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authorClément Foucault <foucault.clem@gmail.com>2020-07-16 21:24:05 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-18 04:43:51 +0300
commit02c09773ea07c8c0a3d7be63abdfd963a9452402 (patch)
tree5cd052db8fc0dd71072f90dd22175e314a134f5c /source/blender/editors/screen/glutil.c
parentacad0d75b1448550c863ac8002bba4284d30d10d (diff)
Cleanup: GPU: rename bglPolygonOffset to GPU_polygon_offset
And move it to GPU module.
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r--source/blender/editors/screen/glutil.c62
1 files changed, 0 insertions, 62 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 27e5a53a526..79ec8dde009 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -473,68 +473,6 @@ void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state,
color);
}
-/* *************** glPolygonOffset hack ************* */
-
-float bglPolygonOffsetCalc(const float winmat[16], float viewdist, float dist)
-{
- /* Seems like we have a factor of 2 more offset than 2.79 for some reason. Correct for this. */
- dist *= 0.5f;
-
- if (winmat[15] > 0.5f) {
-#if 1
- return 0.00001f * dist * viewdist; // ortho tweaking
-#else
- static float depth_fac = 0.0f;
- if (depth_fac == 0.0f) {
- int depthbits;
- glGetIntegerv(GL_DEPTH_BITS, &depthbits);
- depth_fac = 1.0f / (float)((1 << depthbits) - 1);
- }
- offs = (-1.0 / winmat[10]) * dist * depth_fac;
-
- UNUSED_VARS(viewdist);
-#endif
- }
-
- /* This adjustment effectively results in reducing the Z value by 0.25%.
- *
- * winmat[14] actually evaluates to `-2 * far * near / (far - near)`,
- * is very close to -0.2 with default clip range,
- * and is used as the coefficient multiplied by `w / z`,
- * thus controlling the z dependent part of the depth value.
- */
- return winmat[14] * -0.0025f * dist;
-}
-
-/**
- * \note \a viewdist is only for ortho at the moment.
- */
-void bglPolygonOffset(float viewdist, float dist)
-{
- static float winmat[16], offset = 0.0f;
-
- if (dist != 0.0f) {
- // glEnable(GL_POLYGON_OFFSET_FILL);
- // glPolygonOffset(-1.0, -1.0);
-
- /* hack below is to mimic polygon offset */
- GPU_matrix_projection_get(winmat);
-
- /* dist is from camera to center point */
-
- float offs = bglPolygonOffsetCalc(winmat, viewdist, dist);
-
- winmat[14] -= offs;
- offset += offs;
- }
- else {
- winmat[14] += offset;
- offset = 0.0;
- }
-
- GPU_matrix_projection_set(winmat);
-}
-
/* **** Color management helper functions for GLSL display/transform ***** */
/* Draw given image buffer on a screen using GLSL for display transform */