture_free(smd->domain->tex);
774                 smd->domain->tex = NULL;
775
776                 if(smd->domain->tex_shadow)
777                          GPU_texture_free(smd->domain->tex_shadow);
778                 smd->domain->tex_shadow = NULL;
779         }
780 }
781
782 void GPU_create_smoke(SmokeModifierData *smd, int highres)
783 {
784         if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres)
785                 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));
786         else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres)
787                 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));
788
789         smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
790 }
791
792 static ListBase image_free_queue = {NULL, NULL};
793
794 static void gpu_queue_image_for_free(Image *ima)
795 {
796         Image *cpy = MEM_dupallocN(ima);
797
798         BLI_lock_thread(LOCK_OPENGL);
799         BLI_addtail(&image_free_queue, cpy);
800         BLI_unlock_thread(LOCK_OPENGL);
801 }
802
803 void GPU_free_unused_buffers(void)
804 {
805         Image *ima;
806
807         if(!BLI_thread_is_main())
808                 return;
809
810         BLI_lock_thread(LOCK_OPENGL);
811
812         /* images */
813         for(ima=image_free_queue.first; ima; ima=ima->id.next)
814                 GPU_free_image(ima);
815
816         BLI_freelistN(&image_free_queue);
817
818         /* vbo buffers */
819         /* it's probably not necessary to free all buffers every frame */
820         /* GPU_buffer_pool_free_unused(0); */
821
822         BLI_unlock_thread(LOCK_OPENGL);
823 }
824
825 void GPU_free_image(Image *ima)
826 {
827         if(!BLI_thread_is_main()) {
828                 gpu_queue_image_for_free(ima);
829                 return;
830         }
831
832         /* free regular image binding */
833         if(ima->bindcode) {
834                 glDeleteTextures(1, (GLuint *)&ima->bindcode);
835                 ima->bindcode= 0;
836                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
837         }
838
839         /* free glsl image binding */
840         if(ima->gputexture) {
841                 GPU_texture_free(ima->gputexture);
842                 ima->gputexture= NULL;
843         }
844
845         /* free repeated image binding */
846         if(ima->repbind) {
847                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
848         
849                 MEM_freeN(ima->repbind);
850                 ima->repbind= NULL;
851                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
852         }
853 }
854
855 void GPU_free_images(void)
856 {
857         Image* ima;
858
859         if(G.main)
860                 for(ima=G.main->image.first; ima; ima=ima->id.next)
861                         GPU_free_image(ima);
862 }
863
864 /* same as above but only free animated images */
865 void GPU_free_images_anim(void)
866 {
867         Image* ima;
868
869         if(G.main)
870                 for(ima=G.main->image.first; ima; ima=ima->id.next)
871                         if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
872                                 GPU_free_image(ima);
873 }
874
875 /* OpenGL Materials */
876
877 #define FIXEDMAT        8
878
879 /* OpenGL state caching for materials */
880
881 typedef struct GPUMaterialFixed {
882         float diff[4];
883         float spec[4];
884         int hard;
885 } GPUMaterialFixed; 
886
887 static struct GPUMaterialState {
888         GPUMaterialFixed (*matbuf);
889         GPUMaterialFixed matbuf_fixed[FIXEDMAT];
890         int totmat;
891
892         Material **gmatbuf;
893         Material *gmatbuf_fixed[FIXEDMAT];
894         Material *gboundmat;
895         Object *gob;
896         Scene *gscene;
897         int glay;
898         float (*gviewmat)[4];
899         float (*gviewinv)[4];
900
901         GPUBlendMode *blendmode;
902         GPUBlendMode blendmode_fixed[FIXEDMAT];
903         int alphapass;
904
905         int lastmatnr, lastretval;
906         GPUBlendMode lastblendmode;
907 } GMS = {NULL};
908
909 /* fixed function material, alpha handed by caller */
910 static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob)
911 {
912         if (bmat->mode & MA_SHLESS) {
913                 copy_v3_v3(smat->diff, &bmat->r);
914                 smat->diff[3]= 1.0;
915
916                 if(gamma) {
917                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
918                 }       
919         }
920         else {
921                 mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
922                 smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
923
924                 if(bmat->shade_flag & MA_OBCOLOR)
925                         mul_v3_v3(smat->diff, ob->col);
926                 
927                 mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
928                 smat->spec[3]= 1.0; /* always 1 */
929                 smat->hard= CLAMPIS(bmat->har, 0, 128);
930
931                 if(gamma) {
932                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
933                         linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
934                 }       
935         }
936 }
937
938 static Material *gpu_active_node_material(Material *ma)
939 {
940         if(ma && ma->use_nodes && ma->nodetree) {
941                 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
942
943                 if(node)
944                         return (Material *)node->id;
945                 else
946                         return NULL;
947         }
948
949         return ma;
950 }
951
952 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_pass)
953 {
954         extern Material defmaterial; /* from material.c */
955         Material *ma;
956         GPUMaterial *gpumat;
957         GPUBlendMode blendmode;
958         int a;
959         int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
960         
961         /* initialize state */
962         memset(&GMS, 0, sizeof(GMS));
963         GMS.lastmatnr = -1;
964         GMS.lastretval = -1;
965         GMS.lastblendmode = GPU_BLEND_SOLID;
966
967         GMS.gob = ob;
968         GMS.gscene = scene;
969         GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
970         GMS.glay= v3d->lay;
971         GMS.gviewmat= rv3d->viewmat;
972         GMS.gviewinv= rv3d->viewinv;
973
974         GMS.alphapass = (v3d && v3d->transp);
975         if(do_alpha_pass)
976                 *do_alpha_pass = 0;
977         
978         if(GMS.totmat > FIXEDMAT) {
979                 GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
980                 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
981                 GMS.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf");
982         }
983         else {
984                 GMS.matbuf= GMS.matbuf_fixed;
985                 GMS.gmatbuf= GMS.gmatbuf_fixed;
986                 GMS.blendmode= GMS.blendmode_fixed;
987         }
988
989         /* no materials assigned? */
990         if(ob->totcol==0) {
991                 gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob);
992
993                 /* do material 1 too, for displists! */
994                 memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
995
996                 if(glsl) {
997                         GMS.gmatbuf[0]= &defmaterial;
998                         GPU_material_from_blender(GMS.gscene, &defmaterial);
999                 }
1000
1001                 GMS.blendmode[0]= GPU_BLEND_SOLID;
1002         }
1003         
1004         /* setup materials */
1005         for(a=1; a<=ob->totcol; a++) {
1006                 /* find a suitable material */
1007                 ma= give_current_material(ob, a);
