remove call to GLSL support query (it's always supported)

Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback.
This commit is contained in:
Mike Erwin
2016-10-10 01:11:03 -04:00
parent 5fc9bed8b3
commit 78abbdf264

View File

@@ -2593,168 +2593,45 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
bool glsl = GPU_glsl_support();
if (glsl) {
RegionView3D *rv3d = ar->regiondata;
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
RegionView3D *rv3d = ar->regiondata;
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
/* calculate full shader for background */
GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
bool material_not_bound = !GPU_material_bound(gpumat);
/* calculate full shader for background */
GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
if (material_not_bound) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
}
// Draw world
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(-1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glEnd();
//
if (material_not_bound) {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
GPU_material_unbind(gpumat);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
}
else if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */
int x, y;
float col_hor[3];
float col_zen[3];
#define VIEWGRAD_RES_X 16
#define VIEWGRAD_RES_Y 16
GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4];
static float grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3];
static GLushort indices[VIEWGRAD_RES_X - 1][VIEWGRAD_RES_X - 1][4];
static bool buf_calculated = false;
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
&scene->display_settings);
IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings,
&scene->display_settings);
bool material_not_bound = !GPU_material_bound(gpumat);
if (material_not_bound) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
}
/* calculate buffers the first time only */
if (!buf_calculated) {
for (x = 0; x < VIEWGRAD_RES_X; x++) {
for (y = 0; y < VIEWGRAD_RES_Y; y++) {
const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1);
const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1);
/* -1..1 range */
grid_pos[x][y][0] = (xf - 0.5f) * 2.0f;
grid_pos[x][y][1] = (yf - 0.5f) * 2.0f;
grid_pos[x][y][2] = 1.0;
}
}
for (x = 0; x < VIEWGRAD_RES_X - 1; x++) {
for (y = 0; y < VIEWGRAD_RES_Y - 1; y++) {
indices[x][y][0] = x * VIEWGRAD_RES_X + y;
indices[x][y][1] = x * VIEWGRAD_RES_X + y + 1;
indices[x][y][2] = (x + 1) * VIEWGRAD_RES_X + y + 1;
indices[x][y][3] = (x + 1) * VIEWGRAD_RES_X + y;
}
}
buf_calculated = true;
}
for (x = 0; x < VIEWGRAD_RES_X; x++) {
for (y = 0; y < VIEWGRAD_RES_Y; y++) {
const float xf = (float)x / (float)(VIEWGRAD_RES_X - 1);
const float yf = (float)y / (float)(VIEWGRAD_RES_Y - 1);
const float mval[2] = {xf * (float)ar->winx, yf * ar->winy};
const float z_up[3] = {0.0f, 0.0f, 1.0f};
float out[3];
GLubyte *col_ub = grid_col[x][y];
float col_fac;
float col_fl[3];
ED_view3d_win_to_vector(ar, mval, out);
if (scene->world->skytype & WO_SKYPAPER) {
if (scene->world->skytype & WO_SKYREAL) {
col_fac = fabsf(((float)y / (float)VIEWGRAD_RES_Y) - 0.5f) * 2.0f;
}
else {
col_fac = (float)y / (float)VIEWGRAD_RES_Y;
}
}
else {
if (scene->world->skytype & WO_SKYREAL) {
col_fac = fabsf((angle_normalized_v3v3(z_up, out) / (float)M_PI) - 0.5f) * 2.0f;
}
else {
col_fac = 1.0f - (angle_normalized_v3v3(z_up, out) / (float)M_PI);
}
}
interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac);
rgb_float_to_uchar(col_ub, col_fl);
col_ub[3] = 255;
}
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, grid_pos);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, grid_col);
glDrawElements(GL_QUADS, (VIEWGRAD_RES_X - 1) * (VIEWGRAD_RES_Y - 1) * 4, GL_UNSIGNED_SHORT, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
/* Draw world */
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(-1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
glVertex3f(-1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glEnd();
if (material_not_bound) {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#undef VIEWGRAD_RES_X
#undef VIEWGRAD_RES_Y
}
else { /* solid sky */
float col_hor[3];
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
&scene->display_settings);
glClearColor(col_hor[0], col_hor[1], col_hor[2], 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
GPU_material_unbind(gpumat);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
}
else {
if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {