Commit: fc485302cc3568f3125a0378cde9830c764a8943
Author: Dalai Felinto
Date: Mon Sep 26 14:31:41 2016 +0000
Branches: blender2.8
https://developer.blender.org/rBfc485302cc3568f3125a0378cde9830c764a8943
immediate mode: using texture shader for stereo drawing
(for side-by-side and top-bottom stereo modes)
===================================================================
M source/blender/windowmanager/intern/wm_stereo.c
===================================================================
diff --git a/source/blender/windowmanager/intern/wm_stereo.c
b/source/blender/windowmanager/intern/wm_stereo.c
index 1c1c2ad..ea9a09d 100644
--- a/source/blender/windowmanager/intern/wm_stereo.c
+++ b/source/blender/windowmanager/intern/wm_stereo.c
@@ -54,6 +54,7 @@
#include "GPU_glew.h"
#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -203,23 +204,33 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow
*win)
halfy /= triple->y;
}
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2,
KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "position", GL_FLOAT, 2,
KEEP_FLOAT);
+
glEnable(triple->target);
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ?
GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
+
glBindTexture(triple->target, triple->bind);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBegin(GL_QUADS);
- glTexCoord2f(halfx, halfy);
- glVertex2f(soffx, 0);
+ immUniform1i("texture_map", 0);
+
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, soffx, 0.0f);
+
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, soffx + (sizex * 0.5f), 0.0f);
- glTexCoord2f(ratiox + halfx, halfy);
- glVertex2f(soffx + (sizex * 0.5f), 0);
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, soffx + (sizex * 0.5f), sizey);
- glTexCoord2f(ratiox + halfx, ratioy + halfy);
- glVertex2f(soffx + (sizex * 0.5f), sizey);
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, soffx, sizey);
- glTexCoord2f(halfx, ratioy + halfy);
- glVertex2f(soffx, sizey);
- glEnd();
+ immEnd();
+ immUnbindProgram();
glBindTexture(triple->target, 0);
glDisable(triple->target);
@@ -262,23 +273,33 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow
*win)
halfy /= triple->y;
}
+ VertexFormat *format = immVertexFormat();
+ unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2,
KEEP_FLOAT);
+ unsigned pos = add_attrib(format, "position", GL_FLOAT, 2,
KEEP_FLOAT);
+
glEnable(triple->target);
+ immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ?
GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
+
glBindTexture(triple->target, triple->bind);
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- glBegin(GL_QUADS);
- glTexCoord2f(halfx, halfy);
- glVertex2f(0, soffy);
+ immUniform1i("texture_map", 0);
+
+ immBegin(GL_QUADS, 4);
+
+ immAttrib2f(texcoord, halfx, halfy);
+ immVertex2f(pos, 0.0f, soffy);
+
+ immAttrib2f(texcoord, ratiox + halfx, halfy);
+ immVertex2f(pos, sizex, soffy);
- glTexCoord2f(ratiox + halfx, halfy);
- glVertex2f(sizex, soffy);
+ immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
+ immVertex2f(pos, sizex, soffy + (sizey * 0.5f));
- glTexCoord2f(ratiox + halfx, ratioy + halfy);
- glVertex2f(sizex, soffy + (sizey * 0.5f));
+ immAttrib2f(texcoord, halfx, ratioy + halfy);
+ immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f));
- glTexCoord2f(halfx, ratioy + halfy);
- glVertex2f(0, soffy + (sizey * 0.5f));
- glEnd();
+ immEnd();
+ immUnbindProgram();
glBindTexture(triple->target, 0);
glDisable(triple->target);
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