1008                 if(!glsl) ma= gpu_active_node_material(ma);
1009                 if(ma==NULL) ma= &defmaterial;
1010
1011                 /* create glsl material if requested */
1012                 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
1013
1014                 if(gpumat) {
1015                         /* do glsl only if creating it succeed, else fallback */
1016                         GMS.gmatbuf[a]= ma;
1017                         blendmode = GPU_material_blend_mode(gpumat, ob->col);
1018                 }
1019                 else {
1020                         /* fixed function opengl materials */
1021                         gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob);
1022
1023                         blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
1024                         if(do_alpha_pass && GMS.alphapass)
1025                                 GMS.matbuf[a].diff[3]= ma->alpha;
1026                         else
1027                                 GMS.matbuf[a].diff[3]= 1.0f;
1028                 }
1029
1030                 /* setting do_alpha_pass = 1 indicates this object needs to be
1031                  * drawn in a second alpha pass for improved blending */
1032                 if(do_alpha_pass) {
1033                         GMS.blendmode[a]= blendmode;
1034                         if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass)
1035                                 *do_alpha_pass= 1;
1036                 }
1037         }
1038
1039         /* let's start with a clean state */
1040         GPU_disable_material();
1041 }
1042
1043 int GPU_enable_material(int nr, void *attribs)
1044 {
1045         extern Material defmaterial; /* from material.c */
1046         GPUVertexAttribs *gattribs = attribs;
1047         GPUMaterial *gpumat;
1048         GPUBlendMode blendmode;
1049
1050         /* no GPU_begin_object_materials, use default material */
1051         if(!GMS.matbuf) {
1052                 float diff[4], spec[4];
1053
1054                 memset(&GMS, 0, sizeof(GMS));
1055
1056                 mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
1057                 diff[3]= 1.0;
1058
1059                 mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
1060                 spec[3]= 1.0;
1061
1062                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
1063                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
1064                 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
1065
1066                 return 0;
1067         }
1068
1069         /* prevent index to use un-initialized array items */
1070         if(nr>=GMS.totmat)
1071                 nr= 0;
1072
1073         if(gattribs)
1074                 memset(gattribs, 0, sizeof(*gattribs));
1075
1076         /* keep current material */
1077         if(nr==GMS.lastmatnr)
1078                 return GMS.lastretval;
1079
1080         /* unbind glsl material */
1081         if(GMS.gboundmat) {
1082                 if(GMS.alphapass) glDepthMask(0);
1083                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1084                 GMS.gboundmat= NULL;
1085         }
1086
1087         /* draw materials with alpha in alpha pass */
1088         GMS.lastmatnr = nr;
1089         GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
1090         if(GMS.alphapass)
1091                 GMS.lastretval = !GMS.lastretval;
1092
1093         if(GMS.lastretval) {
1094                 if(gattribs && GMS.gmatbuf[nr]) {
1095                         /* bind glsl material and get attributes */
1096                         Material *mat = GMS.gmatbuf[nr];
1097
1098                         gpumat = GPU_material_from_blender(GMS.gscene, mat);
1099                         GPU_material_vertex_attributes(gpumat, gattribs);
1100                         GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
1101                         GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
1102                         GMS.gboundmat= mat;
1103
1104                         if(GMS.alphapass) glDepthMask(1);
1105                 }
1106                 else {
1107                         /* or do fixed function opengl material */
1108                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
1109                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
1110                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
1111                 }
1112
1113                 /* set (alpha) blending mode */
1114                 blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
1115                 GPU_set_material_blend_mode(blendmode);
1116         }
1117
1118         return GMS.lastretval;
1119 }
1120
1121 void GPU_set_material_blend_mode(int blendmode)
1122 {
1123         if(GMS.lastblendmode == blendmode)
1124                 return;
1125         
1126         gpu_set_blend_mode(blendmode);
1127         GMS.lastblendmode = blendmode;
1128 }
1129
1130 int GPU_get_material_blend_mode(void)
1131 {
1132         return GMS.lastblendmode;
1133 }
1134
1135 void GPU_disable_material(void)
1136 {
1137         GMS.lastmatnr= -1;
1138         GMS.lastretval= 1;
1139
1140         if(GMS.gboundmat) {
1141                 if(GMS.alphapass) glDepthMask(0);
1142                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1143                 GMS.gboundmat= NULL;
1144         }
1145
1146         GPU_set_material_blend_mode(GPU_BLEND_SOLID);
1147 }
1148
1149 void GPU_end_object_materials(void)
1150 {
1151         GPU_disable_material();
1152
1153         if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
1154                 MEM_freeN(GMS.matbuf);
1155                 MEM_freeN(GMS.gmatbuf);
1156                 MEM_freeN(GMS.blendmode);
1157         }
1158
1159         GMS.matbuf= NULL;
1160         GMS.gmatbuf= NULL;
1161         GMS.blendmode= NULL;
1162
1163         /* resetting the texture matrix after the glScale needed for tiled textures */
1164         if(GTS.tilemode)
1165         {
1166                 glMatrixMode(GL_TEXTURE);
1167                 glLoadIdentity();
1168                 glMatrixMode(GL_MODELVIEW);
1169         }
1170 }
1171
1172 /* Lights */
1173
1174 int GPU_default_lights(void)
1175 {
1176         int a, count = 0;
1177         
1178         /* initialize */
1179         if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
1180                 U.light[0].flag= 1;
1181                 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
1182                 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
1183                 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
1184                 U.light[0].spec[3]= 1.0;
1185                 
1186                 U.light[1].flag= 0;
1187                 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
1188                 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
1189                 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
1190                 U.light[1].spec[3]= 1.0;
1191         
1192                 U.light[2].flag= 0;
1193                 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
1194                 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
1195                 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
1196                 U.light[2].spec[3]= 1.0;
1197         }
1198
1199         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
1200
1201         glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); 
1202         glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); 
1203         glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); 
1204
1205         glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); 
1206         glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); 
