diff options
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 24 | ||||
-rw-r--r-- | source/blender/gpu/GPU_material.h | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 4 |
3 files changed, 25 insertions, 5 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index c5fccc8aded..da628c32341 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2940,21 +2940,41 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) if (glsl) { RegionView3D *rv3d = ar->regiondata; GPUMaterial *gpumat = GPU_material_world(scene, scene->world); + bool material_not_bound; /* calculate full shader for background */ GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); + 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); + } + glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glShadeModel(GL_SMOOTH); - glBegin(GL_QUADS); + 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); + glVertex3f(1.0, 1.0, 1.0); glEnd(); glShadeModel(GL_FLAT); + if (material_not_bound) { + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + } + GPU_material_unbind(gpumat); glDepthFunc(GL_LEQUAL); diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index b61bdf969cc..7bb044a1ae3 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -186,7 +186,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, stru void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock); void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale); void GPU_material_unbind(GPUMaterial *material); -int GPU_material_bound(GPUMaterial *material); +bool GPU_material_bound(GPUMaterial *material); struct Scene *GPU_material_scene(GPUMaterial *material); GPUMatType GPU_Material_get_type(GPUMaterial *material); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 4d46ef3af7b..12672b5f5af 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -102,7 +102,6 @@ struct GPUMaterial { /* for binding the material */ GPUPass *pass; GPUVertexAttribs attribs; - int bound; int builtins; int alpha, obcolalpha; int dynproperty; @@ -114,6 +113,7 @@ struct GPUMaterial { int cameratexcofacloc; ListBase lamps; + bool bound; }; struct GPULamp { @@ -400,7 +400,7 @@ void GPU_material_unbind(GPUMaterial *material) } } -int GPU_material_bound(GPUMaterial *material) +bool GPU_material_bound(GPUMaterial *material) { return material->bound; } |