Built-in shaders now use uniforms instead of legacy built-in matrices. So far I only hooked this up for new immediate mode. We use the same matrix naming convention as OpenGL, but without the gl_ prefix, e.g. gl_ModelView becomes ModelView. Right now it can skip the new matrix stack and use the legacy built-in matrices app-side. This will help us transition gradually from glMatrix functions to gpuMatrix functions. Still some work to do in gpuBindMatrices. See TODO comments in gpu_matrix.c for specifics.
38 lines
1.2 KiB
C
38 lines
1.2 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Mike Erwin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "gpu_shader_private.h"
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void immBindBuiltinProgram(GPUBuiltinShader shader_id)
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{
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GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
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immBindProgram(shader->program);
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gpuBindMatrices(shader->program);
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}
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