1207         glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); 
1208
1209         glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); 
1210         glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); 
1211         glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); 
1212
1213         for(a=0; a<8; a++) {
1214                 if(a<3) {
1215                         if(U.light[a].flag) {
1216                                 glEnable(GL_LIGHT0+a);
1217                                 count++;
1218                         }
1219                         else
1220                                 glDisable(GL_LIGHT0+a);
1221                         
1222                         // clear stuff from other opengl lamp usage
1223                         glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
1224                         glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
1225                         glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
1226                 }
1227                 else
1228                         glDisable(GL_LIGHT0+a);
1229         }
1230         
1231         glDisable(GL_LIGHTING);
1232
1233         glDisable(GL_COLOR_MATERIAL);
1234
1235         return count;
1236 }
1237
1238 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
1239 {
1240         Base *base;
1241         Lamp *la;
1242         int count;
1243         float position[4], direction[4], energy[4], power;
1244         
1245         /* disable all lights */
1246         for(count=0; count<8; count++)
1247                 glDisable(GL_LIGHT0+count);
1248         
1249         /* view direction for specular is not compute correct by default in
1250          * opengl, so we set the settings ourselfs */
1251         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
1252
1253         count= 0;
1254         
1255         for(base=scene->base.first; base; base=base->next) {
1256                 if(base->object->type!=OB_LAMP)
1257                         continue;
1258
1259                 if(!(base->lay & lay) || !(base->lay & ob->lay))
1260                         continue;
1261
1262                 la= base->object->data;
1263                 
1264                 /* setup lamp transform */
1265                 glPushMatrix();
1266                 glLoadMatrixf((float *)viewmat);
1267                 
1268                 where_is_object_simul(scene, base->object);
1269                 
1270                 if(la->type==LA_SUN) {
1271                         /* sun lamp */
1272                         copy_v3_v3(direction, base->object->obmat[2]);
1273                         direction[3]= 0.0;
1274
1275                         glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 
1276                 }
1277                 else {
1278                         /* other lamps with attenuation */
1279                         copy_v3_v3(position, base->object->obmat[3]);
1280                         position[3]= 1.0f;
1281
1282                         glLightfv(GL_LIGHT0+count, GL_POSITION, position); 
1283                         glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
1284                         glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, 0.0f/la->dist);
1285                         glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, 1.0f/(la->dist*la->dist));
1286                         
1287                         if(la->type==LA_SPOT) {
1288                                 /* spot lamp */
1289                                 negate_v3_v3(direction, base->object->obmat[2]);
1290                                 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
1291                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f);
1292                                 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
1293                         }
1294                         else
1295                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
1296                 }
1297
1298                 power= (ELEM(la->type, LA_SUN, LA_HEMI))? la->energy*M_PI: la->energy*M_PI; //XXX la->power
1299                 
1300                 /* setup energy */
1301                 mul_v3_v3fl(energy, &la->r, la->energy);
1302                 energy[3]= 1.0;
1303
1304                 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); 
1305                 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
1306                 glEnable(GL_LIGHT0+count);
1307                 
1308                 glPopMatrix();                                  
1309                 
1310                 count++;
1311                 if(count==8)
1312                         break;
1313         }
1314
1315         return count;
1316 }
1317
1318 /* Default OpenGL State */
1319
1320 void GPU_state_init(void)
1321 {
1322         /* also called when doing opengl rendering and in the game engine */
1323         float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
1324         float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
1325         int a, x, y;
1326         GLubyte pat[32*32];
1327         const GLubyte *patc= pat;
1328         
1329         glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
1330         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
1331         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
1332         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
1333
1334         GPU_default_lights();
1335         
1336         glDepthFunc(GL_LEQUAL);
1337         /* scaling matrices */
1338         glEnable(GL_NORMALIZE);
1339
1340         glShadeModel(GL_FLAT);
1341
1342         glDisable(GL_ALPHA_TEST);
1343         glDisable(GL_BLEND);
1344         glDisable(GL_DEPTH_TEST);
1345         glDisable(GL_FOG);
1346         glDisable(GL_LIGHTING);
1347         glDisable(GL_LOGIC_OP);
1348         glDisable(GL_STENCIL_TEST);
1349         glDisable(GL_TEXTURE_1D);
1350         glDisable(GL_TEXTURE_2D);
1351
1352         /* default disabled, enable should be local per function */
1353         glDisableClientState(GL_VERTEX_ARRAY);
1354         glDisableClientState(GL_NORMAL_ARRAY);
1355         glDisableClientState(GL_COLOR_ARRAY);
1356         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1357         
1358         glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
1359         glPixelTransferi(GL_RED_SCALE, 1);
1360         glPixelTransferi(GL_RED_BIAS, 0);
1361         glPixelTransferi(GL_GREEN_SCALE, 1);
1362         glPixelTransferi(GL_GREEN_BIAS, 0);
1363         glPixelTransferi(GL_BLUE_SCALE, 1);
1364         glPixelTransferi(GL_BLUE_BIAS, 0);
1365         glPixelTransferi(GL_ALPHA_SCALE, 1);
1366         glPixelTransferi(GL_ALPHA_BIAS, 0);
1367         
1368         glPixelTransferi(GL_DEPTH_BIAS, 0);
1369         glPixelTransferi(GL_DEPTH_SCALE, 1);
1370         glDepthRange(0.0, 1.0);
1371         
1372         a= 0;
1373         for(x=0; x<32; x++) {
1374                 for(y=0; y<4; y++) {
1375                         if( (x) & 1) pat[a++]= 0x88;
1376                         else pat[a++]= 0x22;
1377                 }
1378         }
1379         
1380         glPolygonStipple(patc);
1381
1382         glMatrixMode(GL_TEXTURE);
1383         glLoadIdentity();
1384         glMatrixMode(GL_MODELVIEW);
1385
1386         glFrontFace(GL_CCW);
1387         glCullFace(GL_BACK);
1388         glDisable(GL_CULL_FACE);
1389
1390         /* calling this makes drawing very slow when AA is not set up in ghost
1391            on Linux/NVIDIA.
1392         glDisable(GL_MULTISAMPLE); */
1393 }
1394
1395 /* debugging aid */
1396 static void gpu_get_print(const char *name, GLenum type)
1397 {
1398         float value[16];
1399         int a;
1400         
