Commit 899839f7 authored by Ken Martin's avatar Ken Martin Committed by Kitware Robot

Merge topic 'remove_es2_support'

0f750114 Remove ES2 support for VTK 8.0
Acked-by: Kitware Robot's avatarKitware Robot <kwrobot@kitware.com>
Reviewed-by: Berk Geveci's avatarBerk Geveci <berk.geveci@kitware.com>
Merge-request: !2126
parents deef9004 0f750114
......@@ -15,9 +15,6 @@ set(PREFIX_DIR ${CMAKE_BINARY_DIR}/CMakeExternals/Prefix)
set(BUILD_DIR ${CMAKE_BINARY_DIR}/CMakeExternals/Build)
set(INSTALL_DIR ${CMAKE_BINARY_DIR}/CMakeExternals/Install)
set(OPENGL_ES_VERSION "2.0" CACHE STRING "OpenGL ES version (2.0 or 3.0)")
set_property(CACHE OPENGL_ES_VERSION PROPERTY STRINGS 2.0 3.0)
# Android options
# Android options
if (DEFINED ENV{ANDROID_NDK})
......@@ -90,7 +87,6 @@ set(android_cmake_flags
-DBUILD_TESTING:BOOL=OFF
-DBUILD_EXAMPLES:BOOL=${BUILD_EXAMPLES}
-DVTK_RENDERING_BACKEND:STRING=OpenGL2
-DOPENGL_ES_VERSION:STRING=${OPENGL_ES_VERSION}
-DVTK_Group_Rendering:BOOL=OFF
-DVTK_Group_StandAlone:BOOL=OFF
-DVTK_Group_Imaging:BOOL=OFF
......@@ -115,15 +111,9 @@ set(android_cmake_flags
-DModule_vtkRenderingFreeType:BOOL=ON
-DModule_vtkTestingCore:BOOL=ON
-DModule_vtkTestingRendering:BOOL=ON
-DModule_vtkRenderingVolumeOpenGL2:BOOL=ON
)
# add volume rendering for ES 3.0
if (OPENGL_ES_VERSION STREQUAL "3.0")
set(android_cmake_flags ${android_cmake_flags}
-DModule_vtkRenderingVolumeOpenGL2:BOOL=ON
)
endif()
macro(crosscompile target api abi out_build_dir)
set(_ANDROID_API "${api}")
set(_ANDROID_ABI "${abi}")
......
......@@ -10,10 +10,6 @@ file(REMOVE_RECURSE ${PREFIX_DIR})
file(REMOVE_RECURSE ${BUILD_DIR})
file(REMOVE_RECURSE ${INSTALL_DIR})
# Options for iOS
set(OPENGL_ES_VERSION "2.0" CACHE STRING "OpenGL ES version (2.0 or 3.0)")
set_property(CACHE OPENGL_ES_VERSION PROPERTY STRINGS 2.0 3.0)
set(IOS_SIMULATOR_ARCHITECTURES "i386;x86_64"
CACHE STRING "iOS Simulator Architectures")
set(IOS_DEVICE_ARCHITECTURES "arm64;armv7;armv7s"
......@@ -99,13 +95,9 @@ option(Module_vtkIOImage "Turn on or off this module" OFF)
option(Module_vtkIOPLY "Turn on or off this module" OFF)
option(Module_vtkIOInfovis "Turn on or off this module" OFF)
option(Module_vtkRenderingFreeType "Turn on or off this module" OFF)
option(Module_vtkRenderingVolumeOpenGL2 "Include Volume Rendering Support" ON)
# add volume rendering option for ES 3.0
if (OPENGL_ES_VERSION STREQUAL "3.0" AND Module_vtkRenderingOpenGL2)
option(Module_vtkRenderingVolumeOpenGL2 "Include Volume Rendering Support" ON)
endif()
mark_as_advanced(Module_${vtk-module})
# Now cross-compile VTK with custom toolchains
......@@ -113,7 +105,6 @@ set(ios_cmake_flags
-DBUILD_SHARED_LIBS:BOOL=OFF
-DBUILD_TESTING:BOOL=OFF
-DBUILD_EXAMPLES:BOOL=${BUILD_EXAMPLES}
-DOPENGL_ES_VERSION:STRING=${OPENGL_ES_VERSION}
-DVTK_Group_Rendering:BOOL=OFF
-DVTK_Group_StandAlone:BOOL=OFF
-DVTK_Group_Imaging:BOOL=OFF
......
