2.5:
[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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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 #include <string.h>
34
35 #include "GL/glew.h"
36
37 #include "DNA_image_types.h"
38 #include "DNA_lamp_types.h"
39 #include "DNA_material_types.h"
40 #include "DNA_meshdata_types.h"
41 #include "DNA_node_types.h"
42 #include "DNA_object_types.h"
43 #include "DNA_scene_types.h"
44 #include "DNA_userdef_types.h"
45 #include "DNA_view3d_types.h"
46
47 #include "MEM_guardedalloc.h"
48
49 #include "IMB_imbuf.h"
50 #include "IMB_imbuf_types.h"
51
52 #include "BKE_bmfont.h"
53 #include "BKE_global.h"
54 #include "BKE_image.h"
55 #include "BKE_main.h"
56 #include "BKE_material.h"
57 #include "BKE_node.h"
58 #include "BKE_object.h"
59 #include "BKE_utildefines.h"
60
61 #include "GPU_extensions.h"
62 #include "GPU_material.h"
63 #include "GPU_draw.h"
64
65 /* These are some obscure rendering functions shared between the
66  * game engine and the blender, in this module to avoid duplicaten
67  * and abstract them away from the rest a bit */
68
69 /* Text Rendering */
70
71 static void gpu_mcol(unsigned int ucol)
72 {
73         /* mcol order is swapped */
74         char *cp= (char *)&ucol;
75         glColor3ub(cp[3], cp[2], cp[1]);
76 }
77
78 void GPU_render_text(MTFace *tface, int mode,
79         const char *textstr, int textlen, unsigned int *col,
80         float *v1, float *v2, float *v3, float *v4, int glattrib)
81 {
82         if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) {
83                 Image* ima = (Image*)tface->tpage;
84                 int index, character;
85                 float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
86                 float advance_tab;
87                 
88                 /* multiline */
89                 float line_start= 0.0f, line_height;
90                 
91                 if (v4)
92                         line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]);
93                 else
94                         line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
95                 line_height *= 1.2; /* could be an option? */
96                 /* end multiline */
97
98                 
99                 /* color has been set */
100                 if (tface->mode & TF_OBCOL)
101                         col= NULL;
102                 else if (!col)
103                         glColor3f(1.0f, 1.0f, 1.0f);
104
105                 glPushMatrix();
106                 
107                 /* get the tab width */
108                 matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, &centery,
109                         &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
110                 
111                 advance_tab= advance * 4; /* tab width could also be an option */
112                 
113                 
114                 for (index = 0; index < textlen; index++) {
115                         float uv[4][2];
116
117                         // lets calculate offset stuff
118                         character = textstr[index];
119                         
120                         if (character=='\n') {
121                                 glTranslatef(line_start, -line_height, 0.0);
122                                 line_start = 0.0f;
123                                 continue;
124                         }
125                         else if (character=='\t') {
126                                 glTranslatef(advance_tab, 0.0, 0.0);
127                                 line_start -= advance_tab; /* so we can go back to the start of the line */
128                                 continue;
129                                 
130                         }
131                         
132                         // space starts at offset 1
133                         // character = character - ' ' + 1;
134                         matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery,
135                                 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
136
137                         uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
138                         uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
139                         uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
140                         uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
141                         uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
142                         uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
143                         
144                         glBegin(GL_POLYGON);
145                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
146                         else glTexCoord2fv(uv[0]);
147                         if(col) gpu_mcol(col[0]);
148                         glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
149                         
150                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
151                         else glTexCoord2fv(uv[1]);
152                         if(col) gpu_mcol(col[1]);
153                         glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
154
155                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
156                         else glTexCoord2fv(uv[2]);
157                         if(col) gpu_mcol(col[2]);
158                         glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
159
160                         if(v4) {
161                                 uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