1401         memset(value, 0, sizeof(value));
1402         glGetFloatv(type, value);
1403
1404         printf("%s: ", name);
1405         for(a=0; a<16; a++)
1406                 printf("%.2f ", value[a]);
1407         printf("\n");
1408 }
1409
1410 void GPU_state_print(void)
1411 {
1412         gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
1413         gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
1414         gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
1415         gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
1416         gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
1417         gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
1418         gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
1419         gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
1420         gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
1421         gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
1422         gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
1423         gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
1424         gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
1425         gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
1426         gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
1427         gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
1428         gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
1429         gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
1430         gpu_get_print("GL_BLEND", GL_BLEND);
1431         gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
1432         gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
1433         gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
1434         gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
1435         gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
1436         gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
1437         gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
1438         gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
1439         gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
1440         gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
1441         gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
1442         gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
1443         gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
1444         gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
1445         gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
1446         gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
1447         gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
1448         gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
1449         gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
1450         gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
1451         gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
1452         gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
1453         gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
1454         gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
1455         gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
1456         gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
1457         gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
1458         gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
1459         gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
1460         gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
1461         gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
1462         gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
1463         gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
1464         gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
1465         gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
1466         gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
1467         gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
1468         gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
1469         gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
1470         gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
1471         gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
1472         gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
1473         gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
1474         gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
1475         gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
1476         gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
1477         gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
1478         gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
1479         gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
1480         gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
1481         gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
1482         gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
1483         gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
1484         gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
1485         gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
1486         gpu_get_print("GL_DITHER", GL_DITHER);
1487         gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
1488         gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
1489         gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
1490         gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
1491         gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
1492         gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
1493         gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
1494         gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
1495         gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
1496         gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
1497         gpu_get_print("GL_FOG", GL_FOG);
1498         gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
1499         gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
1500         gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
1501         gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
1502         gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
1503         gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
1504         gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
1505         gpu_get_print("GL_FOG_END", GL_FOG_END);
1506         gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
1507         gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
1508         gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
1509         gpu_get_print("GL_FOG_START", GL_FOG_START);
1510         gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
1511         gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
1512         gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
1513         gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
1514         gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
1515         gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
1516         gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
1517         gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
1518         gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
1519         gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
1520         gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
1521         gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
1522         gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
1523         gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