......@@ -155,25 +155,11 @@ if (ANDROID OR APPLE_IOS)
SET( KWSYS_LFS_WORKS__TRYRUN_OUTPUT ""
CACHE STRING "Output from TRY_RUN" FORCE)
# need int version for CPP
if (OPENGL_ES_VERSION STREQUAL "2.0")
set(OPENGL_ES_VERSION_INT 20)
endif()
if (OPENGL_ES_VERSION STREQUAL "3.0")
set(OPENGL_ES_VERSION_INT 30)
endif()
if (APPLE_IOS)
unset(OPENGL_INCLUDE_DIR CACHE)
if (OPENGL_ES_VERSION STREQUAL "2.0")
find_path(OPENGL_INCLUDE_DIR ES2/gl.h
${CMAKE_OSX_SYSROOT}/System/Library/Frameworks/OpenGLES.framework/Headers
${_OPENGL_INCLUDE_DIR})
elseif (OPENGL_ES_VERSION STREQUAL "3.0")
find_path(OPENGL_INCLUDE_DIR ES3/gl.h
${CMAKE_OSX_SYSROOT}/System/Library/Frameworks/OpenGLES.framework/Headers
${_OPENGL_INCLUDE_DIR})
endif()
find_path(OPENGL_INCLUDE_DIR ES3/gl.h
${CMAKE_OSX_SYSROOT}/System/Library/Frameworks/OpenGLES.framework/Headers
${_OPENGL_INCLUDE_DIR})
find_library(OPENGL_gl_LIBRARY
NAMES OpenGLES
PATHS
......@@ -185,13 +171,8 @@ if (ANDROID OR APPLE_IOS)
unset(OPENGL_gl_LIBRARY CACHE)
unset(OPENGL_egl_LIBRARY CACHE)
if (OPENGL_ES_VERSION STREQUAL "2.0")
find_path(OPENGL_INCLUDE_DIR GLES2/gl2.h)
find_library(OPENGL_gl_LIBRARY NAMES GLESv2)
elseif (OPENGL_ES_VERSION STREQUAL "3.0")
find_path(OPENGL_INCLUDE_DIR GLES3/gl3.h)
find_library(OPENGL_gl_LIBRARY NAMES GLESv3)
endif()
find_path(OPENGL_INCLUDE_DIR GLES3/gl3.h)
find_library(OPENGL_gl_LIBRARY NAMES GLESv3)
find_library(OPENGL_egl_LIBRARY NAMES EGL)
endif()
else()
......
add_subdirectory(NativeVTK)
add_subdirectory(JavaVTK)
if (OPENGL_ES_VERSION STREQUAL "3.0")
add_subdirectory(VolumeRender)
endif()
\ No newline at end of file
add_subdirectory(VolumeRender)
......@@ -17,9 +17,6 @@ directory in vtkios ala cd vtkios; mkdir install
* Change the VTK_INSTALL_PREFIX to where you want the framework written.
* If you want OpenGL ES 3.0 support make sure to change the setting of
* OPENGL_ES_VERSION to 3.0. Volume Rendering requires ES 3.0.
* configure and generate as usual
* Once done build your framework using make or ninja for the build process.
......
......@@ -21,8 +21,10 @@ set(Module_SRCS
vtkDepthOfFieldPass.cxx
vtkDepthImageProcessingPass.cxx
vtkDepthPeelingPass.cxx
vtkDualDepthPeelingPass.cxx
vtkEDLShading.cxx
vtkFrameBufferObject.cxx
vtkFrameBufferObject2.cxx
vtkGaussianBlurPass.cxx
vtkGenericOpenGLRenderWindow.cxx
vtkHiddenLineRemovalPass.cxx
......@@ -65,9 +67,11 @@ set(Module_SRCS
vtkOpenGLVertexArrayObject.cxx
vtkOpenGLVertexBufferObject.cxx
vtkOverlayPass.cxx
vtkPixelBufferObject.cxx
vtkPointFillPass.cxx
vtkRenderPassCollection.cxx
vtkRenderStepsPass.cxx
vtkRenderbuffer.cxx
vtkSSAAPass.cxx
vtkSequencePass.cxx
vtkShader.cxx
......@@ -79,30 +83,15 @@ set(Module_SRCS
vtkTextureUnitManager.cxx
vtkTransformFeedback.cxx
vtkTranslucentPass.cxx
vtkValuePass.cxx
vtkValuePassHelper.cxx
vtkVolumetricPass.cxx
)
if (NOT DEFINED OPENGL_ES_VERSION)
set(Module_SRCS ${Module_SRCS}
vtkDataTransferHelper.cxx
vtkDualDepthPeelingPass.cxx # Needs GL_MAX
vtkFrameBufferObject2.cxx
vtkPixelBufferObject.cxx
vtkRenderbuffer.cxx
vtkValuePass.cxx
vtkValuePassHelper.cxx
)
else()
if (${OPENGL_ES_VERSION} MATCHES 3.0)
set(Module_SRCS ${Module_SRCS}
vtkDualDepthPeelingPass.cxx # Needs GL_MAX
vtkFrameBufferObject2.cxx
vtkPixelBufferObject.cxx
vtkRenderbuffer.cxx
vtkValuePass.cxx
vtkValuePassHelper.cxx
)
endif()
endif()
set(${vtk-module}_HDRS
......
