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Diffstat (limited to 'source/blender/gpu/intern/gpu_state.c')
-rw-r--r--source/blender/gpu/intern/gpu_state.c128
1 files changed, 64 insertions, 64 deletions
diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.c
index 765bbd5e751..176965bb80f 100644
--- a/source/blender/gpu/intern/gpu_state.c
+++ b/source/blender/gpu/intern/gpu_state.c
@@ -28,135 +28,135 @@
static GLenum gpu_get_gl_blendfunction(eGPUBlendFunction blend)
{
- switch (blend) {
- case GPU_ONE:
- return GL_ONE;
- case GPU_SRC_ALPHA:
- return GL_SRC_ALPHA;
- case GPU_ONE_MINUS_SRC_ALPHA:
- return GL_ONE_MINUS_SRC_ALPHA;
- case GPU_DST_COLOR:
- return GL_DST_COLOR;
- case GPU_ZERO:
- return GL_ZERO;
- default:
- BLI_assert(!"Unhandled blend mode");
- return GL_ZERO;
- }
+ switch (blend) {
+ case GPU_ONE:
+ return GL_ONE;
+ case GPU_SRC_ALPHA:
+ return GL_SRC_ALPHA;
+ case GPU_ONE_MINUS_SRC_ALPHA:
+ return GL_ONE_MINUS_SRC_ALPHA;
+ case GPU_DST_COLOR:
+ return GL_DST_COLOR;
+ case GPU_ZERO:
+ return GL_ZERO;
+ default:
+ BLI_assert(!"Unhandled blend mode");
+ return GL_ZERO;
+ }
}
void GPU_blend(bool enable)
{
- if (enable) {
- glEnable(GL_BLEND);
- }
- else {
- glDisable(GL_BLEND);
- }
+ if (enable) {
+ glEnable(GL_BLEND);
+ }
+ else {
+ glDisable(GL_BLEND);
+ }
}
void GPU_blend_set_func(eGPUBlendFunction sfactor, eGPUBlendFunction dfactor)
{
- glBlendFunc(gpu_get_gl_blendfunction(sfactor), gpu_get_gl_blendfunction(dfactor));
+ glBlendFunc(gpu_get_gl_blendfunction(sfactor), gpu_get_gl_blendfunction(dfactor));
}
-void GPU_blend_set_func_separate(
- eGPUBlendFunction src_rgb, eGPUBlendFunction dst_rgb,
- eGPUBlendFunction src_alpha, eGPUBlendFunction dst_alpha)
+void GPU_blend_set_func_separate(eGPUBlendFunction src_rgb,
+ eGPUBlendFunction dst_rgb,
+ eGPUBlendFunction src_alpha,
+ eGPUBlendFunction dst_alpha)
{
- glBlendFuncSeparate(
- gpu_get_gl_blendfunction(src_rgb),
- gpu_get_gl_blendfunction(dst_rgb),
- gpu_get_gl_blendfunction(src_alpha),
- gpu_get_gl_blendfunction(dst_alpha));
+ glBlendFuncSeparate(gpu_get_gl_blendfunction(src_rgb),
+ gpu_get_gl_blendfunction(dst_rgb),
+ gpu_get_gl_blendfunction(src_alpha),
+ gpu_get_gl_blendfunction(dst_alpha));
}
void GPU_depth_range(float near, float far)
{
- /* glDepthRangef is only for OpenGL 4.1 or higher */
- glDepthRange(near, far);
+ /* glDepthRangef is only for OpenGL 4.1 or higher */
+ glDepthRange(near, far);
}
void GPU_depth_test(bool enable)
{
- if (enable) {
- glEnable(GL_DEPTH_TEST);
- }
- else {
- glDisable(GL_DEPTH_TEST);
- }
+ if (enable) {
+ glEnable(GL_DEPTH_TEST);
+ }
+ else {
+ glDisable(GL_DEPTH_TEST);
+ }
}
bool GPU_depth_test_enabled()
{
- return glIsEnabled(GL_DEPTH_TEST);
+ return glIsEnabled(GL_DEPTH_TEST);
}
void GPU_line_smooth(bool enable)
{
- if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
- glEnable(GL_LINE_SMOOTH);
- }
- else {
- glDisable(GL_LINE_SMOOTH);
- }
+ if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
+ glEnable(GL_LINE_SMOOTH);
+ }
+ else {
+ glDisable(GL_LINE_SMOOTH);
+ }
}
void GPU_line_width(float width)
{
- float max_size = GPU_max_line_width();
- float final_size = width * U.pixelsize;
- /* Fix opengl errors on certain platform / drivers. */
- CLAMP(final_size, 1.0f, max_size);
- glLineWidth(final_size);
+ float max_size = GPU_max_line_width();
+ float final_size = width * U.pixelsize;
+ /* Fix opengl errors on certain platform / drivers. */
+ CLAMP(final_size, 1.0f, max_size);
+ glLineWidth(final_size);
}
void GPU_point_size(float size)
{
- glPointSize(size * U.pixelsize);
+ glPointSize(size * U.pixelsize);
}
void GPU_polygon_smooth(bool enable)
{
- if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
- glEnable(GL_POLYGON_SMOOTH);
- }
- else {
- glDisable(GL_POLYGON_SMOOTH);
- }
+ if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
+ glEnable(GL_POLYGON_SMOOTH);
+ }
+ else {
+ glDisable(GL_POLYGON_SMOOTH);
+ }
}
void GPU_scissor(int x, int y, int width, int height)
{
- glScissor(x, y, width, height);
+ glScissor(x, y, width, height);
}
void GPU_scissor_get_f(float coords[4])
{
- glGetFloatv(GL_SCISSOR_BOX, coords);
+ glGetFloatv(GL_SCISSOR_BOX, coords);
}
void GPU_scissor_get_i(int coords[4])
{
- glGetIntegerv(GL_SCISSOR_BOX, coords);
+ glGetIntegerv(GL_SCISSOR_BOX, coords);
}
void GPU_viewport_size_get_f(float coords[4])
{
- glGetFloatv(GL_VIEWPORT, coords);
+ glGetFloatv(GL_VIEWPORT, coords);
}
void GPU_viewport_size_get_i(int coords[4])
{
- glGetIntegerv(GL_VIEWPORT, coords);
+ glGetIntegerv(GL_VIEWPORT, coords);
}
void GPU_flush(void)
{
- glFlush();
+ glFlush();
}
void GPU_finish(void)
{
- glFinish();
+ glFinish();
}