Cleanup: GPU: Encapsulate Backface culling

This commit is contained in:
Clément Foucault 2020-07-17 20:04:37 +02:00
parent c14e6cdd56
commit 5993c53a6d
4 changed files with 22 additions and 5 deletions

View File

@ -84,7 +84,7 @@ void wm_gizmo_geometryinfo_draw(const GizmoGeomInfo *info,
/* We may want to re-visit this, for now disable
* since it causes issues leaving the GL state modified. */
#if 0
glEnable(GL_CULL_FACE);
GPU_face_culling(GPU_CULL_BACK);
GPU_depth_test(true);
#endif
@ -92,7 +92,7 @@ void wm_gizmo_geometryinfo_draw(const GizmoGeomInfo *info,
#if 0
GPU_depth_test(false);
glDisable(GL_CULL_FACE);
GPU_face_culling(GPU_CULL_NONE);
#endif
GPU_batch_discard(batch);

View File

@ -1783,8 +1783,7 @@ void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rec
UI_draw_roundbox_3ub_alpha(
true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, wcol->inner, 255);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
GPU_face_culling(GPU_CULL_BACK);
/* setup lights */
ui_but_v3_get(but, light);
@ -1809,7 +1808,7 @@ void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rec
GPU_batch_draw(sphere);
/* restore */
glDisable(GL_CULL_FACE);
GPU_face_culling(GPU_CULL_NONE);
/* AA circle */
GPUVertFormat *format = immVertexFormat();

View File

@ -40,6 +40,12 @@ typedef enum eGPUFilterFunction {
GPU_LINEAR,
} eGPUFilterFunction;
typedef enum eGPUFaceCull {
GPU_CULL_NONE = 0, /* Culling disabled. */
GPU_CULL_FRONT,
GPU_CULL_BACK,
} eGPUFaceCull;
/* Initialize
* - sets the default Blender opengl state, if in doubt, check
* the contents of this function
@ -52,6 +58,7 @@ void GPU_blend_set_func_separate(eGPUBlendFunction src_rgb,
eGPUBlendFunction dst_rgb,
eGPUBlendFunction src_alpha,
eGPUBlendFunction dst_alpha);
void GPU_face_culling(eGPUFaceCull culling);
void GPU_depth_range(float near, float far);
void GPU_depth_test(bool enable);
bool GPU_depth_test_enabled(void);

View File

@ -78,6 +78,17 @@ void GPU_blend_set_func_separate(eGPUBlendFunction src_rgb,
gpu_get_gl_blendfunction(dst_alpha));
}
void GPU_face_culling(eGPUFaceCull culling)
{
if (culling == GPU_CULL_NONE) {
glDisable(GL_CULL_FACE);
}
else {
glEnable(GL_CULL_FACE);
glCullFace((culling == GPU_CULL_FRONT) ? GL_FRONT : GL_BACK);
}
}
void GPU_depth_range(float near, float far)
{
/* glDepthRangef is only for OpenGL 4.1 or higher */