......@@ -52,7 +52,7 @@ void vtkClearZPass::Render(const vtkRenderState *s)
this->NumberOfRenderedProps=0;
glDepthMask(GL_TRUE);
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glClearDepth(this->Depth);
#else
glClearDepthf(static_cast<GLclampf>(this->Depth));
......
......@@ -383,8 +383,8 @@ void vtkCompositeMapperHelper2::DrawIBO(
if (pointSize > 0)
{
#if GL_ES_VERSION_2_0 != 1
glPointSize(pointSize);
#if GL_ES_VERSION_3_0 != 1
glPointSize(pointSize); // need to use shader value
#endif
}
// First we do the triangles, update the shader, set uniforms, etc.
......
......@@ -122,7 +122,7 @@ void vtkDepthOfFieldPass::Render(const vtkRenderState *s)
this->FrameBufferObject->SetActiveBuffer(0);
this->FrameBufferObject->SetDepthBufferNeeded(true);
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
GLint savedCurrentDrawBuffer;
glGetIntegerv(GL_DRAW_BUFFER,&savedCurrentDrawBuffer);
#endif
......@@ -134,7 +134,7 @@ void vtkDepthOfFieldPass::Render(const vtkRenderState *s)
else
{
this->FrameBufferObject->UnBind();
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDrawBuffer(static_cast<GLenum>(savedCurrentDrawBuffer));
#endif
}
......@@ -150,7 +150,7 @@ void vtkDepthOfFieldPass::Render(const vtkRenderState *s)
return;
}
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
GLint savedDrawBuffer;
glGetIntegerv(GL_DRAW_BUFFER,&savedDrawBuffer);
#endif
......@@ -210,7 +210,7 @@ void vtkDepthOfFieldPass::Render(const vtkRenderState *s)
this->FrameBufferObject->UnBind();
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDrawBuffer(static_cast<GLenum>(savedDrawBuffer));
#endif
......
......@@ -431,7 +431,7 @@ void vtkDepthPeelingPass::Render(const vtkRenderState *s)
unsigned int threshold=
static_cast<unsigned int>(this->ViewportWidth*this->ViewportHeight*OcclusionRatio);
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
GLuint queryId;
glGenQueries(1,&queryId);
#endif
......@@ -449,7 +449,7 @@ void vtkDepthPeelingPass::Render(const vtkRenderState *s)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render the translucent geometry
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glBeginQuery(GL_SAMPLES_PASSED,queryId);
#endif
......@@ -469,7 +469,7 @@ void vtkDepthPeelingPass::Render(const vtkRenderState *s)
glDepthFunc( GL_LEQUAL );
glDisable(GL_BLEND);
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glEndQuery(GL_SAMPLES_PASSED);
glGetQueryObjectuiv(queryId,GL_QUERY_RESULT,&nbPixels);
#endif
......