1524         gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
1525         gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
1526         gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
1527         gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
1528         gpu_get_print("GL_LIGHT0", GL_LIGHT0);
1529         gpu_get_print("GL_LIGHTING", GL_LIGHTING);
1530         gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
1531         gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
1532         gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
1533         gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
1534         gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
1535         gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
1536         gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
1537         gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
1538         gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
1539         gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
1540         gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
1541         gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
1542         gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
1543         gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
1544         gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
1545         gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
1546         gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
1547         gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
1548         gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
1549         gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
1550         gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
1551         gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
1552         gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
1553         gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
1554         gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
1555         gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
1556         gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
1557         gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
1558         gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
1559         gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
1560         gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
1561         gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
1562         gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
1563         gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
1564         gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
1565         gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
1566         gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
1567         gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
1568         gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
1569         gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
1570         gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
1571         gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
1572         gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
1573         gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
1574         gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
1575         gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
1576         gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1577         gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
1578         gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
1579         gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
1580         gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
1581         gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
1582         gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
1583         gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
1584         gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
1585         gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
1586         gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
1587         gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
1588         gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
1589         gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
1590         gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
1591         gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
1592         gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
1593         gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
1594         gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
1595         gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
1596         gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
1597         gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1598         gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
1599         gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
1600         gpu_get_print("GL_MINMAX", GL_MINMAX);
1601         gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
1602         gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
1603         gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
1604         gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
1605         gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
1606         gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
1607         gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
1608         gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
1609         gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
1610         gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
1611         gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
1612         gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
1613         gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
1614         gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
1615         gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
1616         gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
1617         gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
1618         gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
1619         gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
1620         gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
1621         gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
1622         gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
1623         gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
1624         gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
1625         gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
1626         gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
1627         gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
1628         gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
1629         gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
1630         gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
1631         gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
1632         gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
1633         gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
1634         gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
1635         gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
1636         gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
1637         gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
1638         gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
1639         gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
