OpenGL: assume GL_TEXTURE_ENV_MODE GL_MODULATE is the default state.

This commit is contained in:
2015-11-28 01:09:13 +01:00
parent e1b8a5dc6f
commit 8e1c63b396
8 changed files with 17 additions and 36 deletions

View File

@@ -486,7 +486,7 @@ void BLF_rotation_default(float angle)
}
}
static void blf_draw_gl__start(FontBLF *font, GLint *mode, GLint *param)
static void blf_draw_gl__start(FontBLF *font, GLint *mode)
{
/*
* The pixmap alignment hack is handle
@@ -523,19 +523,10 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode, GLint *param)
/* always bind the texture for the first glyph */
font->tex_bind_state = -1;
/* Save the current parameter to restore it later. */
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, param);
if (*param != GL_MODULATE)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
static void blf_draw_gl__end(GLint mode, GLint param)
static void blf_draw_gl__end(GLint mode)
{
/* and restore the original value. */
if (param != GL_MODULATE)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, param);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
@@ -554,19 +545,19 @@ void BLF_draw_ex(
struct ResultBLF *r_info)
{
FontBLF *font = blf_get(fontid);
GLint mode, param;
GLint mode;
BLF_RESULT_CHECK_INIT(r_info);
if (font && font->glyph_cache) {
blf_draw_gl__start(font, &mode, &param);
blf_draw_gl__start(font, &mode);
if (font->flags & BLF_WORD_WRAP) {
blf_font_draw__wrap(font, str, len, r_info);
}
else {
blf_font_draw(font, str, len, r_info);
}
blf_draw_gl__end(mode, param);
blf_draw_gl__end(mode);
}
}
void BLF_draw(int fontid, const char *str, size_t len)
@@ -579,12 +570,12 @@ void BLF_draw_ascii_ex(
struct ResultBLF *r_info)
{
FontBLF *font = blf_get(fontid);
GLint mode, param;
GLint mode;
BLF_RESULT_CHECK_INIT(r_info);
if (font && font->glyph_cache) {
blf_draw_gl__start(font, &mode, &param);
blf_draw_gl__start(font, &mode);
if (font->flags & BLF_WORD_WRAP) {
/* use non-ascii draw function for word-wrap */
blf_font_draw__wrap(font, str, len, r_info);
@@ -592,7 +583,7 @@ void BLF_draw_ascii_ex(
else {
blf_font_draw_ascii(font, str, len, r_info);
}
blf_draw_gl__end(mode, param);
blf_draw_gl__end(mode);
}
}
void BLF_draw_ascii(int fontid, const char *str, size_t len)
@@ -603,13 +594,13 @@ void BLF_draw_ascii(int fontid, const char *str, size_t len)
int BLF_draw_mono(int fontid, const char *str, size_t len, int cwidth)
{
FontBLF *font = blf_get(fontid);
GLint mode, param;
GLint mode;
int columns = 0;
if (font && font->glyph_cache) {
blf_draw_gl__start(font, &mode, &param);
blf_draw_gl__start(font, &mode);
columns = blf_font_draw_mono(font, str, len, cwidth);
blf_draw_gl__end(mode, param);
blf_draw_gl__end(mode);
}
return columns;

View File

@@ -511,7 +511,6 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
/* Specify the color outside this function, and tex will modulate it.
* This is useful for changing alpha without using glPixelTransferf()
*/
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -620,7 +619,6 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
glBindTexture(GL_TEXTURE_2D, ltexid);
glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef __APPLE__
/* workaround for os x 10.5/10.6 driver bug (above) */
@@ -1096,7 +1094,6 @@ void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
}
if (ok) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1.0, 1.0, 1.0, 1.0);
if (ibuf->rect_float) {

View File

@@ -336,7 +336,6 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -460,7 +459,6 @@ static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom)
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

View File

@@ -1083,7 +1083,6 @@ static void draw_plane_marker_image(Scene *scene,
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1.0, 1.0, 1.0, plane_track->image_opacity);
last_texid = glaGetOneInteger(GL_TEXTURE_2D);

View File

@@ -1289,7 +1289,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
}
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1.0, 1.0, 1.0, 1.0);
last_texid = glaGetOneInteger(GL_TEXTURE_2D);

View File

@@ -805,8 +805,6 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *rect, float *frect, int
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
/* set to modulate with vertex color */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (ibuf)
IMB_freeImBuf(ibuf);
@@ -848,8 +846,6 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
@@ -2044,11 +2040,15 @@ static void gpu_multisample(bool enable)
#endif
}
/* Default OpenGL State */
/* Default OpenGL State
*
* This is called on startup, for opengl offscreen render and to restore state
* for the game engine. Generally we should always return to this state when
* temporarily modifying the state for drawing, though that are (undocumented)
* exceptions that we should try to get rid of. */
void GPU_state_init(void)
{
/* also called when doing opengl rendering and in the game engine */
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
int a, x, y;

View File

@@ -249,7 +249,6 @@ static int rna_Image_gl_load(Image *image, ReportList *reports, int frame, int f
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint)filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint)mag);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
error = glGetError();

View File

@@ -486,8 +486,6 @@ static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
glTexImage2D(triple->target, 0, GL_RGB8, triple->x[x], triple->y[y], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/* The current color is ignored if the GL_REPLACE texture environment is used. */
// glTexEnvi(triple->target, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(triple->target, 0);
/* not sure if this works everywhere .. */