......@@ -602,7 +602,7 @@ bool vtkEDLShading::EDLCompose(const vtkRenderState *,
//
// Prepare blitting
glClearColor(1., 1., 1., 1.);
#if GL_ES_VERSION_2_0 == 1
#if GL_ES_VERSION_3_0 == 1
glClearDepthf(static_cast<GLclampf>(1.0));
#else
glClearDepth(static_cast<GLclampf>(1.0));
......@@ -652,7 +652,7 @@ void vtkEDLShading::Render(const vtkRenderState *s)
if (this->DelegatePass != 0)
{
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
GLint savedCurrentDrawBuffer;
glGetIntegerv(GL_DRAW_BUFFER,&savedCurrentDrawBuffer);
#endif
......@@ -717,7 +717,7 @@ void vtkEDLShading::Render(const vtkRenderState *s)
#if EDL_LOW_RESOLUTION_ON
if(! this->EDLShadeLow(s2, renWin) )
{
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDrawBuffer(static_cast<GLenum>(savedCurrentDrawBuffer));
#endif
}
......@@ -735,7 +735,7 @@ void vtkEDLShading::Render(const vtkRenderState *s)
{
vtkFrameBufferObject::SafeDownCast(s->GetFrameBuffer())->Bind();
}
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDrawBuffer(static_cast<GLenum>(savedCurrentDrawBuffer));
#endif
......
......@@ -98,7 +98,7 @@ bool vtkFrameBufferObject::IsSupported(vtkOpenGLRenderWindow *)
return true;
}
#if GL_ES_VERSION_2_0 == 1
#if GL_ES_VERSION_3_0 == 1
bool fbo = true;
bool fboBlit = true;
#else
......@@ -117,7 +117,7 @@ bool vtkFrameBufferObject::LoadRequiredExtensions(vtkOpenGLRenderWindow *)
return true;
}
#if GL_ES_VERSION_2_0 == 1
#if GL_ES_VERSION_3_0 == 1
bool fbo = true;
bool fboBlit = true;
#else
......@@ -263,12 +263,6 @@ void vtkFrameBufferObject::SetActiveBuffers(int num, unsigned int indices[])
//----------------------------------------------------------------------------
void vtkFrameBufferObject::ActivateBuffers()
{
#if GL_ES_VERSION_2_0 == 1 && GL_ES_VERSION_3_0 != 1
if (this->ActiveBuffers.size() > 1)
{
vtkErrorMacro("OpenGL ES2 only supports one FBO destinaiton");
}
#else
GLint maxbuffers;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxbuffers);
......@@ -285,7 +279,6 @@ void vtkFrameBufferObject::ActivateBuffers()
vtkOpenGLCheckErrorMacro("failed at glDrawBuffers");
delete[] buffers;
#endif
}
//----------------------------------------------------------------------------
......@@ -344,19 +337,11 @@ void vtkFrameBufferObject::CreateDepthBuffer(
vtkOpenGLCheckErrorMacro("failed at glBindRenderbuffer");
// Assign storage to this depth buffer.
#if GL_ES_VERSION_2_0 == 1 && GL_ES_VERSION_3_0 != 1
glRenderbufferStorage(
GL_RENDERBUFFER,
GL_DEPTH_COMPONENT,
width,
height);
#else
glRenderbufferStorage(
GL_RENDERBUFFER,
GL_DEPTH_COMPONENT24,
width,
height);
#endif
vtkOpenGLCheckErrorMacro("failed at glRenderbufferStorage");
......@@ -461,7 +446,7 @@ void vtkFrameBufferObject::CreateColorBuffers(
if (colorBuffer->GetNumberOfDimensions() == 3)
{
assert(this->UserZSlices[cc]<colorBuffer->GetDepth());
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glFramebufferTexture3D(
(GLenum)mode,
GL_COLOR_ATTACHMENT0 + cc,
......@@ -502,13 +487,9 @@ unsigned int vtkFrameBufferObject::GetMaximumNumberOfActiveTargets()
unsigned int result = 0;
if (this->Context)
{
#if GL_ES_VERSION_2_0 == 1 && GL_ES_VERSION_3_0 != 1
result = 1;
#else
GLint maxbuffers;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxbuffers);
result = static_cast<unsigned int>(maxbuffers);
#endif
}
return result;
}
......@@ -519,13 +500,9 @@ unsigned int vtkFrameBufferObject::GetMaximumNumberOfRenderTargets()
unsigned int result = 0;
if (this->Context)
{
#if GL_ES_VERSION_2_0 == 1 && GL_ES_VERSION_3_0 != 1
result = 1;
#else
GLint maxColorAttachments;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS,&maxColorAttachments);
result = static_cast<unsigned int>(maxColorAttachments);
#endif
}
return result;
}
......@@ -617,9 +594,6 @@ void vtkFrameBufferObject::DisplayFrameBufferAttachments()
cout<<"Current framebuffer is bind to framebuffer object "
<<framebufferBinding<<endl;
#if GL_ES_VERSION_2_0 == 1 && GL_ES_VERSION_3_0 != 1
this->DisplayFrameBufferAttachment(GL_COLOR_ATTACHMENT0);
#else
GLint maxColorAttachments;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS,&maxColorAttachments);
vtkOpenGLCheckErrorMacro("after getting MAX_COLOR_ATTACHMENTS");
......@@ -630,7 +604,6 @@ void vtkFrameBufferObject::DisplayFrameBufferAttachments()
this->DisplayFrameBufferAttachment(GL_COLOR_ATTACHMENT0+i);
++i;
}
#endif
cout<<"depth attachement :"<<endl;
this->DisplayFrameBufferAttachment(GL_DEPTH_ATTACHMENT);
cout<<"stencil attachement :"<<endl;
......@@ -774,7 +747,6 @@ void vtkFrameBufferObject::DisplayFrameBufferAttachment(
// Display the draw buffers.
