These are intended for very simple drawing. No lighting etc.
Shares some fragment code with the 2D shaders.
Similar to their 2D counterparts, but are not combined because of
future plans for separate 2D & 3D matrix stacks.
immBindBuiltinProgram extends Gawain’s immBindProgram to use Blender’s
library of built-in shader programs.
It uses imm prefix instead of GPU_ so people won’t be tempted to call
GPU_unbind_program() afterward.
From my understanding, Apache code is not allowed to call GPL code, so
this function needs to be in the GPU lib.
How to use:
1) set up vertex format
2) bind a shader
3) draw with immBegin … immEnd
4) unbind shader
TODO: expand this a little, so we can send uniform values to the bound
shader.
Mac’s OpenGL version is furthest away from our target of GL 3.2. This
commit brings Mac closer to other platforms, so that our shaders and
other code don’t diverge too much during development.
According to Apple’s OpenGL matrix these useful extensions are
available on all GPUs that will be able to run Blender 2.8.
Only checked in debug builds; we might need something more forceful.
Part of T49012
The first two of several new simple built-in shaders (will test these
before adding more). These are intended for the new immediate mode API,
but you can use them just like any built-in GPUShader.
Due to limitations on different platforms, shaders need to work with
GLSL versions 120, 130 and 150. Final Blender 2.8 will be pure #version
150.
The issue was introduced by a fix for T44713 which only made GLSL
consistent with Cycles.
Now we do have conditional averaging or proper luma weighting based
on whether we're new old old shading system. Not totally ideal but
should work for until we re-design viewport possibly breaking how
Blender Internal does implicit conversion.
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had
to be rewritten.
Although this new algorithm has the same behaviour as the old one (view
aligned slicing), it works with an arbitrary number of slices (which
could eventually be set by the user), which means we can preallocate the
buffer. The previous algorithm would slice from the begining to the end
of the volume's bbox, and draw the slices as it generates them.
Also support for ARB program was removed.
Patch by myself, with some minor fixes by Brecht.
Reviewers: brecht, #opengl_gfx
Differential Revision: https://developer.blender.org/D1694