162                                 uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
163
164                                 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
165                                 else glTexCoord2fv(uv[3]);
166                                 if(col) gpu_mcol(col[3]);
167                                 glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
168                         }
169                         glEnd();
170
171                         glTranslatef(advance, 0.0, 0.0);
172                         line_start -= advance; /* so we can go back to the start of the line */
173                 }
174                 glPopMatrix();
175         }
176 }
177
178 /* Checking powers of two for images since opengl 1.x requires it */
179
180 static int is_pow2(int num)
181 {
182         /* (n&(n-1)) zeros the least significant bit of n */
183         return ((num)&(num-1))==0;
184 }
185
186 static int smaller_pow2(int num)
187 {
188         while (!is_pow2(num))
189                 num= num&(num-1);
190
191         return num;     
192 }
193
194 static int is_pow2_limit(int num)
195 {
196         /* take texture clamping into account */
197         if (G.f & G_TEXTUREPAINT)
198                 return 1;
199         if (U.glreslimit != 0 && num > U.glreslimit)
200                 return 0;
201
202         return ((num)&(num-1))==0;
203 }
204
205 static int smaller_pow2_limit(int num)
206 {
207         if (G.f & G_TEXTUREPAINT)
208                 return 1;
209         
210         /* take texture clamping into account */
211         if (U.glreslimit != 0 && num > U.glreslimit)
212                 return U.glreslimit;
213
214         return smaller_pow2(num);
215 }
216
217 /* Current OpenGL state caching for GPU_set_tpage */
218
219 static struct GPUTextureState {
220         int curtile, tile;
221         int curtilemode, tilemode;
222         int curtileXRep, tileXRep;
223         int curtileYRep, tileYRep;
224         Image *ima, *curima;
225
226         int domipmap, linearmipmap;
227
228         int alphamode;
229         MTFace *lasttface;
230 } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, NULL};
231
232 /* Mipmap settings */
233
234 void GPU_set_mipmap(int mipmap)
235 {
236         if (GTS.domipmap != (mipmap != 0)) {
237                 GPU_free_images();
238                 GTS.domipmap = mipmap != 0;
239         }
240 }
241
242 void GPU_set_linear_mipmap(int linear)
243 {
244         if (GTS.linearmipmap != (linear != 0)) {
245                 GPU_free_images();
246                 GTS.linearmipmap = linear != 0;
247         }
248 }
249
250 static int gpu_get_mipmap(void)
251 {
252         return GTS.domipmap && (!(G.f & G_TEXTUREPAINT));
253 }
254
255 static GLenum gpu_get_mipmap_filter(int mag)
256 {
257         /* linearmipmap is off by default *when mipmapping is off,
258          * use unfiltered display */
259         if(mag) {
260                 if(GTS.linearmipmap || GTS.domipmap)
261                         return GL_LINEAR;
262                 else
263                         return GL_NEAREST;
264         }
265         else {
266                 if(GTS.linearmipmap)
267                         return GL_LINEAR_MIPMAP_LINEAR;
268                 else if(GTS.domipmap)
269                         return GL_LINEAR_MIPMAP_NEAREST;
270                 else
271                         return GL_NEAREST;
272         }
273 }
274
275 /* Set OpenGL state for an MTFace */
276
277 static void gpu_make_repbind(Image *ima)
278 {
279         ImBuf *ibuf;
280         
281         ibuf = BKE_image_get_ibuf(ima, NULL);
282         if(ibuf==NULL)
283                 return;
284
285         if(ima->repbind) {
286                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
287                 MEM_freeN(ima->repbind);
288                 ima->repbind= 0;
289                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
290         }
291
292         ima->totbind= ima->xrep*ima->yrep;
293
294         if(ima->totbind>1)
295                 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
296 }
297
298 static void gpu_clear_tpage()
299 {
300         if(GTS.lasttface==0)
301                 return;
302         
303         GTS.lasttface= 0;
304         GTS.curtile= 0;
305         GTS.curima= 0;
306         if(GTS.curtilemode!=0) {
307                 glMatrixMode(GL_TEXTURE);
308                 glLoadIdentity();
309                 glMatrixMode(GL_MODELVIEW);
310         }
311         GTS.curtilemode= 0;
312         GTS.curtileXRep=0;
313         GTS.curtileYRep=0;
314         GTS.alphamode= -1;
315         
316         glDisable(GL_BLEND);
317         glDisable(GL_TEXTURE_2D);
318         glDisable(GL_TEXTURE_GEN_S);
319         glDisable(GL_TEXTURE_GEN_T);
320         glDisable(GL_ALPHA_TEST);
321 }
322
323 static void gpu_set_blend_mode(GPUBlendMode blendmode)
324 {
325         if(blendmode == GPU_BLEND_SOLID) {
326                 glDisable(GL_BLEND);
327                 glDisable(GL_ALPHA_TEST);
328                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
329         }
330         else if(blendmode==GPU_BLEND_ADD) {
331                 glEnable(GL_BLEND);
332                 glBlendFunc(GL_ONE, GL_ONE);
333                 glDisable(GL_ALPHA_TEST);
334         }
335         else if(blendmode==GPU_BLEND_ALPHA) {
336                 glEnable(GL_BLEND);
337                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
338                 
339                 /* if U.glalphaclip == 1.0, some cards go bonkers...