1640         gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
1641         gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
1642         gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
1643         gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
1644         gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
1645         gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
1646         gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
1647         gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
1648         gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
1649         gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
1650         gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
1651         gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
1652         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
1653         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
1654         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
1655         gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
1656         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
1657         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
1658         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
1659         gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
1660         gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
1661         gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
1662         gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
1663         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
1664         gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
1665         gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
1666         gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
1667         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
1668         gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
1669         gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
1670         gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
1671         gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
1672         gpu_get_print("GL_RED_BITS", GL_RED_BITS);
1673         gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
1674         gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
1675         gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
1676         gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
1677         gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
1678         gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
1679         gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
1680         gpu_get_print("GL_SAMPLES", GL_SAMPLES);
1681         gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
1682         gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
1683         gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
1684         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
1685         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
1686         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
1687         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
1688         gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
1689         gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
1690         gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
1691         gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
1692         gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
1693         gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
1694         gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
1695         gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
1696         gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
1697         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
1698         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
1699         gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
1700         gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
1701         gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
1702         gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
1703         gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
1704         gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
1705         gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
1706         gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
1707         gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
1708         gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
1709         gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
1710         gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
1711         gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
1712         gpu_get_print("GL_STEREO", GL_STEREO);
1713         gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
1714         gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
1715         gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
1716         gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
1717         gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
1718         gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
1719         gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
1720         gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
1721         gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
1722         gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
1723         gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
1724         gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
1725         gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
1726         gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
1727         gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
1728         gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
1729         gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
1730         gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
1731         gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
1732         gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
1733         gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
1734         gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
1735         gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
1736         gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
1737         gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
1738         gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
1739         gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
1740         gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
1741         gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
1742         gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
1743         gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
1744         gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
1745         gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
1746         gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
1747         gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
1748         gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
1749         gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
1750         gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
1751         gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
1752         gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
1753         gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
1754         gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
1755         gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
1756 }
1757