Commit: eac9d2d43063550359d5e4dd7a58264c73d0d45f
Author: Sergey Sharybin
Date:   Tue Jul 19 12:47:20 2016 +0200
Branches: master
https://developer.blender.org/rBeac9d2d43063550359d5e4dd7a58264c73d0d45f

OpenSubdiv: Fix wrong shading in BI texture mode

This probably makes code somewhat slower, but we can't easily know
whether we can use a shortcut and only use directional lighting from
the scene.

Need some better integration between GPU and OpenSubdiv for that.

===================================================================

M       intern/opensubdiv/opensubdiv_gpu_capi.cc

===================================================================

diff --git a/intern/opensubdiv/opensubdiv_gpu_capi.cc 
b/intern/opensubdiv/opensubdiv_gpu_capi.cc
index 20b3cff..63cf390 100644
--- a/intern/opensubdiv/opensubdiv_gpu_capi.cc
+++ b/intern/opensubdiv/opensubdiv_gpu_capi.cc
@@ -47,6 +47,7 @@ using OpenSubdiv::Osd::GLMeshInterface;
 extern "C" char datatoc_gpu_shader_opensubd_display_glsl[];
 
 #define MAX_LIGHTS 8
+#define SUPPORT_COLOR_MATERIAL
 
 typedef struct Light {
        float position[4];
@@ -198,11 +199,14 @@ GLuint compileShader(GLenum shaderType,
                version,
                define,
                sdefine,
+#ifdef SUPPORT_COLOR_MATERIAL
+               "#define SUPPORT_COLOR_MATERIAL\n",
+#endif
                datatoc_gpu_shader_opensubd_display_glsl
        };
 
        GLuint shader = glCreateShader(shaderType);
-       glShaderSource(shader, 4, sources, NULL);
+       glShaderSource(shader, 5, sources, NULL);
        glCompileShader(shader);
 
        GLint status;
@@ -392,11 +396,27 @@ bool openSubdiv_osdGLDisplayInit(void)
                        /* minimum supported for OpenSubdiv */
                }
 
-               g_flat_fill_solid_program = linkProgram(version, "#define 
FLAT_SHADING\n");
-               g_flat_fill_texture2d_program = linkProgram(version, "#define 
USE_TEXTURE_2D\n#define FLAT_SHADING\n");
-               g_smooth_fill_solid_program = linkProgram(version, "#define 
SMOOTH_SHADING\n");
-               g_smooth_fill_texture2d_program = linkProgram(version, "#define 
USE_TEXTURE_2D\n#define SMOOTH_SHADING\n");
-               g_wireframe_program = linkProgram(version, "#define 
WIREFRAME\n");
+               g_flat_fill_solid_program = linkProgram(
+                       version,
+                       "#define USE_COLOR_MATERIAL\n"
+                       "#define FLAT_SHADING\n");
+               g_flat_fill_texture2d_program = linkProgram(
+                       version,
+                       "#define USE_COLOR_MATERIAL\n"
+                       "#define USE_TEXTURE_2D\n"
+                       "#define FLAT_SHADING\n");
+               g_smooth_fill_solid_program = linkProgram(
+                       version,
+                       "#define USE_COLOR_MATERIAL\n"
+                       "#define SMOOTH_SHADING\n");
+               g_smooth_fill_texture2d_program = linkProgram(
+                       version,
+                       "#define USE_COLOR_MATERIAL\n"
+                       "#define USE_TEXTURE_2D\n"
+                       "#define SMOOTH_SHADING\n");
+               g_wireframe_program = linkProgram(
+                       version,
+                       "#define WIREFRAME\n");
 
                glGenBuffers(1, &g_lighting_ub);
                glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);

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