340                  * turn off alpha test in this case */
341
342                 /* added after 2.45 to clip alpha */
343                 if(U.glalphaclip == 1.0) {
344                         glDisable(GL_ALPHA_TEST);
345                 }
346                 else {
347                         glEnable(GL_ALPHA_TEST);
348                         glAlphaFunc(GL_GREATER, U.glalphaclip);
349                 }
350         }
351         else if(blendmode==GPU_BLEND_CLIP) {
352                 glDisable(GL_BLEND); 
353                 glEnable(GL_ALPHA_TEST);
354                 glAlphaFunc(GL_GREATER, 0.5f);
355         }
356 }
357
358 static void gpu_verify_alpha_mode(MTFace *tface)
359 {
360         /* verify alpha blending modes */
361         if(GTS.alphamode == tface->transp)
362                 return;
363
364         gpu_set_blend_mode(tface->transp);
365         GTS.alphamode= tface->transp;
366 }
367
368 static void gpu_verify_reflection(Image *ima)
369 {
370         if (ima && (ima->flag & IMA_REFLECT)) {
371                 /* enable reflection mapping */
372                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
373                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
374
375                 glEnable(GL_TEXTURE_GEN_S);
376                 glEnable(GL_TEXTURE_GEN_T);
377         }
378         else {
379                 /* disable reflection mapping */
380                 glDisable(GL_TEXTURE_GEN_S);
381                 glDisable(GL_TEXTURE_GEN_T);
382         }
383 }
384
385 int GPU_verify_image(Image *ima, int tftile, int tfmode, int compare)
386 {
387         ImBuf *ibuf = NULL;
388         unsigned int *bind = NULL;
389         int rectw, recth, tpx=0, tpy=0, y;
390         unsigned int *rectrow, *tilerectrow;
391         unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
392         short texwindx, texwindy, texwinsx, texwinsy;
393
394         /* initialize tile mode and number of repeats */
395         GTS.ima = ima;
396         GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
397         GTS.tileXRep = 0;
398         GTS.tileYRep = 0;
399
400         /* setting current tile according to frame */
401         if(ima && (ima->tpageflag & IMA_TWINANIM))
402                 GTS.tile= ima->lastframe;
403         else
404                 GTS.tile= tftile;
405
406         GTS.tile = MAX2(0, GTS.tile);
407
408         if(ima) {
409                 GTS.tileXRep = ima->xrep;
410                 GTS.tileYRep = ima->yrep;
411         }
412
413         /* if same image & tile, we're done */
414         if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
415            GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
416            GTS.curtileYRep == GTS.tileYRep)
417                 return (ima!=0);
418
419         /* if tiling mode or repeat changed, change texture matrix to fit */
420         if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
421            GTS.curtileYRep != GTS.tileYRep) {
422
423                 glMatrixMode(GL_TEXTURE);
424                 glLoadIdentity();
425
426                 if(ima && (ima->tpageflag & IMA_TILES))
427                         glScalef(ima->xrep, ima->yrep, 1.0);
428
429                 glMatrixMode(GL_MODELVIEW);
430         }
431
432         /* check if we have a valid image */
433         if(ima==NULL || ima->ok==0)
434                 return 0;
435
436         /* check if we have a valid image buffer */
437         ibuf= BKE_image_get_ibuf(ima, NULL);
438
439         if(ibuf==NULL)
440                 return 0;
441
442         /* ensure we have a char buffer and not only float */
443         if ((ibuf->rect==NULL) && ibuf->rect_float)
444                 IMB_rect_from_float(ibuf);
445
446         if(GTS.tilemode) {
447                 /* tiled mode */
448                 if(ima->repbind==0) gpu_make_repbind(ima);
449                 if(GTS.tile>=ima->totbind) GTS.tile= 0;
450                 
451                 /* this happens when you change repeat buttons */
452                 if(ima->repbind) bind= &ima->repbind[GTS.tile];
453                 else bind= &ima->bindcode;
454                 
455                 if(*bind==0) {
456                         
457                         texwindx= ibuf->x/ima->xrep;
458                         texwindy= ibuf->y/ima->yrep;
459                         
460                         if(GTS.tile>=ima->xrep*ima->yrep)
461                                 GTS.tile= ima->xrep*ima->yrep-1;
462         
463                         texwinsy= GTS.tile / ima->xrep;
464                         texwinsx= GTS.tile - texwinsy*ima->xrep;
465         
466                         texwinsx*= texwindx;
467                         texwinsy*= texwindy;
468         
469                         tpx= texwindx;
470                         tpy= texwindy;
471
472                         rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
473                 }
474         }
475         else {
476                 /* regular image mode */
477                 bind= &ima->bindcode;
478                 
479                 if(*bind==0) {
480                         tpx= ibuf->x;
481                         tpy= ibuf->y;
482                         rect= ibuf->rect;
483                 }
484         }
485
486         if(*bind != 0) {
487                 /* enable opengl drawing with textures */
488                 glBindTexture(GL_TEXTURE_2D, *bind);
489                 return *bind;
490         }
491
492         rectw = tpx;
493         recth = tpy;
494
495         /* for tiles, copy only part of image into buffer */
496         if (GTS.tilemode) {
497                 tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
498
499                 for (y=0; y<recth; y++) {
500                         rectrow= &rect[y*ibuf->x];
501                         tilerectrow= &tilerect[y*rectw];
502                                 
