[Bf-blender-cvs] [28ea3f5] master: Fix T44565 World background artifacts when world shader is void (or compilation fails).

Antony Riakiotakis noreply at git.blender.org
Fri May 1 12:07:00 CEST 2015


Commit: 28ea3f5b94175edcfd27612cf56d69106879d9a4
Author: Antony Riakiotakis
Date:   Fri May 1 12:06:05 2015 +0200
Branches: master
https://developer.blender.org/rB28ea3f5b94175edcfd27612cf56d69106879d9a4

Fix T44565 World background artifacts when world shader is void (or
compilation fails).

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

M	source/blender/editors/space_view3d/view3d_draw.c
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_material.c

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

diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index c5fccc8..da628c3 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2940,21 +2940,41 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar)
 		if (glsl) {
 			RegionView3D *rv3d = ar->regiondata;
 			GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
+			bool material_not_bound;
 
 			/* calculate full shader for background */
 			GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
 			
+			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);
+			}
+
 			glEnable(GL_DEPTH_TEST);
 			glDepthFunc(GL_ALWAYS);
 			glShadeModel(GL_SMOOTH);
-			glBegin(GL_QUADS);
+			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);
+			glVertex3f(1.0, 1.0, 1.0);
 			glEnd();
 			glShadeModel(GL_FLAT);
 
+			if (material_not_bound) {
+				glMatrixMode(GL_PROJECTION);
+				glPopMatrix();
+				glMatrixMode(GL_MODELVIEW);
+				glPopMatrix();
+			}
+
 			GPU_material_unbind(gpumat);
 			
 			glDepthFunc(GL_LEQUAL);
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index b61bdf9..7bb044a 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -186,7 +186,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, stru
 void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
 void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
 void GPU_material_unbind(GPUMaterial *material);
-int GPU_material_bound(GPUMaterial *material);
+bool GPU_material_bound(GPUMaterial *material);
 struct Scene *GPU_material_scene(GPUMaterial *material);
 GPUMatType GPU_Material_get_type(GPUMaterial *material);
 
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4d46ef3..12672b5 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -102,7 +102,6 @@ struct GPUMaterial {
 	/* for binding the material */
 	GPUPass *pass;
 	GPUVertexAttribs attribs;
-	int bound;
 	int builtins;
 	int alpha, obcolalpha;
 	int dynproperty;
@@ -114,6 +113,7 @@ struct GPUMaterial {
 	int cameratexcofacloc;
 
 	ListBase lamps;
+	bool bound;
 };
 
 struct GPULamp {
@@ -400,7 +400,7 @@ void GPU_material_unbind(GPUMaterial *material)
 	}
 }
 
-int GPU_material_bound(GPUMaterial *material)
+bool GPU_material_bound(GPUMaterial *material)
 {
 	return material->bound;
 }




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