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Diffstat (limited to 'source/blender/windowmanager/intern/wm_draw.c')
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c51
1 files changed, 27 insertions, 24 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index 3825db14e93..f38f1eee7ec 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -59,6 +59,7 @@
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "RE_engine.h"
@@ -376,7 +377,7 @@ static void wm_draw_triple_fail(bContext *C, wmWindow *win)
wm_method_draw_overlap_all(C, win, 0);
}
-static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
+static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
{
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
@@ -400,7 +401,7 @@ static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
if (!triple->bind) {
/* not the typical failure case but we handle it anyway */
printf("WM: failed to allocate texture for triple buffer drawing (glGenTextures).\n");
- return 0;
+ return false;
}
/* proxy texture is only guaranteed to test for the cases that
@@ -411,7 +412,7 @@ static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
glBindTexture(triple->target, 0);
printf("WM: failed to allocate texture for triple buffer drawing "
"(texture too large for graphics card).\n");
- return 0;
+ return false;
}
/* setup actual texture */
@@ -421,13 +422,7 @@ static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(triple->target, 0);
- /* not sure if this works everywhere .. */
- if (glGetError() == GL_OUT_OF_MEMORY) {
- printf("WM: failed to allocate texture for triple buffer drawing (out of memory).\n");
- return 0;
- }
-
- return 1;
+ return true;
}
void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
@@ -451,28 +446,36 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
halfy /= triple->y;
}
- GPU_basic_shader_bind((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_TEXTURE_2D : GPU_SHADER_TEXTURE_RECT);
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ const int activeTex = GL_TEXTURE0;
+ glActiveTexture(activeTex);
glBindTexture(triple->target, triple->bind);
- glColor4f(1.0f, 1.0f, 1.0f, alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(halfx, halfy);
- glVertex2f(0, 0);
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
+ immUniform1f("alpha", alpha);
+ immUniform1i("image", activeTex);
- glTexCoord2f(ratiox + halfx, halfy);
- glVertex2f(sizex, 0);
+ immBegin(GL_QUADS, 4);
- glTexCoord2f(ratiox + halfx, ratioy + halfy);
- glVertex2f(sizex, sizey);
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, 0.0f, 0.0f);
- glTexCoord2f(halfx, ratioy + halfy);
- glVertex2f(0, sizey);
- glEnd();
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, sizex, 0.0f);
- glBindTexture(triple->target, 0);
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, sizex, sizey);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, 0.0f, sizey);
+
+ immEnd();
+ immUnbindProgram();
+
+ glBindTexture(triple->target, 0);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)