void vtkFrameBufferObject::DisplayDrawBuffers()
{
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
GLint ivalue = 1;
glGetIntegerv(GL_MAX_DRAW_BUFFERS,&ivalue);
......@@ -805,9 +777,6 @@ void vtkFrameBufferObject::DisplayDrawBuffers()
cout << endl;
++i;
}
#else
cout << "there is 1 draw buffer." << endl;
#endif
}
// ----------------------------------------------------------------------------
......@@ -815,13 +784,11 @@ void vtkFrameBufferObject::DisplayDrawBuffers()
// Display the read buffer.
void vtkFrameBufferObject::DisplayReadBuffer()
{
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
GLint ivalue;
glGetIntegerv(GL_READ_BUFFER,&ivalue);
cout << "read buffer=";
this->DisplayBuffer(ivalue);
cout<<endl;
#endif
}
// ----------------------------------------------------------------------------
......@@ -836,7 +803,7 @@ void vtkFrameBufferObject::DisplayBuffer(int value)
}
else
{
#if GL_ES_VERSION_2_0 == 1
#if GL_ES_VERSION_3_0 == 1
vtkErrorMacro("Attempt to use bad display destintation");
#else
if(value>=GL_AUX0)
......
......@@ -134,7 +134,7 @@ void vtkGaussianBlurPass::Render(const vtkRenderState *s)
this->FrameBufferObject->SetActiveBuffer(0);
this->FrameBufferObject->SetDepthBufferNeeded(true);
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
GLint savedCurrentDrawBuffer;
glGetIntegerv(GL_DRAW_BUFFER,&savedCurrentDrawBuffer);
#endif
......@@ -146,7 +146,7 @@ void vtkGaussianBlurPass::Render(const vtkRenderState *s)
else
{
this->FrameBufferObject->UnBind();
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDrawBuffer(static_cast<GLenum>(savedCurrentDrawBuffer));
#endif
}
......@@ -163,7 +163,7 @@ void vtkGaussianBlurPass::Render(const vtkRenderState *s)
return;
}
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
GLint savedDrawBuffer;
glGetIntegerv(GL_DRAW_BUFFER,&savedDrawBuffer);
#endif
......@@ -303,7 +303,7 @@ void vtkGaussianBlurPass::Render(const vtkRenderState *s)
// restore some state.
this->FrameBufferObject->UnBind();
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDrawBuffer(static_cast<GLenum>(savedDrawBuffer));
#endif
return;
......@@ -398,7 +398,7 @@ void vtkGaussianBlurPass::Render(const vtkRenderState *s)
this->FrameBufferObject->UnBind();
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDrawBuffer(static_cast<GLenum>(savedDrawBuffer));
#endif
......
......@@ -79,7 +79,7 @@ const char *vtkOpenGLStrError(unsigned int code)
return "Invalid operation";
case GL_OUT_OF_MEMORY:
return "Out of memory";
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
case GL_STACK_OVERFLOW:
return "Stack overflow";
case GL_STACK_UNDERFLOW:
......
......@@ -251,7 +251,7 @@ void vtkOpenGLFXAAFilter::CreateGLObjects()
// ES doesn't support GL_RGB8, and OpenGL 3 doesn't support GL_RGB.
// What a world.
#if defined(GL_ES_VERSION_3_0) || defined(GL_ES_VERSION_2_0)
#if defined(GL_ES_VERSION_3_0)
this->Input->SetInternalFormat(GL_RGB);
#else // OpenGL ES
this->Input->SetInternalFormat(GL_RGB8);
......
