Tech ENABLE_LEGACY_OPENGL_REMOVAL - A few refactorings and fixes
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@ -6,5 +6,5 @@ in vec2 tex_coord;
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void main()
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{
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gl_FragColor = texture2D(uniform_texture, tex_coord);
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gl_FragColor = texture(uniform_texture, tex_coord);
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}
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@ -74,7 +74,7 @@ void main()
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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@ -1,4 +1,4 @@
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#version 110
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#version 140
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uniform sampler2D Texture;
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@ -7,5 +7,5 @@ in vec4 Frag_Color;
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void main()
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{
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gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
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gl_FragColor = Frag_Color * texture(Texture, Frag_UV.st);
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}
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@ -12,7 +12,7 @@ in vec2 tex_coord;
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vec4 svg_color()
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{
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// takes foreground from texture
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vec4 fore_color = texture2D(texture, tex_coord);
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vec4 fore_color = texture(texture, tex_coord);
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// calculates radial gradient
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vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
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@ -24,7 +24,7 @@ vec4 svg_color()
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vec4 non_svg_color()
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{
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// takes foreground from texture
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vec4 color = texture2D(texture, tex_coord);
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vec4 color = texture(texture, tex_coord);
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return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
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}
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@ -34,8 +34,8 @@ void main()
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// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
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vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
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if (z_texture_row >= 0.0)
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color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
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texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
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color = mix(texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
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texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
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// Mix the final color.
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gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
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}
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@ -861,7 +861,7 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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position_id = shader->get_attrib_location("v_position");
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if (position_id != -1) {
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glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::position_offset_bytes(data.format)));
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glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
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glsafe(::glEnableVertexAttribArray(position_id));
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}
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#else
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@ -873,7 +873,7 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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normal_id = shader->get_attrib_location("v_normal");
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if (normal_id != -1) {
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glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::normal_offset_bytes(data.format)));
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glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
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glsafe(::glEnableVertexAttribArray(normal_id));
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}
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#else
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@ -885,7 +885,7 @@ void GLModel::render(const std::pair<size_t, size_t>& range)
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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tex_coord_id = shader->get_attrib_location("v_tex_coord");
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if (tex_coord_id != -1) {
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glsafe(::glVertexAttribPointer(tex_coord_id, Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::tex_coord_offset_bytes(data.format)));
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glsafe(::glVertexAttribPointer(tex_coord_id, Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
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glsafe(::glEnableVertexAttribArray(tex_coord_id));
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}
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#else
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@ -930,7 +930,7 @@ void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instance
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void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instances_count) const
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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{
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if (instances_vbo == 0)
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if (instances_vbo == 0 || instances_count == 0)
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return;
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GLShaderProgram* shader = wxGetApp().get_current_shader();
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@ -970,11 +970,12 @@ void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instance
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, instances_vbo));
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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glsafe(::glVertexAttribPointer(offset_id, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)0));
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const size_t instance_stride = 5 * sizeof(float);
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glsafe(::glVertexAttribPointer(offset_id, 3, GL_FLOAT, GL_FALSE, instance_stride, (const void*)0));
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glsafe(::glEnableVertexAttribArray(offset_id));
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glsafe(::glVertexAttribDivisor(offset_id, 1));
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glsafe(::glVertexAttribPointer(scales_id, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (GLvoid*)(3 * sizeof(float))));
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glsafe(::glVertexAttribPointer(scales_id, 2, GL_FLOAT, GL_FALSE, instance_stride, (const void*)(3 * sizeof(float))));
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glsafe(::glEnableVertexAttribArray(scales_id));
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glsafe(::glVertexAttribDivisor(scales_id, 1));
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#else
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@ -996,8 +997,6 @@ void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instance
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const GLenum mode = get_primitive_mode(data.format);
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const GLenum index_type = get_index_type(data);
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shader->set_uniform("uniform_color", data.color);
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const size_t vertex_stride_bytes = Geometry::vertex_stride_bytes(data.format);
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const bool position = Geometry::has_position(data.format);
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const bool normal = Geometry::has_normal(data.format);
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@ -1005,15 +1004,17 @@ void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instance
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
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if (position) {
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glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::position_offset_bytes(data.format)));
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glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
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glsafe(::glEnableVertexAttribArray(position_id));
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}
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if (normal) {
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glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (GLvoid*)Geometry::normal_offset_bytes(data.format)));
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glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
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glsafe(::glEnableVertexAttribArray(normal_id));
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}
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shader->set_uniform("uniform_color", data.color);
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
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glsafe(::glDrawElementsInstanced(mode, indices_count(), index_type, (const void*)0, instances_count));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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@ -1475,10 +1475,10 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture; glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode));
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GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport));
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GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box));
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GLint last_texture; glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode));
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GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport));
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GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box));
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GLint last_texture_env_mode; glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_texture_env_mode));
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glsafe(::glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT));
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glsafe(::glEnable(GL_BLEND));
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@ -1553,17 +1553,17 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
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const int position_id = shader->get_attrib_location("Position");
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if (position_id != -1) {
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glsafe(::glVertexAttribPointer(position_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
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glsafe(::glVertexAttribPointer(position_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (const void*)IM_OFFSETOF(ImDrawVert, pos)));
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glsafe(::glEnableVertexAttribArray(position_id));
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}
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const int uv_id = shader->get_attrib_location("UV");
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if (uv_id != -1) {
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glsafe(::glVertexAttribPointer(uv_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
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glsafe(::glVertexAttribPointer(uv_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (const void*)IM_OFFSETOF(ImDrawVert, uv)));
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glsafe(::glEnableVertexAttribArray(uv_id));
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}
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const int color_id = shader->get_attrib_location("Color");
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if (color_id != -1) {
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glsafe(::glVertexAttribPointer(color_id, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
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glsafe(::glVertexAttribPointer(color_id, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (const void*)IM_OFFSETOF(ImDrawVert, col)));
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glsafe(::glEnableVertexAttribArray(color_id));
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}
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#else
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@ -1637,11 +1637,14 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GL_IMGUI_SHADERS
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glsafe(::glPopAttrib());
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glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]));
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glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
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glsafe(::glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1])));
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glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]));
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glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]));
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#if ENABLE_GL_IMGUI_SHADERS
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shader->stop_using();
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if (curr_shader != nullptr)
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curr_shader->start_using();
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#endif // ENABLE_GL_IMGUI_SHADERS
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