diff options
author | Mike Erwin <significant.bit@gmail.com> | 2016-10-10 08:28:02 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2016-10-10 08:28:02 +0300 |
commit | ba5e2270f9396e3e1a9ad638df4896f1fb2b5f33 (patch) | |
tree | bf2024b37425fb450b87c5255e058cb0f1812a27 | |
parent | 33ef28068a87239f5d4e7170b2fcf7eb704da716 (diff) |
remove call to GLSL support query (it's always supported)
Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback.
(equivalent to rB78abbdf26451 on blender2.8 branch)
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 169 |
1 files changed, 23 insertions, 146 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index a01f5dbc640..000d1fe4810 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2984,168 +2984,45 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d) static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) { if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) { - bool glsl = GPU_glsl_support(); - if (glsl) { - RegionView3D *rv3d = ar->regiondata; - GPUMaterial *gpumat = GPU_material_world(scene, scene->world); + RegionView3D *rv3d = ar->regiondata; + GPUMaterial *gpumat = GPU_material_world(scene, scene->world); - /* calculate full shader for background */ - GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); - - bool material_not_bound = !GPU_material_bound(gpumat); - - if (material_not_bound) { - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - glColor4f(0.0f, 0.0f, 0.0f, 1.0f); - } - // Draw world - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - glBegin(GL_TRIANGLE_STRIP); - glVertex3f(-1.0, -1.0, 1.0); - glVertex3f(1.0, -1.0, 1.0); - glVertex3f(-1.0, 1.0, 1.0); - glVertex3f(1.0, 1.0, 1.0); - glEnd(); - // - if (material_not_bound) { - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - } - - GPU_material_unbind(gpumat); - - glDepthFunc(GL_LEQUAL); - glDisable(GL_DEPTH_TEST); - } - else if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */ - int x, y; - float col_hor[3]; - float col_zen[3]; - -#define VIEWGRAD_RES_X 16 -#define VIEWGRAD_RES_Y 16 - - GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4]; - static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3]; - static GLushort indices[VIEWGRAD_RES_X - 1][VIEWGRAD_RES_X - 1][4]; - static bool buf_calculated = false; - - IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, - &scene->display_settings); - IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings, - &scene->display_settings); + /* calculate full shader for background */ + GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); + + bool material_not_bound = !GPU_material_bound(gpumat); + if (material_not_bound) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); + glColor4f(0.0f, 0.0f, 0.0f, 1.0f); + } - /* calculate buffers the first time only */ - if (!buf_calculated) { - for (x = 0; x < VIEWGRAD_RES_X; x++) { - for (y = 0; y < VIEWGRAD_RES_Y; y++) { - const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); - const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); - - /* -1..1 range */ - grid_pos[x][y][0] = (xf - 0.5f) * 2.0f; - grid_pos[x][y][1] = (yf - 0.5f) * 2.0f; - grid_pos[x][y][2] = 1.0; - } - } - - for (x = 0; x < VIEWGRAD_RES_X - 1; x++) { - for (y = 0; y < VIEWGRAD_RES_Y - 1; y++) { - indices[x][y][0] = x * VIEWGRAD_RES_X + y; - indices[x][y][1] = x * VIEWGRAD_RES_X + y + 1; - indices[x][y][2] = (x + 1) * VIEWGRAD_RES_X + y + 1; - indices[x][y][3] = (x + 1) * VIEWGRAD_RES_X + y; - } - } - - buf_calculated = true; - } - - for (x = 0; x < VIEWGRAD_RES_X; x++) { - for (y = 0; y < VIEWGRAD_RES_Y; y++) { - const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1); - const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1); - const float mval[2] = {xf * (float)ar->winx, yf * ar->winy}; - const float z_up[3] = {0.0f, 0.0f, 1.0f}; - float out[3]; - GLubyte *col_ub = grid_col[x][y]; - - float col_fac; - float col_fl[3]; - - ED_view3d_win_to_vector(ar, mval, out); - - if (scene->world->skytype & WO_SKYPAPER) { - if (scene->world->skytype & WO_SKYREAL) { - col_fac = fabsf(((float)y / (float)VIEWGRAD_RES_Y) - 0.5f) * 2.0f; - } - else { - col_fac = (float)y / (float)VIEWGRAD_RES_Y; - } - } - else { - if (scene->world->skytype & WO_SKYREAL) { - col_fac = fabsf((angle_normalized_v3v3(z_up, out) / (float)M_PI) - 0.5f) * 2.0f; - } - else { - col_fac = 1.0f - (angle_normalized_v3v3(z_up, out) / (float)M_PI); - } - } - - interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac); - - rgb_float_to_uchar(col_ub, col_fl); - col_ub[3] = 255; - } - } - - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, grid_pos); - glColorPointer(4, GL_UNSIGNED_BYTE, 0, grid_col); - - glDrawElements(GL_QUADS, (VIEWGRAD_RES_X - 1) * (VIEWGRAD_RES_Y - 1) * 4, GL_UNSIGNED_SHORT, indices); - - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); - - glDepthFunc(GL_LEQUAL); - glDisable(GL_DEPTH_TEST); + /* Draw world */ + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_ALWAYS); + glBegin(GL_TRIANGLE_STRIP); + glVertex3f(-1.0, -1.0, 1.0); + glVertex3f(1.0, -1.0, 1.0); + glVertex3f(-1.0, 1.0, 1.0); + glVertex3f(1.0, 1.0, 1.0); + glEnd(); + if (material_not_bound) { glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); - -#undef VIEWGRAD_RES_X -#undef VIEWGRAD_RES_Y } - else { /* solid sky */ - float col_hor[3]; - IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings, - &scene->display_settings); - glClearColor(col_hor[0], col_hor[1], col_hor[2], 1.0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - } + GPU_material_unbind(gpumat); + + glDepthFunc(GL_LEQUAL); + glDisable(GL_DEPTH_TEST); } else { if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) { |