[Bf-blender-cvs] [eac9d2d] master: OpenSubdiv: Fix wrong shading in BI texture mode
Sergey Sharybin
noreply at git.blender.org
Tue Jul 19 12:49:02 CEST 2016
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);
More information about the Bf-blender-cvs
mailing list