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authorAlexander Romanov <a.romanov@blend4web.com>2015-12-26 00:57:50 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-27 00:15:23 +0300
commit700c40e2f9b59b7e780429fdc10fb0d2d5d117a1 (patch)
tree8a6ed722fba1e652fe9756276c83da3467f396aa /source/blender/blenkernel/intern/editderivedmesh.c
parent58cf3327e481cea3dbd2c1c0b89b02d4d2ca7be4 (diff)
OpenGL: stipple support added to basic GLSL shader
The is intended to replace the deprecated glPolygonStipple() calls with a shader based alternative, once we switch over to GLSL shaders. Reviewers: brecht Differential Revision: https://developer.blender.org/D1688
Diffstat (limited to 'source/blender/blenkernel/intern/editderivedmesh.c')
-rw-r--r--source/blender/blenkernel/intern/editderivedmesh.c15
1 files changed, 7 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/editderivedmesh.c b/source/blender/blenkernel/intern/editderivedmesh.c
index dc50e39a862..642a89df8e0 100644
--- a/source/blender/blenkernel/intern/editderivedmesh.c
+++ b/source/blender/blenkernel/intern/editderivedmesh.c
@@ -57,8 +57,7 @@
#include "GPU_glew.h"
#include "GPU_shader.h"
-
-extern GLubyte stipple_quarttone[128]; /* glutil.c, bad level data */
+#include "GPU_basic_shader.h"
static void bmdm_get_tri_colpreview(BMLoop *ls[3], MLoopCol *lcol[3], unsigned char(*color_vert_array)[4]);
@@ -804,8 +803,8 @@ static void emDM_drawMappedFaces(
if (poly_prev != GL_ZERO) glEnd();
poly_prev = GL_ZERO; /* force glBegin */
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
+ GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_QUARTTONE);
}
if (has_vcol_preview) bmdm_get_tri_colpreview(ltri, lcol, color_vert_array);
@@ -867,7 +866,7 @@ static void emDM_drawMappedFaces(
glEnd();
poly_prev = GL_ZERO; /* force glBegin */
- glDisable(GL_POLYGON_STIPPLE);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
}
@@ -903,8 +902,8 @@ static void emDM_drawMappedFaces(
if (poly_prev != GL_ZERO) glEnd();
poly_prev = GL_ZERO; /* force glBegin */
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
+ GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_QUARTTONE);
}
if (has_vcol_preview) bmdm_get_tri_colpreview(ltri, lcol, color_vert_array);
@@ -968,7 +967,7 @@ static void emDM_drawMappedFaces(
glEnd();
poly_prev = GL_ZERO; /* force glBegin */
- glDisable(GL_POLYGON_STIPPLE);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
}