......@@ -390,7 +390,6 @@ void vtkOpenGLGlyph3DHelper::GlyphRender(
int representation = actor->GetProperty()->GetRepresentation();
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
if (actor->GetProperty()->GetRepresentation() == VTK_SURFACE &&
!selector && GLEW_ARB_instanced_arrays)
{
......@@ -398,7 +397,6 @@ void vtkOpenGLGlyph3DHelper::GlyphRender(
colors, matrices, normalMatrices, pointMTime);
return;
}
#endif
bool primed = false;
......@@ -407,7 +405,7 @@ void vtkOpenGLGlyph3DHelper::GlyphRender(
(representation == VTK_WIREFRAME) ? GL_LINES : GL_TRIANGLES;
if (selecting_points)
{
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glPointSize(6.0);
#endif
mode = GL_POINTS;
......@@ -511,7 +509,6 @@ void vtkOpenGLGlyph3DHelper::SetMapperShaderParameters(vtkOpenGLHelper &cellBO,
}
}
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
void vtkOpenGLGlyph3DHelper::GlyphRenderInstances(
vtkRenderer* ren, vtkActor* actor, vtkIdType numPts,
std::vector<unsigned char> &colors, std::vector<float> &matrices,
......@@ -591,7 +588,6 @@ void vtkOpenGLGlyph3DHelper::GlyphRenderInstances(
this->Primitives[PrimitiveTris].IBO->Release();
this->RenderPieceFinish(ren, actor);
}
#endif
//-----------------------------------------------------------------------------
void vtkOpenGLGlyph3DHelper::PrintSelf(ostream& os, vtkIndent indent)
......
......@@ -74,12 +74,10 @@ protected:
~vtkOpenGLGlyph3DHelper();
// special opengl 32 version that uses instances
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
void GlyphRenderInstances(vtkRenderer* ren, vtkActor* actor, vtkIdType numPts,
std::vector<unsigned char> &colors, std::vector<float> &matrices,
std::vector<float> &normalMatrices,
vtkMTimeType pointMTime);
#endif
/**
* Create the basic shaders before replacement
......
......@@ -89,7 +89,7 @@ public:
{
if (this->MultisampleSupport)
{
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
if (mode)
{
glEnable(GL_MULTISAMPLE);
......@@ -106,7 +106,7 @@ public:
// Check if multisample is enabled.
bool QueryMultisampling()
{
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
if (this->MultisampleSupport && glIsEnabled(GL_MULTISAMPLE))
{
return true;
......
......@@ -50,11 +50,9 @@
#include "vtkTextureObject.h"
#include "vtkTransform.h"
#include "vtkUnsignedIntArray.h"
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
#include "vtkShadowMapPass.h"
#include "vtkValuePass.h"
#include "vtkValuePassHelper.h"
#endif
#include "vtkShadowMapPass.h"
// Bring in our fragment lit shader symbols.
#include "vtkPolyDataVS.h"
......@@ -116,9 +114,7 @@ vtkOpenGLPolyDataMapper::vtkOpenGLPolyDataMapper()
this->TimerQuery = 0;
this->ResourceCallback = new vtkOpenGLResourceFreeCallback<vtkOpenGLPolyDataMapper>(this,
&vtkOpenGLPolyDataMapper::ReleaseGraphicsResources);
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
this->ValuePassHelper = vtkSmartPointer<vtkValuePassHelper>::New();
#endif
}
//-----------------------------------------------------------------------------
......@@ -213,9 +209,7 @@ void vtkOpenGLPolyDataMapper::ReleaseGraphicsResources(vtkWindow* win)
this->CellNormalBuffer->ReleaseGraphicsResources();
}
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
this->ValuePassHelper->ReleaseGraphicsResources(win);
#endif
if (this->AppleBugPrimIDBuffer)
{
......@@ -223,7 +217,7 @@ void vtkOpenGLPolyDataMapper::ReleaseGraphicsResources(vtkWindow* win)
}
if (this->TimerQuery)
{
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
#if GL_ES_VERSION_3_0 != 1
glDeleteQueries(1, &this->TimerQuery);
#endif
this->TimerQuery = 0;
......@@ -586,12 +580,10 @@ void vtkOpenGLPolyDataMapper::ReplaceShaderColor(
" vec3 diffuseColor;\n"
" float opacity;\n";
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
if (this->ValuePassHelper->GetRenderingMode() == vtkValuePass::FLOATING_POINT)
{
this->ValuePassHelper->UpdateShaders(VSSource, FSSource, colorImpl);
}
#endif
if (this->LastLightComplexity[this->LastBoundBO])
{
......@@ -802,14 +794,12 @@ void vtkOpenGLPolyDataMapper::ReplaceShaderLight(
}
int lastLightComplexity = this->LastLightComplexity[this->LastBoundBO];
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
if (info && info->Has(vtkValuePass::RENDER_VALUES()))
{
// Although vtkValuePass::FLOATING_POINT does not require this, it is for
// simplicity left unchanged (only required when using INVERTIBLE_LUT mode).
