OpenGL: remove non-GLSL option from basic shader
This code path was only used when Blender was launched with --enable-legacy-basic-shader at the command line. Part of general OpenGL upgrade (T49165)
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@@ -159,24 +159,6 @@ const GLubyte stipple_hexagon[128] = {
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0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22};
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/* ********************************************* */
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/* GLSL State */
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static bool USE_GLSL = true;
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/**
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* \note this isn't part of the basic shader API,
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* only set from the command line once on startup.
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*/
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void GPU_basic_shader_use_glsl_set(bool enabled)
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{
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USE_GLSL = enabled;
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}
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bool GPU_basic_shader_use_glsl_get(void)
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{
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return USE_GLSL;
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}
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/* Init / exit */
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void GPU_basic_shaders_init(void)
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@@ -312,85 +294,16 @@ static void GPU_basic_shader_uniform_autoset(GPUShader *shader, int options)
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void GPU_basic_shader_bind(int options)
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{
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if (USE_GLSL) {
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if (options) {
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GPUShader *shader = gpu_basic_shader(options);
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if (options) {
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GPUShader *shader = gpu_basic_shader(options);
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if (shader) {
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GPU_shader_bind(shader);
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GPU_basic_shader_uniform_autoset(shader, options);
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}
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}
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else {
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GPU_shader_unbind();
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if (shader) {
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GPU_shader_bind(shader);
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GPU_basic_shader_uniform_autoset(shader, options);
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}
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}
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else {
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const int bound_options = GPU_MATERIAL_STATE.bound_options;
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if (options & GPU_SHADER_LIGHTING) {
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glEnable(GL_LIGHTING);
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if (options & GPU_SHADER_USE_COLOR)
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glEnable(GL_COLOR_MATERIAL);
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else
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glDisable(GL_COLOR_MATERIAL);
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if (options & GPU_SHADER_TWO_SIDED)
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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else
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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}
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else if (bound_options & GPU_SHADER_LIGHTING) {
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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}
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if (options & GPU_SHADER_TEXTURE_2D) {
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GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
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}
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else if (bound_options & GPU_SHADER_TEXTURE_2D) {
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if ((options & GPU_SHADER_TEXTURE_RECT) == 0) {
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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glDisable(GL_TEXTURE_2D);
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}
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if (options & GPU_SHADER_TEXTURE_RECT) {
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GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
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glEnable(GL_TEXTURE_RECTANGLE);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
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}
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else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
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if ((options & GPU_SHADER_TEXTURE_2D) == 0) {
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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glDisable(GL_TEXTURE_RECTANGLE);
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}
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if ((options & GPU_SHADER_LINE) && (options & GPU_SHADER_STIPPLE)) {
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glEnable(GL_LINE_STIPPLE);
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}
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else if ((bound_options & GPU_SHADER_LINE) && (bound_options & GPU_SHADER_STIPPLE)) {
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glDisable(GL_LINE_STIPPLE);
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}
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if (((options & GPU_SHADER_LINE) == 0) && (options & GPU_SHADER_STIPPLE)) {
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glEnable(GL_POLYGON_STIPPLE);
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}
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else if (((bound_options & GPU_SHADER_LINE) == 0) && (bound_options & GPU_SHADER_STIPPLE)) {
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glDisable(GL_POLYGON_STIPPLE);
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}
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if (options & GPU_SHADER_FLAT_NORMAL) {
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glShadeModel(GL_FLAT);
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}
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else if (bound_options & GPU_SHADER_FLAT_NORMAL) {
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glShadeModel(GL_SMOOTH);
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}
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GPU_shader_unbind();
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}
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GPU_MATERIAL_STATE.bound_options = options;
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@@ -500,14 +413,12 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light)
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}
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else {
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/* TODO(sergey): Needs revisit. */
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if (USE_GLSL || true) {
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/* glsl shader needs these zero to skip them */
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const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* glsl shader needs these zero to skip them */
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const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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glLightfv(GL_LIGHT0 + light_num, GL_POSITION, zero);
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glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, zero);
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glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, zero);
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}
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glLightfv(GL_LIGHT0 + light_num, GL_POSITION, zero);
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glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, zero);
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glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, zero);
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glDisable(GL_LIGHT0 + light_num);
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}
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@@ -520,56 +431,19 @@ void GPU_basic_shader_light_set_viewer(bool local)
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void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
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{
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if (USE_GLSL) {
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
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}
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else {
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switch (stipple_id) {
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case GPU_SHADER_STIPPLE_HALFTONE:
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glPolygonStipple(stipple_halftone);
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return;
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case GPU_SHADER_STIPPLE_QUARTTONE:
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glPolygonStipple(stipple_quarttone);
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return;
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case GPU_SHADER_STIPPLE_CHECKER_8PX:
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glPolygonStipple(stipple_checker_8px);
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return;
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case GPU_SHADER_STIPPLE_HEXAGON:
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glPolygonStipple(stipple_hexagon);
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return;
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case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
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glPolygonStipple(stipple_diag_stripes_neg);
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return;
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case GPU_SHADER_STIPPLE_DIAG_STRIPES:
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glPolygonStipple(stipple_diag_stripes_pos);
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return;
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default:
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glPolygonStipple(stipple_hexagon);
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return;
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}
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}
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
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}
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void GPU_basic_shader_line_width(float line_width)
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{
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if (USE_GLSL) {
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GPU_MATERIAL_STATE.line_width = line_width;
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if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
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glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
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}
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}
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else {
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glLineWidth(line_width);
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GPU_MATERIAL_STATE.line_width = line_width;
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if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
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glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
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}
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}
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void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern)
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{
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if (USE_GLSL) {
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
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}
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else {
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glLineStipple(stipple_factor, stipple_pattern);
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}
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
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}
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