GPU: avoid disabling basic-shader for lasso

Replace glDrawPixels w/ glaDrawPixelsTex
This commit is contained in:
Campbell Barton 2016-06-09 05:02:52 +10:00
parent 69bf7a44aa
commit d01499a45c
1 changed files with 22 additions and 18 deletions

View File

@ -233,19 +233,15 @@ static void wm_gesture_draw_circle(wmGesture *gt)
}
struct LassoFillData {
unsigned int *px;
unsigned char *px;
int width;
};
static void draw_filled_lasso_px_cb(int x, int x_end, int y, void *user_data)
{
struct LassoFillData *data = user_data;
unsigned char *col = (unsigned char *)&(data->px[(y * data->width) + x]);
do {
col[0] = col[1] = col[2] = 0xff;
col[3] = 0x10;
col += 4;
} while (++x != x_end);
unsigned char *col = &(data->px[(y * data->width) + x]);
memset(col, 0x10, x_end - x);
}
static void draw_filled_lasso(wmWindow *win, wmGesture *gt)
@ -273,7 +269,7 @@ static void draw_filled_lasso(wmWindow *win, wmGesture *gt)
if (BLI_rcti_is_empty(&rect) == false) {
const int w = BLI_rcti_size_x(&rect);
const int h = BLI_rcti_size_y(&rect);
unsigned int *pixel_buf = MEM_callocN(sizeof(*pixel_buf) * w * h, __func__);
unsigned char *pixel_buf = MEM_callocN(sizeof(*pixel_buf) * w * h, __func__);
struct LassoFillData lasso_fill_data = {pixel_buf, w};
fill_poly_v2i_n(
@ -281,19 +277,27 @@ static void draw_filled_lasso(wmWindow *win, wmGesture *gt)
(const int (*)[2])moves, tot,
draw_filled_lasso_px_cb, &lasso_fill_data);
int bound_options;
GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glColor4f(1, 1, 1, 1);
glPixelTransferf(GL_RED_BIAS, 1);
glPixelTransferf(GL_GREEN_BIAS, 1);
glPixelTransferf(GL_BLUE_BIAS, 1);
GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glEnable(GL_BLEND);
// glColor4f(1.0, 1.0, 1.0, 0.05);
glRasterPos2f(rect.xmin, rect.ymin);
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixel_buf);
GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options);
glaDrawPixelsTex(rect.xmin, rect.ymin, w, h, GL_ALPHA, GL_UNSIGNED_BYTE, GL_NEAREST, pixel_buf);
glDisable(GL_BLEND);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glPixelTransferf(GL_RED_BIAS, 0);
glPixelTransferf(GL_GREEN_BIAS, 0);
glPixelTransferf(GL_BLUE_BIAS, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
MEM_freeN(pixel_buf);
}