lastLightComplexity = 0;
}
#endif
switch (lastLightComplexity)
{
......@@ -1702,9 +1692,7 @@ bool vtkOpenGLPolyDataMapper::GetNeedToRebuildShaders(
cellBO.ShaderSourceTime < this->SelectionStateChanged ||
cellBO.ShaderSourceTime < renderPassMTime ||
cellBO.ShaderSourceTime < this->LightComplexityChanged[&cellBO]
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
|| this->ValuePassHelper->RequiresShaderRebuild()
#endif
)
{
return true;
......@@ -1837,12 +1825,10 @@ void vtkOpenGLPolyDataMapper::SetMapperShaderParameters(vtkOpenGLHelper &cellBO,
}
}
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
if (this->ValuePassHelper->GetRenderingMode() == vtkValuePass::FLOATING_POINT)
{
this->ValuePassHelper->BindAttributes(cellBO);
}
#endif
cellBO.AttributeUpdateTime.Modified();
}
......@@ -1895,12 +1881,10 @@ void vtkOpenGLPolyDataMapper::SetMapperShaderParameters(vtkOpenGLHelper &cellBO,
cellBO.Program->SetUniformi("textureN", tunit);
}
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
if (this->ValuePassHelper->GetRenderingMode() == vtkValuePass::FLOATING_POINT)
{
this->ValuePassHelper->BindUniforms(cellBO);
}
#endif
// Handle render pass setup:
vtkInformation *info = actor->GetPropertyKeys();
......@@ -2409,13 +2393,13 @@ void vtkOpenGLPolyDataMapper::GetCoincidentParameters(
void vtkOpenGLPolyDataMapper::RenderPieceStart(vtkRenderer* ren, vtkActor *actor)
{
// Set the PointSize and LineWidget
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glPointSize(actor->GetProperty()->GetPointSize()); // not on ES2
#endif
this->TimeToDraw = 0.0;
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
#if GL_ES_VERSION_3_0 != 1
if (this->TimerQuery == 0)
{
glGenQueries(1, static_cast<GLuint*>(&this->TimerQuery));
......@@ -2484,12 +2468,10 @@ void vtkOpenGLPolyDataMapper::RenderPieceStart(vtkRenderer* ren, vtkActor *actor
this->CellNormalTexture->Activate();
}
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
if (this->ValuePassHelper->GetRenderingMode() == vtkValuePass::FLOATING_POINT)
{
this->ValuePassHelper->RenderPieceStart(actor, this->CurrentInput);
}
#endif
// If we are coloring by texture, then load the texture map.
// Use Map as indicator, because texture hangs around.
......@@ -2533,7 +2515,7 @@ void vtkOpenGLPolyDataMapper::RenderPieceDraw(vtkRenderer* ren, vtkActor *actor)
{
if (pointPicking)
{
#if GL_ES_VERSION_2_0 != 1
#if GL_ES_VERSION_3_0 != 1
glPointSize(this->GetPointPickingPrimitiveSize(i));
#endif
}
......@@ -2606,7 +2588,7 @@ void vtkOpenGLPolyDataMapper::RenderPieceFinish(vtkRenderer* ren,
this->InternalColorTexture->PostRender(ren);
}
#if GL_ES_VERSION_2_0 != 1 && GL_ES_VERSION_3_0 != 1
#if GL_ES_VERSION_3_0 != 1
glEndQuery(GL_TIME_ELAPSED);
#endif
......@@ -2626,12 +2608,10 @@ void vtkOpenGLPolyDataMapper::RenderPieceFinish(vtkRenderer* ren,
this->CellNormalTexture->Deactivate();
}