503                         memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
504                 }
505                         
506                 rect= tilerect;
507         }
508
509         /* scale if not a power of two */
510         if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
511                 rectw= smaller_pow2_limit(rectw);
512                 recth= smaller_pow2_limit(recth);
513                 
514                 scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
515                 gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
516                 rect= scalerect;
517         }
518
519         /* create image */
520         glGenTextures(1, (GLuint *)bind);
521         glBindTexture( GL_TEXTURE_2D, *bind);
522
523         if (!gpu_get_mipmap()) {
524                 glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
525                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
526                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
527         }
528         else {
529                 gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
530                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
531                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
532
533                 ima->tpageflag |= IMA_MIPMAP_COMPLETE;
534         }
535
536         /* set to modulate with vertex color */
537         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
538                 
539         /* clean up */
540         if (tilerect)
541                 MEM_freeN(tilerect);
542         if (scalerect)
543                 MEM_freeN(scalerect);
544
545         return *bind;
546 }
547
548 static void gpu_verify_repeat(Image *ima)
549 {
550         /* set either clamp or repeat in X/Y */
551         if (ima->tpageflag & IMA_CLAMP_U)
552            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
553         else
554                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
555
556         if (ima->tpageflag & IMA_CLAMP_V)
557                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
558         else
559                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
560 }
561
562 int GPU_set_tpage(MTFace *tface)
563 {
564         Image *ima;
565         
566         /* check if we need to clear the state */
567         if(tface==0) {
568                 gpu_clear_tpage();
569                 return 0;
570         }
571
572         ima= tface->tpage;
573         GTS.lasttface= tface;
574
575         gpu_verify_alpha_mode(tface);
576         gpu_verify_reflection(ima);
577
578         if(GPU_verify_image(ima, tface->tile, tface->mode, 1)) {
579                 GTS.curtile= GTS.tile;
580                 GTS.curima= GTS.ima;
581                 GTS.curtilemode= GTS.tilemode;
582                 GTS.curtileXRep = GTS.tileXRep;
583                 GTS.curtileYRep = GTS.tileYRep;
584
585                 glEnable(GL_TEXTURE_2D);
586         }
587         else {
588                 glDisable(GL_TEXTURE_2D);
589                 
590                 GTS.curtile= 0;
591                 GTS.curima= 0;
592                 GTS.curtilemode= 0;
593                 GTS.curtileXRep = 0;
594                 GTS.curtileYRep = 0;
595
596                 return 0;
597         }
598         
599         gpu_verify_repeat(ima);
600         
601         /* Did this get lost in the image recode? */
602         /* tag_image_time(ima);*/
603
604         return 1;
605 }
606
607 /* these two functions are called on entering and exiting texture paint mode,
608    temporary disabling/enabling mipmapping on all images for quick texture
609    updates with glTexSubImage2D. images that didn't change don't have to be
610    re-uploaded to OpenGL */
611 void GPU_paint_set_mipmap(int mipmap)
612 {
613         Image* ima;
614         
615         if(!GTS.domipmap)
616                 return;
617
618         if(mipmap) {
619                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
620                         if(ima->bindcode) {
621                                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
622                                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
623                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
624                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
625                                 }
626                                 else
627                                         GPU_free_image(ima);
628                         }
629                 }
630
631         }
632         else {
633                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
634                         if(ima->bindcode) {
635                                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
636                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
637                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
638                         }
639                 }
640         }
641 }
642
643 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h)
644 {
645         ImBuf *ibuf;
646         
647         ibuf = BKE_image_get_ibuf(ima, NULL);
648         
649         if (ima->repbind || gpu_get_mipmap() || !ima->bindcode || !ibuf ||
650                 (!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
651                 (w == 0) || (h == 0)) {
652                 /* these cases require full reload still */
653                 GPU_free_image(ima);
654         }
655         else {
656                 /* for the special case, we can do a partial update
657                  * which is much quicker for painting */
658                 GLint row_length, skip_pixels, skip_rows;
659
660                 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
661                 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
