Cleanup: GPU: Encapsulate glFrontFace
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@ -126,7 +126,7 @@ void ED_draw_object_facemap(Depsgraph *depsgraph,
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}
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}
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glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
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GPU_front_facing(ob->transflag & OB_NEG_SCALE);
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/* Just to create the data to pass to immediate mode, grr! */
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const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
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@ -59,6 +59,7 @@ void GPU_blend_set_func_separate(eGPUBlendFunction src_rgb,
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eGPUBlendFunction src_alpha,
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eGPUBlendFunction dst_alpha);
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void GPU_face_culling(eGPUFaceCull culling);
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void GPU_front_facing(bool invert);
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void GPU_depth_range(float near, float far);
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void GPU_depth_test(bool enable);
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bool GPU_depth_test_enabled(void);
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@ -89,6 +89,11 @@ void GPU_face_culling(eGPUFaceCull culling)
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}
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}
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void GPU_front_facing(bool invert)
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{
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glFrontFace((invert) ? GL_CW : GL_CCW);
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}
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void GPU_depth_range(float near, float far)
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{
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/* glDepthRangef is only for OpenGL 4.1 or higher */
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