Client vertex array state is deprecated, and these are the default values anyway.
No need to bind any basic shader. Let drawing code decide which shader it wants to use.
Part of T49165 (general OpenGL upgrade)
- use in/out instead of attribute/varying
- use named output instead of gl_FragColor
- use texture() instead of the multitude of older texture sampling functions
The #if __VERSION__ == 120 paths (needed on Mac) will be removed after we switch to 3.3 core profile.
Part of T49165 (general OpenGL upgrade)
Builtin names staring with gl_ will not be available in core profile. Same with the ftransform function. New matrix API provides the same names minus the gl_ prefix.
Part of T49450
- init projection matrices with identity
- fix copy/paste mistake in GetProjectionMatrix3D
- add extra matrices needed by material GLSL
Working toward T49450
New matrix API does not support texture matrices. Not sure what the final code will look like, but this at least avoids interference with new ModelView matrix.
Marked each line with TEXTURE so they can be disregarded during searches.
Related to T49450
For functions that expect a 4x4 matrix, you can pass in that, or array[16], or float*, or... Casting at each call site can get annoying, and obscures the logic.
The C11 section still needs work, but the non-C11 macros help on the system I tested on (Mac/clang).
Part of T49450
This is used to send latest matrix values to shader when drawing.
Previously handled by calling OpenGL matrix functions, followed by gpuMatrixUpdate_legacy. With this change that function is no longer needed.
Part of T49450
For the sake of forward progress on T49450
We can now replace legacy gl* matrix function calls with their gpu equivalents. "Inactive" in this code means we're using the legacy matrix stacks, not our own. Setting up the proper gpuMatrixBegin2D/3D/End calls can be done afterward.
Most or all of this will be removed after the transition to core profile.
GL_SELECT is really slow in this branch and will be removed.
For now we simply change AUTO behavior to avoid possible conflicts with merges
and upcoming color-id-based selection.
glMaterial
glColorMaterial
glPixelTransfer
and glEnable/Disable for
GL_FOG, GL_LIGHTING, GL_COLOR_MATERIAL
All of these were just setting default values, so I don't expect any visible change.
Part of T49165 (general OpenGL upgrade)
Selection loop would draw the selection ignoring xray.
Now draw in a separate pass after clearing the depth buffer,
as with regular drawing.
Also disable depth sorting,
caller can sort the hit-list by depth if needed.
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others.
Also separated draw_mode_pass.c into the mode engines.
Intended to replace legacy GL_SELECT, without the limitations of
sample queries which can't access depth information.
This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL
which access the depth buffers to detect whats under the pointer,
so initial selection is always the closest item.
The performance of this method depends a lot on the OpenGL
implementations glReadPixels.
Since reading depth can be slow, buffers are cached for object picking
so selecting re-uses depth data, performing 1 draw instead of 3
(for 24, 18, 10 px regions, picking with many items under the pointer).
Occlusion queries draw twice when picking nearest,
so worst case 6x draw calls per selection.
Even with these improvements occlusion queries is faster on AMD hardware.
Depth selection is disabled by default, toggle option under select method.
May enable by default if this works well on different hardware.
Reviewed as D2543