662                 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
663
664                 if ((ibuf->rect==NULL) && ibuf->rect_float)
665                         IMB_rect_from_float(ibuf);
666
667                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
668
669                 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
670                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
671                 glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
672
673                 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
674                         GL_UNSIGNED_BYTE, ibuf->rect);
675
676                 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
677                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
678                 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
679
680                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
681                         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
682         }
683 }
684
685 void GPU_update_images_framechange(void)
686 {
687         Image *ima;
688         
689         for(ima=G.main->image.first; ima; ima=ima->id.next) {
690                 if(ima->tpageflag & IMA_TWINANIM) {
691                         if(ima->twend >= ima->xrep*ima->yrep)
692                                 ima->twend= ima->xrep*ima->yrep-1;
693                 
694                         /* check: is bindcode not in the array? free. (to do) */
695                         
696                         ima->lastframe++;
697                         if(ima->lastframe > ima->twend)
698                                 ima->lastframe= ima->twsta;
699                 }
700         }
701 }
702
703 int GPU_update_image_time(Image *ima, double time)
704 {
705         int     inc = 0;
706         float   diff;
707         int     newframe;
708
709         if (!ima)
710                 return 0;
711
712         if (ima->lastupdate<0)
713                 ima->lastupdate = 0;
714
715         if (ima->lastupdate>time)
716                 ima->lastupdate=(float)time;
717
718         if(ima->tpageflag & IMA_TWINANIM) {
719                 if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
720                 
721                 /* check: is the bindcode not in the array? Then free. (still to do) */
722                 
723                 diff = (float)(time-ima->lastupdate);
724                 inc = (int)(diff*(float)ima->animspeed);
725
726                 ima->lastupdate+=((float)inc/(float)ima->animspeed);
727
728                 newframe = ima->lastframe+inc;
729
730                 if(newframe > (int)ima->twend) {
731                         if(ima->twend-ima->twsta != 0)
732                                 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
733                         else
734                                 newframe = ima->twsta;
735                 }
736
737                 ima->lastframe = newframe;
738         }
739
740         return inc;
741 }
742
743 void GPU_free_image(Image *ima)
744 {
745         /* free regular image binding */
746         if(ima->bindcode) {
747                 glDeleteTextures(1, (GLuint *)&ima->bindcode);
748                 ima->bindcode= 0;
749                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
750         }
751
752         /* free glsl image binding */
753         if(ima->gputexture) {
754                 GPU_texture_free(ima->gputexture);
755                 ima->gputexture= NULL;
756         }
757
758         /* free repeated image binding */
759         if(ima->repbind) {
760                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
761         
762                 MEM_freeN(ima->repbind);
763                 ima->repbind= NULL;
764                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
765         }
766 }
767
768 void GPU_free_images(void)
769 {
770         Image* ima;
771
772         if(G.main)
773                 for(ima=G.main->image.first; ima; ima=ima->id.next)
774                         GPU_free_image(ima);
775 }
776
777 /* OpenGL Materials */
778
779 #define FIXEDMAT        8
780
781 /* OpenGL state caching for materials */
782
783 static struct GPUMaterialState {
784         float (*matbuf)[2][4];
785         float matbuf_fixed[FIXEDMAT][2][4];
786         int totmat;
787
788         Material **gmatbuf;
789         Material *gmatbuf_fixed[FIXEDMAT];
790         Material *gboundmat;
791         Object *gob;
792         Scene *gscene;
793         int glay;
794         float (*gviewmat)[4];
795         float (*gviewinv)[4];
796
797         GPUBlendMode *blendmode;
798         GPUBlendMode blendmode_fixed[FIXEDMAT];
799         int alphapass;
800
801         int lastmatnr, lastretval;
802         GPUBlendMode lastblendmode;
803 } GMS = {NULL};
804
805 Material *gpu_active_node_material(Material *ma)
806 {
807         if(ma && ma->use_nodes && ma->nodetree) {
808                 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
809
810                 if(node)
811                         return (Material *)node->id;
812                 else
813                         return NULL;
814         }
815
816         return ma;
817 }
818
819 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_pass)
820 {
821         extern Material defmaterial; /* from material.c */
822         Material *ma;
823         GPUMaterial *gpumat;
824         GPUBlendMode blendmode;
825         int a;
826         
827         /* initialize state */
828         memset(&GMS, 0, sizeof(GMS));
829         GMS.lastmatnr = -1;
830         GMS.lastretval = -1;
831         GMS.lastblendmode = GPU_BLEND_SOLID;
832
833         GMS.gob = ob;
834         GMS.gscene = scene;
835         GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
836         GMS.glay= v3d->lay;
837         GMS.gviewmat= rv3d->viewmat;
838         GMS.gviewinv= rv3d->viewinv;
839
840         GMS.alphapass = (v3d && v3d->transp);
841         if(do_alpha_pass)
842                 *do_alpha_pass = 0;
843         
844         if(GMS.totmat > FIXEDMAT) {
845                 GMS.matbuf= MEM_callocN(sizeof(*GMS.matbuf)*GMS.totmat, "GMS.matbuf");
846                 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
847                 GMS.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf");
848         }
849         else {
850                 GMS.matbuf= GMS.matbuf_fixed;
851                 GMS.gmatbuf= GMS.gmatbuf_fixed;
852                 GMS.blendmode= GMS.blendmode_fixed;
853         }
854
855         /* no materials assigned? */
856         if(ob->totcol==0) {
857                 GMS.matbuf[0][0][0]= (defmaterial.ref+defmaterial.emit)*defmaterial.r;
858                 GMS.matbuf[0][0][1]= (defmaterial.ref+defmaterial.emit)*defmaterial.g;
859                 GMS.matbuf[0][0][2]= (defmaterial.ref+defmaterial.emit)*defmaterial.b;
860                 GMS.matbuf[0][0][3]= 1.0;
861
862                 GMS.matbuf[0][1][0]= defmaterial.spec*defmaterial.specr;
863                 GMS.matbuf[0][1][1]= defmaterial.spec*defmaterial.specg;
864                 GMS.matbuf[0][1][2]= defmaterial.spec*defmaterial.specb;
865                 GMS.matbuf[0][1][3]= 1.0;
866                 
867                 /* do material 1 too, for displists! */
868                 QUATCOPY(GMS.matbuf[1][0], GMS.matbuf[0][0]);
869                 QUATCOPY(GMS.matbuf[1][1], GMS.matbuf[0][1]);
870
871                 if(glsl) {
872                         GMS.gmatbuf[0]= &defmaterial;
873                         GPU_material_from_blender(GMS.gscene, &defmaterial);
874                 }
875
876                 GMS.blendmode[0]= GPU_BLEND_SOLID;
877         }
878         
879         /* setup materials */
880         for(a=1; a<=ob->totcol; a++) {
881                 /* find a suitable material */
882                 ma= give_current_material(ob, a);
883                 if(!glsl) ma= gpu_active_node_material(ma);
884                 if(ma==NULL) ma= &defmaterial;
885
886                 /* create glsl material if requested */
887                 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
888
889                 if(gpumat) {
890                         /* do glsl only if creating it succeed, else fallback */
891                         GMS.gmatbuf[a]= ma;
892                         blendmode = GPU_material_blend_mode(gpumat, ob->col);
893                 }
894                 else {
895                         /* fixed function opengl materials */
896                         if (ma->mode & MA_SHLESS) {
897                                 GMS.matbuf[a][0][0]= ma->r;
898                                 GMS.matbuf[a][0][1]= ma->g;
899                                 GMS.matbuf[a][0][2]= ma->b;
900                         } else {
901                                 GMS.matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r;
902                                 GMS.matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g;
903                                 GMS.matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b;
904
905                                 GMS.matbuf[a][1][0]= ma->spec*ma->specr;
906                                 GMS.matbuf[a][1][1]= ma->spec*ma->specg;
907                                 GMS.matbuf[a][1][2]= ma->spec*ma->specb;
908                                 GMS.matbuf[a][1][3]= 1.0;
909                         }
910
911                         blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
912                         if(do_alpha_pass && GMS.alphapass)
913                                 GMS.matbuf[a][0][3]= ma->alpha;
914                         else
915                                 GMS.matbuf[a][0][3]= 1.0f;
916                 }
917
918                 /* setting do_alpha_pass = 1 indicates this object needs to be
919                  * drawn in a second alpha pass for improved blending */
920                 if(do_alpha_pass) {
921                         GMS.blendmode[a]= blendmode;
922                         if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass)
923                                 *do_alpha_pass= 1;
924                 }
925         }
926
927         /* let's start with a clean state */
928         GPU_disable_material();
929 }
930
931 int GPU_enable_material(int nr, void *attribs)
932 {
933         extern Material defmaterial; /* from material.c */
934         GPUVertexAttribs *gattribs = attribs;
935         GPUMaterial *gpumat;
936         GPUBlendMode blendmode;
937
938         /* no GPU_begin_object_materials, use default material */
939         if(!GMS.matbuf) {
940                 float diff[4], spec[4];
941
942                 memset(&GMS, 0, sizeof(GMS));
943
944                 diff[0]= (defmaterial.ref+defmaterial.emit)*defmaterial.r;
945                 diff[1]= (defmaterial.ref+defmaterial.emit)*defmaterial.g;
946                 diff[2]= (defmaterial.ref+defmaterial.emit)*defmaterial.b;
947                 diff[3]= 1.0;
948
949                 spec[0]= defmaterial.spec*defmaterial.specr;
950                 spec[1]= defmaterial.spec*defmaterial.specg;
951                 spec[2]= defmaterial.spec*defmaterial.specb;
952                 spec[3]= 1.0;
953
954                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
955                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
956
957                 return 0;
958         }
959
960         /* prevent index to use un-initialized array items */
961         if(nr>=GMS.totmat)
962                 nr= 0;
963
964         if(gattribs)
965                 memset(gattribs, 0, sizeof(*gattribs));
966
967         /* keep current material */
968         if(nr==GMS.lastmatnr)
969                 return GMS.lastretval;
970
971         /* unbind glsl material */
972         if(GMS.gboundmat) {
973                 if(GMS.alphapass) glDepthMask(0);
