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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/subsurf_ccg.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/subsurf_ccg.c')
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c9
1 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 53da38b2da8..f16ef3df6be 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -77,6 +77,7 @@
#include "GPU_glew.h"
#include "GPU_buffers.h"
#include "GPU_shader.h"
+#include "GPU_basic_shader.h"
#include "CCGSubSurf.h"
@@ -87,8 +88,6 @@
/* assumes MLoop's are layed out 4 for each poly, in order */
#define USE_LOOP_LAYOUT_FAST
-extern GLubyte stipple_quarttone[128]; /* glutil.c, bad level data */
-
static ThreadRWMutex loops_cache_rwlock = BLI_RWLOCK_INITIALIZER;
static ThreadRWMutex origindex_cache_rwlock = BLI_RWLOCK_INITIALIZER;
@@ -3652,8 +3651,8 @@ static void ccgDM_drawMappedFaces(DerivedMesh *dm,
if (draw_option != DM_DRAW_OPTION_SKIP) {
if (draw_option == DM_DRAW_OPTION_STIPPLE) {
- 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);
}
/* no need to set shading mode to flat because
@@ -3752,7 +3751,7 @@ static void ccgDM_drawMappedFaces(DerivedMesh *dm,
}
}
if (draw_option == DM_DRAW_OPTION_STIPPLE)
- glDisable(GL_POLYGON_STIPPLE);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
}