I change UI_draw_roundbox_gl_mode to use immediate API.
The rest of the change is the call to the function.
I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use.
I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else.
Reviewers: merwin, dfelinto, Severin
Reviewed By: merwin
Subscribers: fablefox, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2274
Apparently GL_POINT_SPRITE is important to GL 3.2+ compatibility profile, not just to GL 2.1 as thought.
We'll remove this during the core profile transition.
At context startup, make sure our assumptions about the OpenGL version are true. Should match since we set up the contexts... but this is what asserts are for, to check "should"s!
Part of T49012
Complete (for our needs) 2D & 3D transformation API. Should be easy to port legacy OpenGL matrix stack-based code to this. Still needs testing.
Ported ortho, frustum, lookAt functions from Viewport FX (rB194998766c65). Kept plenty of Viewport FX code from previous commit.
Stack API and 2D routines ported from Gawain. This version uses BLI_math library so everything is licensed under GPL instead of the usual MPL.
Part of T49450
Ignore texture matrix in the shader, stop messing with texture matrix in BLF code.
Use linear screen-space interpolation instead of perspective.
Avoid redundant call to glMatrixMode.
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details.
I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
Fixed compile error in debug build (thanks mont29)
Renamed some functions for consistency.
New features:
Create a Batch with immediate mode! Just use immBeginBatch instead of immBegin. You can keep the result and draw it as many times as you like. This partially replaces the need for display lists.
Copy a VertexFormat, and create a VertexBuffer using an existing format.
Resize a VertexBuffer to a different number of vertices. (can only resize BEFORE using it to draw)
Was already done for immediate mode, but rearranged code to make a clean separation. Cleaned up #includes for code that uses this feature.
Added same for batched rendering.
Follow-up to rBddb1d5648dbd
API is nearly complete but untested.
1) create batch with vertex buffer & optional index buffer
2) choose shader program
3) draw!
This function modifies the GL program object, which reduces our ability to share a shader among meshes with different vertex formats. Recommended approach is to use get_attrib_locations.
Vertex Buffer to store vertex attribute data.
Element List (AKA Index Buffer) to select which vertices to use.
Batch combines these into an object that can be built once then drawn
many times.
Porting over from the C++ version… Most of this C code is compiled but
unused. Some of it is not even compiled. Committing now in case I’m
lost at sea.
Put Gawain source code in a subfolder to make the boundary between the
library and the rest of Blender clear.
Changed Gawain’s license from Apache to Mozilla Public License. Has
more essence of copyleft — closer to GPL but not as restrictive.
Split immediate.c into several files so parts can be reused (adding
more files soon…)
immBegin requires us to know how many vertices will be drawn. Most times this is fine, but sometimes it can be tricky. Do we make the effort to count everything in one pass, then draw it in a second?
immBeginAtMost makes this simple. Example: I'll draw at most 100 vertices. Supply only 6 verts and it draws only 6.
Any unused space is reclaimed and given to the next immBegin.
Was using GL_NONE to mean "no primitive" but GL_NONE and GL_POINTS are both defined as 0x0000.
Introducing PRIM_NONE = 0xF which does not clash with any primitive types.