974                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
975                 GMS.gboundmat= NULL;
976         }
977
978         /* draw materials with alpha in alpha pass */
979         GMS.lastmatnr = nr;
980         GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
981         if(GMS.alphapass)
982                 GMS.lastretval = !GMS.lastretval;
983
984         if(GMS.lastretval) {
985                 if(gattribs && GMS.gmatbuf[nr]) {
986                         /* bind glsl material and get attributes */
987                         Material *mat = GMS.gmatbuf[nr];
988
989                         gpumat = GPU_material_from_blender(GMS.gscene, mat);
990                         GPU_material_vertex_attributes(gpumat, gattribs);
991                         GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0);
992                         GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
993                         GMS.gboundmat= mat;
994
995                         if(GMS.alphapass) glDepthMask(1);
996                 }
997                 else {
998                         /* or do fixed function opengl material */
999                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr][0]);
1000                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr][1]);
1001                 }
1002
1003                 /* set (alpha) blending mode */
1004                 blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
1005                 GPU_set_material_blend_mode(blendmode);
1006         }
1007
1008         return GMS.lastretval;
1009 }
1010
1011 void GPU_set_material_blend_mode(int blendmode)
1012 {
1013         if(GMS.lastblendmode == blendmode)
1014                 return;
1015         
1016         gpu_set_blend_mode(blendmode);
1017         GMS.lastblendmode = blendmode;
1018 }
1019
1020 int GPU_get_material_blend_mode(void)
1021 {
1022         return GMS.lastblendmode;
1023 }
1024
1025 void GPU_disable_material(void)
1026 {
1027         GMS.lastmatnr= -1;
1028         GMS.lastretval= 1;
1029
1030         if(GMS.gboundmat) {
1031                 if(GMS.alphapass) glDepthMask(0);
1032                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1033                 GMS.gboundmat= NULL;
1034         }
1035
1036         GPU_set_material_blend_mode(GPU_BLEND_SOLID);
1037 }
1038
1039 void GPU_end_object_materials(void)
1040 {
1041         GPU_disable_material();
1042
1043         if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
1044                 MEM_freeN(GMS.matbuf);
1045                 MEM_freeN(GMS.gmatbuf);
1046                 MEM_freeN(GMS.blendmode);
1047         }
1048
1049         GMS.matbuf= NULL;
1050         GMS.gmatbuf= NULL;
1051         GMS.blendmode= NULL;
1052 }
1053
1054 /* Lights */
1055
1056 int GPU_default_lights(void)
1057 {
1058         int a, count = 0;
1059         
1060         /* initialize */
1061         if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
1062                 U.light[0].flag= 1;
1063                 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
1064                 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
1065                 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
1066                 U.light[0].spec[3]= 1.0;
1067                 
1068                 U.light[1].flag= 0;
1069                 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
1070                 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
1071                 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
1072                 U.light[1].spec[3]= 1.0;
1073         
1074                 U.light[2].flag= 0;
1075                 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
1076                 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
1077                 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
1078                 U.light[2].spec[3]= 1.0;
1079         }
1080
1081         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
1082
1083         glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); 
1084         glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); 
1085         glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); 
1086
1087         glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); 
1088         glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); 
1089         glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); 
1090
1091         glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); 
1092         glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); 
1093         glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); 
1094
1095         for(a=0; a<8; a++) {
1096                 if(a<3) {
1097                         if(U.light[a].flag) {
1098                                 glEnable(GL_LIGHT0+a);
1099                                 count++;
1100                         }
1101                         else
1102                                 glDisable(GL_LIGHT0+a);
1103                         
1104                         // clear stuff from other opengl lamp usage
1105                         glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
1106                         glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
1107                         glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
1108                 }
1109                 else
1110                         glDisable(GL_LIGHT0+a);
1111         }
1112         
1113         glDisable(GL_LIGHTING);
1114
1115         glDisable(GL_COLOR_MATERIAL);
1116
1117         return count;
1118 }
1119
1120 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
1121 {
1122         Base *base;
1123         Lamp *la;
1124         int count;
1125         float position[4], direction[4], energy[4];
1126         
1127         /* disable all lights */
