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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/editors/uvedit
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/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c14
1 files changed, 8 insertions, 6 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index f4eed3e1fda..34f59b56fff 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -65,6 +65,8 @@
#include "uvedit_intern.h"
+#include "GPU_basic_shader.h"
+
/* use editmesh tessface */
#define USE_EDBM_LOOPTRIS
@@ -637,8 +639,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
if (tf == activetf) {
/* only once */
- 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);
UI_ThemeColor4(TH_EDITMESH_ACTIVE);
}
else {
@@ -650,7 +652,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
glEnd();
if (tf == activetf) {
- glDisable(GL_POLYGON_STIPPLE);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
else {
@@ -713,8 +715,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
UI_ThemeColor4(TH_EDITMESH_ACTIVE);
- 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);
glBegin(GL_POLYGON);
BM_ITER_ELEM (l, &liter, activef, BM_LOOPS_OF_FACE) {
@@ -723,7 +725,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
}
glEnd();
- glDisable(GL_POLYGON_STIPPLE);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glDisable(GL_BLEND);
}
}