1128         for(count=0; count<8; count++)
1129                 glDisable(GL_LIGHT0+count);
1130         
1131         /* view direction for specular is not compute correct by default in
1132          * opengl, so we set the settings ourselfs */
1133         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
1134
1135         count= 0;
1136         
1137         for(base=scene->base.first; base; base=base->next) {
1138                 if(base->object->type!=OB_LAMP)
1139                         continue;
1140
1141                 if(!(base->lay & lay) || !(base->lay & ob->lay))
1142                         continue;
1143
1144                 la= base->object->data;
1145                 
1146                 /* setup lamp transform */
1147                 glPushMatrix();
1148                 glLoadMatrixf((float *)viewmat);
1149                 
1150                 where_is_object_simul(scene, base->object);
1151                 
1152                 if(la->type==LA_SUN) {
1153                         /* sun lamp */
1154                         VECCOPY(direction, base->object->obmat[2]);
1155                         direction[3]= 0.0;
1156
1157                         glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 
1158                 }
1159                 else {
1160                         /* other lamps with attenuation */
1161                         VECCOPY(position, base->object->obmat[3]);
1162                         position[3]= 1.0f;
1163
1164                         glLightfv(GL_LIGHT0+count, GL_POSITION, position); 
1165                         glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
1166                         glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
1167                         glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
1168                         
1169                         if(la->type==LA_SPOT) {
1170                                 /* spot lamp */
1171                                 direction[0]= -base->object->obmat[2][0];
1172                                 direction[1]= -base->object->obmat[2][1];
1173                                 direction[2]= -base->object->obmat[2][2];
1174                                 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
1175                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0);
1176                                 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend);
1177                         }
1178                         else
1179                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
1180                 }
1181                 
1182                 /* setup energy */
1183                 energy[0]= la->energy*la->r;
1184                 energy[1]= la->energy*la->g;
1185                 energy[2]= la->energy*la->b;
1186                 energy[3]= 1.0;
1187
1188                 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); 
1189                 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
1190                 glEnable(GL_LIGHT0+count);
1191                 
1192                 glPopMatrix();                                  
1193                 
1194                 count++;
1195                 if(count==8)
1196                         break;
1197         }
1198
1199         return count;
1200 }
1201
1202 /* Default OpenGL State */
1203
1204 void GPU_state_init(void)
1205 {
1206         /* also called when doing opengl rendering and in the game engine */
1207         float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
1208         float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
1209         float mat_shininess[] = { 35.0 };
1210         int a, x, y;
1211         GLubyte pat[32*32];
1212         const GLubyte *patc= pat;
1213         
1214         glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
1215         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
1216         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
1217         glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
1218
1219         GPU_default_lights();
1220         
1221         glDepthFunc(GL_LEQUAL);
1222         /* scaling matrices */
1223         glEnable(GL_NORMALIZE);
1224
1225         glShadeModel(GL_FLAT);
1226
1227         glDisable(GL_ALPHA_TEST);
1228         glDisable(GL_BLEND);
1229         glDisable(GL_DEPTH_TEST);
1230         glDisable(GL_FOG);
1231         glDisable(GL_LIGHTING);
1232         glDisable(GL_LOGIC_OP);
1233         glDisable(GL_STENCIL_TEST);
1234         glDisable(GL_TEXTURE_1D);
1235         glDisable(GL_TEXTURE_2D);
1236
1237         /* default on, disable/enable should be local per function */
1238         glEnableClientState(GL_VERTEX_ARRAY);
1239         glEnableClientState(GL_NORMAL_ARRAY);
1240         
1241         glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
1242         glPixelTransferi(GL_RED_SCALE, 1);
1243         glPixelTransferi(GL_RED_BIAS, 0);
1244         glPixelTransferi(GL_GREEN_SCALE, 1);
1245         glPixelTransferi(GL_GREEN_BIAS, 0);
1246         glPixelTransferi(GL_BLUE_SCALE, 1);
1247         glPixelTransferi(GL_BLUE_BIAS, 0);
1248         glPixelTransferi(GL_ALPHA_SCALE, 1);
1249         glPixelTransferi(GL_ALPHA_BIAS, 0);
1250         
1251         glPixelTransferi(GL_DEPTH_BIAS, 0);
1252         glPixelTransferi(GL_DEPTH_SCALE, 1);
1253         glDepthRange(0.0, 1.0);
1254         
1255         a= 0;
1256         for(x=0; x<32; x++) {
1257                 for(y=0; y<4; y++) {
1258                         if( (x) & 1) pat[a++]= 0x88;
1259                         else pat[a++]= 0x22;
1260                 }
1261         }
1262         
1263         glPolygonStipple(patc);
1264
1265         glMatrixMode(GL_TEXTURE);
1266         glLoadIdentity();
1267         glMatrixMode(GL_MODELVIEW);
1268
1269         glFrontFace(GL_CCW);
1270         glCullFace(GL_BACK);
1271         glDisable(GL_CULL_FACE);
1272 }
1273